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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
81

Büroarbeit im Intranet

Friedrich, Rico 17 January 2001 (has links)
Im Rahmen der Diplomarbeit wurde ein modernes System zur Erledigung typischer Geschäftsvorfälle des URZ entwickelt. Die Arbeit betrachtet den Einsatz von XML als Grundlage der Implementation und unterschiedliche XML-Applikationen auf ihre Verwendbarkeit zur Repräsentation von URZ-Dokumenten. Laufende Geschäftsvorfälle wurden anhand ausgewählter Dokumententypen analysiert und deren Strukturen und Inhaltstypen in XML definiert. Die Dokumentenerstellung wird durch eine Web-basierte Nutzerschnittstelle gewährleistet.
82

Bildproduktion : Kreativt utrymme inom arbetsmetoder för digital produktion i en akademisk miljö / Moving Image Production : Creative Space for Work Methods of Digital Production in an Academic Environment

Sammens, Gabriel January 2020 (has links)
Filmbranschen rör sig mot allt mer digitalt producerat filmmaterial för storfilm. Samtidigt tillåter teknologin filmskapare att producera detta material med allt mer verklighetstrogna resultat. Detta ställer i sin tur högre krav på filmskaparnas färdigheter och utrymme att utnyttja sin kreativitet till fullo. Denna uppsats fokuserar därför på skapandet av en filmad och digitalt producerad designartefakt med målet att efterlikna den höga kvalitet som storfilmerna i projektets referensmaterial besitter. Produktionen begränsar sig till de verktyg som finns en student på Högskolan Dalarna tillhanda. Som grund för projektet sammansätts ett teoretiskt system baserat på tidigare forskning relevant för ämnet, i uppsatsen benämnts som, digital produktion. Detta system skapas för att tillåta tre externa bedömare att bedöma artefaktens produktionsvärde utefter systemets kriterier genom ett visningstest. Resultatet av arbetet leder till slutsatserna att det är möjligt för en student att producera en artefakt med tillsynes snarlika resultat som en storfilm. Artefakten blir dock inte fullständigt kvalitetsmässigt oskiljaktig och kan inte produceras i samma skala samt måste produceras med enklare arbetsmetodik anpassad för studentens egna förutsättningar.
83

A Computer-Generated Model of the Construction of the Roman Colosseum

Tan, Adrian Hadipriono January 2012 (has links)
No description available.
84

Fake Existence, Real Influence? : Computer Generated Imagery (CGI) Influencers' Impact on Consumers' Purchase Intentions

Arusell, Mattias, Pettersson, Magdalena January 2022 (has links)
In the light of the digitalization and the emergence of social media, the concept of influencer marketing has increased significantly in importance on a global scale and is now considered one of the most effective, powerful and cost-effective marketing tools for businesses in today’s society. Nevertheless, despite the effectiveness of influencer marketing, the growing worldwide marketing trend of Computer Generated Imagery (CGI) influencers, also described as human-like influencers, is currently revolutionizing today’s influencer marketing and is expected to become the new way of marketing from a future perspective. With millions of followers on social media, CGI influencers are quickly gaining three times higher follower engagement than prominent celebrities and human influencers, even though their existence is not real. As a result, the organizational use of CGI influencer marketing has intensified markedly on a global scale from several world-leading brands. Although CGI influencers are expected to increase significantly within marketing, the current knowledge and understanding of CGI influencers as a marketing strategy for brands and products is insufficient and is in essential need of further exploration. This thesis contributes to the yet very limited empirical research by focusing on the research gap of differences between CGI influencers and human influencers from a consumer perspective, with the following research question: “How do CGI influencers differ from human influencers in terms of its impact on consumers’ purchase intentions?”  The research purpose of this thesis is to explore whether there is any difference in the impact of CGI influencers and human influencers on consumers’ purchase intentions in order to increase the understanding of the effectiveness of virtual influencer marketing in comparison to influencer marketing on consumer behavior. The research purpose was fulfilled by undertaking a qualitative inductive research approach and performing ten semi-structured interviews with respondents which both follow at least one macro- or mega human influencer and CGI influencer on Instagram. The thesis focuses on CGI influencers in relation to the aspects of motivations to follow, opinion leadership and parasocial relationships, since these are closely linked to purchase intentions. By increasing the understanding of consumers’ view, attitude and behavior, this thesis has discovered multiple key aspects in how CGI influencers differ from human influencers in terms of its impact on consumers’ purchase intentions. The results show that CGI influencers are generally seen as more or less the same as human influencers in terms of inspiration. Followingly, it is possible for consumers to create parasocial relationships with CGI influencers. Nevertheless, this thesis has identified a dominant perspective that CGI influencers affect purchase intentions to a lesser extent than human influencers at present, which is primarily based on higher-developed parasocial relationships, a greater perceived genuineness and higher consumer trust for human influencers. The core theoretical implications are the expanded scientific research on CGI influencers as a marketing phenomenon, and the perceived differences and similarities between CGI influencers and human influencers from a consumer perspective. The key practical implications are the increased understanding of the effectiveness of virtual influencer marketing in comparison to influencer marketing on consumer behavior, and how to implement CGI influencers in the marketing strategy successfully. On a societal level, the most central societal implications are several ethical issues of CGI influencers within marketing.
85

Diseño de producción para cortometrajes de animación 3D. Estandarización de procesos a partir de una producción propia

Meneu Oset, Juan Ignacio 02 September 2020 (has links)
[ES] Esta tesis doctoral ahonda en el proceso de producción de cortometrajes CGI (computer generated imagery / Imagen generada por computadora u ordenador), conocidos popularmente como 3D, con el objetivo de crear una guía que permita estandarizar los procesos de producción que intervienen en este tipo de obras, en las fases de: desarrollo, preproducción, producción y postproducción. El diseño de producción puede determinar la diferencia entre el éxito o fracaso de un film de animación, cumpliendo los parámetros de calidad establecidos y la planificación prevista. Sin embargo, apenas existen estudios teóricos que aborden en profundidad el tema de la animación 3D, o en su caso, se hace de forma muy generalista y desde un punto de vista de producción, que no profundiza en el trabajo realizado por los artistas o técnicos especialistas que intervienen en el proceso (workflow). Para ello hemos desarrollado una investigación empírica, basada en la observación y la experiencia, que utiliza el método experimental para desarrollar una producción propia, con el objetivo de generar un manual de procedimientos que permita diseñar y estandarizar los procesos de producción que intervienen en los cortometrajes 3D, desde un enfoque técnico-artístico. La finalidad de este manual es que sirva de guía, favorezca la formación y aporte fuentes de información paralelas en cada una de las etapas de producción. La investigación está dirigida a la capacitación e implementación en proyectos de profesionales noveles, jóvenes en formación e incluso estudios profesionales con experiencia, que no estén familiarizados en la realización de producciones propias. Entre las fuentes de información aportadas, el estudio incluye entrevistas inéditas a profesionales en activo dentro de la industria de la animación, como la realizada a la directora de producción Belli Ramírez que fue publicada en el nº 6 de la revista especializada en animación Con A de Animación (Meneu Oset J. , 2016). Los profesionales entrevistados aportan su experiencia sobre aquellos procesos en los que destacan como especialistas de reconocido prestigio. Se adjunta además un glosario específico de los términos utilizados en la industria de la animación, generalmente anglicismos aceptados como vocabulario técnico, con el que trabajan todos los estudios a nivel internacional. Así mismo, la tesis incluye materiales de la producción del cortometraje Ivet y Michuco (Meneu, 2020) para ilustrar algunos de los procesos específicos que se debe desarrollar al generar un proyecto 3D, como es el caso de estudio de esta tesis doctoral. El Anexo II incluye el guion completo, el storyboard y el desarrollo gráfico o concept art para el diseño artístico del cortometraje. Como resultado de la investigación, esta tesis doctoral aporta una guía audiovisual, disponible en línea (www.ivetymichuco.com), que establece un organigrama de los flujos de trabajo de todas las fases de producción de una película 3D. Los gráficos que en ella aparecen explican, de manera concisa y clara, los pasos y procesos que debe seguir un artista/especialista que pretenda llevar a buen término una obra similar a la que se expone en esta investigación. La guía incluye además tres aspectos importantes que requiere cualquier producción de animación: la organización de archivos, la planificación de tiempos de producción y el presupuesto. / [EN] This doctoral thesis delves into the short film production process CGI (computer generated imagery), popularly known as 3D, with the aim of creating a guide that will serve to standardize the production processes involved in this type of works, in the phases of: development, pre-production, production and post-production. Production design can determine the difference between the success or failure of an animation film if the quality and parameters established and planned are met. However, there are hardly any theoretical studies which address this topic in depth in the case of 3D animation, or in any case, it is done very generally and from the point of view of the production as a whole, which does not delve into the work done by artists or technicians specialists involved in the process (workflow). To that end we have developed an empirical investigation, based on observation and experience, which uses the experimental method to develop your own production, with the aim to generate a procedures manual that allows designing and standardizing the production processes involved in 3D short films, from a technical-artistic approach. The purpose of this manual is to serve as a guide, promote training and provide parallel sources of information in each of the stages of production. Research is aimed at training and implementation in projects of new professionals, young people in training and even experienced professional studios, unfamiliar with the conducting of their own productions. Among the sources of information provided, the study includes unpublished interviews to active professionals within the animation industry, such as the one conducted to production manager Belli Ramírez which was published in nº 6 of the magazine specialized in animation Con A de Animación (Meneu Oset J. , 2016). The professionals interviewed contribute their experience on those processes in which they stand out as specialists of recognized prestige. Also attached there is a glossary of terms specifically used in the animation industry; generally accepted Anglicisms as technical vocabulary which is used by all studios internationally. In addition to these, the thesis includes materials from the production of the short film Ivet y Michuco (Meneu, 2020) to illustrate some of the specific processes that must be developed when generating a 3D project, as it is the case study of this thesis. The complete script, storyboard and graphic development or concept art for the artistic design of the short film can be found on Annex II. As a result of the research, this doctoral thesis provides an audiovisual guide, available online (www.ivetymichuco.com), which establishes a flow chart of the workflows of all the production phases of a 3D movie. The graphics that appear in it explain, in a concise and clear manner, the steps and processes to be followed by an artist/specialist who intends to undertake a similar production to the one presented in this research successfully. The guide also includes three important aspects of any animation production: file organizing, planning production times and the budget. / [CA] Aquesta tesi doctoral aprofundeix en el procés de producció de curtmetratges CGI (computer generated imagery/Imatge generada per ordinador o computadora), coneguts popularment com a 3D, amb l'objectiu de crear una guia que permeta estandarditzar els processos de producció que intervenen en aquests tipus d'obres, en les fases de: desenrotllament, preproducció, producció i postproducció. El disseny de producció pot determinar la diferència entre l'èxit o el fracàs d'un film d'animació, complint els paràmetres de qualitat establerts i la planificació prevista. No obstant això, hi ha pocs estudis teòrics que aborden en profunditat aquest tema en el cas de l'animació 3D, o si es fa, és d'una manera molt generalista i des d'un punt de vista de la producció, que no aprofundeix en el treball realitzat pels artistes o pels tècnics especialistes que intervenen en el procés (workflow). Per aquest motiu, hem desenrotllat una investigació empírica, basada en l'observació i l'experiència, que utilitza el mètode experimental per a desenvolupar una producció pròpia, amb l'objectiu de generar un manual de procediments que permeta dissenyar i estandarditzar els processos de producció que intervenen en els curtmetratges 3D, des d'una perspectiva tècnica i artística. La finalitat d'aquest manual és que servisca de guia, afavorisca la formació i l'aportació de fonts d'informació paral·leles en cada una de les etapes de la producció. La investigació està dirigida a la capacitació i la implementació en projectes de professionals novells, jóvens en formació i fins i tot, estudis professionals amb experiència, que no estiguen familiaritzats amb la realització de produccions pròpies. Entre les fonts d'informació aportades, l'estudi inclou entrevistes inèdites a professionals en actiu dins de la indústria de l'animació, com la realitzada a la directora de producció Belli Ramírez que va ser publicada en el núm. 6 de la revista especialitzada en animació Con A de Animación (Meneu Oset J. , 2016). Els professionals entrevistats aporten la seua experiència sobre aquells processos en què destaquen com a especialistes de reconegut prestigi. S'adjunta, a més a més, un glossari específic dels temes utilitzats en la indústria de l'animació, generalment anglicismes acceptats com a vocabulari tècnic, amb els que treballen tots els estudis internacionalment. Així mateix, la tesi inclou materials de la producció del curtmetratge Ivet y Michuco (Meneu, 2020) per a il·lustrar alguns dels processos específics que cal desenrotllar per a generar un projecte 3D, com és el cas d'estudi d'aquesta tesi doctoral. L'Annex II inclou el guió complet, el storyboard i el desenrotllament gràfic o concept art per al disseny artístic del curtmetratge. Com a resultat de la investigació, aquesta tesi doctoral aporta una guia audiovisual, disponible en línia (www.ivetymichuco.com), que estableix un organigrama dels fluxos de treball de totes les fases de la producció d'una pel·lícula 3D. Els gràfics que en ella apareixen expliquen, de manera concisa i clara, els passos i els processos que ha de seguir un artista/especialista que pretenga portar a bon terme una obra semblant a l'exposada en aquesta investigació. La guia inclou, a més a més, tres aspectes importants que requereix qualsevol producció d'animació: l'organització d'arxius, la planificació del temps de producció i el pressupost. / Meneu Oset, JI. (2020). Diseño de producción para cortometrajes de animación 3D. Estandarización de procesos a partir de una producción propia [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/149499
86

Från Ronja Rövardotter till Hundraåringen : Kartläggning av hur specialeffekter och visuella effekter används inom svensk filmbransch idag och vad branschens inställning till det är

Gustavsson, Sara, Helmersson, Jonas January 2015 (has links)
"Technology has been a key element in the changing creative possibilities available to filmmakers, but deep down the questions of staging, point of view, pace, suspense, time and psychology faced by filmmakers as they walk onto the set in the morning have remained remarkably consistent". Cousins, 2004, s13. Sättet att göra film på har ständigt förändrats och fortsätter att förändras men som citatet syftar till så verkar inställningen till film stå sig lika genom tiderna. I grund och botten handlar det om att berätta en historia som berör publiken. En historia berättad utifrån filmskaparnas olika stilar. Tack vare teknikutvecklingen har många effekter i film, både digitala och fysiska blivit möjliga och vem vet vad den tekniska, och kanske framförallt den digitala utvecklingen, kommer att leda till för effekter i film i framtiden? Vi är trots allt bara i början av den digitala eran. Samtidigt som det nya introduceras kanske de gamla beprövade fysiska effekterna etsar sig fast som klassiska och erkända arbetsmetoder. Vad vi behandlar i den här uppsatsen är hur digitala och fysiska tekniker att skapa effekter används och nyttjas i den svenska filmbranschen. Hur ser beslutsfattare i branschen på effekter som filmskapande och varför ser användandet ut som det gör idag? Vi har också undersökt vad det är som styr användandet av effekter inom filmskapande utifrån ekonomiska, tekniska och konstnärliga överväganden. Vi har samlat in information genom kvalitativa, djupgående intervjuer med tre produktionsbolagsföreträdare och tre finansiärer. Vi har även samlat in information kring begreppen fysiska effekter och digitala effekter bland sex stycken filmarbetare som aktivt arbetar med effektskapande på olika sätt. Det har visat sig att det råder meningsskiljaktigheter när det kommer till definition av begreppen kring digitala effekter och fysiska effekter mellan de bolagsföreträdare och finansiärer vi har intervjuat och de aktiva effektmakare som vi har bett definiera begreppen. För att underlätta framtida kommunikation kommer vi i den här uppsatsen definiera dessa begrepp utifrån våra resultat. Våra resultat tyder på att det finns en vilja inom filmbranschen att arbeta med effekter inom film men att det samtidigt saknas resurser och kompetens idag. Samtidigt tycker vi oss utläsa en okunskap kring effekter vilket ställer till det för dem som vill arbeta med effekter. Exempelvis gällande Guldbaggegalan, där kategorin "Bästa Visuella Effekter" togs bort efter bara några år efter införandet för att det ansågs vara för svårt att utläsa vad som var effekter och inte i en film. Utifrån det vi kan utläsa från våra resultat finner vi det motsägelsefullt att vilja utveckla branschen och arbetet med effekter och samtidigt inte utveckla kunnandet kring det, när man istället för att plocka bort en kategori på grund av okunskap istället borde lära sig mer om det. / "Technology has been a key element in the changing creative possibilities available to filmmakers, but deep down the questions of staging, point of view, pace, suspense, time and psychology faced by filmmakers as they walk onto the set in the morning have remained remarkably consistent." Cousins, 2004, s13. The way of filmmaking has always been changing and it continues to change but as the quote leads up to it seems like the attitude stays the same. It is essentially about telling a story, which affects the audience. To tell a story with the different approaches the creators favors. Thanks to the technical development, many of these effects, both physical and digital have become practicable and who knows what the technique and digital progress will lead to in the future of filmmaking. After all, we are only in the beginning of the digital era. In the same time, the old and proven effect making techniques might inculcate as both classic and recognizable working methods. In this essay, we will talk about how the techniques of digital and practical effects are being used in the Swedish film industry. What does the decision makers in the business think about using effects in filmmaking and why are effects being used the way they are in todays film industry? We also wanted to examine what regulates he use of effects based on economical, technical and artistic considerations. We have collected our data from interviews with three representatives from production companies and three film financiers. We have also collected information considering the definitions of visual effects and special effects from six filmmakers who that works with effect making on a daily basis. It has become apparent that there are some confusion considering the definitions of the concepts of visual effects and special effects between the producers and financiers and the filmmakers. In order to ease future communication, we will in this essay define these concepts out of our results. Our result suggests that there is a will in the Swedish film industry to work with effects in filmmaking but in the same time parts of the industry lacks of resources and capability. Simultaneously, we can note that the ignorance around the concept of effects causes communication problems for digital artists and prop makers. For instance, on the Swedish film gala "Guldbaggegalan" they added a new category only a few years back and this year they took it away because of the problems of recognizing what's visual effects and what's not. It is interesting that there is an interest in developing effects in filmmaking and at the same time takes away the award. Instead of taking it away, they should focus on educating people about effects.
87

Uživatelské rozhraní WWW pro analýzu fotografií / User Interface Using WWW for Photo Image Analysis

Balcárek, Lukáš January 2012 (has links)
This master's thesis deals with the user interface for machine quality assessment of the technical groups of photos. This work is written about photos, graphics editors and their evaluation. The practical part is focused on the design and creation of application with web user interface, which evaluates and compares the quality of photos. Finally is this created application with its user interface tested by users, its benefits and opportunities for further expansion are evaluated.
88

SAGRES : um sistema com apresentação adaptável de informações e suporte à interação em grupo / SAGRES, an adaptable information presentation and work group support interaction system

Bertoletti, Ana Carolina January 1997 (has links)
A grande quantidade de informações eletrônicas disponíveis, e a crescente modificação do público da Computação, devido, principalmente, à redução dos custos de equipamentos de informática e ao surgimento da rede Internet, acentuaram a necessidade do uso de ferramentas de consulta com acesso rápido e adaptado às características dos usuários. Adicionalmente, como conseqüência do surgimento da rede Internet e da crescente expansão das redes de computadores, estão sendo desenvolvidos, cada vez mais, sistemas de suporte ao trabalho em grupo, os quais são atualmente muito encontrados em ambientes de ensino, a fim de facilitar o processo de ensino-aprendizagem. Um exemplo de ambiente de ensino onde podemos perceber todos os fatores acima citados é o Museu de Ciências e Tecnologia da PUCRS (MCT). Este Museu possui um amplo conjunto de informações armazenadas em bases de dados, e o interesse do público pela consulta a tais bases vem crescendo de forma acentuada. Neste sentido, SAGRES - um sistema com apresentação adaptável de informações e suporte à interação em grupo é um ambiente construído sobre a Internet, o qual possibilita a apresentação das bases de dados do MCT de forma adaptada às características de um ou mais visitantes. De acordo com o nível de experiência, as preferências e as atividades apresentadas pelos visitantes, o sistema determina o conjunto de links apropriados e apresenta-os em uma página HTML (HyperText Markup Language) resultante. Além da adaptação da apresentação das informações, o sistema SAGRES também apóia o aprendizado, explorando aspectos relevantes para a interação entre o visitante e o computador, e, também, entre um conjunto de visitantes, pois a interação pode ocorrer de forma individual ou através de turmas de alunos. Deste modo, é possibilitada a comunicação entre os participantes da turma que, ao compartilharem experiências, duvidas e soluções, podem obter um aprendizado mais consciente e permanente. 0 objetivo final desta pesquisa é a implementação do sistema SAGRES, o qual permite que grupos de visitantes interajam ao mesmo tempo em locais geograficamente distantes. Tal interação é realizada de forma adaptada aos objetivos, ao nível de experiência e às preferências de um visitante e/ou grupo de visitantes, os quais podem assumir três papéis distintos: gerente de turma (responsável em especificar as características de uma turma de alunos), aluno de turma (executa o conjunto de ações especificadas anteriormente pelo gerente) e visitante individual (responsável em definir suas características particulares e, com elas, interagir com o sistema). Por sua vez, o processo de cooperação pode ocorrer entre os componentes de uma turma ou entre todos os usuários do Sistema, os quais podem editar documentos e trocar mensagens, a fim de possibilitar o compartilhamento de experiências. / The great amount of electronical information available today, and the growing and changing users of Computer Science mainly due to cost cuts on computer equipment and the emergence of Internet reinforced the need of tools providing fast access to information and adapted to user's characteristics. As a consequence of the emergence of Internet and the growing expansion of computer networks, systems for Computer Supported Cooperative Work in learning environments have been developed in order to facilitate the teaching-learning process. An example of learning environment where all aspects below can be observed is the Museum of Science and Technology (MCT) at PUCRS. In this museum there is a comprehensive amount of information stored on databases and visitor's interest in querying these bases has been growing. SAGRES - an adaptable information presentation and work group support interaction system is a tool built on top of the Internet which enables the presentation of MCT databases concerning visitor's traits. According to visitors experience levels and preferences and intended activities the system determines the group of appropriate links and presents it on a resulting HTML page (HyperText Markup Language). Besides the adaptation in presenting the information, the system supports the learning process by exploring important aspects for interaction between visitor and computer and also among visitors since interaction can occur individually or in groups of students. Thus, communication is enabled among students and as a result they may share experiences, doubts and solutions, and consequently achieve a more effective and conscious learning process. Therefore, the final aim of this research is the development of SAGRES, a system which allows groups of visitors to interact at the same time in different places all over the world. Such interaction is accomplished according to objectives, experience level and preferences of visitors that can have three different roles: group manager (responsible for specifying characteristics of group of students), student group (perform group of actions predetermined by the group manager) and individual visitor (in charge of defining particular traits and interacting with the system). Furthermore, Cooperative Processes may occur among all system users who can edit documents and exchange messages in order to share experiences.
89

SAGRES : um sistema com apresentação adaptável de informações e suporte à interação em grupo / SAGRES, an adaptable information presentation and work group support interaction system

Bertoletti, Ana Carolina January 1997 (has links)
A grande quantidade de informações eletrônicas disponíveis, e a crescente modificação do público da Computação, devido, principalmente, à redução dos custos de equipamentos de informática e ao surgimento da rede Internet, acentuaram a necessidade do uso de ferramentas de consulta com acesso rápido e adaptado às características dos usuários. Adicionalmente, como conseqüência do surgimento da rede Internet e da crescente expansão das redes de computadores, estão sendo desenvolvidos, cada vez mais, sistemas de suporte ao trabalho em grupo, os quais são atualmente muito encontrados em ambientes de ensino, a fim de facilitar o processo de ensino-aprendizagem. Um exemplo de ambiente de ensino onde podemos perceber todos os fatores acima citados é o Museu de Ciências e Tecnologia da PUCRS (MCT). Este Museu possui um amplo conjunto de informações armazenadas em bases de dados, e o interesse do público pela consulta a tais bases vem crescendo de forma acentuada. Neste sentido, SAGRES - um sistema com apresentação adaptável de informações e suporte à interação em grupo é um ambiente construído sobre a Internet, o qual possibilita a apresentação das bases de dados do MCT de forma adaptada às características de um ou mais visitantes. De acordo com o nível de experiência, as preferências e as atividades apresentadas pelos visitantes, o sistema determina o conjunto de links apropriados e apresenta-os em uma página HTML (HyperText Markup Language) resultante. Além da adaptação da apresentação das informações, o sistema SAGRES também apóia o aprendizado, explorando aspectos relevantes para a interação entre o visitante e o computador, e, também, entre um conjunto de visitantes, pois a interação pode ocorrer de forma individual ou através de turmas de alunos. Deste modo, é possibilitada a comunicação entre os participantes da turma que, ao compartilharem experiências, duvidas e soluções, podem obter um aprendizado mais consciente e permanente. 0 objetivo final desta pesquisa é a implementação do sistema SAGRES, o qual permite que grupos de visitantes interajam ao mesmo tempo em locais geograficamente distantes. Tal interação é realizada de forma adaptada aos objetivos, ao nível de experiência e às preferências de um visitante e/ou grupo de visitantes, os quais podem assumir três papéis distintos: gerente de turma (responsável em especificar as características de uma turma de alunos), aluno de turma (executa o conjunto de ações especificadas anteriormente pelo gerente) e visitante individual (responsável em definir suas características particulares e, com elas, interagir com o sistema). Por sua vez, o processo de cooperação pode ocorrer entre os componentes de uma turma ou entre todos os usuários do Sistema, os quais podem editar documentos e trocar mensagens, a fim de possibilitar o compartilhamento de experiências. / The great amount of electronical information available today, and the growing and changing users of Computer Science mainly due to cost cuts on computer equipment and the emergence of Internet reinforced the need of tools providing fast access to information and adapted to user's characteristics. As a consequence of the emergence of Internet and the growing expansion of computer networks, systems for Computer Supported Cooperative Work in learning environments have been developed in order to facilitate the teaching-learning process. An example of learning environment where all aspects below can be observed is the Museum of Science and Technology (MCT) at PUCRS. In this museum there is a comprehensive amount of information stored on databases and visitor's interest in querying these bases has been growing. SAGRES - an adaptable information presentation and work group support interaction system is a tool built on top of the Internet which enables the presentation of MCT databases concerning visitor's traits. According to visitors experience levels and preferences and intended activities the system determines the group of appropriate links and presents it on a resulting HTML page (HyperText Markup Language). Besides the adaptation in presenting the information, the system supports the learning process by exploring important aspects for interaction between visitor and computer and also among visitors since interaction can occur individually or in groups of students. Thus, communication is enabled among students and as a result they may share experiences, doubts and solutions, and consequently achieve a more effective and conscious learning process. Therefore, the final aim of this research is the development of SAGRES, a system which allows groups of visitors to interact at the same time in different places all over the world. Such interaction is accomplished according to objectives, experience level and preferences of visitors that can have three different roles: group manager (responsible for specifying characteristics of group of students), student group (perform group of actions predetermined by the group manager) and individual visitor (in charge of defining particular traits and interacting with the system). Furthermore, Cooperative Processes may occur among all system users who can edit documents and exchange messages in order to share experiences.
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SAGRES : um sistema com apresentação adaptável de informações e suporte à interação em grupo / SAGRES, an adaptable information presentation and work group support interaction system

Bertoletti, Ana Carolina January 1997 (has links)
A grande quantidade de informações eletrônicas disponíveis, e a crescente modificação do público da Computação, devido, principalmente, à redução dos custos de equipamentos de informática e ao surgimento da rede Internet, acentuaram a necessidade do uso de ferramentas de consulta com acesso rápido e adaptado às características dos usuários. Adicionalmente, como conseqüência do surgimento da rede Internet e da crescente expansão das redes de computadores, estão sendo desenvolvidos, cada vez mais, sistemas de suporte ao trabalho em grupo, os quais são atualmente muito encontrados em ambientes de ensino, a fim de facilitar o processo de ensino-aprendizagem. Um exemplo de ambiente de ensino onde podemos perceber todos os fatores acima citados é o Museu de Ciências e Tecnologia da PUCRS (MCT). Este Museu possui um amplo conjunto de informações armazenadas em bases de dados, e o interesse do público pela consulta a tais bases vem crescendo de forma acentuada. Neste sentido, SAGRES - um sistema com apresentação adaptável de informações e suporte à interação em grupo é um ambiente construído sobre a Internet, o qual possibilita a apresentação das bases de dados do MCT de forma adaptada às características de um ou mais visitantes. De acordo com o nível de experiência, as preferências e as atividades apresentadas pelos visitantes, o sistema determina o conjunto de links apropriados e apresenta-os em uma página HTML (HyperText Markup Language) resultante. Além da adaptação da apresentação das informações, o sistema SAGRES também apóia o aprendizado, explorando aspectos relevantes para a interação entre o visitante e o computador, e, também, entre um conjunto de visitantes, pois a interação pode ocorrer de forma individual ou através de turmas de alunos. Deste modo, é possibilitada a comunicação entre os participantes da turma que, ao compartilharem experiências, duvidas e soluções, podem obter um aprendizado mais consciente e permanente. 0 objetivo final desta pesquisa é a implementação do sistema SAGRES, o qual permite que grupos de visitantes interajam ao mesmo tempo em locais geograficamente distantes. Tal interação é realizada de forma adaptada aos objetivos, ao nível de experiência e às preferências de um visitante e/ou grupo de visitantes, os quais podem assumir três papéis distintos: gerente de turma (responsável em especificar as características de uma turma de alunos), aluno de turma (executa o conjunto de ações especificadas anteriormente pelo gerente) e visitante individual (responsável em definir suas características particulares e, com elas, interagir com o sistema). Por sua vez, o processo de cooperação pode ocorrer entre os componentes de uma turma ou entre todos os usuários do Sistema, os quais podem editar documentos e trocar mensagens, a fim de possibilitar o compartilhamento de experiências. / The great amount of electronical information available today, and the growing and changing users of Computer Science mainly due to cost cuts on computer equipment and the emergence of Internet reinforced the need of tools providing fast access to information and adapted to user's characteristics. As a consequence of the emergence of Internet and the growing expansion of computer networks, systems for Computer Supported Cooperative Work in learning environments have been developed in order to facilitate the teaching-learning process. An example of learning environment where all aspects below can be observed is the Museum of Science and Technology (MCT) at PUCRS. In this museum there is a comprehensive amount of information stored on databases and visitor's interest in querying these bases has been growing. SAGRES - an adaptable information presentation and work group support interaction system is a tool built on top of the Internet which enables the presentation of MCT databases concerning visitor's traits. According to visitors experience levels and preferences and intended activities the system determines the group of appropriate links and presents it on a resulting HTML page (HyperText Markup Language). Besides the adaptation in presenting the information, the system supports the learning process by exploring important aspects for interaction between visitor and computer and also among visitors since interaction can occur individually or in groups of students. Thus, communication is enabled among students and as a result they may share experiences, doubts and solutions, and consequently achieve a more effective and conscious learning process. Therefore, the final aim of this research is the development of SAGRES, a system which allows groups of visitors to interact at the same time in different places all over the world. Such interaction is accomplished according to objectives, experience level and preferences of visitors that can have three different roles: group manager (responsible for specifying characteristics of group of students), student group (perform group of actions predetermined by the group manager) and individual visitor (in charge of defining particular traits and interacting with the system). Furthermore, Cooperative Processes may occur among all system users who can edit documents and exchange messages in order to share experiences.

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