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MEMORIA, un Modèle de rEprésentation de la MémOire de l'appRenant pour les systèmes tutoriels Intelligents et Adaptatifs / MEMORIA, a model of the learner’s memory representation for adaptive and intelligent tutoring systemsTaoum, Joanna 18 December 2018 (has links)
Dans cette thèse, nous présentons MEMORIA, un modèle de représentation de la mémoire de l’apprenant pour les systèmes tutoriels intelligents et adaptatifs. La contribution principale de ce modèle est une formalisation et une implémentation du modèle de l’apprenant sous forme de mémoires qui stockent les informations perçues par l’apprenant dans un environnement virtuel et les instructions émises par le tuteur. La conception de notre modèle est basée sur les quatre composantes classiques d’un système tutoriel intelligent. Le modèle du domaine est représenté par les connaissances métiers formalisées à l'aide de MASCARET. Afin de rendre naturelles les interactions entre le tuteur et l'apprenant, nous représentons le modèle de l'interface par l'intermédiaire d'un agent conversationnel animé à l'aide de la plate-forme Greta. Le modèle de l'apprenant est constitué de l'ensemble des connaissances acquises par l'apprenant en cours de simulation. Ces connaissances sont organisées dans trois mémoires : la mémoire sensorielle, la mémoire de travail et la mémoire à long terme. Notre enjeu majeur porte sur la formalisation de l'encodage des informations dans ces mémoires, ainsi que le flux de données entre celles-ci. Cette formalisation est basée sur la théorie de la mémoire humaine proposée par Atkinson et Shiffrin et inspirée de l'architecture cognitive ACT-R. Le modèle de tuteur que nous proposons est centré sur la réalisation d'un comportement qui adapte l'exécution du scénario en fonction des connaissances de l'apprenant et de ses interactions avec le tuteur. Une étude expérimentale a été menée pour valider notre modèle. Nous avons comparé deux groupes de participants. Dans le premier groupe, nous avons intégré un tuteur adaptatif utilisant notre modèle, qui adapte l'exécution du scénario pédagogique et dans le second groupe, un tuteur non adaptatif qui réalise un scénario pédagogique figé. Les résultats de cette étude permettent de conclure quant à l'efficacité de notre modèle pour un apprentissage de procédure. / In this thesis, we present MEMORIA, a model of the learner’s memory representation for adaptive and intelligent tutoring systems. The main contribution of this model is a formalization and an implementation of the learner's model using memories that store the information perceived by the learner in a virtual environment and the instructions given by the tutor. The design of our model is based on the four classic components of an intelligent tutorial system.The domain model is represented by the domain knowledge that is formalized using MASCARET. In order to make the interactions between the tutor and the learner natural, we represent the interface model through an embodied conversational agent using GRETA. The learner's model is made of all the knowledge acquired by the learner during the simulation. This knowledge is organized into three memories: sensory memory, working memory, and long-term memory. Our major challenge is to formalize the encoding of information in these memories, as well as the data flow between them.This formalization is based on the theory of human memory proposed by Atkinson and Shiffrin and inspired by the cognitive architecture ACT-R. Our proposed tutor model focuses on the realization of a behavior that adapts the execution of the pedagogical scenario according to the learner's knowledge and the interactions with the tutor. An experimental study was conducted to validate our model. We compared two groups of participants. In the first group, we integrated an adaptive tutor using our model which adapts the execution of the pedagogical scenario and in the second group, a non-adaptive tutor who applied a fixed pedagogical scenario. The results of this study allow us to conclude on the effectiveness of our model for procedural learning.
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A VIRTUALIZAÇÃO DIGITAL PRESENTE NO ENSINO - A trajetória inicial do fenômeno no Brasil e os primeiros Ambientes Virtuais de AprendizagemDias, Cláudio da Costa 12 December 2007 (has links)
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Previous issue date: 2007-12-12 / The digital virtualization was proved by philosophers, sociologists, economists and educators. It is a global order phenomenon which has taken commerce, the finances and is accelerating in the Brazilian educational scenario recently. The
present research shows that the state power, the ducational policies and the historical facts are increasing the digital virtualization phenomenon in Brazil since the last ten years (1996 – 2006). The author investigates the results of this
process and reconstitutes the genesis of the first Learning Management Systems (LMS) developed in our country and still adopted for some universities. There were six environments before 2001. Through a case study, the research analyses
the use of hypertexts, multimedia and hypermedia for the knowledge authoring. After analysing the material collected in 18 virtual classrooms of 6 universities, the author concluded that Brazilian students sub use the resources and the
technological potential available in the digital nets. And he concludes that there are a “store window effect” in ducation: investments in technology, but no significant changes in its essence. / O mundo está passando por um momento histórico que abre aos profissionais da educação a chance de ousar novos modelos e ferramentas para a aprendizagem. Esta dissertação investiga o surgimento das “salas virtuais” de
aprendizagem na Internet, conhecidas no meio científico como Ambientes Virtuais de Aprendizagem (AVAs). O autor analisa a evolução e os resultados deste processo, mostrando as mudanças que as novas tecnologias poderiam trazer para a educação. Ele defende a idéia de que, nos últimos dez anos (1996-2007), o poder estatal e as políticas educacionais brasileiras estão acarretando um acelerado processo de “virtualização digital” das tarefas educativas, sob influência do contexto internacional. Para comprovar o argumento, apresenta acontecimentos e dados estatísticos em torno da virtualização digital, resgatando páginas importantes do atual estágio da história da educação no Brasil,
envolvendo diferentes aspectos como a Sociedade da Informação, as políticas de Educação a Distância, a Inclusão Digital e Social até a trajetória da criação e evolução dos primeiros Ambientes Virtuais de Aprendizagem (AVAs) criados em nosso país. Além disso, através de um estudo de caso, questiona até que ponto o uso de hipertextos, da multimídia e da hipermídia têm contribuído para instaurar um novo paradigma de aprendizagem. Analisando material produzido
em 6 universidades, o autor apresenta e interpreta dados estatísticos do que está acontecendo no cenário brasileiro e identifica um problema que pode ser denominado “efeito vitrine”, ou seja: grandes investimentos em tecnologia, porém
sem as esperadas mudanças e sem quebra de paradigmas na educação. Por fim, o autor mostra alternativas para resolver este problema.
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Ambiente Virtual de Aprendizagem AVA: uma experiência virtual de acesso ao exercício de cidadania e melhor qualidade de vidaMincache, Gisnelli Bataglia 20 May 2011 (has links)
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Previous issue date: 2011-05-20 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This thesis "AVA - Virtual Learning Environment, " emerged from the demands placed by people over 60 years, Internet users, when questioned about the contents that a virtual environment should contain regarding to the project "Health Care and Quality of Life of Elderly ", conducted by researchers at the Catholic University of Brasilia (UCB) and the Pontifical Catholic University of São Paulo (PUC-SP). Since then contents were prepared, which were implemented in virtual environments friendly to the elderly, who have to interact through a virtual course. Besides the intervention of a virtual education program was measured using the quality of life for the elderly before and after the main course. This work was conducted with 33 elderly and presents the steps for creating, implementing, development and analysis of the Advanced Course of Acquisition of New Languages and Navigation for Elderly People. The course, itself, enabled the elderly to use the resources offered by the Internet, developing their competence in the use of technology and enabling them to exercise their citizenship in view of their daily practices and their quality of life in the physical, psychological, social and environmental dimensions. The multidisciplinary course, content of interest to the elderly, showed the practice of the concept of distance education and its outcome suggests that this type of intervention benefit, aside from digital inclusion, the exercise of citizenship and health education in a virtual environment / O presente trabalho AVA - Ambiente Virtual de Aprendizagem , surgiu das demandas colocadas pelas pessoas acima de 60 anos, usuários da Internet, quando questionados sobre os conteúdos que um ambiente virtual deveria conter no Projeto Atenção à Saúde e Qualidade de Vida dos Idosos , realizado por pesquisadores da Universidade Católica de Brasília (UCB) e da Pontifícia Universidade Católica de São Paulo (PUC-SP). A partir de então foram elaborados conteúdos, os quais foram implementados em ambientes virtuais amigáveis aos idosos, que passaram a interagir por meio de um curso virtual. Além da intervenção de um programa de educação virtual, mediu-se a qualidade de vida dos idosos antes e após a realização do curso. Este trabalho, realizado com 33 pessoas idosas apresenta as etapas de criação, implementação, desenvolvimento e análise do Curso Avançado de Aquisição de Novas Linguagens e Navegação para Idosos. O curso, por sua vez, capacitou pessoas idosas para a utilização dos recursos oferecidos pela Internet, desenvolvendo sua competência no uso tecnológico e habilitando-os para o exercício de sua cidadania tendo em vista suas práticas cotidianas e sua qualidade de vida, nas dimensões física, psicológica, social e ambiental. O curso, conteúdos de interesse dos idosos, multidisciplinar, mostrou a pratica do conceito de Educação a Distância e seu resultado sugere que esse tipo de intervenção favorece, além da inclusão digital, o exercício da cidadania e a educação em saúde em ambiente virtual
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O processo decisório do turista em ambiente virtual: fatores que influenciam as etapas de compraSilva, Paulo Gustavo da 10 October 2017 (has links)
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Previous issue date: 2017-10-10 / Tourism is one of the biggest economic activities in the world and it has undergone
changes in its management, especially in the perspective of marketing, a result of
globalization and the internet. This dissertation has as its theme: "The Desion-Making
Process of the Tourist in the Virtual Environment: Factors that influence the purchase
stages", and it aims to analyze how the influencing factors of purchase are
manifested in the physical and virtual environment in the decision-making process in
the context of the hotel market. In the theoretical framework, this dissertation
approaches the perspectives of digital marketing, decision-making process and
tourism. This research was conducted with 330 Brazilian and foreign tourists who
stayed in the coast of Rio Grande do Norte, through a hotel wherewith they made
contact to shopping in a physical and/or virtual environment. Therefore, it is an
exploratory descriptive study, in this dissertation the Exploratory Factor Analysis
(EFA), ANOVA and Discriminant Analysis (DA) for the treatment and analysis of the
data were used it. It is concluded that, in relation to practical contributions to
companies, is possible to infer that companies that operate in the hotel market must
look for the changes that happen in the decision-making process in the virtual
environment, considering variables that are important in the time of purchase by
tourist, in which are: Satisfaction, Service, Ease, Credibility, Security, Price,
Relationship, Post-sales and Communication. A company that markets hosting
should not use the same way the marketing strategy for both environments (physical
and virtual) because customers behave and evaluate differently depending on the
environment in which they are inserted during the decision-making process / O turismo que é uma das maiores atividades econômicas do mundo e vem
passando por mudanças na sua gestão notadamente na perspectiva do marketing,
resultado da globalização e da internet. A presente tese tem como tema: “O
Processo Decisório do Turista em Ambiente Virtual: Fatores que influenciam as
etapas de compra”, e busca atender o objetivo de analisar como os fatores
influenciadores de compra se manifestam no ambiente físico e virtual no processo
decisório no contexto do mercado hoteleiro. No referencial teórico, o trabalho aborda
perspectivas do marketing digital, processo decisório e turismo. A pesquisa foi
realizada com 330 turistas brasileiros e estrangeiros que se hospedaram no litoral do
Rio Grande do Norte, por meio de um estabelecimento hoteleiro com o qual
realizaram contato para compra em ambiente físico e/ou virtual. Trata-se, portanto,
de uma pesquisa exploratória descritiva, neste estudo a Análise Fatorial Exploratória
(AFE), ANOVA e Análise Discriminante (AD) foram utilizadas para o tratamento e
análise dos dados. Conclui-se que, no tocante as contribuições práticas para as
empresas, é possível inferir que as organizações que atuam no mercado hoteleiro
devem atentar para as mudanças que ocorrem no processo decisório no ambiente
virtual, levando em consideração as variáveis que são importantes no momento da
compra para o turista, sendo: Satisfação, Atendimento, Facilidade, Credibilidade,
Segurança, Preço, Relacionamento, Pós-vendas e Comunicação. A empresa que
comercializa hospedagem não deve utilizar da mesma forma as estratégias de
marketing para os dois ambientes (físico e virtual), pois os clientes se comportam e
avaliam de maneira diferente dependendo do ambiente o qual está inserido durante
o processo decisório
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Modélisation et distribution adaptatives de grandes scènes naturelles / Adaptive Modeling and Distribution of Large Natural ScenesMondet, Sébastien 08 June 2009 (has links)
Cette thèse traite de la modélisation et la diffusion de grandes scènes 3D naturelles. Nous visons à fournir des techniques pour permettre à des utilisateurs de naviguer à distance dans une scène 3D naturelle, tout en assurant la cohérence botanique et l'interactivité. Tout d'abord, nous fournissons une technique de compression multi-résolution, fondée sur la normalisation, l'instanciation, la décorrélation, et sur le codage entropique des informations géometriques pour des modèles de plantes. Ensuite, nous étudions la transmission efficace de ces objets 3D. L'algorithme de paquétisation proposé fonctionne pour la plupart des représentations multi-résolution d'objet 3D. Nous validons les techniques de paquétisation par des expériences sur un WAN (Wide Area Network), avec et sans contrôle de congestion (Datagram Congestion Control Protocol). Enfin, nous abordons les questions du streaming au niveau de la scène. Nous optimisons le traitement des requêtes du côté serveur en fournissant une structure de données adaptée et nous préparons le terrain pour nos travaux futurs sur l'évolutivité et le déploiement de systèmes distribués de streaming 3D. / This thesis deals with the modeling and the interactive streaming of large natural 3D scenes. We aim at providing techniques to allow the remote walkthrough of users in a natural 3D scene ensuring botanical coherency and interactivity.First, we provide a compact and progressive representation for botanically realistic plant models. The topological structure and the geometry of the plants are represented by generalized cylinders. We provide a multi-resolution compression scheme, based on standardization and instantiation, on difference-based decorrelation, and on entropy coding. Then, we study efficient transmission of these 3D objects. The proposed packetization scheme works for any multi-resolution 3D representation. We validate our packetization schemes with extensive experiments over a WAN (Wide Area Network), with and without congestion control (Datagram Congestion Control Protocol). Finally, we address issues on streaming at the scene-level. We optimize the viewpoint culling requests on server-side by providing an adapted datastructure and we prepare the ground for our further work on scalability and deployment of distributed 3D streaming systems.
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Um método para avaliar a aquisição de conhecimento em ambientes virtuais de aprendizagem tridimensionais interativos. / A method to assess knowledge acquisition in interactive three-dimensional virtual learning environments.Eunice Pereira dos Santos Nunes 14 March 2014 (has links)
Com a popularização de ferramentas computacionais aplicadas ao ensino e o advento da Web 2.0, os Ambientes Virtuais de Aprendizagem (AVAs) evoluíram com os recursos proporcionados pelas tecnologias de Realidade Virtual (RV) e Realidade Aumentada (RA), surgindo os AVAs tridimensionais (3D), amplamente adotados em diversos domínios de conhecimento. Aliado a este avanço, o processo de aquisição de conhecimento em AVAs 3D tem sido alvo de pesquisas a fim de que tal aspecto seja considerado na concepção dos ambientes virtuais. Uma discussão que é delineada neste contexto se refere à contribuição que os AVAs 3D efetivamente oferecem para a aquisição de conhecimento do aprendiz e como é possível avaliar tal aprendizado. Estudos têm demonstrado que os métodos amplamente aplicados para avaliação da cognição nos AVAs 3D têm feito uso intensivo de preenchimento de questionários, aplicados fora dos AVAs. É possível perceber ainda que os instrumentos de avaliação aplicados nos AVAs 3D não incorporam no processo de avaliação as próprias tecnologias interativas disponíveis no ambiente. Sendo assim, o propósito inicial desta pesquisa é identificar o processo de aquisição de conhecimento nos AVAs 3D, como também os métodos existentes para avaliar se ocorre de fato a aquisição de conhecimento e em que grau ela ocorre. A partir deste estudo, o objetivo deste trabalho é definir uma metodologia para avaliar a aquisição de conhecimento, usando as próprias tecnologias interativas disponíveis nos AVAs 3D, de forma inovadora, em complementação aos questionários amplamente empregados como instrumentos de avaliação. Além da proposição do método conceitual, foi definida uma arquitetura e implementado um sistema computacional capaz de registrar as interações dos usuários em AVAs 3D, de forma não intrusiva à aplicação. Também foi sugerido um modelo matemático que propõe a avaliação da aprendizagem sem a necessidade de execução de provas de conhecimento. Experimentos foram conduzidos para avaliar cada uma das fases do modelo. Os resultados dos experimentos mostraram que é factível avaliar a aquisição de conhecimento dentro de contextos pré-determinados e que há indícios de que alguns tipos de interações do usuário com os AVAs mantêm correlação com o nível de aprendizado do usuário. / The popularization of computational tools applied to teaching and the advent of Web 2.0 have led to the advancement of Virtual Learning Environments (VLE) through resources rendered by Virtual Reality (VR) and Augmented Reality (AR) technologies, leading to the emergence of Tridimensional VLEs (3D), which are widely employed in diverse fields of knowledge. In alliance with this advancement, the 3D VLE knowledge acquisition process has been the object of research studies which consider the conception of virtual environments. One of the discussions outlined in this context refers to the contribution that 3D VLEs effectively offer for knowledge acquisition and how it is possible to evaluate this learning process. Studies have demonstrated that methods widely employed for assessing cognition in 3D VLEs have made intense use of questionnaire application outside VLEs. It is possible to perceive that, in the evaluation process, the assessment tools applied in 3D VLEs do not incorporate the same interactive technologies available in the environment. Thus, the initial aim of this research is to identify the knowledge acquisition process in 3D VLEs, as well as existing methods for assessing if knowledge acquisition actually occurs and to which degree it occurs. From this study, the aim of the research is to define a method for assessing knowledge acquisition employing the same interactive technologies available in 3D VLEs, in an innovative manner, complementing widely used questionnaires as assessment tools. In addition to the suggestion of the conceptual method, an architecture was defined and a computational system capable of registering user interactions in 3D VLEs was implemented, in a non intrusive form of application. A mathematical model that offers learning assessment without the need of knowledge tests was also suggested. Experiments were conducted to evaluate each phase of the model. The results of the experiments show that it is feasible to evaluate knowledge acquisition within predetermined contexts and that there is evidence that some types of user interactions with VLEs are correlated with the user\'s learning level.
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Avalia??o da plataforma Moodle em curso de educa??o a dist?ncia no ensino t?cnico do Col?gio Agr?cola Dom Agostinho Ikas/PE / Moodle platform ongoing evaluation of distance education in technical education Agricultural College Dom Augustine Ikas / PECavalcanti, Bruna Katharine Santos 23 March 2016 (has links)
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Previous issue date: 2016-03-23 / This research was conducted with students of the Technical Course in Food, in the form
of Distance Col?gio Agricola Dom Agostinho Ikas (CODAI), under the Rural Federal
University of Pernambuco in the search for a profile of the students who opt for this
type of study modality and the general coordinator of the course that explains how was
the implementation of the course and what the perspectives of teachers and tutors in
distance courses in relation to teaching and learning that has as a primary means
internet. In the first chapter we contextualize the origin of the implementation of the
Distance Education courses in CODAI, explaining what the legal bases of EAD in
Brazil and situating what we will deepen in the second chapter, which feature through
an online questionnaire, to observe peculiar questions regarding the profile of the
student as well as his assessment on learning through Moodle (Modular Object-Oriented
Dynamic Learning Environment), main technical source in education. Finally, in the
third chapter, we analyze the role of this tool in the teaching-learning relationship in the
virtual environment of the Distance Education Center of CODAI, who it was made
possible by including the mandatory internship to complete this survey, which enabled a
working knowledge tool at the Federal and Technological Institute of Pernambuco, with
that studies both the NEAD and in IFPE enabled a more comprehensive and critical
view in relation to the platform teaching-learning Moodle. What allowed us to make an
overall assessment of the main tool used in distance learning courses of CODAI and
contribute relevant data for both profile studies of students who are benefited from the
technical course in non-face mode, as in the improvement of teaching using the Moodle
as the main tool for teaching and learning. / Esta pesquisa foi realizada com discentes do Curso T?cnico em Alimentos, na
modalidade a Dist?ncia do Col?gio Agr?cola Dom Agostinho Ikas (CODAI), vinculado
a Universidade Federal Rural de Pernambuco na busca de um perfil dos alunos que
optam por esse tipo de modalidade de estudo e com a coordenadora geral do curso, que
descreveu como foi a implanta??o do curso e quais as perspectivas de professores e
tutores em cursos a distancia em rela??o ao ensino-aprendizagem que possui como
principal meio a internet. No primeiro cap?tulo contextualizamos a origem da
implanta??o dos cursos de Educa??o a Dist?ncia no CODAI, explicando quais as bases
legais da EAD no Brasil e situando o que iriamos aprofundar no segundo cap?tulo, onde
caracterizamos atrav?s de um question?rio on-line, para observarmos quest?es
peculiares referentes ao perfil do aluno, assim como sua avalia??o na aprendizagem
atrav?s da plataforma Moodle (Modular Object-Oriented Dynamic Learning
Environment), como principal fonte t?cnica no ensino. Por fim, no terceiro cap?tulo,
analisamos o papel desta ferramenta na rela??o ensino-aprendizagem no ambiente
virtual do N?cleo de Educa??o a Dist?ncia do CODAI, que foi poss?vel gra?as inclusive
ao est?gio profissional obrigat?rio para conclus?o desta pesquisa, que possibilitou um
conhecimento pr?tico da ferramenta no Instituto Federal e Tecnol?gico de Pernambuco,
com isso estudos tanto no NEAD quanto no IFPE possibilitaram uma vis?o mais
abrangente e cr?tica em rela??o ? plataforma de ensino-aprendizagem Moodle. O que
nos permitiu fazer uma avalia??o geral da principal ferramenta utilizada nos cursos a
dist?ncia do CODAI e contribuir com dados relevantes tanto para estudos do perfil dos
alunos que s?o beneficiados com o curso t?cnico na modalidade n?o presencial, quanto
no aprimoramento do ensino que utilizam o Moodle como principal ferramenta para
ensino-aprendizagem
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A utilização de ambientes virtuais de aprendizagem no ensino presencial: estudo de caso na disciplina de um programa de mestradoCosta, Ferdinand Camara da 20 August 2009 (has links)
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Previous issue date: 2009-08-20 / This research describes the results of an experience performed on Teachers Formation, New Technologies and Citizenship discipline, of Master s Degree program by a Community University of São Paulo city. The discipline has been led under personal attendance and two virtual environments have been applied: Moodle and Blog, specially opened to give support to presential classes. The Methodology used for investigation was qualitative as case study kind. The investigation shows that ICT join more
quality to classes, as well as shows difficulties faced by students and teachers. It was possible to notice that: in spite of the time difficulties of students and teachers regarding to the length of classes in the virtual environment, the quality with the use of ICT was a lot meaningful. The knowledge obtained by students amplified to professional area; the new environments amplified meaningfully the class space; the speech of virtual
discussions; the productions of texts accomplished by many hands in the Wiki tool; the collaborative works experience, the discovery and the demystification of the technology were outstanding points observed in the experiences. / Esta pesquisa descreve os resultados de uma experiência realizada na disciplina Formação Docente, Novas tecnologias e Cidadania do Programa de Mestrado de uma Universidade Comunitária da cidade de São Paulo. A disciplina foi ministrada presencialmente e utilizou-se de dois ambientes virtuais; Moodle e Blog, abertos especialmente como apoio às aulas
presenciais. A metodologia utilizada para a investigação foi a qualitativa, do tipo estudo de caso. A investigação indica que as TIC agregaram qualidade à aula, bem como constata dificuldades encontradas pelos alunos e professores. Pôde-se aferir que, apesar de tais dificuldades de tempo, em relação ao prolongamento da aula presencial nos ambientes virtuais, sofridas pelos alunos e professores, os ganhos de qualidade com a incorporação das TIC foram altamente significativos; o conhecimento adquirido pelos alunos estendeu-se ao campo profissional; os novos ambientes ampliaram significativamente o espaço da aula; as discussões nos fóruns de debate virtuais, a construção de textos realizados a várias mãos na ferramenta Wiki, a vivência de trabalhos colaborativos, a descoberta e a desmistificação da tecnologia, foram fatores relevantes observados na experiência.
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Estudo sobre a constituição de um sistema social em ambiente virtual de aprendizagemRocha, Karla Marques da January 2008 (has links)
Nas últimas décadas, as mudanças sociais, econômicas, políticas na cultura, ciência e, especialmente no campo da tecnologia, vêm revolucionando as formas de comunicação e de relacionamento entre as pessoas. Algumas mudanças se configuram devido ao desenvolvimento tecnológico, especialmente no apoio à educação. A Educação a distância, na qual os processos de ensino e aprendizagem ocorrem com a utilização de meios e tecnologias de informação e comunicação, favorece o surgimento de novos espaços de convivência. Esta tese propõe uma visão de comunidade em ambiente virtual de aprendizagem específico, observando seu processo de constituição. Tendo como referência a teoria da Biologia do Conhecer, de Humberto Maturana, foi estudada a rede conversacional que se constituiu na instância do “correio”, ferramenta de comunicação em um Curso de Especialização. Buscou-se identificar o acoplamento estrutural entre os participantes do curso no espaço coordenação/tutoria e o ambiente virtual de aprendizagem e, a partir deste acoplamento, a constituição de um sistema social. Para tal, foram mapeadas as mensagens produzidas por meio da ferramenta “correio”, do ambiente, através de categorias, o que permitiu identificar tanto o acoplamento dos participantes do curso com o ambiente como a constituição do próprio sistema social, enquanto uma comunidade de aprendizagem. / In the last decades the social changes, economic, politic in the culture, science and especially changes in the field of technology are revolutionizing the ways of communication and the relationships between people. Some changes occur due to technological development, especially to support the education. The distance education, where the processes of teaching and learning occur with the use of ways and technologies of information and communication it favours the emergence of new areas of acquaintance. This theory proposes the vision of community of learning in virtual environment of specific learning, observing its process of the formation. Taking as reference the theory of the Biology Knowing of Humberto Maturana, it was studied the network conservation that constituted itself in the instance of “email”, tool of communication in a Specialization Course. It was tried to identify the structural coupling between the participants of the course in the space coordination/mentoring and the virtual environment of learning and from this coupling the establishment of a social system. So, it was mapped the massages produced from the tool “emails”, of the environment, through the category, allowing to identify both the coupling of the participants of course with environments as the creation of the own social system, while a community of learning.
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Conceptual design of shapes by reusing existing heterogeneous shape data through a multi-layered shape description model and for VR applications / Design conceptuel de formes par exploitation de données hétérogènes au sein d’un modèle de description de forme multi-niveaux et pour des applications de RVLi, Zongcheng 28 September 2015 (has links)
Les récentes avancées en matière de systèmes d'acquisition et de modélisation ont permis la mise à disposition d'une très grande quantité de données numériques (e.g. images, vidéos, modèles 3D) dans différents domaines d'application. En particulier, la création d'Environnements Virtuels (EVs) nécessite l'exploitation de données nu-mériques pour permettre des simulations et des effets proches de la réalité. Malgré ces avancées, la conception d'EVs dédiés à certaines applications requiert encore de nombreuses et parfois laborieuses étapes de modélisation et de traitement qui impliquent plusieurs experts (e.g. experts du domaine de l'application, experts en modélisation 3D et programmeur d'environnements virtuels, designers et experts communication/marketing). En fonction de l'application visée, le nombre et le profil des experts impliqués peuvent varier. Les limitations et difficultés d'au-jourd'hui sont principalement dues au fait qu'il n'existe aucune relation forte entre les experts du domaine qui ont des besoins, les experts du numérique ainsi que les outils et les modèles qui prennent part au processus de déve-loppement de l'EV. En fait, les outils existants focalisent sur des définitions souvent très détaillées des formes et ne sont pas capables de supporter les processus de créativité et d'innovation pourtant garants du succès d'un pro-duit ou d'une application. De plus, la grande quantité de données numériques aujourd'hui accessible n'est pas réellement exploitée. Clairement, les idées innovantes viennent souvent de la combinaison d'éléments et les don-nées numériques disponibles pourraient être mieux utilisées. Aussi, l'existence de nouveaux outils permettant la réutilisation et la combinaison de ces données serait d'une grande aide lors de la phase de conception conceptuelle de formes et d'EVs. Pour répondre à ces besoins, cette thèse propose une nouvelle approche et un nouvel outil pour la conception conceptuelle d'EVs exploitant au maximum des ressources existantes, en les intégrant et en les combinant tout en conservant leurs propriétés sémantiques. C'est ainsi que le Modèle de Description Générique de Formes (MDGF) est introduit. Ce modèle permet la combinaison de données multimodales (e.g. images et maillages 3D) selon trois niveaux : Conceptuel, Intermédiaire et Données. Le niveau Conceptuel exprime quelles sont les différentes parties de la forme ainsi que la façon dont elles sont combinées. Chaque partie est définie par un Elément qui peut être soit un Composant soit un Groupe de Composants lorsque ceux-ci possèdent des carac-téristiques communes (e.g. comportement, sens). Les Eléments sont liés par des Relations définies au niveau Con-ceptuel là où les experts du domaine interagissent. Chaque Composant est ensuite décrit au niveau Données par sa Géométrie, sa Structure et ses informations Sémantiques potentiellement attachées. Dans l'approche proposée, un Composant est une partie d'image ou une partie d'un maillage triangulaire 3D. Quatre Relations sont proposées (fusion, assemblage, shaping et localisation) et décomposées en un ensemble de Contraintes qui contrôlent la po-sition relative, l'orientation et le facteur d'échelle des Composants au sein de la scène graphique. Les Contraintes sont stockées au niveau Intermédiaire et agissent sur des Entités Clés (e.g. points, des lignes) attachées à la Géo-métrie ou à la Structure des Composants. Toutes ces contraintes sont résolues en minimisant une fonction énergie basée sur des grandeurs physiques. Les concepts du MDGF ont été implémentés et intégrés au sein d'un outil de design conceptuel développé par l'auteur. Différents exemples illustrent le potentiel de l'approche appliquée à différents domaines d'application. / Due to the great advances in acquisition devices and modeling tools, a huge amount of digital data (e.g. images, videos, 3D models) is becoming now available in various application domains. In particular, virtual envi-ronments make use of those digital data allowing more attractive and more effectual communication and simula-tion of real or not (yet) existing environments and objects. Despite those innovations, the design of application-oriented virtual environment still results from a long and tedious iterative modeling and modification process that involves several actors (e.g. experts of the domain, 3D modelers and VR programmers, designers or communica-tions/marketing experts). Depending of the targeted application, the number and the profiles of the involved actors may change. Today's limitations and difficulties are mainly due to the fact there exists no strong relationships between the expert of the domain with creative ideas, the digitally skilled actors, the tools and the shape models taking part to the virtual environment development process. Actually, existing tools mainly focus on the detailed geometric definition of the shapes and are not suitable to effectively support creativity and innovation, which are considered as key elements for successful products and applications. In addition, the huge amount of available digital data is not fully exploited. Clearly, those data could be used as a source of inspiration for new solutions, being innovative ideas frequently coming from the (unforeseen) combination of existing elements. Therefore, the availability of software tools allowing the re-use and combination of such digital data would be an effective support for the conceptual design phase of both single shapes and VR environments. To answer those needs, this thesis proposes a new approach and system for the conceptual design of VRs and associated digital assets by taking existing shape resources, integrating and combining them together while keeping their semantic meanings. To support this, a Generic Shape Description Model (GSDM) is introduced. This model allows the combination of multimodal data (e.g. images and 3D meshes) according to three levels: conceptual, intermediate and data levels. The conceptual level expresses what the different parts of a shape are, and how they are combined together. Each part of a shape is defined by an Element that can either be a Component or a Group of Components when they share common characteristics (e.g. behavior, meaning). Elements are linked with Relations defined at the Concep-tual level where the experts in the domain are acting and exchanging. Each Component is then further described at the data level with its associated Geometry, Structure and potentially attached Semantics. In the proposed ap-proach, a Component is a part of an image or a part of a 3D mesh. Four types of Relation are proposed (merging, assembly, shaping and location) and decomposed in a set of Constraints which control the relative position, orien-tation and scaling of the Components within the 3D viewer. Constraints are stored at the intermediate level and are acting on Key Entities (such as points, a lines, etc.) laying on the Geometry or Structure of the Components. All these constraints are finally solved while minimizing an additional physically-based energy function. At the end, most of the concepts of GSDM have been implemented and integrated into a user-oriented conceptual design tool totally developed by the author. Different examples have been created using this tool demonstrating the potential of the approach proposed in this document.
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