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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.
151

The construction of a Haptic application in a Virtual Environment as a post-Stroke arm Rehabilitation exercise

Dreifaldt, Ulrika, Lövquist, Erik January 2006 (has links)
<p>This thesis describes a six-month project based on stroke rehabilitation and involves designing with medical doctors, a physiotherapist and an occupational therapist, prototyping and evaluating with both stroke patients and other users. Our project involves the construction of a rehabilitation exercise system, based on virtual environments (VE) and haptics, designed for stroke patients. Our system uses a commercially available haptic device called the PHANTOM Omni, which has the possibility of being used as a rehabilitation tool to interact with virtual environments. The PHANTOM Omni is used in combination with our own developed software based on the platform H3D API. Our goal is to construct an application which will motivate the stroke patient to start using their arm again.</p><p>We give a review of the different aspects of stroke, rehabilitation, VE and haptics and how these have previously been combined. We describe our findings from our literature studies and from informal interviews with medical personnel. From these conclusions we attempt to take the research area further by suggesting and evaluating designs of different games/genres that can be used with the PHANTOM Omni as possible haptic exercises for post-stroke arm rehabilitation. We then present two different implementations to show how haptic games can be constructed. We mainly focus on an application we built, a game, using an iterative design process based on studies conducted during the project, called "The Labyrinth". The game is used to show many of the different aspects that have to be taken into account when designing haptic games for stroke patients. From a study with three stroke patients we have seen that "The Labyrinth" has the potential of being a stimulating, encouraging and fun exercise complement to the traditional rehabilitation. Through the design process and knowledge we acquired during this thesis we have created a set of general design guidelines that we believe can help in the future software development of haptic games for post-stroke arm rehabilitation.</p>
152

The effect of modality on social presence, presence and performance in collaborative virtual environments

Sallnäs, Eva-Lotta January 2004 (has links)
Humans rely on all their senses when interacting with others in order to communicate and collaborate efficiently. In mediated interaction the communication channel is more or less constrained, and humans have to cope with the fact that they cannot get all the information that they get in face-to-face interaction. The particular concern in this thesis is how humans are affected by different multimodal interfaces when they are collaborating with another person in a shared virtual environment. One aspect considered is how different modalities affect social presence, i.e. people’s ability to perceive the other person’s intentions and emotions. Another aspect investigated is how different modalities affect people’s notion of being present in a virtual environment that feels realistic and meaningful. Finally, this thesis attempts to understand how human behavior and efficiency in task performance are affected when using different modalities for collaboration. In the experiment presented in articles A and B, a shared virtual environment that provided touch feedback was used, making it possible to feel the shape, weight and softness of objects as well as collisions between objects and forces produced by another person. The effects of touch feedback on people’s task performance, perceived social presence, perceived presence and perceived task performance were investigated in tasks where people manipulated objects together. Voice communication was possible during the collaboration. Touch feedback improved task performance significantly, making it both faster and more precise. People reported significantly higher levels of presence and perceived performance, but no difference was found in the perceived social presence between the visual only condition and the condition with touch feedback. In article C an experiment is presented, where people performed a decision making task in a collaborative virtual environment (CVE) using avatar representations. They communicated either by text-chat, a telephone connection or a video conference system when collaborating in the CVE. Both perceived social presence and perceived presence were significantly lower in the CVE text-chat condition than in the CVE telephone and CVE video conference conditions. The number of words and the tempo in the dialogue as well as the task completion time differed significantly for persons that collaborated using CVE text-chat compared to those that used a telephone or a video conference in the CVE. The tempo in the dialogue was also found to be significantly higher when people communicated using a telephone compared to a video conference system in CVEs. In a follow-up experiment people performed the same task using a website instead, with no avatar but with the same information content as before. Subjects communicated either by telephone or a video conference iv system. Results from the follow-up experiment showed that people that used a telephone completed tasks significantly faster than those that used a video conference system, and that the tempo in the dialogue was significantly higher in the web environments than in the CVEs. Handing over objects is a common event during collaboration in face-to face interaction. In the experiment presented in article D and E, the effects of providing touch feedback was investigated in a shared virtual environment in which subjects passed a series of cubic objects to each other and tapped them at target areas. Subjects could not communicate verbally during the experiment. The framework of Fitts’ law was applied and it was hypothesized that object hand off constituted a collaboratively performed Fitts’ law task, with target distance to target size ratio as a fundamental performance determinant. Results showed that task completion time indeed linearly increased with Fitts’ index of difficulty, both with and without touch feedback. The error rate was significantly lower in the condition with touch feedback than in the condition with only visual feedback. It was also found that touch feedback significantly increased people’s perceived presence, social presence and perceived performance in the virtual environment. The results presented in article A and E analyzed together, suggest that when voice communication is provided the effect of touch feedback on social presence might be overshadowed. However, when verbal communication is not possible, touch proves to be important for social presence. / QC 20100630
153

Κατανεμημένα δικτυακά εικονικά περιβάλλοντα μεγάλης κλίμακας : αλγόριθμοι και τεχνικές για τη βελτιστοποίηση της απόδοσης

Γιαννακά, Ελευθερία 16 June 2011 (has links)
Αντικείμενο της παρούσας διατριβής υπήρξε αφενός η μελέτη και η αξιολόγηση των υπαρχόντων τεχνικών και αφετέρου ο σχεδιασμός, η υλοποίηση και η αποτίμηση νέων τεχνικών και μηχανικών για τη βελτιστοποίηση της απόδοσης του συστήματος με τη βέλτιστη αξιοποίηση των διαθέσιμων πόρων. / The objective of this dissertation was on the one hand the study and analysis of existing techniques and algorithms for large-scale DVEs and on the other hand the design, implementation and assessment of new techniques, methods and algorithms that can ensure the quality of the provided services and the efficient operation of the system. The algorithms and techniques developed were analysed and evaluated through extensive experiments both for identifying possible weaknesses and for highlighting the applications that can achieve optimum results. More specifically, two approaches have been designed and developed. The first approach is related to the design and development of a partitioning algorithm, that, in contrary to existing approaches, exploits the special characteristic of the virtual world and the impact those characteristics have on users’ behavior in order to predict the needs of the environment, in terms of resources, before they are required. The second approach is related to the design and development of a dynamic management approach that exploits the dynamic nature of DVEs in order to perform load balancing and to ensure performance optimization. During the elaboration of this dissertation, we found out that one of the basic problems when designing and implementing algorithms, methods and techniques for large-scale DVEs is the way that their efficiency could be examined. In most of the cases, the evaluation is based on theoretical models, which often fail to meet the circumstances and situations met in real DVEs. In particular, for supporting largescale DVEs, extended infrastructure is needed in terms of both hardware and software. Due to the fact that both researchers and application designers do not always have access to such extended infrastructure, the assessment and evaluation of developed techniques are extremely difficult. In most of the cases, both application designers and researchers adopt specialized methods for evaluating different techniques, while in other cases simulation tools have been developed from scratch. However, given the fact that the design and implementation is application or technique-specific, the reusability of these tools for different architectures and algorithms is not always successful. To this direction and for overcoming this important limitation, a simulation modeling framework for assessing DVEs performance was designed and implemented. The framework takes into account a number of both generic and special-cause parameters, which can be set on demand by the DVE designers and stake-holders and it is based on transforming system requirements to the concepts of operational management.
154

Um ambiente virtual colaborativo para a educação de equipes cirúrgicas

Paiva, Paulo Vinícius de Farias 23 April 2014 (has links)
Made available in DSpace on 2015-05-14T12:47:18Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2683365 bytes, checksum: 209fb565a2c94ab8b53999d91edc05fd (MD5) Previous issue date: 2014-04-23 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES / Virtual Reality (VR) can be understood as a human-computer interface which promotes a realistic experience for users when interacting with tridimensional virtual environments (VEs). Over the last years, medicine has benefited from the advent of VR, particularly in training and assessment context of several procedures. However, it is observed that many simulators take into account only the individual and technical aspects, while the abilities of interaction and assessment of the collaborative procedures are often disregarded, such as surgical procedures. This study was developed according to a well systematized methodology, including the following steps: a) Survey and analysis of VR systems focused on training and assessment in health sciences; b) Planning a CVE designed for training and assessment of students during surgical procedures. In this step, some professionals (surgeons, dentists, anesthesiologists) were contacted, some surgeries were observed and references guides were consulted in order to define all requirements of the simulator (target audience, goals, covered content, evaluation metrics, among others). After defining all requirements, a Collaborative Simulator for Surgical Education (SimCEC) was developed. The system is the result of studies on the use of VEs in education and the possibility of integration of decision methods as tools for users evaluation. The SimCEC has an evaluation system attached to it which is based on computed score and takes into consideration evaluation metrics, possible errors made as well as the weight of each simulated procedure. Lastly, it is intended that SimCEC can be used at specific times during the curricular content of higher education courses (at undergraduate level), as a tool to assist the teaching-learning process of future professionals. In this perspective, groups of students can train together in virtual space and contribute to the collaborative learning at a distance. / A Realidade Virtual (RV) pode ser compreendida como uma interface avançada humano-computador que promove uma experiência realista aos seus usuários ao interagirem com Ambientes Virtuais (AVs) 3D. Ao longos dos últimos anos, a medicina tem se beneficiado com o advento da RV, particularmente no contexto de treinamento e avaliação de diversos procedimentos. No entanto, observa-se que muitos simuladores levam em consideração apenas os aspectos técnicos individuais, sendo desconsideradas as habilidades de interação e avaliação dos procedimentos realizados colaborativamente, como é o caso dos procedimentos cirúrgicos. Este trabalho se desenvolveu segundo uma metodologia bem sistematizada, englobando as seguintes etapas: a) Levantamento e análise de sistemas de RV com o enfoque no treinamento e avaliação em saúde; b) Planejamento de um AVC voltado para o treinamento e avaliação de estudantes em procedimentos cirúrgicos. Nesta etapa, foram contactados profissionais da saúde (cirurgiões, odontólogos, anestesistas), acompanhados procedimentos cirúrgicos in loco, e consultados guias de referências cirúrgico, a fim de serem bem definidos todos os requisitos do simulador (público-alvo, objetivos, conteúdos abordados, métricas de avaliação, dentre outros). Após definição de todos os requisitos, foi desenvolvido o Simulador Colaborativo para Educação Cirúrgica (SimCEC). O sistema é resultado dos estudos realizados sobre o uso dos ambientes virtuais de RV na educação e da possibilidade de integração dos métodos de decisão como ferramentas de avaliação dos usuários. O SimCEC possui acoplado um sistema de avaliação que se baseia na computação de escores, levando-se em consideração as métricas de avaliação, os possíveis erros cometidos, bem como os pesos de cada procedimento simulado. Finalmente, pretende-se que o simulador possa ser utilizado em momentos específicos da grade curricular de cursos superiores (em nível de graduação), como ferramenta auxiliar no processo de ensino-aprendizagem dos futuros profissionais. Nesta perspectiva, grupos de estudantes poderão se encontrar no espaço virtual e contribuírem a distância com o aprendizado colaborativo.
155

Telegami: um módulo de atividade gamificado para o moodle

Bezerra, Kleiton Lucas Lopes 25 August 2017 (has links)
Submitted by Lara Oliveira (lara@ufersa.edu.br) on 2018-03-19T21:51:58Z No. of bitstreams: 1 KleitonLLB_DISSERT.pdf: 2034691 bytes, checksum: 1824c069981f2fa50919af76c5f85cfd (MD5) / Approved for entry into archive by Vanessa Christiane (referencia@ufersa.edu.br) on 2018-06-18T17:00:06Z (GMT) No. of bitstreams: 1 KleitonLLB_DISSERT.pdf: 2034691 bytes, checksum: 1824c069981f2fa50919af76c5f85cfd (MD5) / Approved for entry into archive by Vanessa Christiane (referencia@ufersa.edu.br) on 2018-06-18T17:00:16Z (GMT) No. of bitstreams: 1 KleitonLLB_DISSERT.pdf: 2034691 bytes, checksum: 1824c069981f2fa50919af76c5f85cfd (MD5) / Made available in DSpace on 2018-06-18T17:00:41Z (GMT). No. of bitstreams: 1 KleitonLLB_DISSERT.pdf: 2034691 bytes, checksum: 1824c069981f2fa50919af76c5f85cfd (MD5) Previous issue date: 2017-08-25 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / The advancement of technology has made several changes in the educational scope provide tools and strategies for the teaching and learning process. Within this context, we have the Virtual Environments of Learning increasingly present in this educational process, helping in the management of educational contents and in the accompaniment of the students. These environments, for the most part, face a great difficulty: the low interaction of students with the environment. In most cases, students only access only when there is some evaluative activity or when they are required by the teacher and even then, few are the times whose interaction is motivated by their own individual desire to learn or by the sensation of pleasure in performing the activity proposed by the educator. Seeking a way to increase student interest in the teaching and learning process, a new approach has been gaining ground in the field of education by offering an alternative to generate and maintain students' motivation and engagement in the learning process. This approach is known as Gamification and proposes the use of elements present in digital games in non-gaming environments, in order to generate interest in a target audience. Following this perspective, the present work presents a tool that implements Gamification in a Virtual Learning Environment with the intention of making it more attractive for students. The environment chosen to receive the tool was Moodle. The proposal is to offer a tool with several elements of games to make the course more interesting for the students. To validate it, a mini-course was divided into two stages. At the end of the mini-course, a questionnaire was applied to obtain a qualitative evaluation, trying to evaluate if the application of the tool made the course more interesting. The responses were measured using the Likert scale, which specifies the level of agreement of the respondent with the question. This scale uses five levels of agreement ranging from total agreement to total disagreement / O avanço da tecnologia tem proporcionado diversas mudanças no âmbito educacional, oferecendo ferramentas e estratégias para apoiar o processo de ensino e aprendizagem. Dentro deste contexto, tem-se os Ambientes Virtuais de Aprendizagem cada vez mais presentes neste processo educacional, auxiliando no gerenciamento dos conteúdos educacionais e no acompanhamento dos alunos. Estes ambientes, enfrentam na maioria das vezes, uma grande dificuldade: a pouca interação dos estudantes com o ambiente. Em grande parte dos casos, os alunos só acessam apenas, quando há alguma atividade avaliativa ou quando são exigidos pelo professor e mesmo assim, poucas são as vezes cuja interação é motivada pelo próprio e individual desejo de aprender ou pela sensação de prazer em realizar a atividade proposta pelo educador. Buscando uma forma de aumentar o interesse do aluno no processo de ensino e aprendizagem, uma nova abordagem vem ganhando espaço no campo da educação por oferecer uma alternativa para gerar e manter a motivação e o engajamento dos alunos no processo de aprendizagem. Esta abordagem é conhecida como Gamificação e propõe o uso de elementos presentes nos jogos digitais em ambientes que não são de jogos, com o intuito de gerar interesse em um público alvo. Seguindo essa perspectiva, o presente trabalho apresenta uma ferramenta que implementa a Gamificação em um Ambiente Virtual de Aprendizagem com o intuito de torna-lo mais atrativo para os alunos. O ambiente escolhido para receber a ferramenta foi o Moodle. A proposta é, oferecer uma ferramenta com vários elementos de jogos visando tornar o curso mais interessante para os discentes. Para valida-la, foi realizado um minicurso dividido em duas etapas. Ao final do minicurso foi aplicado um questionário para obter uma avaliação qualitativa, buscando avaliar se a aplicação da ferramenta tornou o curso mais interessante. As respostas foram mensuradas utilizando a escala de Likert, que específica o nível de concordância do respondente com a pergunta. Esta escala utiliza cinco níveis de concordância que vai desde a concordância total até a discordância total / 2018-03-19
156

Aplica??o do algoritmo de classifica??o associativa (CBA) em bases educacionais para predi??o de desempenho

Fernandes, Warley Leite 08 November 2017 (has links)
Submitted by Jos? Henrique Henrique (jose.neves@ufvjm.edu.br) on 2018-05-23T19:00:06Z No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) warley_leite_fernandes.pdf: 2460576 bytes, checksum: d929e82a2e47dac8f54b1a1d52ed28fb (MD5) / Approved for entry into archive by Rodrigo Martins Cruz (rodrigo.cruz@ufvjm.edu.br) on 2018-06-05T14:49:36Z (GMT) No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) warley_leite_fernandes.pdf: 2460576 bytes, checksum: d929e82a2e47dac8f54b1a1d52ed28fb (MD5) / Made available in DSpace on 2018-06-05T14:49:36Z (GMT). No. of bitstreams: 2 license_rdf: 0 bytes, checksum: d41d8cd98f00b204e9800998ecf8427e (MD5) warley_leite_fernandes.pdf: 2460576 bytes, checksum: d929e82a2e47dac8f54b1a1d52ed28fb (MD5) Previous issue date: 2017 / A Educa??o a Dist?ncia (EAD) tem-se confirmado como importante ferramenta de capacita??o a qualquer tempo e dist?ncia. Por?m, a maioria das Institui??es de Ensino tem encontrado dificuldades relacionadas ao grande n?mero de abandono dos cursos. Avan?os recentes em diversas ?reas da tecnologia possibilitaram o surgimento das Tecnologias da Informa??o e Comunica??o que se tornaram essenciais ? condu??o dos processos educacionais. Assim, imensos volumes de dados s?o gerados pela intera??o de usu?rios em Ambientes Virtuais de Aprendizagem (AVA). Esses dados ?escondem? informa??es ricas. Contudo, manipular tamanha quantidade de dados n?o ? uma tarefa simples. Neste sentido, uma solu??o promissora para extra??o de informa??o ? a Minera??o de Dados, que pode ser entendida como a transforma??o de dados brutos em conhecimento. Essa pesquisa apresenta um estudo para compreender os motivos do baixo desempenho dos alunos em cursos t?cnicos da EAD aplicando, para isto, o algoritmo de Classifica??o Associativa (CBA) em Minera??o de Dados Educacionais (EDM). Com o objetivo de gerar os melhores resultados preditivos de Classifica??o Associativa obtidos pelo CBA, aplicou-se o algoritmo de Regras de Associa??o denominado Predictive Apriori,ainda n?o empregados em trabalhos correlatos. Os resultados experimentais apontam que o CBA aplicado a Bases de Dados Educacionais atinge melhores resultados que os algoritmos de classifica??o tradicionais (alcan?ando uma marca de 85% de acur?cia). Mostrou-se tamb?m que o uso das ferramentas f?rum, quiz e folder t?m uma grande influ?ncia no desempenho dos estudantes. / Disserta??o (Mestrado Profissional) ? Programa de P?s-Gradua??o em Educa??o, Universidade Federal dos Vales do Jequitinhonha e Mucuri, 2017. / Distance Education (EAD) has been confirmed as an important training tool at any time and distance. However, most educational institutions have encountered difficulties related to the large number of dropouts. Recent advances in several areas of technology have enabled the emergence of Information and Communication Technologies that have become essential to the conduct of educational processes. Thus, immense data volumes are generated by the interaction of users in Virtual Learning Environments (AVA). These data "hide" rich information. However, handling such a large amount of data is not a simple task. In this sense, a promising solution for information extraction is Data Mining, which can be understood as the transformation of raw data into knowledge. This research presents a study to understand the reasons of the low performance of students in technical courses of the EAD applying, to this, the Association Classification (CBA) algorithm in Educational Data Mining (EDM). In order to further improve the results obtained by the CBA, the Association Rules algorithm called Predictive Apriori, not yet employed in related works, was applied in order to generate the best predictive results of Associative Classification. The experimental results point out that the CBA applied to Educational Databases achieves better results than traditional classification algorithms (reaching a mark of 85% accuracy). It was also shown that the use of the forum, quiz and folder tools have a great influence on student performance.
157

Estudo do processo de desenvolvimento de escolares com transtorno de déficit de atenção e hiperatividade na interação em ambientes digitais/virtuais

Boiaski, Morgana Tissot January 2007 (has links)
O presente trabalho se propõe a identificar as possíveis contribuições da utilização de ambientes digitais/virtuais de aprendizagem e de convivência no processo de desenvolvimento de escolares que apresentam Transtorno de Déficit de Atenção e Hiperatividade (Tdah), nas áreas social, emocional, escolar e comportamental. Este estudo, de caráter qualitativo, se integra aos trabalhos realizados pelo Núcleo de Informática na Educação Especial – Niee, da Universidade Federal do Rio Grande do Sul - Ufrgs e foi realizado junto ao Ambulatório de Dificuldade de Aprendizagem do Hospital Infantil Joana de Gusmão, na cidade de Florianópolis. A pesquisa envolveu o acompanhamento de sete escolares com diagnóstico de Tdah, em tratamento, em sessões semanais e/ou quinzenais, individuais ou em pequenos grupos, durante as atividades interativas no ambiente digital/virtual de aprendizagem e de convivência Eduquito. / The present work intends to identify the possible digital/virtual environments learning’s contributions on the students developing process that present Attention deficit/hyperactivity disorder (ADHD), in the social, emotional, scholar and behavior area. This study, with qualitative character, integrates itself into works realized by the “Núcleo de Informática na Educação Especial” – Niee (Department of Informatic in Special Education) – UFRGS (Federal University of Rio Grande do Sul) and was realized with the “Ambulatório de Dificuldade de Aprendizagem” (Learning’s Deficiency Ambulatory) from the Joana de Gusmão Childhood Hospital, in the city of Florianópolis. The research involved the observation of seven students diagnosed with ADHD, in treatment, in a week and/or fifteen day’s sessions, individual or in small groups, during the interactive activities in the digital/virtual environments learning called Eduquito.
158

CRAbCVE- Uma arquitetura para viabilização de CVEs através da Internet / CRAbCVE- An Architecture for CVEs through the Internet

Gomes, George Allan Menezes January 2005 (has links)
GOMES, George Allan Menezes. CRAbCVE- Uma arquitetura para viabilização de CVEs através da Internet. 2005. 184 f. Dissertação (Mestrado em ciência da computação)- Universidade Federal do Ceará, Fortaleza-CE, 2005. / Submitted by Elineudson Ribeiro (elineudsonr@gmail.com) on 2016-07-11T16:25:59Z No. of bitstreams: 1 2005_dis_gamgomes.pdf: 4975181 bytes, checksum: 1f5070528d52778cc7956833013d5af3 (MD5) / Approved for entry into archive by Rocilda Sales (rocilda@ufc.br) on 2016-07-18T13:38:20Z (GMT) No. of bitstreams: 1 2005_dis_gamgomes.pdf: 4975181 bytes, checksum: 1f5070528d52778cc7956833013d5af3 (MD5) / Made available in DSpace on 2016-07-18T13:38:20Z (GMT). No. of bitstreams: 1 2005_dis_gamgomes.pdf: 4975181 bytes, checksum: 1f5070528d52778cc7956833013d5af3 (MD5) Previous issue date: 2005 / Although the complexities of many tasks encountered in modern societies require the join effort of groups of people in order to be accomplished, cooperative work is still a difficult job. Usually the difficulties arise due to lack of appropriate coordination, poor definition of the context in which the activities are to be performed individually or in group; thus, generating redundancies, inconsistencies and contradictions within the workgroup. In order to overcome these problems, a new field of research, called Computer Supported Cooperative Work (CSCW), was created to seek means of properly supporting work groups. Despite the favorable results achieved by CSCW, thus far, tools that provide a high level of interaction among the group members and the leaders of sub-groups are still not satisfactory. The use of virtual reality within cooperative systems allows the interactions among participants to be highly spontaneous, because, in virtual environments, communication by means of image, text and audio is possible. The Collaborative Virtual Environments (CVEs), which employ shared virtual reality technology, have proved to possess great potential for collaborative work. Therefore, collaborative virtual environments have been developed taking into consideration the results obtained by CSCW research. Nonetheless, developing CVEs is complicated, since they demand a great deal of resources, and need to incorporate concepts and recommendations from several research fields, such as Virtual Reality (VR), Computer Supported Cooperative Work and l Distributed Computing. The main objective of this dissertation is to design a generic architecture (CRAbCVE) for allowing distribution of several collaborative virtual environments within a network of servers on the Internet. This architecture defines specialized components, capable of distributing the processing that takes place in the CVE, thus obtaining a great computational power at low costs. Another important objective is the specification of a Model of Authorship in CVEs (MAC) for helping to integrate the CRAbCVE architecture into the framework of collaborative work. All models proposed herein have been incorporated into a prototype system and a simple case study has been analyzed. / A complexidade das tarefas do mundo atual requer cada vez mais a cooperação das pessoas para sua execução. Entretanto cooperar não é uma tarefa fácil, e, muitas vezes, por falta de coordenação adequada ou por uma definição pobre do contexto em que as atividades dos participantes individualmente ou do grupo serão realizadas, são geradas redundâncias, inconsistências e contradições dentro do trabalho em grupo. Para evitar esses problemas, a área de CSCW (Computer Supported Cooperative Work) vem buscando meios de suportar adequadamente o trabalho em equipe. Apesar dos bons resultados alcançados pela área de CSCW, o principal obstáculo enfrentado pelos seus desenvolvedores é fornecer interatividade a suas aplicações. O uso de realidade virtual em sistemas cooperativos permite aos participantes interagirem com o mais alto grau de naturalidade, pois através do ambiente virtual é possível a comunicação por meio de imagem, texto e áudio. Os CVEs (Collaborative Virtual Environments) fazem uso da tecnologia de realidade virtual distribuída e apresentam grande potencial para o suporte ao trabalho colaborativo. Por conseguinte, esses ambientes virtuais colaborativos têm sido desenvolvidos, levando em consideração os resultados obtidos na área de CSCW. Entretanto, desenvolver CVEs é uma tarefa complicada, pois eles são grandes consumidores de recursos, e precisam incorporar conceitos e recomendações de várias áreas de pesquisa, como a de Realidade Virtual (RV), a de Trabalho Colaborativo Assistido por Computador (CSCW) e a de Sistemas Computacionais Distribuídos. O principal objetivo dessa dissertação é a definição de uma arquitetura de uso genérico, a CRAbCVE, projetada para viabilizar vários Ambientes virtuais colaborativos (CVEs) distribuídos em uma rede de servidores na Internet. Essa arquitetura define componentes especializados, capazes de distribuir, através da Internet, o processamento de todo o CVE; obtendo-se, assim, um grande poder computacional a um baixo custo. Outro importante objetivo é a definição do modelo MAC (Modelo de Autoria em CVEs), que visa auxiliar o emprego da arquitetura CRAbCVE no trabalho colaborativo. Os modelos propostos foram incorporados em um sistema protótipo e um estudo de caso simples foi analisado.
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NARRATIVAS DE USOS PEDAGÓGICOS DE FERRAMENTAS TECNOLÓGICAS NA DOCÊNCIA DO ENSINO MÉDIO / Narratives of pedagogical user of technological tools in high school teaching

Saragioto, Vivian Aparecida Vetorazzi 09 April 2015 (has links)
Made available in DSpace on 2016-08-03T16:15:49Z (GMT). No. of bitstreams: 1 VivianSaragioto.pdf: 1391119 bytes, checksum: 63a3dc0a4789b2ebab3817f6d24435f1 (MD5) Previous issue date: 2015-04-09 / The work entitled Narratives of pedagogical uses of technological tools in high school teaching aims to evaluate and map experiences of high school teachers that integrate technology resources into their practice through their narratives, in public schools in the region of São Paulo. Thus, the teaching practice with the use of technology is present in the high school teaching, turning the teacher into a mediator of the teaching-learning process. The research methodology focuses on the experience of teachers who use technology as a tool of their practice by narrative research, which authors like Connelly and Claudinin elucidate in their work. Some authors are highlighted during the exploratory and documentary research, as Moran, Lévy, Perrenoud and Tardif, conceptualizing the role of the teacher in Freire and Zabala, mediating their practice with technology, leading to results that provide a suitable result to learning. The investigative research instruments adopted were: semi-structured interviews, informal conversations with teachers, registration of the participants in the forums of the educational portal and pedagogical meetings with the coordinator of the educational portal. The process of the analysis of the narratives of teachers was held by categories such as: organization of content by teachers, use of educational portal and interdisciplinarity. In the narratives of respondents it was noted that the work in the virtual community was based on three fundamental points: production, exchange of information and presentation of results. According to the reports submitted by the respondents, it is possible to conclude that the work developed by the teachers is very rich and contributes to the exchange of experiences among those teachers who differentiate their classes using technology through the education portal. Also noteworthy in the survey, is the choice of tools in the educational portal, made by the teachers. / O trabalho intitulado Narrativas de usos pedagógicos de ferramentas tecnológicas na docência do Ensino Médio tem como objetivo conhecer e mapear as experiências de professores do Ensino Médio que integram em sua prática pedagógica recursos tecnológicos através de suas narrativas, os quais atuam em escolas públicas da região de São Paulo. Sendo assim, a prática pedagógica com o uso de tecnologia se faz presente na docência do professor de ensino médio, transformando-o em agente mediador do processo ensino-aprendizagem. A metodologia da pesquisa se concentra na experiência dos professores que utilizam a tecnologia como ferramenta de sua prática mediante a investigação narrativa, a qual os autores Connely e Claudinin elucidam em sua obra. São ressaltados alguns autores durante a pesquisa exploratória e documental, como: Moran, Lévy, Perrenoud e Tardif, conceituando a atuação do professor em Freire e Zabala, mediando sua prática com a tecnologia, levando a resultados que propiciam um ensino adequado à aprendizagem. Os instrumentos investigativos da pesquisa adotados na pesquisa foram: entrevista semi-estruturada, conversas informais com os professores, registro dos participantes nos fóruns do Portal educacional e reuniões pedagógicas coma a coordenadora do Portal educacional. O processo organizativo da análise das narrativas dos docentes se realizou por categorias tais como: organização do conteúdo pelos professores, uso do Portal educacional e interdisciplinaridade. Nas narrativas dos participantes da pesquisa percebeu-se que o trabalho na comunidade virtual baseou-se em três pontos fundamentais: produção, troca de informações e apresentação de resultados. De acordo com os relatos apresentados pelos entrevistados conclui-se que o trabalho desenvolvido pelos professores é bastante rico e contribui para a troca de experiências entre docentes pesquisadores da rede, que diferenciam suas aulas através do uso de tecnologia por meio do Portal educacional. Destaca-se também como diferencial na pesquisa a escolha, pelos docentes, de algumas ferramentas com o uso do Portal.
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Estudo do processo de desenvolvimento de escolares com transtorno de déficit de atenção e hiperatividade na interação em ambientes digitais/virtuais

Boiaski, Morgana Tissot January 2007 (has links)
O presente trabalho se propõe a identificar as possíveis contribuições da utilização de ambientes digitais/virtuais de aprendizagem e de convivência no processo de desenvolvimento de escolares que apresentam Transtorno de Déficit de Atenção e Hiperatividade (Tdah), nas áreas social, emocional, escolar e comportamental. Este estudo, de caráter qualitativo, se integra aos trabalhos realizados pelo Núcleo de Informática na Educação Especial – Niee, da Universidade Federal do Rio Grande do Sul - Ufrgs e foi realizado junto ao Ambulatório de Dificuldade de Aprendizagem do Hospital Infantil Joana de Gusmão, na cidade de Florianópolis. A pesquisa envolveu o acompanhamento de sete escolares com diagnóstico de Tdah, em tratamento, em sessões semanais e/ou quinzenais, individuais ou em pequenos grupos, durante as atividades interativas no ambiente digital/virtual de aprendizagem e de convivência Eduquito. / The present work intends to identify the possible digital/virtual environments learning’s contributions on the students developing process that present Attention deficit/hyperactivity disorder (ADHD), in the social, emotional, scholar and behavior area. This study, with qualitative character, integrates itself into works realized by the “Núcleo de Informática na Educação Especial” – Niee (Department of Informatic in Special Education) – UFRGS (Federal University of Rio Grande do Sul) and was realized with the “Ambulatório de Dificuldade de Aprendizagem” (Learning’s Deficiency Ambulatory) from the Joana de Gusmão Childhood Hospital, in the city of Florianópolis. The research involved the observation of seven students diagnosed with ADHD, in treatment, in a week and/or fifteen day’s sessions, individual or in small groups, during the interactive activities in the digital/virtual environments learning called Eduquito.

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