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Desc. baseada em: Vol. 19, nº 1 (Fev. 1999)
Descrição baseada em: Vol. 18, nº 2 (Mar./Abr. 2020)
“Copyright © [2014] IEEE. Reprinted from 1st International Workshop on Cognitive Cellular Systems 2014 . ISBN: 978-1-4799-4139-1 .This material is posted here with permission of the IEEE. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this document, you agree to all provisions of the copyright laws protecting it.”
“Copyright © [2015] IEEE. Reprinted from Vehicular Technology Conference (VTC Spring), 2015 IEEE 81st. ISBN: 978-1-4799-8088-8. This material is posted here with permission of the IEEE. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this document, you agree to all provisions of the copyright laws protecting it.”
© © 2016 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
“© 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
© © 2015 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
Information and communication technologies play an increasingly important role in society, in the sense that all areas and professions make use of digital resources. The school can not be brushed off this reality, aim to create full subjects and integrated in society today. Educational software can be used very early in the education of children, but they must be carefully and monitoring. This article aims to present the results of the use of educational software in English to the awareness of context with children of pre-school education in kindergarten, nursery center Redemptorist Fathers - The smallest fox in White Castle, a 21 group children under 5 years. Early awareness of foreign language such as English can be started with digital multimedia capabilities and various software available on the market. However, the small study described the case reveals some resistance from parents and educators, in the preparation of these to choose and monitor the use of ICT by children, in addition to also highlight the self-interest of the children involved and their learning a few words in English language in different contexts of daily worked. The study opens perspectives on close monitoring needs of such uses and training of educators in the field of use of resources multilingual awareness in pre-school education.
This article aims to reflect on the impact of Information and Communication Technologies (ICT) in the educational context, focusing on the potential contributions of the use of Digital Educational Resources (RED) in the process of teaching and learning. For this purpose, the results of the use of the RED will be presented:. Digital Classroom - The World's 1st Year Carochinha The study was accomplished in a class of the 1st grade of the 1st CEB, composed of 27 students, aged 6-7 years in Castelo Branco City Schools Group within the Supervised Teaching Practice. The results obtained after the analysis and processing of the data showed that when using this RED students show they have acquired the content covered by the fact that they enhanced levels of greater interest, commitment, motivation, commitment and initiative in the course of activities proposals. But, perhaps because they are students of 1st year of the 1st CEB, do not neglect the presence and monitoring of the teacher and the use of paper-based resources. This means that there should be a complementarity that reconciles the human factor (teacher), with the use of digital media resources and paper support resources (Manual).
“© 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
This investigation was conducted in the framework of the master's degree in Preschool Education and teaching of the first cycle of basic education, with students of a class of third-year elementary schooling in a Castelo Branco elementary school. Through this study, we intend to examine whether digital technology improving the number of success cases and decisionmaking in solving mathematical tasks involving repetition patterns, compared the tasks solved by using the standard blocks. This research, comparative in nature, was based on a mixed approach (quantitative and qualitative) data processing level. Our intervention was structured in 3 phases. In the first phase, the 23 students who made up the class solved 4 tasks with repeating patterns through a work record (repeating Patterns: ABAB, ABCABC, ABBABB e ABBCCABBCC). The responses of students, in the schedule of work, were analyzed through a holistic scale focused adaptation of [1], in which it was ranked each response between 0 to 2 points. From the ratings obtained by students, the class was divided into 2 homogenous groups. On the other hand, in the second phase, the students who were part of the Group (11 students) solved the same tasks using an applet, while students who comprised the Group B (12 students) solved the same tasks through manipulable material (standard blocks). To proceed to correction of the tasks of the group, we ran the ‘screenshots’ to computer screens for each task. On the other hand, the answers of the students of Group B were analyzed using not only to work but also the photos of the compositions performed. In the third stage we proposed the same tasks, in which all students in the class, decided the issues through a worksheet. After the data analysis we found that there were no statistically significant differences between the results obtained by the students who worked with the applet compared students who worked with manipulable materials. Although both groups of the 1st to the 3rd stage have improved substantially in terms of decision-making, as well as the number of replies considered assertive, but not so complete that work with the applet was better for the work with manipulable materials.
The research carried out in the Supervised Teaching Practice in the scope of the Master's Degree in PreSchool Education and Teaching of the 1st CEB had as main objective to verify the main implications, from the comparative point of view, regarding the use of a digital resources (Internet) and the use of an analogue resource (Manual) in the teaching / learning process in a group of 1st CEB. The methodology implemented was qualitative, emphasizing the application of an action research through participant observation with the collection of field notes (students, pedagogical pair, Cooperating Advisor) and semi-structured interviews with the first teachers of the 1st CEB, for a triangulation of data. The subsequent analysis of the data showed that the students presented a great motivation that was expressed in an active participation of the students and the use of the Internet created conditions for the learning to have been more motivating, interesting and engaging.
Given the physiological and cognitive degeneration associated with aging, it is important to promote initiatives that prevent situations that may increase dementia among the elderly. The objective of the research was to investigate whether the use of Peak & Neuronation digital applications can contribute to the active aging of the elderly, with respect to the cognitive training they provide. The group of 18 students from the Computer Science discipline of the University of Albacetetrense (USALBI), aged 56-80, was involved. The applied methodology was qualitative: the case study; nonparticipating observation; surveys by questionnaire; semistructured interviews. The analysis of the data was collected in 12 practical sessions of utilization of the APPs demonstrated to be an added value and that should be referenced as digital tools within the framework of the cognitive training of the elderly.
“© © 2006 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
Constant search for efficiency and productivity has led to innovation on the factory shop floor, representing an evolution of the current production systems combined with new technologies of industrial automation and information technology. This work presents an experimental demo of a smartbox for Industry 4.0 scenarios, allowing sensing, monitoring and data acquisition. We have tested two different approaches, depending on the communication protocol used for real time applications: OPC UA or MQTT. Raspberry Pi’s platform act as an OPC UA server or MQTT broker, respectively. From the measurements, data stored in a cloud server can be accessed remotely with improved security and visualized from a computer dashboard. One of the conclusions that can be drawn is that both protocols allow data from the smartbox to be stored and easily monitored from a smartphone application or a computer web interface. MQTT is a good option in communications requiring very low bandwidth. However, there is a lack of suitable libraries to program alarm features for OPC UA Servers.
“© © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
The increasingly visible sedentarism in the children of our current society is a problem that has been worrying the Childhood Educators. Taking into account the advancement of technology and the fact that children in today's activity rooms are considered as Digital Natives, we intend to introduce the Nintendo Wii® into the motor activities developed by children in order to verify their contribution to children's motor skills. To this end, the objectives of this study focused on the promotion of digital resources in activities related to motor expression; the analysis of the effect of the practice of motor activities performed with Nintendo Wii® and the identification of changes in children's motor development, namely in the analyzed variables, balance, laterality, body notion and global praxia, resulting from practice in the environment virtual. The present investigation was developed in the Supervised Practice in Pre-School Education, in a group of children between the ages of 4 and 5 years. In this investigation the qualitative and quantitative paradigm was combined. A mixed qualitative approach was also developed, combining action research and exploratory case study, due to the uniqueness of the study. For the collection of data, several instruments and techniques were used: participant observation, field notes, audiovisual media, BPM, semistructured interview and questionnaire surveys. The implementation was developed in seven sessions, in which the children of the experimental group used the Nintendo Wii® and its accessories (Wii Remote and Balance Board). After the due analysis of all the collected data, we can conclude that the Nintendo Wii® contributes significantly in the children's motricity, that is, in the improvement of motor skills. It is noteworthy that the accomplishment of motor activities with the Nintendo Wii® generated in the children spontaneous collaborative spirit; healthy competition, because what mattered was the accomplishment of motor activities and not exactly the gain of points, and the punctuation emerged as a motivating element in terms of people, giving rise to greater feelings of selfesteem.
“Copyright © 2018 IEEE. Reprinted from 13th Iberian Conference on Information Systems and Technologies (CISTI). ISBN: 978-989-98434-8-6. This material is posted here with permission of the IEEE. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org.By choosing to view this document, you agree to all provisions of the copyright laws protecting it.”
“© © 2017 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
“© 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
“© © 2005 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
“© © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
Mobile devices are part of the everyday life of the modern citizen. Currently these devices are used for simple dayto- day tasks, where we need information available on the web or on the mobile device itself (smartphone, tablet, etc.). One area where a number of mobile applications have emerged is urban mobility, for route planning and the use of transport networks. However, few applications have addressed this issue considering the needs of users with some type of disability. This paper describes the development of an Android app intended to be used to provide information on urban mobility, including transport accessibility features. It is intended that this mobile application will provide its users with information about the public transport of a certain city and its schedules including routes covered by each transport and the accessibility of each of them. The application intends to allow to choose the best options, according to the profile of the user its geographical location and the accessibility features of the means of transport of that geographical area.
More and more, the modern citizen resorts to access to information for his professional activity, social activity or leisure. For this, is essential the use of devices with computational power, such as smartphones. The tourism sector is a sector of great social and economic importance and is one of the sectors where there has been a growth in the use of mobile applications to support several activities. In this sector, mobile applications can be useful for tourists in general, but also for those who have some kind of disability or restriction. For these, mobile applications can help to obtain the information and recommendation of points of interest that are in accordance with their interests and are suitable to their restrictions. This paper describes the development of a mobile application for presentation and personalized recommendation of points of interest for inclusive tourism. The goal is an application to run on smartphone with Android OS able to provide the user with information compatible with their own profile. This application stands out by allowing an automatic filtering of information, considering the location and profile of the user, and providing him with more personalized information, relevant and appropriate to his situation, and thus contributing to a better inclusion. This paper describes the most relevant aspects of the development of the application.
© © 2019 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
“© © 2020 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”
“© © 2020 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.”