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EN
This analysis aims to describe the main features of hypermedia literary apps for children by considering a corpus of adaptations of classic and contemporary picturebooks. In particular, it highlights the multimodal nature that defines hypermedia texts and their meanings, as well as the interactivity that programs different degrees of readers’ involvement and the various ways of using and exploring the virtual space of touchscreens. By describing some hypermedia features deployed in a selection of classic texts, I focus on the hypermedia adaptations of three contemporary Italian picturebooks: Iole, la balena mangiaparole by Gioia Marchegiani, Amico ragnolo by gloria francella, and Love, the App by Alberto Vanni. These were chosen to illustrate the significant literary use of several textual materials, the implementation of different types of interactivity, and the recreation of the material characteristics of the print edition through the virtual page. Founded on the appropriation and re-interpretation of the source, the adaptations considered here show a mix of literary intents and digital technologies, while highlighting the substantial homogeneity of the hypermedia strategies used in adapting classic and contemporary texts
IT
Considerando un corpus di adattamenti di opere classiche e di albi contemporanei italiani, il lavoro si propone di determinare alcune caratteristiche della letteratura ipermediale per l’infanzia. Saranno in particolar modo esaminati i tessuti compositi e multimodali che costituiscono il testo ipermediale e permettono di costruirne il senso; l’interattività, che prevede diversi gradi di coinvolgimento del lettore; alcuni modi di utilizzo ed esplorazione degli spazi virtuali degli schermi tattili. Muovendo dall’esame dei dispositivi in opera in una rosa di trasposizioni di testi classici, ci si soffermerà in particolare sulle versioni ipermediali degli albi contemporanei di Gioia Marchegiani (Iole, la balena mangiaparole), Gloria Francella (Amico ragnolo) e Alberto Vanni (Love, the App), scelti rispettivamente per illustrare la molteplicità di materie testuali, il ricorso a diverse tipologie di elementi interattivi e un uso degli spazi della pagina virtuali tale da restituire le caratteristiche materiali delle edizioni cartacee. Fondati sull’appropriazione-interpretazione di elementi testuali e sull’utilizzo a fini narrativi delle possibilità tecnologiche fornite dagli schermi tattili, gli adattamenti ipermediali qui considerati permettono di verificare al contempo l’ipotesi della sostanziale omogeneità di strategie e dispositivi ipermediali in uso nelle due categorie di testi, indipendentemente dalla loro diversa legittimità patrimoniale.
EN
The current systems supporting navigation on board of ships are built on the classic concept for equipment: the system is developed, tested, type approved and installed; and from that time on it is used with no or little modifications. The systems are using data, but the data streams do not influence the system behavior. Looking at other industries, a regime of software and system maintenance has been established which allows more rapid updates. System development in the IT arena is moving towards a more modular approach, encapsulating individual components to ease the implementation and delivery of updates with a limited system-wide impact. This key concept is lately often referred to as the “app-concept”. In addition, more and more systems are using data to adjust system behavior to support a situational centric approach for decision support. The e-Navigation development asks for exactly that: a way to improve innovation, while ensuring system stability for the navigational components used by the navigator on the bridge, and a concept to increase situational awareness. A key aspect of the success of new systems will be the ability to convert data into information as needed in any given situation, creating the necessary knowledge for intelligent decision making and increasing the competence of a navigator. The paper will focus on the following topics: the classic monolithic equipment paradigm; modern system architecture, using components and app-concepts; advantages of using data streams to enable situational driven tool enhancements; and the app-concepts supporting the situational centric information presentation.
5
Content available remote Święty Graal fotogrametrii z drona
63%
6
Content available Virtual feedback
63%
PL
Informacja zwrotna to zagadnienie, które można omawiać z różnych perspektyw. Taką informację może przekazywać nauczyciel uczniom, uczniowie nauczycielom, uczniowie sobie nawzajem, nauczyciele sobie nawzajem. Co więcej, obecnie dzięki technologii uczący się mogą otrzymać automatyczną informację zwrotną, która generowana jest zaraz po ukończeniu zadania. W literaturze fachowej znajdziemy liczne artykuły dotyczące informacji zwrotnej, jaką nauczyciele kierują do uczniów, jednak wydaje się, że dotychczas niewiele badań poświęcono innym rodzajom informacji zwrotnej. Niniejsza praca ma na celu zwrócenie uwagi na tę kwestię oraz wskazanie sposobów wykorzystania technologii w kontekście informacji zwrotnej.
EN
Feedback is a complex issue that can be discussed from many perspectives. It can be given by teachers to students, by students to teachers, by students to students, by teachers to teachers. Moreover, nowadays thanks to technology our students can be offered automatic feedback that will be given to them immediately upon completing a task. Even though there are several texts dealing with feedback that students receive from teachers, it seems that not much research has been done on other types of feedback. This article aims to start a discussion on the different types of feedback as well as to show ways in which technology can be useful in terms of giving and eliciting feedback.
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