5 research outputs found
Actor & Avatar: A Scientific and Artistic Catalog
What kind of relationship do we have with artificial beings (avatars, puppets, robots, etc.)? What does it mean to mirror ourselves in them, to perform them or to play trial identity games with them? Actor & Avatar addresses these questions from artistic and scholarly angles. Contributions on the making of "technical others" and philosophical reflections on artificial alterity are flanked by neuroscientific studies on different ways of perceiving living persons and artificial counterparts. The contributors have achieved a successful artistic-scientific collaboration with extensive visual material
XI CIDU. La transformación digital de la universidad Congreso Iberoamericano de Docencia Universitaria
Nesta comunicação apresenta-se uma experiência de gamificação realizada numa turma online, numa Universidade Virtual. Foram utilizados como elementos de jogo pontos, badges, leadboard, avatares e desafios. Do ponto de vista do desenho da unidade curricular, foi proposto um desafio global, sob a forma de roleplaying, que percorreu todo o semestre. Para este desafio global contribuíram três outros desafios, nos quais os estudantes deveriam dinamizar discussões, sendo atribuídos pontos e badges em função da sua prestação. No que se refere à metodologia, tratou-se de uma investigação exploratória, com carácter qualitativo. Como técnicas de recolha de dados, privilegiou-se a observação, realizada durante toda a unidade curricular, complementada por um questionário aos estudantes no final do semestre. Constatou-se que a estratégia adotada incentivou a participação ativa dos estudantes, tendo estes gostado da experiência. Verificaram-se, contudo, algumas limitações, pelo facto de os estudantes desta amostra serem adultos trabalhadores a frequentar uma licenciatura online, com outros compromissos profissionais e familiares. Com efeito, verificou-se que vários deles mencionaram ter dificuldade na gestão do tempo, limitando a possibilidade de adesão a um percurso exigente em termos de participação ativa.In this paper, we present a gamification experiment that took place in an online class at a
virtual university. The game elements were points, badges, leaderboard, avatars and
challenges. Taking into account the curricular unit design, a global challenge was proposed, in
the form of roleplaying, and took place along the whole semester. Three other challenges
contributed to this global challenge: the students had to dynamize debates, and received
points and badges, according to their performance. In terms of methodology, it consisted in an exploratory research of a qualitative character. Observation, complemented by a
questionnaire made available to the students at the end of the semester, were the chosen
techniques for data collection. It was observed that the adopted strategy motivated the
students’ active participation, who really enjoyed the experience. However, some limitations
were also observed, once these students, attending an online First Cycle Degree, are adults
who have professional and family responsibilities and commitments. Actually, several of them
mentioned that the difficulty in organizing their time did limit the possibility of participating
in the challenge, which was indeed demanding in terms of active participation.info:eu-repo/semantics/publishedVersio
Physical-Informatical Essence-Duality-Aware Generic Modeling of Threat Handling Processes
Systems interact with real world entities, and must hold internal representations of these entities in order to handle them appropriately. Physical-informatical essence duality (PIED) is the parallel existence of the entity as both the original, usually physical source, and its informatical representation, as held by each agent interacting with the entity. The distinction between the original external entity and its representation is critical for correct modeling and realization of complex interactions of cyber-physical systems with the real world. The implications of this distinction must be recognized and accounted for. Conceptual modeling semantics for the PIED problem make this distinction possible, structured, and well-defined in the system model. We review a formalism based on Epistemic Logic semantics, and a modelbased framework based on Object Process Methodology, and demonstrate the applicability of our framework for generic modeling of threat handling processes, common to various
cyber-physical systems and various types of threats, such as safety hazards, terror attacks, and cyber-attacks
CORPORATE SOCIAL RESPONSIBILITY IN ROMANIA
The purpose of this paper is to identify the main opportunities and limitations of corporate social responsibility (CSR). The survey was defined with the aim to involve the highest possible number of relevant CSR topics and give the issue a more wholesome perspective. It provides a basis for further comprehension and deeper analyses of specific CSR areas. The conditions determining the success of CSR in Romania have been defined in the paper on the basis of the previously cumulative knowledge as well as the results of various researches. This paper provides knowledge which may be useful in the programs promoting CSR.Corporate social responsibility, Supportive policies, Romania