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O PLANEJAMENTO DINÂMICO COMO PROMOTOR DE UMA APRENDIZAGEM AUTÔNOMA NO ENSINO SUPERIOR EM CONTEUDOS DE FÍSICA CLÁSSICA MEDIADOS POR AMBIENTE VIRTUAL DE APRENDIZAGEMEllwanger, Anderson Luiz 18 May 2018 (has links)
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Previous issue date: 2018-05-18 / In this work we present a study on a Dynamic Planning structured for the development of the
discipline of Physics I and Physics Applied to Architecture in undergraduate classes of the faceto-
face modality of the Universidade Franciscana during the year 2016. This research was
initially delineated from conclusions obtained in activities previously applied in 2014 in these
same disciplines, with the help of Moodle computational environment. The current didactic
strategy was organized through the Teaching Plan, prepared at the beginning of the semester,
having been adjusted over the period according to the needs of each class, considering previous
implementations added to the researcher's experience. The initial planning and organization of
the contents / activities started from the study of the curricular curriculum of the course, in
which the discipline is inserted, as well as the expected profile of the egress. Subsequently, the
reorganization of Dynamic Planning considered the prior knowledge of the students guiding a
didactic sequence based on the use of virtual applications, videos and practical activities. The
evaluation process took place on a continuous basis, in which all tasks such as participation in
forums, multiple choice questions and organization / presentation of papers made up the
student's final evaluation. In this way, the differential of this research was based on the constant
reorganization of the planning, guided by the results collected throughout the implementation.
The teaching frame is marked in the meaning of Significant Learning with emphasis on the
student's autonomy in the process of formation. The analysis of the results was systematized
from the participation of the students in dialog spaces in the Moodle environment, and in a semi
structured interview, both methods being supported in the Content Analysis Theory of Bardin.
With regard to students' use of knowledge, there was a more intense commitment to the
"classroom structure" and, later, a motivation in understanding an unfinished science that is
constantly advancing. In this way, this study highlights the results of a differentiated
methodology called Dynamic Planning, which aims student autonomy in the teaching and
learning process. / Neste trabalho apresentamos um estudo sobre um Planejamento Dinâmico estruturado para o
desenvolvimento da disciplina de Física I e Física Aplicada à Arquitetura em turmas de
graduação, da modalidade presencial, da Universidade Franciscana, durante o ano de 2016.
Essa pesquisa foi inicialmente delineada a partir de conclusões obtidas em atividades aplicadas
previamente em 2014 nessas mesmas disciplinas, com o auxílio do Moodle via o Ambiente
Virtual de Aprendizagem (AVA). A atual estratégia didática foi organizada por meio do Plano
de Ensino, elaborado ao iniciar o semestre, tendo sido ajustado ao longo do período de acordo
com a necessidade de cada turma, considerando as implementações anteriores somadas à
experiência do pesquisador. O planejamento inicial e a organização dos conteúdos/atividades
partiram do estudo da grade curricular do curso, em que está inserida a disciplina, assim como
o perfil esperado do egresso. Posteriormente, a reorganização do Planejamento Dinâmico
considerou os conhecimentos prévios dos estudantes norteando uma sequência didática baseada
no uso de aplicativos virtuais, vídeos e atividades práticas. O processo avaliativo ocorreu de
forma continuada, nas quais todas as tarefas como participação em fóruns, questões de múltipla
escolha e organização/apresentações de trabalhos compuseram a avaliação final do estudante.
Desta forma, o diferencial desta pesquisa amparou-se na constante reorganização do
planejamento, guiada pelos resultados coletados ao longo da implementação. O referencial de
ensino é balizado nas acepções da Aprendizagem Significativa com ênfase na autonomia do
estudante no seu processo de formação. A análise dos resultados foi sistematizada a partir da
participação dos estudantes em espaços de diálogo no AVA- Moodle, e em uma entrevista
semiestruturada, sendo ambos os métodos amparados na Teoria de Análise de Conteúdo de
Bardin. No que se refere ao aproveitamento dos estudantes frente ao conhecimento, percebeuse
um empenho mais intenso na “estrutura aula” e, posteriormente, uma motivação na
compreensão de uma ciência não acabada e em contínuo avanço. Desta forma, este estudo
destaca os resultados de uma metodologia diferenciada denominada Planejamento Dinâmico,
que visa uma maior autonomia dos estudantes no processo de ensino e aprendizagem.
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Atividades computacionais de ensino na formação inicial do professor de matematica / Computer teaching activities in pre-service mathematics teacher courseMarco, Fabiana Fiorezi de 07 March 2009 (has links)
Orientador: Anna Regina Lanner de Moura / Tese (doutorado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-08-14T09:33:01Z (GMT). No. of bitstreams: 1
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Previous issue date: 2009 / Resumo: Esta pesquisa investigou as implicações didáticas provenientes da vivência de atividades de ensino e da produção de atividades computacionais de ensino de futuros professores de matemática e as possíveis influências que daí decorrem na formação inicial desses licenciandos. As atividades desenvolvidas foram denominadas de ensino e pesquisa, pois, além de proporcionarem a problematização do ensino e da aprendizagem de conceitos matemáticos, serviram de fontes de informações para a pesquisa. Para esta investigação, tivemos como protagonistas 16 licenciandos do curso de Licenciatura em Matemática da Universidade Federal de Uberlândia e suas produções escritas, como portfólios, relatórios de atividades desenvolvidas, depoimentos audiogravados e atividades computacionais de ensino por eles elaboradas compuseram o cenário de nossas análises. As informações foram construídas em dois momentos distintos, porém inter-relacionados: o primeiro consistiu na vivência e na exploração das atividades de ensino pelos licenciandos, e as informações então produzidas foram analisadas segundo duas categorias: (re)significação conceitual e significação da futura prática pedagógica. O segundo momento consistiu na produção das atividades computacionais de ensino, que foram analisadas por outras duas categorias: interação social e mediação pedagógica em ambiente computacional; e necessidade - motivo/objetivo. As análises tiveram fundamentação teórica com base na teoria histórico-cultural, principalmente em Vigotski, Davidov, Leontiev. Esta pesquisa caracteriza-se como uma pesquisa de intervenção, com análise interpretativa das informações nela produzidas. Como resultados, as análises indicam que os protagonistas da pesquisa desenvolveram um processo de reflexão sobre a atividade de ensino, concebendo-a como geradora da necessidade e do motivo para ensinar e aprender matemática; indicam também que eles procuraram transpor esses elementos para as atividades computacionais que produziram, caracterizando uma atividade de ensino segundo Moura. Supõe-se que algumas das implicações didáticas para a formação inicial dos protagonistas são: o reconhecimento da importância, por parte deles, da construção coletiva das soluções propostas pelas atividades de ensino; o reconhecimento da vivência e a produção de atividades de ensino como elementos de formação profissional e de saberes docentes; a consideração, na atividade, da necessidade e do motivo para ensinar e aprender. / Abstract: This research has investigated the didactic implications from the experience of teaching activities and from the production of computational teaching activities of Mathematics student teachers as well as the resulting possible influences in the initial formation of these future teachers. The activities developed were named teaching and research, since, beyond providing the problematization of teaching and learning of mathematical concepts, they also composed the information data for the research process. Among all the protagonists of the research scenario we focus closer to 16 student teachers from the course of Mathematics of the Universidade Federal de Uberlândia and their written productions, such as portfolios, reports of activities, recorded statements and computational teaching activities elaborated by them. The research data were built in two different, but interrelated, moments: the first consisted on the experience and on the exploration of some selected teaching activities by the student teachers, and the information produced was then analyzed according to two categories: conceptual (re)meaning and meaning of the future pedagogical practice. The second moment consisted on the production of computational teaching activities, which were analyzed by two other categories: social interaction and pedagogical mediation in computational environment; and necessity - motive/objective. The analyses were based on the cultural-historical theory, especially in Vigotski, Davidov, Leontiev. This research could be characterized as intervention research, with interpretative analysis of the information produced. The analysis of the research data pointed out that the protagonists of our research developed a process of reflection on the teaching activity, conceiving it as generating the necessity and the motive to teach and learn Mathematics; they also show that they tried to transpose these elements to the computational activities that were produced, what characterizes a teaching activity according to Moura. It is assumed that some of the didactic implications for the initial development of the student teachers are: the recognition of the importance, of the collective construction of the solutions proposed by the teaching activities; the recognition, by the student teachers, of the richness of the experience and the production of teaching activities as elements of professional development and of knowledge of teachers; the consideration, in the activity, of the necessity and of the motive to teach and learn. / Doutorado / Educação Matematica / Doutor em Educação
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Inlevelse genom realism : En undersökning om relation mellan inlevelse och realism / Immersion through realism : A study on the relationship between immersion and realismEkelund, Stefan, Bengter, Johan January 2016 (has links)
För det här kandidatarbetet så har vi valt att undersöka om hur vi kan använda oss av realism för att skapa inlevelse i en virtuell miljö. Vårt mål är att undersöka relationen mellan realism och inlevelse för att skapa en förståelse om hur man kan skapar inlevelse och bygger bättre spelupplevelser. För att undersöka problemområdet har vi skapat en 3D-miljö där vi använder realism som en grund för att sedan diskutera våra val och runt val gjorda i andra spel. Vi kom fram till att det inte finns en perfekt metod för att fullt mäta och definiera inlevelse men vi hittade starka sammanband mellan realism och inlevelse. I slutändan ansåg vi att man alltid bör jobba med realism som en grund när man försöker skapa inlevelse i en virtuell miljö. / For this bachelor’s thesis we have investigated how we can make use of realism in order to create immersion in a virtual environment. Our goal is to investigate the relationship between realism an immersion in order to create an understanding of how to create immersion and build better gaming experiences. To investigate the problem area, we have created a 3D environment where we used realism as a foundation to discuss our choices and the choices made in other games. We concluded that there is no perfect method to fully measure and define immersion but we found strong connections between realism and immersion. In the end we felt that you should always work with realism as a foundation when attempting to create immersion in a virtual environment.
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Influence of interaction techniques o n VIMS in virtual environments : estimation and prediction / Influence of interaction techniques on vims in virtual environments : estimation et prédictionMirzaei, Mohammad Ali 16 December 2014 (has links)
La compréhension de la dynamique oculo-vestibulaire pendant un réarrangement sensoriel dans le système nerveux central joue un rôle extrêmement important pour mieux appréhender la perception humaine, et améliore la technologie dans de nombreux domaines de l'ingénierie. Par ailleurs, le conflit sensoriel qui apparaît entre les systèmes oculaire, vestibulaire et proprioceptif pendant un réarrangement sensoriel à certains instants peut affecter grandement la performance d'un utilisateur dans un grand nombre d'applications telles que la simulation de vol/conduite, les systèmes d'affichage 3D échelle 1, les affichages de grande taille, les serious games, etc. De fait, connaître la condition dans laquelle le conflit sensoriel apparaît est d'une grande importance. Cette étude a pour objectif la compréhension de la nature du conflit sensoriel par la modélisation et des études subjectives, ainsi que les conditions dans lesquelles ce conflit apparaît dans un environnement synthétique. Les résultats sont ensuite utilisés pour concevoir de meilleures interfaces de navigation et de manipulation dans des environnements virtuels immersifs et interactifs. Plusieurs éléments, tels que la surface/taille projetée du balancement postural d'un utilisateur (mesurée par le centre de gravité) après exposition au conflit, la différence entre les composantes hautes et basses fréquences du balancement, et le temps d'exposition, seront proposés comme indicateurs de ce conflit dans des processus temps réel. Enfin, la méthode proposée sera utilisée pour évaluer plusieurs interfaces de navigation. Celles-ci sont basées sur des périphériques, la marche sur place, la reconnaissance vocale, les supports nomades, ou une fusion multi-sensorielle. Nous montrerons que les interfaces naturelles engendrent moins de conflit que celles artificielles. De plus, les trajectoires de l'utilisateur et de mauvais réglages des paramètres de navigation peuvent amener à un conflit plus élevé. En résumé, pour éviter un inconfort général de l'utilisateur, les paramètres de navigation doivent être réglés dans un certain intervalle. / Understanding oculo-vestibular dynamics during sensory rearrangement in the central nervous system plays an extremely important role in better understanding human perception, and improves the technology in many engineering fields. Besides, the sensory conflict that occurs between ocular, vestibular and proprioception during sensory rearrangement at certain occasions might adversely affect the user performance in a wide variety of domains including flight/car simulators, scale-one 3D systems, large-scale displays, serious games, and so on. Therefore, knowing the condition in which the sensory conflict happens has a great deal of importance. This study aims at understanding the nature of sensory conflict by modeling and subjective studies, and the conditions in which it takes place in a synthetic environment. The results then will be used to design better navigation and manipulation interfaces in immersive and interactive Virtual Environments. A set of novel features including the area/shape of the user's COG post-exposure postural sway, the difference between LF and HF components of the sway in a frequency space, and the time of exposure will be proposed as indicators of this conflict in real-time processes. Finally, the proposed method will be used to evaluate a set of navigation interfaces. The interfaces include device-based, walking in place, speech processing, iDevice-based, and finally sensor fusion. It will be shown that naturally inspired interfaces create less conflict comparing to artificial ones. Moreover, user trajectories and inappropriate settings of navigation parameters can lead to higher conflict. In summary, to avoid user's general discomfort, the parameters of navigation need to be set in a certain range.
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Wiki for Global Knowledge Management in Distributed Software Development ProcessSharma Adhikari, Ashok, Khan, Zuhair Haroon January 2013 (has links)
Problem Area/ Purpose The purpose of this research is to study how geographically scattered employees learn and create new knowledge with the help of wiki tool in distributed software development process. We aim to analyze how wiki supports four modes of knowledge conversion process model and how wiki helps in solving the complex problem in virtual organization learning. Research Methodology In this research qualitative interview study was used. We have conducted the interview with eight developers and experts in the company. Nonaka and Takeuchi (1995) knowledge conversion model was used while conducting the interview with developers. Similarly, in this research same knowledge conversion model was used for interpreting the answers that we got from the developers and experts. Findings/Conclusion Wiki as a knowledge management tool is possible for providing effective as well as efficient communication as per necessity of knowledge requirement in distributed software organization. The use of wiki in the organization for the virtual learning is really beneficial for knowledge creation, solving the complex problem and obtaining the useful effect on virtual team. Some drawbacks were also seen by the expert and developers in using wiki. Those drawbacks were all about genuineness, authenticity, accuracy, trustworthy and uniqueness of knowledge content. Research Limitation & Delimitations Due to geographically dispersed location of research sites, we faced difficulty to gather information related to company documents, reports and contextual information of organization. We conducted this research in the offices of Pakistan and office in USA. Outcomes The research that we have conducted showed that the developers in Software Company can share knowledge and also can learn through different modes of knowledge conversion model. This research also showed that developers are using the wiki tool for creating new knowledge as well as solving complex problem. This research helps in showing the benefit for other company and motivates the virtual organizations for implementing the use of wiki for different purposes.
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Generation of communicative intentions for virtual agents in an intelligent virtual environment : application to virtual learning environment / Génération des intentions communicatives pour agents virtuels dans un environnement virtuel intelligent : application aux environnements d'apprentissage virtuelsNakhal, Bilal 22 December 2017 (has links)
La réalité virtuelle joue un rôle majeur dans le développement de nouvelles technologies de l’éducation, et permet de développer des environnements virtuels pour l’apprentissage, dans lesquels, des agents virtuels intelligents jouent le rôle de tuteur. Ces agents sont censés aider les utilisateurs humains à apprendre et appliquer des procédures ayant des objectifs d’apprentissage prédéfini dans différents domaines. Nous travaillons sur la construction d’un système temps-réel capable d’entamer une interaction naturelle avec un utilisateur dans un Environnement d’Apprentissage Virtuel (EAV). Afin d’implémenter ce modèle, nous proposons d’utiliser MASCARET (Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training) comme modèle d’Environnement Virtuel Intelligent (EVI) afin de représenter la base de connaissances des agents, et de modéliser la sémantique de l’environnement virtuel et des activités des utilisateurs. Afin de formaliser l’intention des agents, nous implémentons un module cognitif dans MASCARET inspiré par l’architecture BDI (Belief-Desire-Intention) qui nous permet de générer des intentions de haut-niveau pour les agents. Dans notre modèle, ces agents sont représentés par des Agents Conversationnels Animés (ACA), qui sont basés sur la plateforme SAIBA (Situation, Agent, Intention, Behavior, Animation). Les agents conversationnels de l’environnement ont des intentions communicatives qui sont transmises à l’utilisateur via des canaux de communication naturels, notamment les actes communicatifs et les comportements verbaux et non-verbaux. Afin d’évaluer notre modèle, nous l’implémentons dans un scénario pédagogique concret pour l’apprentissage des procédures d’analyse de sang dans un laboratoire biomédical. Nous utilisons cette application afin de réaliser une expérimentation et une étude pour valider les propositions de notre modèle. L’hypothèse de notre étude est de supposer que la présence d’un ACA dans un Environnement Virtuel (EV) améliore la performance du processus d’apprentissage (ou qu’au moins, ça ne le dégrade pas) dans le contexte de l’apprentissage d’une procédure spécifique. La performance de l’utilisateur est représentée par le temps requis pour l’exécution de la procédure, le nombre d’erreurs commises et le nombre de demande d’assistance. Nous analysons les résultats de cette évaluation, ce qui confirme partiellement l’hypothèse de l’expérience et affirme que la présence de l’ACA dans l’EV ne dégrade pas la performance de l’apprenant dans le contexte de l’apprentissage d’une procédure. / Virtual Reality plays a major role in developing new educational methodologies, and allows to develop virtual environments for learning where intelligent virtual agents play the role of tutors. These agents are expected to help human users to learn and apply domain-specific procedures with predefined learning outcomes. We work on building a real-time system able to sustain natural interaction with the user in a Virtual Learning Environment (VLE). To implement this model, we propose to use the Multi-Agent System for Collaborative, Adaptive & Realistic Environments for Training (MASCARET) as an Intelligent Virtual Environment (IVE) model that provides the knowledge base to the agents and model the semantic of the virtual environment and user’s activities. To formalize the intention of the agents, we implement a cognitive module within MASCARET inspired by BDI (Belief-Desire-Intention) architecture that permits us to generate high-level intentions for the agents. Furthermore, we integrate Embodied Conversational Agents (ECA), which are based on the SAIBA (Situation, Agent, Intention, Behavior, Animation) framework. The embodied agents of the environment have communicative intentions that are transmitted to the user through natural communication channels, namely the verbal and non-verbal communicative acts and behaviors of the ECAs. To evaluate our model, we implement it in a concrete pedagogical scenario for learning blood analysis procedures in a biomedical laboratory. We use this application to settle an experiment to validate the propositions of our model. The hypothesis of this experiment is to assume that the presence of anECA in a Virtual Environment (VE) enhances the learning performance (or at least does not degrade it) in the context of a learning procedure. The performance is represented by the time of execution, the number of committed errors and the number of requests for assistance. We analyze the results of this evaluation, which partially confirms the hypothesis of the experiment and assure that having an ECA in the VLE does not degrade the performance of the learner in the context of a learning procedure.
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Modes de coordination interindividuelle et régulation du partage en situation dynamique collaborative : application au handball et au théâtre d'improvisation / No titleKeukelaere, Camille de 22 May 2012 (has links)
Les études de psychologie des industries et des organisations montrent que la compréhension partagée (CP) conditionne la performance collective. Nous mobilisons le concept de la Team Situation Awareness pour identifier les éléments qui concourent à la CP et à son évolution au cours de l'action. Une analyse en handball nous a permis d'identifier (a) 4 formes typiques d'articulation des activités individuelles, (b) 7 contenus typiques et (c) 6 processus typiques interindividuels. Nos résultats montrent que les formes de partage sont locales et ponctuelles, alternant entre trois modes de coordination en cours d'action : (1) application du plan, (2) ajustement transitoire en fin d’action, (3) adaptation en temps réel au contexte de jeu. L’analyse de la dynamique du partage met en évidence que le sentiment de performance collective est subordonné à une fluidité dans l'enchaînement des actions et au jugement de sécurité quant à l'évaluation de la situation. L'analyse en théâtre d'improvisation conforte la classification proposée dans la première étude. Notre étude a permis d'apporter des éléments sur les activités collaboratives en situation dynamique, et notamment sur la fonction de la CP qui peut être considérée comme un phénomène dynamique dont la principale fonction est de maintenir un potentiel de coordination suffisant entre les partenaires d'une équipe. À partir de nos résultats, nous proposons une modélisation qui rend compte des mécanismes de CP à deux échelles : (1) à l'échelle de l'équipe, nous proposons une modélisation qui renseigne l'alternance des modes de coordination en fonction des contraintes de l'environnement ; (2) à une échelle locale, nous proposons une modélisation qui rend compte de la régulation du partage entre les agent de l'équipe. / In the field of I/O psychology, most of studies estimate that team performance under temporal pressure is directly related to shared understanding (SU) within a team. In order to account for the dynamics of SU within a team, we have studied the evolution of contents, forms and mechanisms of the sharing process, as a function of context variability and temporal pressure. We primarily work in line with the Team Situation Awareness model, that is usually mobilized in work situations. A first study allowed us to identify the various elements of SU and its dynamics in feminine handball competitions. The analysis permitted to identify (a) four typical forms of shared understanding, (b) seven typical contents shared and (c) six typical interaction processes between teammates. Results shows that sharing forms are local and punctual, alternating between two main modes of SU : either a preestablished plan follow-up, together with possible adaptation to conclude a given action, or a real-time adaptation to the context of action. A second study deals with improvisational theatre, regulated in real time by the director through earphones. Our results show that the sharing typical forms, contents and processes that rise in this activity also correspond to the classification we made in the first field study, which strengthens the genericity of our proposal. These results invite us to think that online regulation may either enhance or hamper the SU and thus the collective performance, respectively by improving the update and interaction processes between actors, or by overloading the cognitive activity of the team members in the course of action. Based on these results, we propose to consider the SU as a process that works over two space and time scales: on the global scale, SU may envolve over long periods within a team; and on a local scale, SU is actually developed through interpersonal updating and in situ adjustment processes. In order to account for these two scales, we proposed a team coordination model together with an interindividual regulation model. Our work opens the way to the study of the correlation between local mechanisms of shared understanding and the global dynamics of a collaborative activity.
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Scénarisation personnalisée dynamique dans les environnements virtuels pour la formation / Dynamic personalized orchestration in virtual environment for trainingCarpentier, Kévin 19 January 2015 (has links)
Nos travaux portent sur la scénarisation dans les environnements virtuels pour la formation. Nous nous intéressons particulièrement à la formation dans des environnements sociotechniques complexes comme par exemple la gestion des risques. Dans ces environnements, la variabilité des situations que les opérateurs peuvent rencontrer rend difficile la mise en place d'une formation exhaustive. Il est pourtant crucial d'offrir les moyens permettant l'entrainement à ces situations et les environnements virtuels peuvent apporter des solutions efficaces. En effet, ils peuvent offrir une grande liberté d'action et permettre un apprentissage de type essai-erreur. Le contrôle pédagogique de ces environnements peut alors permettre de personnaliser et d’adapter les contenus à chaque apprenant. Cependant, il est difficile pour les concepteurs d'environnements virtuels d'imaginer, de concevoir et décrire toutes les séquences d'actions et d'événements menant aux situations d'intérêt tout en autorisant une grande liberté d'action pour les apprenants. L'approche de description exhaustive se révèle trop coûteuse, voire vouée à l'échec. Pour palier au goulet d'étranglement de l'écriture et du codage des contenus, nous proposons de générer dynamiquement l'enchainement des situations d'apprentissage au sein d'une simulation. L'architecture TAILOR que nous proposons permet la scénarisation dynamique de chaque session d'apprentissage, en accord avec un modèle du parcours d'apprentissage, en utilisant des modèles à base de connaissances. Pour cela, nous avons tout d'abord proposé le langage \textsc{World-DL} permettant de produire du contenu scénaristique reconfigurable, adaptable et générique pour des environnements virtuels pour la formation. Ce langage permet à la fois de décrire le modèle du monde, les objectifs scénaristiques ainsi que de maintenir la base de connaissances liée à la simulation.Afin de ne pas s'appuyer sur une élicitation du domaine d'apprentissage, nous avons proposé un modèle de l'apprenant opérationnalisant la théorie de la Zone Proximale de Développement. Celui-ci repose sur un espace vectoriel de classes de situation auxquelles sont associées des valeurs de croyance sur la capacité de l'apprenant à gérer les situations qu'elles décrivent. La scénarisation que nous proposons est essentiellement intra-diégétique : elle s'intègre au monde simulé par l'environnement virtuel. Pour cela, nous proposons une méthode de génération dynamique et adaptative de situations d'apprentissage s'appuyant sur des modèles de l'activité et de la causalité inspirés d'analyses ergonomiques. Par ailleurs, les situations d'apprentissage générées sont articulées sous la forme d'une fiction grâce au processus de diégétisation inspiré du courant structuraliste de la sémiologie. Les travaux sur l'architecture TAILOR ont donné naissance au moteur du même nom au sein de la plateforme logicielle HUMANS. L'approche a été appliquée dans un environnement virtuel pour la formation des assembleurs en aéronautique. / This work addresses the issues of the specification of the scenario in virtual environment for training. We especially address adult lifelong training in complex domains where technical systems are difficult to apprehend and human factors are critical. Workers have to be trained to react to a wide range of situations. Virtual environment can provide this kind of training by offering them the possibility to experiment different behavior in a situation. Yet to foster learning, such environment should provide a wide range of appealing scenarios adapted to learners’ need. The design and the production of all possible scenarios and of all their adaptations is a tedious task. It requires designers to imagine and describe every possible sequence of events which leads to interesting learning situation. Such a descriptive approach conflicts with the need for a smoother production process.To tackle the authoring bottleneck, we propose the TAILOR architecture to dynamically generate sequences of learning situations in a simulation. It takes into account a learner profile and expert knowledge informed in semantic models. We used a space of classes of situations coupled with a belief model to represent the Zone of Proximal Development of a learner. Each point of the space images the ability of the learner to handle a kind of situation. As we are essentially dealing with intra-diegetic orchestration, i.e. what is happening in the world depicted by the simulation, we propose to use expert model of the domain. We distinguished three kind of knowledge: world knowledge, activity knowledge and causality knowledge. They are used at runtime to procedurally generate a learning situation which will enlarge the Zone of Proximal Development of the learner.To this end, we design the WORLD-DL language to author scenario content for virtual environment for training in a reconfigurable, adaptable and generic way through an ontological representation. This language is used both to describe scenario objectives and to maintain a knowledge-based world state. Moreover, we operationalize structuralist view of narrative to build a story upon generated learning situation through an automated diegetization process. This process relies on abstract story model describe in the ontological metamodel DIEGETIC.This work have been implemented in the TAILOR engine used in the HUMANS platform. It was used both for aeronautic assembly virtual training and for baby sitter virtual training.
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Realidade virtual & educação não-formal : experiencias educativas não-formais em ambiente museologico virtual / Virtual reality & non-formal education : non-formal educational experiences in a virtual museumFronza-Martins, Aglay Sanches, 1973- 14 August 2018 (has links)
Orientador: Olga Rodrigues de Moraes von Simson / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-08-14T12:42:35Z (GMT). No. of bitstreams: 1
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Previous issue date: 2009 / Resumo: As possibilidades oferecidas pelas novas tecnologias de manipulação de imagens via computador viabilizam a criação de um banco de imagens digital, permitindo o acesso às obras do acervo do CMU sem a manipulação física das mesmas, o que agiliza a veiculação da informação para a produção de conhecimento, garante a preservação, bem como facilita a divulgação do acervo foco dessa pesquisa para um público muito mais amplo. Criou-se, para os objetivos desta pesquisa um Museu Virtual englobando quatro coleções (Coleção Theodoro de Souza Campos Junior; Coleção Fúlvia Gonçalves; Coleção Selma Simão e Coleção Silvia Matos) que integram o acervo artístico/histórico do Centro de Memória da Unicamp (CMU). O acervo, composto pelas coleções acima apresentadas, foi virtualizado, organizado e disponibilizado para a sua utilização sob o enfoque educativo não- formal em espaços museológicos contemporâneos. / Abstract: The possibilities offered by new technologies for manipulation of images via computer to enable creation of a bank of digital images, allowing access to works of the achievements of CMU without physical manipulation of them, which speeds up the delivery of information to produce knowledge guarantees the preservation and facilitates the divulgation of the focus acquits of this research to a much wider audience. It was created for the objectives of this research a museum Virtual comprising four collections (Collection Theodoro de Souza Campos Junior; Collection Fúlvia Gonçalves; Collection Selma Simon and Silvia Matos Collection) that integrate the artistical/ historical body of the Center for Memory the Unicamp (CMU). The collection, composed of the collections above, was virtualized, organized and made available for using under the non-formal educational approach in musicology contemporary spaces. / Mestrado / Ciencias Sociais na Educação / Mestre em Educação
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Desenvolvimento de ferramenta de autoria para aplicação de videos digitais interativos na educação / Development of authoring tool for use with interactive digital videos in educationColombo, Marcelo 06 August 2009 (has links)
Orientador: Sergio Ferreira do Amaral / Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação / Made available in DSpace on 2018-08-14T13:18:09Z (GMT). No. of bitstreams: 1
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Previous issue date: 2009 / Resumo: Para o desenvolvimento desta ferramenta de autoria para aplicação de Vídeos Digitais Interativos na Educação, tomou-se como linha condutora as bases de Criação de Roteiros, Interatividade e Linguagem baseada em Vídeos, fazendo com que esse trabalho criasse um conjunto de ferramentas de autoria num ambiente computacional e que permitam a construção de conteúdo audiovisual de forma autônoma, sem que sejam necessários conhecimentos técnicos de programação para a sua geração. / Abstract: For the development of this authoring tool for Interactive Digital Videos application in Education we have used as foundation screenplays creation, interactive behaviour and language based on videos, what create an authoring tool set in a computational enviroment that allows to build audio-visual content in a independent way, without large technical knowledge in programming languages to use. / Mestrado / Filosofia e História da Educação / Mestre em Educação
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