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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.
11

Emancipação digital cidadã de jovens do campo num contexto híbrido, multimodal e ubíquo

Guedes, Anibal Lopes 20 February 2017 (has links)
Submitted by Silvana Teresinha Dornelles Studzinski (sstudzinski) on 2017-04-19T13:54:17Z No. of bitstreams: 1 ANIBAL LOPES GUEDES_.pdf: 7165142 bytes, checksum: f2e4a153aaa730bcc908c5beec2a4848 (MD5) / Made available in DSpace on 2017-04-19T13:54:17Z (GMT). No. of bitstreams: 1 ANIBAL LOPES GUEDES_.pdf: 7165142 bytes, checksum: f2e4a153aaa730bcc908c5beec2a4848 (MD5) Previous issue date: 2017-02-20 / CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / PROEX - Programa de Excelência Acadêmica / O tema da tese se relaciona aos processos emancipatórios digitais de jovens do campo, no contexto de uma cultura híbrida, multimodal e ubíqua. Tem-se como foco compreender de que forma o componente curricular Informática Básica pode contribuir para a promoção da emancipação digital cidadã dos jovens do campo, quanto ao seu desenvolvimento pessoal e profissional. Os sujeitos da pesquisa são os estudantes do curso de História-ITERRA da Universidade Federal da Fronteira Sul - UFFS, Campus Erechim. A pesquisa tem uma abordagem qualitativa e quantitativa. Como metodologia para o seu desenvolvimento foi utilizado o método cartográfico de pesquisa intervenção proposto por Kastrup (2007), Passos, Kastrup e Escóssia (2009) e Passos, Kastrup e Tedesco (2014). Como resultados obtidos com esta pesquisa estão: o aprofundamento teórico sobre a realidade dos estudantes do curso de História-ITERRA da UFFS; o desenvolvimento do curso Culturas Híbridas, a partir da perspectiva da gamificação, considerando a cultura híbrida, multimodal e ubíqua; o desenho metodológico proposto para o curso Culturas Híbridas, o que resultou no desenvolvimento de Projetos de Aprendizagem Gamificados, na perspectiva do movimento Games for Change, possibilitando repensar o componente curricular de Informática Básica; o movimento gerado no desenvolvimento dos PAG instigou os participantes a identificar problemáticas no âmbito da GMF, na relação com processos educativos, bem como compreender de que forma as tecnologias poderiam contribuir nesse processo. Assim, foram desenvolvidos jogos analógicos e híbridos que contribuíram para ampliar os processos de emancipação digital cidadã dos sujeitos do campo. Além disso, os resultados apontam para a necessidade de ampliar a discussão sobre as matrizes curriculares, metodologias e práticas desenvolvidas nos cursos da UFFS. / The theme of the thesis is related to the digital emancipatory processes of rural youth in the context of a blended learning, multimodal and ubiquitous culture. The aim is to understand how the Basic Informatics curriculum component can contribute to the promotion of citizen digital emancipation of rural youth, as to their personal and professional development. The subjects of the research are the students of the History-ITERRA course of the Universidade Federal da Fronteira Sul - UFFS, Campus Erechim. The research has an qualitative and quantitative approach. As a methodology for its development was used the cartographic method of research intervention proposed by Kastrup (2007), Passos, Kastrup and Escóssia (2009) and Passos, Kastrup and Tedesco (2014). As results obtained with this research are: the theoretical deepening on the reality of the students of the course of History-ITERRA of the UFFS; the development of the Culturas Híbridas course, from the gamification perspective, considering the blended learning, multimodal and ubiquitous culture; the proposed methodological design for the Culturas Híbridas course, which resulted in the development of Projetos de Aprendizagem Gamificados from the Games for Change perspective, making it possible to rethink the curricular component of Basic Informatics; the movement generated in the development of the PAG instigated the participants to identify issues within the GMF in relation to educational processes as well as to understand how technologies could contribute to this process. Thus, analog and hybrid games were developed that contributed to broaden the processes of citizen digital emancipation of the subjects of the field. In addition, the results point to the need to broaden the discussion about the curricular matrices, methodologies and practices developed in the UFFS courses.
12

Coconstruction de normes scolaires et contextes d’enseignement : une étude multimodale de l’agir professoral / Co-construction of school norms and teaching contexts : a multimodal study of teacher action

Azaoui, Brahim 20 November 2014 (has links)
L'agir professoral fait l'objet de recherches approfondies en didactiques des langues et des cultures. Si la multimodalité est considérée comme un élément définitoire de cette notion, peu d'études se sont penchées en détail sur la compréhension de cet aspect de l'action enseignante.Notre travail, mené dans une approche ethnographique, vise à analyser la pratique multimodale de deux enseignantes. Chacune intervient dans deux contextes pédagogiques : en cours de français langue première (FL1) et auprès de collégiens allophones apprenant le français langue seconde (FLS). Cela nous offre l'occasion d'étudier l'effet du contexte d'enseignement sur les actions professorales, en particulier celles mises en œuvre dans la construction de normes scolaires (linguistique et interactionnelle). Ce travail vise également à analyser le style professoral de ces enseignantes pour mettre au jour les invariants pédagogiques, d'un contexte à l'autre, dans la gestion de ces normes.Cette recherche s'appuie essentiellement sur l'observation et l'analyse de deux types de corpus : des films de classe, transcrits et annotés à l'aide du logiciel ELAN, et trois différents formats de corpus vidéoscopiques (autoscopie, hétéroscopie et autohétéroscopie).Les procédés de normalisation linguistique et interactionnelle sont appréhendés en croisant une analyse quantitative des productions verbales et gestuelles et une analyse qualitative, qui emprunte des outils à la linguistique énonciative, à l'analyse des discours et à l'analyse conversationnelle, ou encore à la microsociologie. / A considerable body of research has shown interest to teacher action. Though the nonverbal dimension of these actions is acknowledged, few studies have considered it thoroughly in their analysis. Hence, following an ethnographic approach, our work analyzes the verbal and nonverbal actions of two secondary school teachers. Each one teaches both French as an L1 to native speakers and French as a schooling language to non native speakers. This work attempts to assess the effect of the teaching contexts on the teachers' actions, and more specifically on the way they co-Construct school norms (language and interaction norms). It also aims at highlighting the normalizing process invariants from one teaching context to the next.This work relies on the observation and analysis of two types of corpora: video recorded class interaction, transcribed with ELAN, and three different types of videoed confrontations: the teacher's self-Confrontation, students' observation and comments of videoed interactions of their class, and the teacher's confrontation of her students' videoed reflections.We analyzed the norm construction strategies using both a quantitative and a qualitative approach of the verbal and nonverbal productions. We borrowed tools from various fields: enunciative linguistics, discourse analysis, conversation analysis, and micro-Sociology.
13

L’expérience de magasinage sous l’influence du smartphone : une application au secteur de la chaussure / The shopping experience under the influence of the smartphone : an application to the shoe retail

Thévenet-Deparis, Martine 13 November 2017 (has links)
La place prise par le smartphone dans la vie des consommateurs ne cesse d’augmenter avec des usages en mobilité qui s’installent durablement au quotidien. Doté de ce pouvoir technologique et décisionnaire, le consommateur modifie son comportement d’achat. L’objectif de notre recherche est d’analyser l’impact des usages du smartphone sur les comportements de magasinage afin de comprendre quels sont les déterminants de la mobilité et de l’usage de la technologie qui jouent un rôle sur les parcours d’achat. La problématique est centrée sur l’analyse du processus d’achat dans sa globalité tout en gardant une approche moins monolithique. Notre recherche est empirique, fondée sur une double étude qualitative : une première étude où nous interrogeons les consommateurs sur leurs pratiques quotidiennes du smartphone et sur leurs expériences d’achats hybrides influencées par cet outil technologique ; une seconde étude où nous interrogeons des clientes juste après une expérience d’achat vécue dans un point de vente d’une enseigne multicanal de la chaussure. Un premier palier de résultats apporte une meilleure compréhension des usages du smartphone (sur les critères de fréquence et d’intensité d’usage) qui s’inscrivent définitivement dans la continuité du changement « mobiquitaire » des usagers. Un second palier de résultats montre le lien entre ces pratiques et la praxéologie du processus d’achat qui sous l’influence du smartphone devient plus rationnel et plus efficace. Néanmoins, l’expérience d’achat vécue en point de vente, telle que nous l’avons étudiée pour un produit particulier, atteste que le magasin doit garder sa singularité. Il doit remplir des fonctions multimodales : des fonctions de commercialité traditionnelles en lien avec un processus d’achat initié sur internet et des fonctions sensorielles et émotionnelles qui renforcent une expérience favorisant les achats d’impulsion et évitant une logique trop rationnelle. Nous proposons aux managers des enseignes des pistes d’amélioration pour adapter leur modèle de distribution et revisiter le rôle alloué à leurs points de vente physiques. / The role of the smartphone in consumers’ life is constantly developing with their increasing mobility. Endowed with this technological and decision-making power, consumers modify their buying behavior. The objective of our research is to analyze the impact of smartphone uses on shopping behavior in order to understand the determinants of mobility and the use of technology that play a role in shopping trips. The problem focuses on an analysis of the shopping process as a whole while keeping a less monolithic. Our research is empirical, based on a two qualitative studies: in a first study, we question consumers on their daily smartphone practices and on their hybrid shopping experiences influenced by this technological device; in a second study, we interview clients after a shopping experience in a shoe store of a multichannel retail chain. A first level of results brings a better understanding of smartphone uses (based on the criteria of frequency and intensity of use) that definitely fit in the continuity of “mobiquity”. A second level of results shows the link between these practices and the praxeology of the shopping process that becomes more rational and efficient under smartphone influence. Nevertheless, the shopping experience at the point of sale, studied here for a particular product, attests that the store must keep its singularity. It has to fulfill multimodal functions: traditional commercial functions in connection with a process initiated on the internet and sensory and emotional functions that reinforce impulse buying and avoid too rational logic. We propose to the retail managers to adapt their retail model and to revisit the role allocated to their physical points of sale.
14

[en] CONTEXT MANAGER FRAMEWORK FOR SUPPORTING ADAPTIVE HYPERMEDIA SYSTEMS AND OTHER CONTEXT-AWARE APPLICATIONS / [pt] UM FRAMEWORK PARA GERÊNCIA DE CONTEXTO ORIENTADO A SISTEMAS HIPERMÍDIA ADAPTATIVOS

CLAUDIA SILVA VILLA ALVAREZ DE NORONHA ROLINS 28 June 2004 (has links)
[pt] A computação orientada a contexto (Context-Aware Computing) é um paradigma que se propõe a permitir que as aplicações descubram e tirem proveito das informações que as circundam em dado instante, tais como localização, recursos próximos, infra-estrutura disponível, preferências do usuário, além de outras. Muitas pesquisas realizadas nessa área estão focadas na computação móvel ou na computação ubíqua. Entretanto, mais recentemente, foi possível perceber que há vários aspectos que não estão apenas limitados ao universo da ubiqüidade e da mobilidade e que também podem beneficiar outros sistemas. Os sistemas multimídia/hipermídia mais completos devem apoiar todas as etapas que envolvem o tratamento de um documento, iniciando na sua concepção, abrangendo seu armazenamento e terminando com a apresentação do documento ao leitor (usuário final). Um requisito desejável desse tipo de sistema, em particular, diz respeito à presença de mecanismos que realizem a adaptação do documento, ou seja, que efetuem algum tipo de transformação para tornar o hiperdocumento o mais adequado ao contexto no qual ele estará sendo visualizado. Sistemas hipermídia dotados de estratégias de adaptação constituem um exemplo de aplicação orientada ao contexto. O objetivo desta dissertação é propor uma arquitetura de gerência de contexto, projetada e desenvolvida como uma estrutura independente e reutilizável por diferentes sistemas, em especial, os sistemas hipermídia. A arquitetura propõe um modelo para representação da informação contextual e uma estrutura genérica (framework) capaz de ser reutilizada e incorporada em diversas implementações. / [en] Context Aware Computing is a paradigm that allows applications to find and take profit from information that surrounds them at a given time, such as location, nearby resources, available infra-structure, user preferences, among others. Research in this area focuses on mobile or ubiquitous computing. However, recent research indicates that several aspects of this area are not limited to mobility and ubiquity. They can also profit from systems connected to other areas. Comprehensive multimedia/hypermedia systems must support all the phases of a document treatment. The treatment must encompass authoring, as well as storage and final presentation to the reader (end user). Particularly in this type of system, it is desirable to have tools that adapt the document, that is, tools that apply transformations to the hyper-document, making it adequate to the visualization. Hypermedia systems with adaptation strategies are an example of context-aware applications. The goal of this dissertation is to create a new architecture for context management: one architecture developed and built as an independent structure that may be reused by different systems, particularly by hypermedia systems. This architecture is based on a model of context information representation and on a recyclable framework that can be incorporated to several implementations.
15

Sessão de acesso TINA com suporte a adaptação de serviços atraves de agentes moveis

Pinto, Rossano Pablo 07 March 2001 (has links)
Orientador : Eleri Cardozo / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Engenharia Eletrica e de Computação / Made available in DSpace on 2018-07-28T11:36:11Z (GMT). No. of bitstreams: 1 Pinto_RossanoPablo_M.pdf: 4038055 bytes, checksum: 081c94230d9ae2f24d47fc5d2f8c3fc0 (MD5) Previous issue date: 2001 / Resumo: Pinto, Rossano Pablo, "Sessão de Acesso TINA com Suporte à Adaptação de Serviços Através de Agentes Móveis". Tese de Mestrado - DCA/FEEC/UNICAMP, Campinas, SP. Julho 2001. Esta dissertação apresenta a implementação de uma protótipo que faz uso da Arquitetura de Serviço TINA e de um modelo para adaptação de serviços em domínios visitados (MASDV) visando prover ubiqüidade de serviços. TINA apresenta conceitos importantes para a área de telecomunicações como a separação do acesso e uso de serviços. Estas separações são chamadas de sessões. A arquitetura de serviço define três sessões: acesso, serviço e comunicação. MASDV supri algumas deficiências encontradas em TINA e faz uso de agentes móveis "inteligentes" (autônomos) na adaptação de serviços para uso em domínios que um usuário não possui contrato / Abstract: This dissertation presents the implementation of a prototype that is based upon the TINA ServiceArchitecture and upon a model for service adaptation under visited domains (SAVD) in order to provide service ubiquity. TINA offers important concepts to the telecommunications area, like separation between the access and use of services. These separations are called sessionso The service architecture defines three sessions: access, service and communication. SAVD completes TINA where some desireble features lacko SAVD uses Intelligent (Autonomous) Mobile Agents to adapt services for use in domains which a user hasn't signed a contract / Mestrado / Engenharia de Computação / Mestre em Engenharia Elétrica
16

Arqueología y pensamiento local en Lípez (Potosí, Bolivia). "Historias de ruinas" y gestión integral del patrimonio cultural en la modernidad / Arqueología y pensamiento local en Lípez (Potosí, Bolivia). "Historias de ruinas" y gestión integral del patrimonio cultural en la modernidad

Gil García, Francisco M. 10 April 2018 (has links)
As a link between past and present, ruins play for human  groups an active role intheir reality representation, leaving their perceptions rationalized under a triple psycho­ social conflict of cultural identity, spatial ubiquity and temporal continuity. From this proposal, we broach in this paper the tourism incidence on heritage revalorization among Lípez Highland rural communities (Department of Potosí, Bolivia). Taking the communities of Santiago K and Santiago Chuvica and the Lakaya archaeological site as study case, we analyze heritage-tourism relationship from a local point of view, falling into the emic lecture of the progress concept that sees in the past a potentialcultural consumer good to be exploited from tourism = economical development equation. Considering different glances on ruins that are perceived by communities as of their own, we try to grasp the logic that guide its transformation in a tourist­ heritage product, where aesthetic, identity, mythic, psychosocial, spatial, and strategic points of view come together. / En tanto que nexo entre pasado y presente, las ruinas juegan para los grupos humanos un papel activo en la representación de la realidad, con lo que queda su percepción racionalizada desde un triple conflicto psicosocial de identidad cultural, ubicación espacial y continuidad temporal. Partiendo de esta premisa, en el presente trabajo se aborda la incidencia del turismo en la revalorización del patrimonio entre las comu­ nidades rurales del altiplano de Lípez (departamento de Potosí, Bolivia). Tomando como caso de estudio las comunidades de Santiago K y Santiago Chuvica, así como el yacimiento arqueológico de Lakaya, se analiza la relación patrimonio-turismo desde un punto de vista local, con incidencia en esa lectura emic del concepto de progreso que, a partir de la ecuación turismo = desarrollo económico, ve en el pasado un potencial bien de consumo cultural que se puede explotar. Considerando distintas miradas sobre unas ruinas sentidas como propias por las comunidades, se trata de penetrar la lógica que guía su transformación en producto turístico-patrimonial, en la cual confluyen puntos de vista psicosociales, de identidad, estéticos, míticos, estra­tégicos y espaciales.

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