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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.
161

Ambientes virtuais: educação e cultura na construção do museu virtual josé américo de almeida / VIRTUAL ENVIRONMENTS: Education and Culture in the construction of the Virtual Museum José Américo de Almeida

Petrucci, Mabel Ribeiro 10 March 2010 (has links)
Made available in DSpace on 2015-05-07T15:10:00Z (GMT). No. of bitstreams: 1 arquivototal.pdf: 2153152 bytes, checksum: 9ab6e74c7eafb81a48ffb67f0824a6b7 (MD5) Previous issue date: 2010-03-10 / Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / This dissertation has as the subject-matter Virtual Environment: Education and Culture in the construction of the Virtual Museum José Américo de Almeida, and as objects of study, the Museum house José Américo de Almeida. We want to show the importance of the virtual environment as an element in a culture that takes into account the links between education and technology, focusing on the permanent institutional place in the service of society, characterized by decentralized knowledge, symbolic, participatory and personal motivation. With a view to monitor the new horizons of knowledge required by modern technological society, we had like main objectives, to analyze the principles of construction of the Virtual Museum José Américo de Almeida, seeking to understand the links between Education, Culture and Digital Technology, Information and Communication (TDIC), taking into account the approaches to identity, culture, media, multiculturalism, and thus the virtual environments. From these approaches in virtual environments, museums can be more "manipulated" by users interested in researching an icon of the Northeast culture, José Américo de Almeida, which may interact with the information available in the virtual environment. Therefore, this touches the construction of virtual museum of the importance of history, memory, cultural heritage,preservation of identity and the strengthening of culture. To conduct the research, we use references as a theoretical and methodological framework for qualitative research in the form of case study, based on the description of the construction of the Virtual Museum José Américo de Almeida - Expression of the Northeast culture. Therefore, it is also descriptive because it is a study in which the principal investigator is part of the construction that is the subject of study, we can say that it is a participatory research. In final considerations, we show that now, the virtual museum enables the interactivity of the Internet and its immediate mechanisms and simulating mediation between the public and museum object. / Esta dissertação tem como tema os Ambientes Virtuais: Educação e Cultura na construção do Museu Virtual José Américo de Almeida e, como objeto de estudo, o Museu Casa José Américo de Almeida. Pretendemos mostrar a importância do ambiente virtual como elemento para uma cultura que leva em conta a articulação entre educação e tecnologia, enfocando esse lugar institucional permanente a serviço da sociedade, caracterizado pelo conhecimento descentralizado, simbólico, participativo e de motivação pessoal. Na perspectiva de acompanhar os novos horizontes do saber imposto pela sociedade tecnológica contemporânea, tivemos como principal objetivo analisar os princípios de construção do Museu Virtual José Américo de Almeida, procurando compreender as articulações entre Educação, Cultura e Tecnologia Digital da Informação e Comunicação (TDIC), levando em conta as abordagens sobre a identidade, cultura, mídia, multiculturalismo e, consequentemente, os ambientes virtuais. A partir destas abordagens sobre os ambientes virtuais, os museus podem ser mais manipulados pelos usuários interessados em pesquisar sobre um ícone da cultura nordestina, José Américo de Almeida, os quais poderão interagir com as informações disponíveis no ambiente virtual. Portanto, tangencia a esta construção de museu virtual a importância da história, da memória, do patrimônio cultural, da preservação da identidade e do fortalecimento da cultura. Para execução da pesquisa, utilizamos referências bibliográficas como suporte teórico-metodológico para a pesquisa qualitativa, em forma de estudo de caso, com base na descrição do processo de construção do Museu Virtual José Américo de Almeida Expressão da Cultura Nordestina. Sendo assim, também é descritiva e por se tratar de uma pesquisa na qual o principal pesquisador (a) faz parte do processo de construção que constitui o objeto estudo, podemos afirmar que é uma pesquisa participante. Nas considerações finais, procuramos demonstrar que o museu virtual hoje possibilita a interatividade proporcionada pela internet e seus mecanismos imediatos, dinamizando a mediação entre o público e o objeto museológico.
162

SAMVC sistema de autoria de museus virtuais colaborativos

Schneider, Cla?dio Alexandre 26 July 2011 (has links)
Made available in DSpace on 2014-12-17T14:55:52Z (GMT). No. of bitstreams: 1 ClaudioAS_DISSERT.pdf: 2379166 bytes, checksum: 5b4b80168ceb2bc863c332561e1b18ad (MD5) Previous issue date: 2011-07-26 / The use of graphical objects three-dimensional (3D) multimedia applications is gaining more space in the media. Networks with high transmission rates, computers with large processing and graphics boost and popularize such three-dimensional applications. The areas of 3D applications ranging from military applications, entertainment applications geared up for education. Within the applications related to education, we highlight the applications that create virtual copies of cultural spaces such as museums. Through this copy, you can virtually visit a museum, see other users, communicate, exchange information on works, etc. Thereby allowing the visit museums physically distant remote users. A major problem of such virtual environments is its update. By dealing with various media (text, images, sounds, and 3D models), its subsequent handling and update on a virtual environment requires staff with specialized knowledge. Speaking of museums, they hardly have people on your team with this profile. Inside the GT-MV (Grupo de Trabalho de Museus Virtuais), funded by RNP (Rede Nacional de Ensino e Pesquisa) propose a portal for registration, amendment and seen collaborative virtual museums of Brazil. The update, be it related to work or physical space, a system with a national scale like this, would be impossible if done only by the project team. Within this scenario, we propose the modeling and implementation of a tool that allows editing of virtual spaces in an easy and intuitive as compared with available tools. Within the context of GT-MV, we apply the SAMVC (Sistema de Autoria de Museus Virtuais Colaborativos) to museums where curators build the museum from a 3D floor plan (2D). The system, from these twodimensional information, recreates the equivalent in three dimensions. With this, through little or no training, team members from each museum may be responsible for updating the system / A utiliza??o de objetos gr?ficos tridimensionais (3D) em aplica??es multim?dias vem ganhando cada vez mais espa?o nos meios de comunica??o. Redes com altas taxas de transmiss?o, computadores com grande capacidade de processamento gr?fico impulsionam e popularizam tais aplica??es tridimensionais. Os dom?nios das aplica??es 3D variam desde aplica??es militares, entretenimento at? aplica??es voltadas para educa??o. Dentro das aplica??es voltadas a educa??o, destacamos as aplica??es que criam c?pias virtuais de espa?os culturais, como museus. Atrav?s dessa c?pia, o usu?rio pode visitar virtualmente um museu, perceber outros usu?rios, se comunicar, trocar informa??es sobre obras, etc. Dessemodo, possibilitando a visita remota demuseus fisicamente distantes dos usu?rios. Um problema de tais ambientes virtuais reside na atualiza??o do seu conte?do. Por lidar com m?dias diversas (texto, imagens, sons, e modelos 3D), a sua manipula??o e conseq?ente atualiza??o em um ambiente virtual exige pessoal com conhecimento especializado. Em se falando de museus, eles dificilmente possuem em sua equipe pessoas com tal perfil. Dentro do projeto GT-MV (Grupo de Trabalho de Museus Virtuais), financiado pela RNP (Rede Nacional de Ensino e Pesquisa) propomos um portal web para o cadastro, altualiza??o e visita colaborativa de museus virtuais do Brasil. A atualiza??o, seja ela relacionada a obras ou espa?o f?sico, de um sistema com escala nacional como esse, ficaria impossibilitada se realizada apenas pela equipe do projeto. Dentro desse cen?rio, propomos a implementa??o de uma ferramenta que permita a edi??o de espa?os virtuais de uma maneira f?cil e intuitiva, se comparado com as ferramentas atualmente dispon?veis. Dentro do contexto do GT-MV, aplicamos o SAMVC (Sistema de Autoria deMuseus Virtuais Colaborativos) a museus onde os curadores constroem o museu 3D a partir de uma planta baixa (2D). O sistema, a partir dessas informa??es bidimensionais, recria o equivalente em tr?s dimens?es. Com isso, atrav?s de pouco ou nenhum treinamento, membros das equipes de cada museu podem ficar respons?veis pela sua atualiza??o no sistema
163

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.
164

Cartografando online = caminhos da informática na escola com professores que elaboram conhecimentos em formação contínua / Online mapping : ways of computing at school with teachers who produce knowledge in training

Hornink, Gabriel Gerber 17 August 2018 (has links)
Orientador: Maurício Compiani / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Geociências / Made available in DSpace on 2018-08-17T09:08:07Z (GMT). No. of bitstreams: 1 Hornink_GabrielGerber_D.pdf: 6691167 bytes, checksum: 9b9586363aa267ee51cd173df2927063 (MD5) Previous issue date: 2010 / Resumo: Os avanços no desenvolvimento das tecnologias da informação e comunicação (TIC) trazem continuamente novas possibilidades de interações sociais online, incluindo uma grande variedade de ferramentas de mediação da comunicação (sítios, blogs, wikis, webconferência etc). Essas ferramentas possibilitam o crescente desenvolvimento de comunidades online, assim como de aplicativos para o desenvolvimento de tais comunidades. Nesse contexto, desenvolvem-se ambientes virtuais de ensino-aprendizagem e trabalho colaborativo online com ferramentas que podem potencializar projetos de formação continuada de professores, seja no aspecto da formação ou na gestão dos trabalhos. Com essa perspectiva, utilizaram-se ferramentas computacionais online durante o projeto Ribeirão Anhumas na Escola, realizado em parceria entre Institutos de ensino, pesquisa e escolas públicas no município de Campinas-SP, com apoio da Fapesp e Petrobras, iniciado em fevereiro de 2007. Esse projeto teve como eixo integrador os problemas ambientais de Campinas-SP e a construção de conhecimentos escolares. Dentre as TCIs, destacou-se o uso do ambiente virtual TelEduc, por meio do qual ocorreram trocas de mensagens via correio, discussões em fórum, além da documentação de todo o projeto, organizada por meio das ferramentas do ambiente: atividades, materiais de apoio e portfólios individuais e de grupo. Nesse trabalho buscou-se cartografar os caminhos de uso dessas TICs, visando compreender como potencializaram a construção de conhecimentos escolares e o trabalho colaborativo, apresentando uma visão geral do uso do ambiente virtual. Fez-se a análise detalhadas do uso das TICs a partir de um recorte de uma das atividades construídas por um dos grupos de professores. Para análise da atividade escolhida, optou-se pela ação mediada como eixo norteador e desenvolveu-se uma proposta de organização das mensagens do fórum, com conexões para outras interações mediadas (correio e encontros presenciais), objetivando o desenvolvimento de uma representação gráfica que possibilita a análise integrada da ação mediada, com foco na visão micro e buscando algumas relações com a macro. A partir das observações e análises das atividades desenvolvidas, apresentam-se algumas reflexões e possibilidades de outras formas de utilização das TICs que potencializem o uso das ferramentas computacionais em projetos, como o apresentado nesse trabalho. Sobre o uso do TelEduc, o trabalho indicou contribuições significativas para a construção dos saberes escolares, assim como indícios das TICs mediando a ação dos grupos e potencializando o trabalho colaborativo / Abstract: Advances in information and communication technology (ICT) continually bring new possibilities for online social interaction, including a wide variety of tools to mediate communication (websites, blogs, wikis, webconferencing). These tools enable the increasing growth of online communities, as well as applications for the communities development. In this context, it develops virtual environments for online teaching and learning, and collaborative work, which are tools that, among other possibilities, can leverage continued education programs for teachers, whether in the formation or management of the work. With this perspective, online computational tools were used for the project "Ribeirão Anhumas in the School". This project held in partnership along with educational institutes, research institute and public schools from Campinas-SP , with financial support of FAPESP and Petrobras (since February 2007). This project works the environmental problems from the city of Campinas-SP as integrator axis and the construction of school knowledge. Among the ICT, show up the use of virtual environment TelEduc, through which there were messages by mail, discussion forum, besides the documentation of the entire project, organized by the tools of TelEduc: activities; support materials; individual and group portfolios. In this study a mapping was made the way of ICT use, to comprehend how to leverage the construction of school knowledge and collaborative works, presenting an overview of the virtual environment use. For detailed analysis of the use of ICT, a cut in the activities was made by a group of teachers. To analyze the chosen activity, was adopted the mediated action as a guiding and an organization purpose for forum's messages was developed, with connections to others mediated interactions (mailing and face meetings), focusing on the micro view and seeking some relations with the macro. The objective of this purpose is to develop a graph which allows the integrated analysis of mediated action. By this observations and analyzes of the activities, some reflections and other possibilities to use ICT is shown, that allows to increase the computational tools in project, like in this study. About the TelEduc use, the study indicated significant contributions to the construction of school knowledge, as well as ICT to develop action of groups and collaborative work / Doutorado / Doutor em Ciências
165

A terra sob medida : aplicações e reflexões sobre o uso da historia da ciencia em ambientes virtuais de aprendizagem / The tailor-made earth: applications and reflexions about the use of science history in virtual learning environments

Mendes, Maria Isabel Porazza 29 August 2006 (has links)
Orientador: Silvia F. de Mendonça Figueiroa / Tese (doutorado) - Universidade Estadual de Campinas, Instituto de Geociencias / Made available in DSpace on 2018-08-07T11:41:38Z (GMT). No. of bitstreams: 1 Mendes_MariaIsabelPorazza_D.pdf: 1233478 bytes, checksum: d146f43451e00973ca66da35d19f86aa (MD5) Previous issue date: 2006 / Resumo: A presente tese refere-se ao desenvolvimento e resultados de um curso à distância oferecido durante o 2º semestre de 2004 e início de 2005, em várias edições e versões, para professores dos níveis de ensino fundamental e médio. O tema central são as discussões referentes à direção do achatamento terrestre ocorridas no início do século XVIII, principalmente opondo newtonianos e cartesianos. Este trabalho fundamenta-se na importância da História da Ciência em espaços de ensino de ciências e na possibilidade de se trabalhar com ambientes virtuais de aprendizagem. Sua construção está alinhada tanto à compreensão de que a ciência é uma atividade social, como à abordagem sociocultural da aprendizagem. As estratégias de aprendizagem desenvolvidas neste curso privilegiaram as simulações históricas e a resolução de situações-problema. Nos capítulos iniciais são apresentados a metodologia, as referências teórico-históricas e o contexto do curso desenvolvido. Os resultados destas experiências são analisados e discutidos nos capítulos seguintes. Na conclusão deste trabalho apresentamos a análise da hipótese levantada sobre a virtualidade encontrada em ambientes virtuais de aprendizagem e na História da Ciência / Abstract: The present thesis refers to the development and results of a distance course offered during 2º semester of 2004 and beginning of 2005, in a couple of editions and versions, for teachers of the basic levels and average education. The central subject are the quarrels about the direction of the Earth flattening occured in the beginning of 18th century, mainly opposing newtonian and cartesian. This work is based on the importance of the History of Science in spaces of sciences learning and the possibility of working with virtual learning environments. Its construction is lined up such as the understanding that science is a social activity, as to the sociocultural approach of learning. The developed strategies of learning in this course had privileged the historical simulations and the resolution of situation-problem. In the initial chapters are presented the methodology, the theoretic-historical references and the context of the developed course. The results of these experiences are analyzed and argued in the next chapters. In the conclusion of this work we present the analysis of the hypothesis raised up about the virtuality found in virtual learning environments and in the History of Science / Doutorado / Doutor em Ciências
166

Anxiety in the Workplace: A Study of Different Anxiety Relief Methods for Hotel Employees

Carrillo, Cindy 05 1900 (has links)
There is a lack of anxiety relief methods used in the hospitality workplace. This study examines the effectiveness of two forms of anxiety relief through four different methods. The data collection took place in classroom environments at the University of North Texas and the University of New Orleans, both of which are located in southern USA. The independent variables are the recovery method, the mediator variables are restorativeness and emotional improvement, and the dependent variables are negative job affects, positive job affects, turnover intention, and job commitment. Professors were asked for some time during their lecture to conduct the experiment in a classroom environment during the students' class time. Eight classes were visited, with each class being exposed to a designated anxiety relief method. The anxiety relief methods consisted of using a virtual reality headset with sound, virtual reality headset without sound, nature pictures with sound, and nature pictures without sound. Results of 206 usable surveys indicated virtual reality recovery method evoked higher levels of restorativeness than picture recovery method. Restorativeness partially mediated the effects of positive job affects and job commitment. lastly, emotional improvement partially mediated the effects of negative job affects, positive job affects, and turnover intention.
167

Etude et définition de mécanismes sémantiques dans les environnements virtuels pour améliorer la crédibilité comportementale des agents : utilisation d'ontologies de services / Study and definition of semantic mechanisms in virtual environments to improve behavioral credibility of agents : use an ontology of services

Harkouken Saiah, Kenza 07 October 2015 (has links)
Ce travail de thèse se situe dans le cadre du projet Terra Dynamica visant à peupler une ville virtuelle avec des agents qui simulent des piétons et des véhicules. L’objectif de notre travail est de rendre l’environnement compréhensible par les agents de la simulation afin qu’ils puissent exhiber des comportements crédibles. Les premiers travaux qui ont été proposés pour la modélisation sémantique des environnements virtuels gardent toujours un lien de dépendance avec la représentation graphique pré-existante de l’environnement. Cependant, l’information sémantique représentée dans ce genre d’approches est difficilement exploitable par les agents pour effectuer des procédures de raisonnement complexes en dehors des algorithmes de navigation. Nous présentons dans cette thèse un modèle de représentation de la sémantique de l’environnement qui fournit aux agents des données sur l’utilisation des objets de l’environnement pour permettre au mécanisme d’aide à la décision de produire des comportements crédibles. Par ailleurs, en réponse à des contraintes inhérentes à la simulation urbaine, notre approche est capable de traiter un grand nombre d’agents, en temps réel. Notre modèle est basé sur le principe que les objets de l’environnement proposent des services permettant de réaliser les actions avec différentes qualités. Nous avons donc représenté les informations sémantiques des objets liées à leur utilisation sous forme de services dans une ontologie de services. Nous avons utilisé cette ontologie de services pour calculer une qualité de service QoS qui nous permet de trier les différents objets permettant de réaliser une même action. Ainsi, nous pouvons comparer entre les services proposés par les objets pour proposer aux agents les meilleurs objets leur permettant de réaliser leurs actions afin d’acquérir une crédibilité comportementale. Afin d’évaluer l’impact de notre modèle sur la crédibilité des comportements produits, nous avons défini un protocole d’évaluation dédié aux modèles de représentation de la sémantique dans les environnements. Dans ce protocole, des observateurs doivent évaluer le caractère crédible des comportements produits par le simulateur à partir d’un modèle sémantique de l’environnement. Grâce à cette évaluation, nous montrons que notre modèle permet de simuler des agents dont le comportement est jugé comme crédible par des observateurs humains. Nous présentons également une évaluation qualitative de la capacité de notre modèle de passer à l’échelle et de répondre aux contraintes d’une simulation temps-réel. Cette évaluation, nous a permis de montrer que les caractéristiques de l’architecture de notre modèle nous permettent de répondre en un temps raisonnable aux demandes d’un grand nombre d’agents. / This work is part of the Terra Dynamica project whose objective was to populate a virtual city with agents that simulate pedestrians and vehicles. The aim of our work is to make agents which understand their environment so they can produce credible behaviors The first proposed solutions for the semantic modeling of virtual environments still keep a link with the pre-existing graphic representation of the environment. However, the semantic information represented in this kind of approach is difficult to use by the agents to perform complex reasoning procedures outside the navigation algorithms. In this thesis we present a semantic representation model of the environment that provides the agents with data on the use of environmental objects in order to allow the decision mechanism to produce credible behaviors. Furthermore, in response to the constraints that are inherent to the urban simulation, our approach is capable of handling a large number of agents in real time. Our model is based on the principle that environmental objects provide services for performing actions with different qualities. We have therefore represented the semantic information of the objects related to their use, as services in an ontology of services. We used this ontology of services to calculate a QoS which allows us to sort the different objects which all perform the same action. Thus, we can compare between the services offered by different objects in order to provide the agents with the best objects that allow them to carry out their actions and exhibit behavioral credibility. To assess the impact of our model on the credibility of the produced behaviors, we defined an evaluation protocol for the semantic representation of virtual environment models. In this protocol, observers must assess the credibility of behaviors produced by the simulator using a semantic model of the environment. Through this evaluation, we show that our model can simulate agents whose behavior is deemed credible by human observers. We also present a qualitative assessment of the ability of our model to scale and meet the constraints of a real-time simulation. This evaluation allowed us to show that the characteristics of the architecture of our model allow us to respond in a reasonable amount of time to requests from a large number of agents.
168

Situational Awareness Monitoring for Humans-In-The-Loop of Telepresence Robotic Systems

Kanyok, Nathan J. 21 November 2019 (has links)
No description available.
169

Immersive Rehearsal in a Simulated Environment (IRISE)

Clouse, Cassandra January 2019 (has links)
No description available.
170

Key Views for Visualizing Large Spaces

Cai, Hongyuan 08 1900 (has links)
Indiana University-Purdue University Indianapolis (IUPUI) / Image is a dominant medium among video, 3D model, and other media for visualizing environment and creating virtual access on the Internet. The location of image capture is, however, subjective and has relied on the esthetic sense of photographers up until this point. In this paper, we will not only visualize areas with images, but also propose a general framework to determine where the most distinct viewpoints should be located. Starting from elevation data, we present spatial and content information in ground-based images such that (1) a given number of images can have maximum coverage on informative scenes; (2) a set of key views can be selected with certain continuity for representing the most distinct views. According to the scene visibility, continuity, and data redundancy, we evaluate viewpoints numerically with an object-emitting illumination model. Our key view exploration may eventually reduce the visual data to transmit, facilitate image acquisition, indexing and interaction, and enhance perception of spaces. Real sample images are captured based on planned positions to form a visual network to index the area.

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