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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.
1

Análise do ambiente do Pokémon Go considerando a arquitetura da informação pervasiva

Bezerra, Irvin Soares 16 June 2017 (has links)
Submitted by FABIANA DA SILVA FRANÇA (fabiana21franca@gmail.com) on 2017-11-23T18:20:51Z No. of bitstreams: 1 ArquivoTotal.pdf: 6700823 bytes, checksum: d1890d49777f7d1a16f60047d28d4718 (MD5) / Made available in DSpace on 2017-11-23T18:20:51Z (GMT). No. of bitstreams: 1 ArquivoTotal.pdf: 6700823 bytes, checksum: d1890d49777f7d1a16f60047d28d4718 (MD5) Previous issue date: 2017-06-16 / In Information Science research related to the use of information has been developed, with influence of information technology and telecommunications. Its development was more accelerated in the post-industrial period when society began to produce a large amount of information. In the 21st century, access to information through the use of the Internet with smartphones has become something within reach of the population, providing an increase in communication. The objective of this work was to analyze the Pokémon GO application, considering the Architecture of Pervasive Information, when the motivation of the use of this theme was the recent launch of applications for smartphones that use pervasive environments, highlighting the game that became a huge Success of downloads and brought a great innovation in the way of play. For the accomplishment of this research, the participant research methodology was adopted, in which the user-researcher interacts directly with the searched object. The collected data were analyzed in a qualitative way. Using the game environment and evaluating the pervasive interaction presented at the threshold between the physical and digital environment, the heuristics described by Resmini and Rosati (2011) were considered. In the use of the game were explored the physical environments present in the city of João Pessoa, in addition to the moments of interaction. In the results the adherence to the proposed heuristics was discussed and these were punctuated as Present, Partially Present and Not Present. Finally, the data were analyzed suggesting improvements both for the game, considering the Pervasive Information Architecture, and for the environment itself. / Na Ciência da Informação pesquisas relacionadas com a utilização da informação vêm sendo desenvolvidas com influência da informática e telecomunicações. O seu desenvolvimento foi mais acelerado no período pós-industrial em que a sociedade começou a produzir uma elevada quantidade de informações. No século XXI, o acesso à informação por meio do uso da internet por meio dos smartphones tornou-se algo ao alcance da população, proporcionando um aumento da comunicação. Diante desta temática, o presente trabalho teve como objetivo analisar o aplicativo Pokémon GO, considerando a Arquitetura da Informação Pervasiva em que a motivação da utilização desta temática foi o recente lançamento de aplicativos para smartphones que utilizam ambientes pervasivos, destacando o jogo que se tornou um enorme sucesso de downloads e trouxe uma grande inovação na forma de jogar. Para realização desta pesquisa, adotou-se a metodologia de pesquisa participante, na qual o usuário-pesquisador interage diretamente com o objeto pesquisado. Os dados coletados foram analisados de forma qualitativa. Ao utilizar o ambiente do jogo e avaliar a interação pervasiva apresentada no limiar entre o ambiente físico e digital foram consideradas as heurísticas descritas por Resmini e Rosati (2011). Na utilização do jogo foram explorados os ambientes físicos presentes na cidade de João Pessoa, além dos momentos de interação. Nos resultados discutiuse a aderência às heurísticas propostas e estas foram pontuadas como Presente, Parcialmente Presente e Não Presente. Por fim, os dados foram analisados, sugerindo-se melhorias tanto para o jogo, considerando a Arquitetura da Informação Pervasiva, como para o próprio ambiente.
2

Samtidskonstmuseet och virtuella utställningar i den digitala konstproduktionens tidsålder : ett informationsarkitektoniskt perspektiv på hur museer kan ställa ut digital och digitaliserad konst / Contemporary art museums and online exhibitions in the age of digital art production : an information architecture perspective on how art museums can exhibit digital and digitized art

Brinkborg, Iris January 2021 (has links)
Most contemporary artists work digitally in one way or another, despite the fact that established art museums do not offer a platform to display digital art, which means that it is difficult for visitors to find it and that media art will have a lower status compared to physical art. For a long time the art museum business has had a complex relationship with the digitization of physical works, virtual museums and intangible art works. These are discussions that had to be ignored when the pandemic started and the art museums were forced to digitize activities that had previously been completely analogous. This report with associated artifacts strives to map digital exhibition trends and create a digital exhibition format that takes into account artistic intention and the art museum's activities, and puts the user experience in focus. The report concludes that it is difficult to generalize when it comes to art, but that digital exhibitions have great potential because you do not have to deal with gravity, wires and other physical aspects when installing digital works in a physical space. Another conclusion is that art museums must begin to look at the developer as part of the core business for the digitization initiatives to work in the long term. Perhaps the pandemic will ultimately mean that art museums to a greater extent dare to break new ground, test new exhibition formats and become more positive about the possibilities of digital exhibition formats.
3

Arquitetura da informação pervasiva e experiência do usuário: avaliando os ambientes informacionais do proine

Padua, Mariana Cantisani 27 February 2014 (has links)
Made available in DSpace on 2015-04-16T15:23:38Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 24632260 bytes, checksum: 2ed7166defd24ef86a369b76780a4306 (MD5) Previous issue date: 2014-02-27 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Information access and use is everywhere, and the way we are interacting with it is constantly changing. Access to and use of information are transcending the Internet; it is going beyond the use of personal computers. Post-PC devices (tablets, smartphones, etc., network resources and real-time information systems are making our interactions with pervasive and ubiquitous information. This research project seeks to assess the level of satisfaction of users in a digital information environment, structured from a I pervasive Information Architecture. The methodology is characterized as being a research type qualitative - quantitative, descriptive and exploratory, whose research universe are the universe of managers and entrepreneurs in the Business Incubation Program of Universidade Federal de Goiás - PROINE /UFG. From this study it was possible to compose a diagnostic view of the processes of transferring and receiving information through the use of instruments, methodological and technological resources for the development of hybrid information spaces, making it possible to identify the actors, artifacts and context involved in ubiquitous ecologies / A informação está em toda parte, e a maneira como estamos interagindo com ela está em constante mudança. O acesso e o uso da informação estão transcendendo a Internet, vão além da utilização dos computadores pessoais. Dispositivos móveis (Tablets, smartphones e outros), recursos de rede e sistemas de informação em tempo real estão tornando nossas interações com a informação constantes e onipresentes. A pesquisa em questão procura avaliar o nível de satisfação dos usuários de um ambiente informacional digital, estruturado a partir de uma Arquitetura da Informação pervasiva. Caracteriza-se como uma pesquisa do tipo quali-quanti, descritiva e exploratória, que tem como universo os gestores e empreendedores do Programa de Incubação de Empresas da Universidade Federal de Goiás PROINE/ UFG. A partir deste estudo será possível compor uma visão diagnóstica dos processos de transferência e obtenção de informações através da utilização de instrumentos, recursos metodológicos e tecnológicos para o desenvolvimento de espaços informacionais híbridos, tornando possível apontar os atores, artefatos e o contexto envolvidos em ecologias ubíquas.

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