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Múltiplas inteligências, criação e interatividade no ambiente virtual de aprendizagem edulivreBorges, Leonidas Leão 14 September 2010 (has links)
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Previous issue date: 2010-09-14 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / The aim is to verify how the Virtual Environment for Learning (VEL), fulfilled in the
Edulivre Project scope, enhances the development of multiple intelligences in
children from 7 to 9 years old. The VEL was developed by the Laboratory of Digital
Video Applications of the Federal University of Paraíba in partnership with two
schools in João Pessoa, PB. This Project intends to develop a VEL for learners of the
first elementary school year to take part in the cyberspace as micro-actors of the new
cognitive ecology which encompasses them, therefore, allowing these learners the
chance to appropriate new multi-mediatic and multi-sensorial languages as well as
the original forms to communicate via digital technologies and their information and
communication devices. The VEL conception had as fundamentals Jean Piaget´s
interactionist ideas ones widened by means of the new scientific contributions
proposed in the framework of Howard Gardner s multiple intelligences. As to the
methodology, it was used the research-action through a participative and
interventional experience involving the groups of students, teachers, software
programmers and designers. It was part of an open, free, fruitful and private context
which is important for the authorship of hypermedia materials and for the
implementation of a computational model with tools and functionalities suitable for
both the intellectual profile of the inter-agents and the cultural context of the schools.
These are essential characteristics to make the VEL a rich, useful and effective
pedagogical tool in order to enhance the multiple intelligences of the seven to nine
year old learners. The students´ and teachers´ group produced 159 contents and
they implemented functionalities, such as: comments, chat, video sharing, digital
ombudsperson and tool for evaluating the learners´ intellectual profile. The
accomplished analysis concerning the contents, tools and functionalities identified,
potentially, several combinations involving the following intelligences: the linguistic,
the musical-rhythmic, the logic-mathematical, the spatial, the bodily-kinesthetic, the
intrapersonal, the interpersonal and the naturalistic. With reference to the teachers´
participation in the process of digital technologies production, new logics,
methodologies and aesthetic, pedagogical and communicational possibilities were
offered to them. These emerged as an agenda of changes of their communicational
praxis emphasizing competences not only for the operational domain of technologies,
but also for the capacity of their use in learning contexts requiring from the teachers
both a technical and a technical-pedagogical formation. In relation to the computing
science bachelors, besides the linguistic, logical-mathematical and spatial capacities
which are usually highlighted in their formation, their personal intelligences valued the
environment calling their attention for the human dimension of their mission.
Furthermore, this displaced the focus on the object and put it on the project helping
to build an ergonomic, functional and human relationship among the learners. In this
way, the computers pointed out their humanistic formation and prepared these
experts to develop their personal abilities aiming to act not only as emotionally
competent professionals but enabled them to understand the conditions of their work
in the world and in society. / Trata-se de verificar como o ambiente virtual de aprendizagem (AVA), desenvolvido
no âmbito do Projeto Edulivre, potencializa o desenvolvimento de inteligências
múltiplas em crianças de sete a nove anos. Desenvolvido pelo Laboratório de
Aplicações de Vídeo Digital da Universidade Federal da Paraíba (Lavid/UFPB), em
parceria com duas escolas da cidade de João Pessoa - PB, o Projeto Edulivre
objetiva desenvolver um AVA para os aprendentes dos primeiros anos do ensino
fundamental participarem do ciberespaço, como microatores da nova ecologia
cognitiva que os engloba, a fim de que se apropriem das novas linguagens
multimidiáticas e multissensoriais, das originais formas de comunicar via tecnologias
digitais e seus dispositivos de informação e comunicação. A concepção do AVA teve
como ponto de ancoragem as ideias interacionistas de Jean Piaget ampliadas pelas
novas contribuições científicas propostas na estrutura das inteligências múltiplas
desenvolvida por Howard Gardner. A metodologia utilizada foi a pesquisa-ação, que
instituiu uma experiência participativa e interventiva, posto que envolveu o grupo de
alunos, professoras e programadores de software e designers, em um contexto
aberto, livre e fecundo, importante para a autoria de materiais hipermídia e para a
implementação de um modelo computacional adequado ao perfil intelectual dos
interagentes e ao contexto cultural das escolas. Essas características são essenciais
para tornar o AVA uma ferramenta pedagógica rica, útil e efetiva, visando
potencializar as múltiplas inteligências de aprendentes de sete a nove anos. O grupo
de alunos e professores produziu 159 conteúdos e implementou funcionalidades,
como comentários, chat, compartilhamento de vídeos, ouvidoria digital e ferramenta
para avaliação do perfil intelectual dos aprendentes. Em relação aos conteúdos, às
ferramentas e às funcionalidades, identificaram-se, potencialmente, diversas
combinações que envolvem as seguintes inteligências: a linguística, a musical, a
lógica-matemática, a espacial, a corporal-cinestésica, a intrapessoal, a interpessoal
e a naturalista. Referente à participação dos docentes no processo de produção das
tecnologias digitais, foram acionadas novas lógicas, metodologias e possibilidades
estético-pedagógicas e comunicacionais, que emergiram como agenda de
modificações de sua práxis comunicacional, evidenciando competências não só para
o domínio operacional das tecnologias como também para a capacidade de
empregá-las em contextos de aprendizagem que exigem desses sujeitos uma
formação técnica e técnico-pedagógica. Em relação aos bacharéis da Ciência da
Computação, para além das capacidades linguísticas, lógico-matemáticas e
espaciais que, geralmente, destacam-se na sua formação, foram suas inteligências
pessoais que valorizaram o ambiente, pois os mantiveram acordados para a
dimensão humana de sua missão e deslocaram a ênfase do objeto para o projeto, o
que ajudou a construir uma relação ergonômica, funcional e humana entre os
aprendentes e os computadores - com destaque para sua formação humanística - e
os preparou para desenvolver suas capacidades pessoais, com vistas a atuarem
como profissionais emocionalmente competentes e compreender as condicionantes
do seu trabalho no mundo e na sociedade.
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Os livros eletrônicos e as bibliotecas / -Liliana Giusti Serra 06 July 2015 (has links)
Esta pesquisa discute a utilização de livros eletrônicos em bibliotecas e as transformações que este recurso pode ocasionar em unidades de informação e nas atividades bibliotecárias. Para tanto são analisadas as transformações pelas quais passou o livro, em seus suportes e formatos, passando pelas ideias de Vannevar Bush, o Dynabook, primeiro dispositivo de leitura e a oferta de conteúdo do Projeto Gutenberg até o advento do livro eletrônico. As denominações empregadas para designar os livros eletrônicos são identificadas e busca-se conceituar o objeto empírico. São identificados seus quatro elementos, formato, dispositivo, plataforma e DRM, e as transformações ocorridas no processo de aquisição, com a possibilidade de licenciamento do conteúdo em oposição à propriedade. Neste aspecto são analisadas as teorias da primeira venda e do uso justo e a implicação que os licenciamentos representam às bibliotecas. São identificados os tipos de fornecedores de conteúdo digital licenciado, editores, agregadores e distribuidores, e as possibilidades de acesso às plataformas e aos conteúdos contratados. Os principais modelos de negócios são apresentados, aquisição perpétua, assinatura, Aquisição Orientada ao Usuário (DDA), Empréstimo de curto prazo (STL) e Aquisição orientada por evidência (EBS), além das possibilidades de inclusão de conteúdo aberto. A partir das características dos modelos de negócios para aquisição de conteúdo licenciado, aspectos do desenvolvimento de coleção são analisados, buscando identificar questões significativas nas práticas bibliotecárias. O texto finaliza com levantamento de vantagens e desvantagens da aplicação de livros eletrônicos em bibliotecas e a importância da continuidade de estudos sobre este tema. / This research discusses the applicability of electronic books (e-books) in libraries and the transformations that this resource can provide in information units and librarianship activities. To do that, are analyzed the book transformations, in its supports and formats, through the ideas of Vannevar Bush, the Dynabook, the first electronic reader and the content offer provided by Gutenberg Project until the evolution of e-book. The various ways in which the ebooks are denominated are presented, seeking for the concept the empirical object. Are identified the four elements of the e-book: the format, the device, the platform and the DRM, and the transmutation in the acquisition process, with the possibility of content licensing as opposed to property. In this aspect, the theory of first sale and the fair use are analyzed and its implications for libraries. From the identification of types of digital content providers, as editors, aggregators and distributors, and the access to platforms and content, the main business models are analyzed, Perpetual acquisition, Signature, Demand Driven Acquisition, Short Term Loans and Evidence Based Selection, addition of open access. From the business models characteristics to acquire digital content, are analyzed some aspects of collection management, trying to identify significant questions about the libraries practices. The text ends with the advantages and disadvantages of the e-books adoption in libraries and the importance of continuing studies on this topic.
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Analýza současných přístupů k DRM u elektronických knih a návrh alternativního přístupu k DRM / Analysis of the present approaches to DRM for electronic books and design of an alternative approachKolář, Martin January 2014 (has links)
This thesis deals with problems associated with the distribution of the electronic books. Those problems are mainly caused by the use of the digital rights management technologies and techniques. In the thesis those technologies and techniques are further explored as there are several stakeholder groups identified who are affected by them. It also explores ethical aspects of using those technologies and techniques and those aspects are then used as one of the starting points of the design of an alternative approach to the digital rights management. This approach is the primary objective of this thesis.
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Don't Scroll Past! : Exploring how independent music artists can adapt their digital content marketing strategy to attract new listenersSöderström, Albin, Rinaldo Miller, Emanuel, Mörse Anderberg, Theodor January 2020 (has links)
No description available.
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A Matter of SourcesAkkermann, Miriam 08 August 2024 (has links)
Electroacoustic music and computer music come along with a vast variety of sources ranging from traditional score to complex digital performance set-ups. Approaches of documentation and archiving yet have not only to deal with the challenge of the rapid technological developments that cause the urge of updates in order to provide access to the content, the constant need of transfer also raises basic historical questions such as e.g. what to consider and thus save as historical testimonies of a musical works and its performances and how to include this instability of the sources within the embedded information. In my contribution, I will reflect on the mutual influence of technological challenges, the state of source material, approaches to documenting and archiving, and what this can mean for establishing new performances of these musical works. Hereby, I am especially interested in a structural reflection on the relationships between these processes and the resulting sources, as well as the question what this can mean for the (future and past) appearance of a musical work.
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協同式數位內容設計服務市場 – 以語意為基礎之遺傳法優化模糊機構設計 / Semantic- Based Digital Content Design in Collaborative Service Marketplace吳彥成, Wu,Yen Cheng Unknown Date (has links)
科技進步使人類生活不斷改善,產業的發展逐漸轉變,服務業的崛起已成為世界趨勢。在資訊科技的推動下,服務業除了關注人與人的互動與商業的交換之外,科技漸漸成為另一個重要因素,服務產業的核心轉為由科技、人、及商業流程所組成,新的科學理論─「服務科學」應運而生。服務科學的目的在整合各領域之知識以促進服務創新。另一方面,服務產業的重要成員─數位內容產業正迅速發展,在數位內容創作領域中,消費者與生產者角色逐漸模糊,成為協同互利的夥伴,這樣的轉變衍生許多新的問題有待解決,包括夥伴關係如何建立與平台機制的發展等。因此,透過服務科學解決數位內容產業的問題,當是一項值得採用之方法。本研究透過服務科學的三個面向─服務組成、服務流程、以及服務價值作為研究的背景架構,並採用結合語意網路、模糊規則、基因演算法所組成之語意式模糊基因演算法作為數位內容問題的解決方案,在電子市集的環境推動下,以協同式夥伴配對的方式,達到使用者的創作利益。系統共分三大服務組成:本體發展模組、語意式模糊基因演算夥伴配對模組、以及協同價值評價模組,以語意定義創作問題與產品的概念,並透過基因演算法改善模糊規則,釐清概念間的關係,最後透過市場機制完成配對達成雙方利益。本系統之預期貢獻分為:(1)利用服務科學改善數位內容問題。(2)為服務科學方法之應用提供發展方向。 / The economies of the world have been shifting labor from agriculture and manufacturing into services. In the emergent concept of service science, competition will center on value co-creation experiences with information technology and service innovation refers to invented service system designs yielding values to real service problems. This paper presents a novel service system design for the digital content industry. This service design is unfolded with a marketplace featuring producers/consumers collaboratively co-creating digital contents and a self-regulating mechanism enabled by a semantic-based fuzzy genetic approach. In the marketplace, the roles of consumers and producers blur, and they are partners who collaborate to attain mutual benefits. The service system encompasses three service components (ontology developer, S-FGA partnership matcher and co-created value appraiser) that altogether work to empower producers/consumers who can effectively co-create their digital contents in a novel collaborative way. In addition to presenting a solution to digital content creation, this paper also showcases a new methodology for service innovation referred in service science.
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我國數位內容軟體產業的外包管理之研究—以某一軟體內容公司為例熊肇峰 Unknown Date (has links)
隨著時代迅速的改變,商業活動的型態也日新月異。人與人之間的距離藉著高科技的發展變得更加接近;許多產品不再需要限於固定地點來從事生產。當「外包」的管理策略自西方興起之後,國內的各企業體也紛紛起而效尤。這種「資源分享、利益共生」的管理概念席捲了當代的學界及產業界。各種有關外包的定義、優缺點、決策、廠商的選擇、外包的管理等等,頓時成為各界研究討論的主題。而產業界在面臨強敵環伺、競爭激烈的全球化競爭之下,發現到如果把企業本身不具競爭力的事務或產品透過有效管理,交給第三者去執行,而企業本身只需要專注於自身最具競爭力的活動,就能把企業體之經濟效益發揮到最大。同時,彼此相關的企業也能透過「專業分工」的方式,各自充分運用內部資源,掌握並發揮核心能力,形成策略聯盟的產業網絡,製造雙贏的局面。在國內探討過的公私營企業外包研究中,對於數位內容產業的討論並不多見。因此本研究採個案研究的方式,深入探討國內一家數位內容軟體廠商之外包現況。結果顯示,內容軟體公司的外包動機主要會考量到「節省成本」與「加快(開發)時程」,而外包項目主要是「非核心技術」的內容。內容軟體公司的外包決策會因應市場及本身成場需求順勢發展,由於沒有實務經驗,因此必須從經驗中學習,包括管理與承包商的遴選。在外包的初期階段,內容軟體公司與承包商之間的關係可以發展出建教合作與單純交易等較為簡易之商業模式。最後對於數位軟體產業在實務上以及後續研究方面提出五點建議。 / With the rapid change of the world, the patterns of business activities have changed dramatically everyday. Arising from the West, many enterprises in Taiwan are inclined to adopt the idea of outsourcing. The main concept of outsourcing is “resource-and-benefit sharing,” which has struck both academic and industrial fields. Various research and numerous speech and lessons have been conducted. Many companies have found that if they outsourced their non-core products or affairs to outside companies through effective management, they would be able to maximize their own economic efficacy. The correlated entities can therefore use their own internal sources to develop their core competence, build business networks, and produce a win-win situation for both parties. There is not much research concerning the outsourcing situation of digital content industry in Taiwan. Therefore, this study tended to, using a case study design, explore the present outsourcing situation of a domestic digital content company. From the results, the main reasons to outsourcing of the digital content company were to reduce cost and shorten the developmental time-span. The outsourced work was non-core skill. In response to the market situation and self-growth of the company, the outsourcing strategy was derived accordingly. Due to the lack of practical experience, the company needed to learn from doing, including outsourcing management and choosing outsourcing partners. In the beginning of outsourcing, the outsourced company and the partners could develop a co-operation relationship between enterprises and universities, and simple buy-and-sell relationship. Suggestions were made for digital content industry about the outsourcing matters and for further research.
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催 熟:數位學習產業創新過程—階梯ladder100.com個案 / Hastened the ripening: innovative process of digital learning industry-case study: ladder 100.com陳榮裕 Unknown Date (has links)
本文是一個產業催熟的故事,記錄一個台灣原創的數位內容產業創新的過程。
在2002年至2006年之間,階梯數位科技公司快速催熟數位學習產品,也快速催熟數位學習市場。個案故事展現的是:在新的產業(數位內容)、新的市場(網路化與大中國市場興起)的環境下,帶著台灣中小企業彈性靈活、勇於冒險性格,也敢於做大夢的創業精神(要做華人的全球品牌),催生了階梯的事業創新模式,也因而浮現了「催熟」的特殊創新動態過程。
在催熟過程中浮現了從創業精神、機會辦識、定位、資源運用、策略選擇,到創造價值的創新脈絡,而這些脈絡,可以從階梯公司之前近三十年的創業歷程中,找到一脈相承卻又有所不同的創新基礎。階梯個案在很短的時間內,創造了數位內容產業創新高峰,階梯ladder100.com線上課程創造了龐大產值,大幅縮短了從機會辦識到價值創造的進程,其中催熟的關鍵是內外部資源的靈活運用,但也因資源管理的問題,導致催熟失控,付出昂貴代價。階梯個案ladder100.com創業浮現過程,也是數位產業發展一堂寳貴的課。
階梯在數位學習產業發展的階梯數位學習產業創新「催熟」,以及催熟第四年的創業危機,整個過程可看到的,不但是台灣數位學習產業、數位內容產業的創業個案經驗,同時,台灣知識型產業的機會與挑戰,也在此浮現。
關鍵字:數位內容 線上課程 創新產業 催熟 / This article is a story of ripened industry, keeping track of innovative process of the digital content industry originated from Taiwan.
During 2002 to 2006, the ladder digital company were rapidly ripening e-learning products as well as e-learning market. This individual case revealed: under a circumstance of new industry (digital content) and new market (the global network and the rise of Pan-China market), together with the flexible and agile characteristics, Taiwan small and medium enterprises were braved in adventure and dared to have a stunning dream of creating the Chinese’s global brand; with such a ventured spirit, it hastened an innovative model of ladder’s business, so emerged the ripening of the newly and particularly dynamic process.
In the ripening process, it emerged from the creative spirit, opportunity identification, orientation, resource application, and strategy option to the new valued innovation contexts, from which the innovative foundation that came down in one continuous line, but also in a different way, can be found from the creative course about thirty years prior to the ladder digital company. Within a very short time, ladder’s individual case had created a high peak of digital content business. The ladder 100.com e-learning course created a massive yield, and substantially shortens the process from opportunity identification to value creation, during which the ripening key point consists in nimble used of internal and external resources. Because of the issue of resource management, therefore, it resulted in the ripening out of control, so as to pay out an expensive cost. In the process of creative emergence of the ladder100.com, it became a precious lessen for the development of digital industry.
The ladder digital company created the “hastened the ripening” in the e-learning industry and development, and ripens the 4th year creation crisis. In the whole process, what we may see is not only Taiwan’s e-learning industry and digital-content industry, but also the opportunity and challenge of Taiwan’s knowledge-based industry.
Key Words: Digital Content; E-learning Course; Innovation Industry; Ripening
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數位內容產業融資策略比較—以美日兩國為例李云真, Li, Yun Jen Unknown Date (has links)
台灣過去以製造業聞名全球,然而成本的降低終有其限度;隨著政府兩兆雙星方案的提出,將數位內容產業列為重點培育產業之一,也開啟了台灣往知識經濟前進的腳步。然而高風險的特性,也使得多數數位內容業者,在融資方面遭遇相當的困難。特別是過去以有形資產為擔保品的銀行融資方式,更使得數位內容業者較難展現自己的價值。本論文以此情境為出發點,並參考國外數位容產業個案,引發對於相關融資方式的討論。
本研究以數位內容產業可能之融資手段為出發點,參照國外個案,以美國著作權證券化與日本製作委員會之融資方式為討論標的。美國著作權證券化最成功的案例,非大衛包伊個案莫屬。個案資料之豐富於廣受討論之程度亦為此系列之最;而日本的動畫產業亦向來我亞洲之冠,近來更廣受歐美市場的青睞。本論文以此二個案為標的,分析個案所處之情境,以產品所處之不同發展階段與資本市場成熟度,深入了解其融資方式之選擇策略。並兼論採取此種融資方式,所可能遭遇之困難與挑戰。最後並探討台灣之產業經濟環境,提出可參考改進之建議與作法,作為台灣改進數位內容產業融資問題可能的方向。
關鍵字:數位內容、融資、智財證券化、管理委員會 / Taiwan has been famous for its manufacturing ability. However, there’s a limitation with cost down strategy. Taiwan government has brought out the “Two Trillions & Twin Stars Industries Development Plan” in order to promote the development of certain industries in Taiwan, and Digital Content Industry is listed among one of them. The development of Digital Content Industry has presented the progress toward knowledge based economics of Taiwan. However, the high risk characters have resulted in the difficulty of finance for digital content business. Especially collateral requirement is making digital content players even harder to show their value. This research is based on this situation to discuss related financing methods and refers to some cases.
This research is based on the possible financing methods for digital content industry, and using copyright securitization in America and Cinema Production Committee in Japan. The most famous copyright securitization case in America is David Bowie securitization, and the related comment and information is also richest. The Japan animation industry is always the best of Asia, and is popular in Europe and America recently. This research is focus on the two topics to analyze cases. The research uses the different product development stage along with maturity degree of capital market to analyze the selection of financing methods. Also, the possible difficulties and challenges are discussed. The research also talks about the digital content industry and economic environment in Taiwan, and make possible suggestions to improve the progress of digital content development in Taiwan.
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Génération de contenu graphique / Graphical content generationMarechal, Nicolas 07 July 2010 (has links)
L’objectif de cette thèse est la recherche de nouvelles techniques de génération de contenu numérique pour des applications de jeu vidéo. Le manque de variété de terrains, d’objets et de détails affecte fortement le réalisme des paysages de synthèse.Dans ce contexte, un des principaux goulots d’étranglements est la modélisation des ressources graphiques permettant de créer les scènes. Afin de simplifier et d’accélérer cette tâche, nous présentons des méthodes permettant de générer automatiquement du contenu graphique pour créer de grands paysages à la fois complexes et originaux.Notre première approche permet de créer et d’éditer rapidement des variétés d’objets à partir d’un modèle initial fourni par un graphiste, sous la contrainte d’une représentation avec très peu de triangles. Nous présentons également une méthode de génération procédurale des variétés d’objets. Ensemble, ces méthodes permettent de créer aussi bien des variétés de formes naturelles que des ouvrages d’arts tels que des routes, des ponts et des tunnels capables de s’adapter automatiquement au relief d’un paysage.Nous proposons une autre méthode, s’appuyant sur une simulation physique et thermique, pour créer des paysages hivernaux évoluant au cours du temps en fonction des conditions climatiques. Cette approche permet de suivre l’évolution du manteau neigeux ainsi que l’épaisseur de la glace qui se forme en surface d’un lac. / The goal of this thesis is the search for new techniques for generating digital content for video game applications. The lack of variety of objects and details strongly affects the realism of synthetic landscapes. In this context, a major bottleneck is the creation of graphical assets to create the scenes. To simplify and accelerate this task, we present methods to automatically generate graphical content with a view to creating large, convincing and realistic landscapes.We present a first category of method to create and edit quickly a vast variety of objects from an initial model provided by a graphic designer, under the constraint of low polygonal modeling. We also present a procedural method for generating of varieties of objects. Together, these methods can create many varieties of natural forms as well as roads, bridges and tunnels that can automatically adapt to the landform features of an input terrain.We propose another method, based on a physical simulation and heat transfer simulation to create winter landscapes that evolve over time depending on the weather conditions. This approach allows us to follow the evolution of the snowpack and the thickness of the ice that forms on the surface of a lake.
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