CLAUDIO TOZZI PDF
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Artificial Intelligence: The King Is Naked Claudio Messori Str. Villaggio NC]. sppn.info  Peters, J.F., Tozzi, A. Scenario Based Methodology for User Testing in Learning Environment. claudio moderini. Luciana Petroni. G. Tozzi. Patrizia Marti. Antonio Rizzo. Luca Save. Antonio Manuel, Repressão outra vez—Eis o saldo. (Repression Again—Here Is the Consequence) (). 3. Claudio Tozzi, Guevara, vivo ou morto (Guevara.
It is based on a parallel and iterative process where activities of user observations are concurrently combined with an open concept and content generation and flexible technological implementation.
This parallel and iterative process on the one hand, allows good communication and co-operation among all the roles involved in the project, and on the other hand, grounds the concept development in the current narrative practices. The design process is based on three concurrent and interactive issues: Vygotsky and Bruner.
The pedagogical objectives can be summarised as follow; Pogo environment should: Our goal was to understand when, how and for what purpose narratives are used at school. From the pool of observed activities we selected together with the teachers, the most successful ones; i.
In order to generate models that are representative of the complexity and richness of the observed activities, we described them with significant features both from a theoretical viewpoint tools, physical space, social relations, pedagogical objectives… and from teacher's viewpoint chronological sequence, macro-clustering of some basic tasks, pedagogical aims…. These models were iteratively developed with the teachers and licensed after their approval fig.
Figure 1: In particular the requirements emerged mostly by trying to answer the following question: In parallel to the definition of pedagogical objectives and to the user study an open concepts generation phase was initiated. Design concepts have been developed in order to envision the different ways in which children, supported by enabling technologies, can create new narratives.
The different participants of the project researchers, users, designers and technologists were asked to elaborate on the proposed design concepts. At the end of a continuous set of sessions we could single out three main phases: The activity concepts are the one more properly matching with pedagogical objectives and narrative practices, furthermore they envision new powerful opportunities for the role of narratives in pedagogical practices. The basic idea is that narrative practices at school are more than just storytelling and story creation in the mind, they are articulated social practices that makes the child the fundamental actor in close relationship with peers and, first of all, the teacher s Vygotsky, The POGO world aim at supporting all these phases but also at allowing an evolving loop of narrative activities through the concepts of story setting and situated editing.
At school POGO allows to collect, analyse and edit either single elements like drawing, photos, writing, movies, etc. At home POGO allows to analyse and edit single elements along a virtual story-line that is one of the possible ways of representing a story structure in the virtual domain.
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Story elements created by children in one of the two environments are reflected and displayed in the other one, stimulating the co-operation in the story creation activity. In this framework situated editing means, using a filmmaking analogy, like if the tools for inspiration, scripting, shooting, editing and montage were continuously available to the creative imagination of kids and teachers. Figure 2 and 3: PogoTools and Activity Concept Once that Narrative Activity Model and the concepts design have been developed in parallel, it has emerged the need to evaluate these concepts by integrating both contributions.
We adopted thus a scenario based methodology, inspired by the model proposed by Houde and Hill In the following we mainly explain the use of scenarios for prototyping and evaluating the Pogo tools.
Scenario building, thus, is the methodology we adopt to envision the use of the Pogo world for educational activities and to evaluate the impact it can have with respect to the pedagogical objectives. This methodology involves the creation of realistic scenarios, mainly based on the observed activities at school, in order to evaluate how the Pogo world can support these activities and how it can stimulate new and unpredicted uses Carroll, Scenarios grounded on the current practices at the school allow to harmonise the proposed design concepts with the educational curricula and cultural habits and make them more easily evaluated in the school environment.
Prototypes are usually the key concepts to implement such processes where design and evaluation are the two sides of the same coin.
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However, where speaking about prototypes people have in mind different concepts. Houde and Hill explain that the concept of prototype is likely to be ambiguous on interdisciplinary teams, in particular those involving computer scientists, engineers, interaction designers human factor experts.
Each of them has a different expectation of what a prototype is. For example, usually industrial designers call a moulded foam model a prototype.
Interaction designers refer to a simulation of on-screen appearance and behaviour as a prototype.
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Programmers call a test program a prototype. A user studies expert may call prototype also a simple storyboard. What is significant to characterise a prototype is not what media or tools were used to create them but how the designer uses them to explore or demonstrate some aspects of the future artefact uses. Therefore a prototype can be considered as any representation of a design idea, regardless the medium. In the following, we describe the scenario-based methodology we adopt to define scenarios for prototyping and evaluation.
This methodology is inspired by the prototyping approach proposed by Houde and Hill, and it is articulated in two main steps: Houde and Hill provide a model of what a prototype prototypes to clarify, which aspects of the final artefact different prototypes can demonstrate, and how different prototypes can evolve in the final system.
The model addresses the following fundamental questions about the interactive system being designed: The dimensions of the model are defined as Role, Look and feel, and Implementation. Each dimension corresponds to a class of questions that are salient to the design of any interactive system.
Releitura - Artes - Claudio Tozzi
The goal of the model fig. The model helps visualise the focus of exploration.
As such, it can also claim several precedents. It is not only the first international biennial to succeed the archetype of Venice, but also the first modern and modernist biennial and the first to be realized in a geopolitical location outside the Northern hemisphere and the canonical United States-Western European axis.
Its opening brought together the political and cultural elite of the country but also raised a significant counter-public of activists and trade unionists protesting against the event. Nelson argues that this architectural division, together For the second edition, this configuration permitted a division between the countries of the Americas whose artists exhibited in the Palace of States and the rest of the world European, Middle Eastern, and Asian artists were displayed in the Palace of Nations.
The four countries afforded the greatest exhibition space overall were Brazil, the United States, France, and Italy. Johns was among a list of memorable prize-winners that included Michelangelo Pistoletto, Tadeusz Kantor, and David Lamelas.
International agencies maintained a diplomatic but distanced mode of participation until political change became apparent in the early s. Artists and writers opposed to the regime operated at risk of arbitrary arrest, and critical cultural practice could not confidently benefit from explicit dissemination or prominent criticism.
By the mids, however, the once focused, artist-led boycott had lost much of its attention and participation. Zanini selected artists who reflected those with whom he had worked at MAC-USP over the course of the preceding decade, including international artists who had visited the museum or maintained contact with Zanini via postal networks.
The event was a critical success, and it also had a landmark budget, which secured the inclusion of Brazilian and international works of significant historical importance. Corporate sponsorship also supported an ambitious education program, involving an intensive series of courses and seminars, reaching more than a thousand teachers and nearly , students nationally — thus visibly reviving the pedagogical ambitions of the event as established by Milliet in the early s.The circumstantiated emission of com- plex and coherent sounds, characterized by their own rhythm and timbre signal , by an animal considered in its natural habitat it establishes, via sound-consonances and dissonances, an interferential adaptive relation- ship with other animals and with the acoustic qualities of the vibrational environment of belonging.
The event was a critical success, and it also had a landmark budget, which secured the inclusion of Brazilian and international works of significant historical importance.
It is in this period of time that those who deal with AI mature the conviction that to perform the spell to animate the ma- chine and make it as one of us, to make the illusion of its presumed intelligence the more likely, it needs to be equipped by the ability to speak, and this is one of the task of the Strategic Computing Program SCP.
One is dy- namic, facing outward, oriented to the elaboration and adoption of strategies and tools in knowledge of the physical, material, formal, sensible, immanent reality, circum- scribed by the dimension of rationality and meanings. Although they did not enjoy much support within Polish society, we must remember that the tradition of the communist movement in Poland was very speci- fic and dated back to the revolution.
The term intelligence that appears in the expression coined in by McCarthy is a legacy of the terminology used by one of the pioneers of Infor- 1 See: Click here to sign up.