Literatura académica sobre el tema "Microsoft Visio"

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Artículos de revistas sobre el tema "Microsoft Visio"

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Dutta-Roy, Amitava. "Microsoft Office Visio 2007: Inside Out (Walker, M.H.); Visio 2008 Bible (Biafore, B.); and Visualizing Information with Microsoft Office Visio 2007: Smart Diagrams for Business Users {reviews of "Microsoft Vizio 2007 Professional Edition" and "Microsoft Vizio 2007 Standard Edition" (Parker, D.J.) [Software Reviews." IEEE Transactions on Professional Communication 53, no. 1 (2010): 84–86. http://dx.doi.org/10.1109/tpc.2009.2038740.

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Kusumawati, Arie, Nuraini Purwandari, and Ester Lumba. "Model Pembelajaran Mind Mapping Menggunakan Microsoft Visio 2007 bagi Guru-Guru SDIT Al-Kautsar Cikarang." Jurnal Karya untuk Masyarakat (JKuM) 2, no. 1 (2021): 26–37. http://dx.doi.org/10.36914/jkum.v2i1.478.

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Abstrak: Teknologi informasi dan komunikasi (TIK) telah berkembang dengan cepat saat ini. Pemanfaatan TIK dengan pendidikan diharapkan mampu mengoptimasi proses belajar dan mengajar sehingga tercipta generasi yang unggul. Penggunaan teknologi pada software aplikasi yang mudah dan mempermudah proses belajar mengajar namun powerfull sangat dibutuhkan. Salah satu penerapan teknologi software aplikasi dalam pembelajaran adalah dengan memanfaatkan Microsoft Visio untuk pembuatan metode mind mapping. Menerapkan metode mind mapping dengan memanfaatkan Microsoft Visio didalam proses belajar mengajar bukan hanya menuntut ketersediaan perangkat kerja namun juga kemampuan pratikal dari seorang pengajar atau guru. SDIT Al-Kautsar merupakan salah satu organisasi pendidikan yang dimana masih harus ditingkatkan kemampuan pemahaman dan implementasinya terhadap metode mind mapiing dalam proses belajar mengajar. Berfokus pada kemampuan praktikal guru-guru SDIT Al-Kautsar Cikarang maka pelaksanaan PKM ini bertujuan memberikan pengetahuan dasar kepada guru-guru sehingga dapat memanfaatkan software aplikasi khususnya Microsoft Visio serta mampu mengembangkan materi ajar dengan mind mapping. Serta dapat memberikan ketertarikan dan penyemangat untuk meningkatkan minat belajar, dan daya serap anak didik terhadap materi pelajaran.
 
 Kata kunci: guru sekolah dasar; microsoft visio; mind mapping; pembelajaran
 
 Abstract: Information and communication technology (ICT) has developed rapidly nowadays. Utilization of ICT with education is expected to be able to optimize the learning and teaching process so as to create an excellent generation. The use of technology in application software that is easy and simplifies the teaching and learning process but is very powerful is needed. One application of application software technology in learning is to use Microsoft Visio to create a mind mapping method. Applying the mind mapping method by utilizing Microsoft Visio in the teaching and learning process requires not only the availability of work tools but also the practical abilities of a teacher. SDIT Al-Kautsar is an educational organization where the ability to understand and implement the mind mapping method in teaching and learning still needs to be improved. Focusing on the practical abilities of SDIT Al-Kautsar Cikarang teachers, the implementation of this PKM aimed to provide basic knowledge to teachers so that they can take advantage of application software, especially Microsoft Visio and be able to develop teaching materials with mind mapping. And can provide interest and encouragement to increase interest in learning, and the ability of students to absorb the subject matter.
 
 Keywords: elementary school teacher; Microsoft Visio; mind mapping; learning
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Aulia, Putri, Susi Herawati, and Asmendri Asmendri. "Pengembangan Media Flowchart (Bagan Arus) Berbasis Microsoft Visio Pada Mata Pelajaran Fiqih Materi Ketentuan Zakat Kelas VIII Di MTsN 6 Tanah Datar." at-Tarbiyah al-Mustamirrah: Jurnal Pendidikan Islam 1, no. 1 (2020): 1. http://dx.doi.org/10.31958/atjpi.v1i1.2494.

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AbstrakKemajuan teknologi menuntut seorang pendidik untuk menguasai berbagai media pembelajaran berbasis teknologi. Pada penelitian ini media pembelajaran flowchart digambar dengan menggunakan aplikasi Microsoft Visio dimana biasanya flowchart digambar dengan bentuk sederhana di papan tulis. Belajar menggunakan bantuan teknologi dapat membantu baik pendidik dan peserta didik dalam proses belajar mengajar. Fokus penelitian ini untuk menghasilkan media pembelajaran flowchart (bagan arus) berbasis Microsoft Visio pada mata pelajaran fikih kelas VIII yang valid. Jenis penelitian ini ialah pengembangan dengan metode Plomp, dimana ada empat tahapan yakni: (1) tahap penelitian pendahuluan (preliminary research); (2) tahap prototype (prototyping stage); (3) tahap penilaian (assessment stage); (4) tahap refleksi dan dokumentasi secara sistematis (systematic reflection and documentation). Namun pada penelitian ini tidak semua tahapan dilakukan, karena ada kendala serta keterbatasan yang dihadapi. Berdasarkan penelitian yang telah dilakukan diketahui bahwa media pembelajaran flowchart berbasis Microsoft visio yang telah dihasilkan bersifat sangat valid dengan rata-rata 84,72% . Begitu pun penilaian pada item – item yang ada pada aspek penilaian atau standar penilaian yang diperoleh dari validator yaitu berkisar 75% - 91,68%. Seperti dalam aspek materi dengan nilai 81,68%, dalam aspek tampilan media dengan nilai 87,5% dan aspek prinsip media flowchart itu sendiri dengan nilai 86,11%. Selain itu juga, dari validasi kebahasaan diperoleh skor 83,33%, validasi isi dengan skor 81,25% dan terakhir validasi kontruks dengan skor 86,11%. Hal ini dapat di kategorikan valid – sangat valid, artinya media pembelajaran flowchart berbasis Microsoft visio ini layak dipakai atau digunakan dalam mata pembelajaran pendidikan agama islam terkhususnya fikih. AbstractHigh technology development requires a teacher to master various technology-based learning media. In this study, the flowchart learning media which is usually drawn in simple way on the blackboard, was drawn using Microsoft Visio application. Learning using technology assistance can help teachers and students in the teaching and learning process. The aim of this research was to produce a valid Microsoft Visio-based flowchart learning media for class VIII students in fiqh subject. The type of the research was research and development using Plomp method with four stages, namely: (1) preliminary research stage; (2) prototype stage; (3) production stage; and (4) systematic reflection and documentation stage. However, in this study not all stages were carried out because of some limitations. The result of this research described that the Microsoft Visio-based flowchart learning media was highly valid with an average of 84.72%. The judgment from validators was 75% - 91.68% for all items. The content aspect was 87.5%, media layout aspect was 87.5%, and media principles aspect was 86.11%. In addition, validation of language gave score 83.33%, the content validity was 81.25% and construct validity was 86.11%. These can be categorized as valid - highly valid product. It means that the Microsoft Visio-based flowchart learning media is suitable for PAI learning (islamic learning) especially fiqh subject.
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Chen, Yan Zhou, Yi Zhen Sun, Li Li Wu, Dong Feng, Quan Zhou, and Hui Fan Xie. "CIM/SVG Based Graphics-Module Integration Power Platform with Secondary Development of Visio." Applied Mechanics and Materials 446-447 (November 2013): 1636–41. http://dx.doi.org/10.4028/www.scientific.net/amm.446-447.1636.

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The information island problem of interacting between graphic and module data of various power dispatching automation application systems can be solved by using the CIM (Common Information Model) to demonstrate the data of the equipment and SVG (Scalable Vector Graphics) to show the equipment. A visual intelligent calculating and analyzing CIM/SVG graphics-module integration power platform is proposed based on Microsoft Office Visio 2007 and secondary development of Visio Studio C#. The presented platform combined the powerful drawing function of Visio with IEC (International Electro technical Commission) 61970 standard and case study shows its feasibility and effectiveness.
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Liu, Xiao Hui, Hai Ou Yan, He He, et al. "The Theoretical Line Loss Calculation Software of Graphical Distribution Network Based on the Secondary Development of Visio." Advanced Materials Research 1070-1072 (December 2014): 835–38. http://dx.doi.org/10.4028/www.scientific.net/amr.1070-1072.835.

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A new development technique or method of graphical distribution network theoretical loss calculation software which based on Visio is presented in this paper. The software not only uses the graphical functions of Visio, but also fundamentally overcome the serious shortage of the Microsoft Visio VBA, it makes the drawing program in power system application software from the traditional VBA model to the embedded mode, and it can achieve the real time control of graphical distribution network theoretical loss calculation software. The study and applications show that this technical innovation gives a new effective approach for the development of graphical power system application software.
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Austrem, Paul G. "A Comparative Study of the EUREQA Tool for End-User Development." International Journal of Information System Modeling and Design 3, no. 3 (2012): 66–87. http://dx.doi.org/10.4018/jismd.2012070104.

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End-user development is a growing domain; however, few dedicated end-user development tools exist allowing end-users to incorporate their domain knowledge into software solutions. EUREQA is a design pattern driven UML class diagram modeling tool allowing end-user developers to create UML class diagram models reflecting their domain knowledge. The UML class diagram can be used as a basis for model-driven development. EUREQA was evaluated with 20 participants recording data through direct observation, screen recordings, the think-aloud protocol and semi-structured interviews. Half of the participants used EUREQA and the other half used the Microsoft Visio modeling tool. The authors found that EUREQA participants scored higher than Visio participants for this task and that skill had less effect on the EUREQA participants’ solutions. Specifically inexperienced EUREQA users struggled less when working with UML class diagram elements compared to Visio participants.
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Ichsan, Mochammad, Lili Rusdiana, Sam'ani Sam'ani, Ferdiyani Haris, and Muhammad Haris Qamaruzzaman. "Perancangan E-Business UKM Kerajinan Khas Daerah Kalimantan Tengah di Kota Palangka Raya." Jurnal Sains Komputer dan Teknologi Informasi 4, no. 2 (2022): 38–42. http://dx.doi.org/10.33084/jsakti.v4i2.3340.

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The design is one of the foundations in building an application or system. The need for design as a support can be illustrated through diagrams and user interfaces. This study uses Unified Modeling Language as a plot description using Microsoft Visio software and the user interface using Balsamiq Mockups software. The design is carried out in building e-business Small and Medium Enterprises typical crafts of Central Kalimantan in the City of Palangka Raya. The design presented illustrates the need for applications for visitors or customers who will visit e-business, members who have an account in order to access e-business, and admin for managing data in e-business
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Wang, Zi Qi, Jian Zhang, Gao Feng Su, Guang Chao Li, and Fei Wang. "Development of Graphic Low Voltage Line Loss Calculation and Load Optimized Strategy Software." Applied Mechanics and Materials 462-463 (November 2013): 929–34. http://dx.doi.org/10.4028/www.scientific.net/amm.462-463.929.

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A new method of developing the low voltage line loss calculation and load optimized strategy software are proposed, in which Microsoft Visio2003 is used as development platform and VBA is used as secondary development tools. In order to optimize low voltage load, the combinatorial optimization model which is employed to determine the scheme of three-phase balance load strategy is studied in this paper. The development of this software indicates that the technique of secondary development for Visio provides a new effective method for the development of the graphic low voltage network calculation software.
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Misdalina, Misdalina, Rohana Rohana, Ali Syahbana, Ety Septiati, Tanzimah Tanzimah, and Eka Fitri Puspa Sari. "PELATIHAN PENGGUNAAN PROGRAM VISIO UNTUK PEMBELAJARAN DAN ADMINISTRASI SEKOLAH DI SMK NEGERI 1 GELUMBANG." JURNAL CEMERLANG : Pengabdian pada Masyarakat 2, no. 2 (2020): 121–32. http://dx.doi.org/10.31540/jpm.v2i2.817.

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Kemajuan ilmu pengetahuan dan teknologi yang begitu pesat di era globalisasi berimbas pula pada pentingnya seorang guru dan tenaga kependidikan dalam meningkatkan kinerja dan kemampuan mereka sehingga terwujud keprofesionalan yang sesungguhnya. Guru maupun tenaga kependidikan mesti membekali diri mereka dengan pengetahuan yang dapat menunjang pekerjaan mereka dengan baik, salah satunya adalah kemampuan di bidang teknologi informasi. Untuk itulah perlunya guru dan tenaga kependidikan untuk selalu mengikuti pelatihan/bimbingan tentang program-program aplikasi komputer yang dapat menunjang pekerjaannya, salah satunya adalah Microsoft Visio. Kelebihan yang dimiliki aplikasi ini adalah tools-tools nya sangat mudah dipahami, cara penggunaannya yang mudah, lebih banyak pilihan gambarnya, gambar 3 dimensi cukup menarik, bisa ditambah dengan add-ins. Sehubungan dengan hal tersebut, Program Studi Pendidikan Matematika Universitas PGRI Palembang melaksanakan kegiatan Pengabdian Pada Masyarakat (PPM) yang dikemas dalam bentuk pelatihan tentang penggunaan program Visio untuk pembelajaran dan administrasi sekolah. Kegiatan dilaksanakan dalam 3 tahap: persiapan, pelaksanaan dan refleksi. Dari kegiatan tersebut telah dihasilkan modul praktikum dan respon yang positif dari peserta, sehingga kegiatan ini sangat bermanfaat dan diharapkan dapat dilaksanakan kembali.
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García Pulido, Yadrián, and Tanyara Sánchez Jorge. "Índice sintético para el análisis de la gestión gastronómica de servicios de restaurante." Magazine de las Ciencias: Revista de Investigación e Innovación 7, no. 1 (2022): 62–81. http://dx.doi.org/10.33262/rmc.v7i1.2334.

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La gestión gastronómica es uno de los elementos clave del éxito de los negocios turísticos relacionados con la restauración. La presente investigación se desarrolló en un restaurante del polo turístico de Varadero, para contribuir a la mejora económica interna, a partir del estudio de los indicadores asociados. Como objetivo se planteó proponer un instrumento que permita el diagnóstico integral de la gestión gastronómica. Para el despliegue de la metodología propuesta se aplicó el Método de Expertos, Método de Consenso, matriz RRGC y la construcción del índice sintético de gestión gastronómica. Se emplearon además herramientas informáticas como Microsoft Excel, el software estadístico Statgraphics y Microsoft Visio. Como principales resultados se destaca el Índice de Gestión Gastronómica, el cual contribuye a la mejora continua de la instalación y un aprovechamiento más eficiente de los recursos económicos. La dimensión más afectada resultó la Infraestructura y los indicadores de más bajo comportamiento fueron, la tasa de plazas perdidas, tasa de ocupación e ingreso medio por cubierto.
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Tesis sobre el tema "Microsoft Visio"

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Vallin, Daniel, and Roberto Ramos. "Verkstadslayout – digital visualisering av fabrikslayout." Thesis, KTH, Hållbar produktionsutveckling (ML), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-256720.

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Examensarbetet är utfört i samarbete med ett företag. Målen är att ta fram en användarvänlig digital modell av verkstaden, arbeta fram tre förbättringsförslag på layouter med omplaceringar av utrustning och maskiner. Förbättringar skall föreslås inom hållbarhetsaspektern aekonomi, social och miljö. För att nå målet att skapa en digital verkstadslayout har projektgruppen mätt upp hela fabriken med hjälp av laseravståndsmätare, då exakta ritningar saknades. Vid besök i fabriken kunde all nödvändig information mätas upp för skapandet av den digitala fabriksmodellen. Besöken vid fabriken har gett inspiration till nya layoutförslag och förbättringar. Observationer och intervjuer med personal har gjorts. Produktionsflöden och processer för de största produktgrupperna har kartlagts. Litteratur som berör produktionsteknik, arbetsmiljö och andra relevanta områden har studerats. Projektgruppen har utfört ljusmätning i fabriken. Belysningen var tillfredställande. Förslag på bullerdämpande åtgärder har framarbetats. Den digitala fabriksmodellen har skapats i programmet Microsoft Visio efter urval mot kravspecifikation från företaget samt KTHs programvaruutbud. De tre layoutförslag som tagits fram har värderats och ställts mot varandra i ett värderingsschema för att kunna bestämma ett slutgiltigt förslag till ny verkstadslayout. Layoutförslag 2 fick högst poäng i utvärderingen där lägre kostnader, förbättrat flöde samt förbättrad tillgång för truck var de bidragande faktorerna. Förslaget innebär kort att centerlesslipmaskinerna flyttas till den yta som renoverats, en svarv flyttas för att ge plats åt truckar, stationen för kvalitetskontroll flyttas och mer plats frigörs för lastpallar.<br>This thesis is done in collaboration with a company. The goals are to develop a userfriendly digital model of the workshop, to suggest three improved layout proposals with repositioning of equipment and machines. Improvements should also be proposed in the sustainability aspects of economy, social and environmental. To achieve the goal of creating a digital workshop layout, the project team measured the entire factory with the aid of laser rangefinders, because exact drawings were missing. When visiting the factory, all the necessary information could be measured for the creation of the digital factory model. The visits to the factory have provided inspiration for new layout suggestions and improvements. Observations and interviews with staff have been made. Production flows and processes for the largest product groups have been mapped. Literature relating to production technology, work environment and other relevant areas has been studied. The project group has carried out light measurement in the factory. The lighting was satisfactory. Noise reduction measures have been proposed. The digital factory model has been created in the Microsoft Visio software after evaluation based on company specification and KTH's software. The three layout proposals that have been developed have been evaluated and compared to each other in an evaluationscheme to determine a final proposal for a new workshop layout. Layout proposal 2 received the highest score in the evaluation, where lower costs, improved flow and improved access for forklifts were the contributing factors. In short the proposal suggest that the centerless grinders are moved to the area that has been renovated, a lathe is moved to accommodate forklifts, the quality control station is movedand more space is freed up for pallets.
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Bezzi, Silvia. "Analisi di un sistema di misura e controllo per una microrete ad idrogeno." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2021. http://amslaurea.unibo.it/22337/.

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Il riscaldamento globale, dovuto all’emissione di gas serra, ha reso sempre più urgente la transizione dalla produzione di energia con combustibili fossili alla produzione di energia con fonti rinnovabili. Questi sistemi, tuttavia, hanno forti limitazioni dovute alla non programmabilità delle fonti, allo stoccaggio e alla distribuzione. Per risolvere tali problematiche, si sta, quindi, passando da grandi centrali legate alla rete di distribuzione pubblica, a piccole microreti installate direttamente nei luoghi di utilizzo. Le microreti non basano le loro produzioni su stime statistiche, ma su dati effettivi di consumo. In questa nuova filosofia diventa sempre più importante l’aspetto della digitalizzazione legata all’automazione e al controllo. Questa tesi analizza la microrete di generazione e accumulo installata nel laboratorio di Meccanica dell'Università di Bologna. Il sistema di gestione, di tipo commerciale, pone grosse limitazioni sia a livello operativo che di analisi. Lo scopo dello studio è proporre soluzioni per aggirare il software proprietario e accedere direttamente ai dati della centralina. La prima proposta risolutiva prende in esame la piattaforma open source Arduino, mentre la seconda utilizza la porta Ethernet della centralina stessa e accede ai dati tramite l’utilizzo dell’applicazione Modbus Explorer del software Matlab, installata su computer.
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Cotoranu, Alexandru. "Supporting Interaction Designers through the Accomplishment Support Tool: IxD Companion." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23765.

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This thesis paper addresses a problem of motivation that interaction designers experience when managing multiple design processes while keeping track of many design considerations. Once this issue is described at length, the paper focuses towards a possible solution in the form of a hybrid between creativity and productivity support tools: an accomplishment support tool. This tool is meant to support interaction designers in their experience with managing multiple processes.This paper does not suggest that interaction design is the only profession that suffers from the motivation issue that is described, nor does it deny that other professions could benefit from the use of such a tool. The paper merely attempts to narrow the issue down to one profession so that it may be addressed within the limits of the thesis project.The paper explores the need for such a tool by inspecting and analyzing current methods and digital applications used by interaction designers and mentions how this need is addressed with solutions based on relevant theories from diverse areas of interest. As defining qualities emerge from a combination of theoretical and practical research, case studies are described from a preparation perspective and then as experienced by workshop participants and interviewees.The case studies (which include workshops and prototype modules) are then reflected upon and discussed in terms of their impact on the overall goals of the thesis project. A final prototype in the form of a web application, IxD Companion, is then described through scenarios of use and assessed in the conclusion. Suggestion to future work on accomplishment support tools such as IxD Companion, as well as others, is provided at the end.
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Simonsson, Huck Andreas. "Exploring gesture based interaction and visualizations for supporting collaboration." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-12896.

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This thesis will introduce the concept of collaboratively using freehand gestures to interact with visualizations. It could be problematic to work with data and visualizations together with others in the traditional desktop setting because of the limited screen size and a single user input device. Therefore this thesis suggests a solution by integrating computer vision and gestures with interactive visualizations. This integration resulted in a prototype where multiple users can interact with the same visualizations simultaneously. The prototype was evaluated and tested on ten potential users. The results from the tests show that using gestures have potential to support collaboration while working with interactive visualizations. It also shows what components are needed in order to enable gestural interaction with visualizations.
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Nascimento, João David Macedo do. "Reconhecimento gestual por câmaras 3D para interação humano-computador." Master's thesis, Universidade de Aveiro, 2015. http://hdl.handle.net/10773/17329.

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Mestrado em Engenharia Mecânica<br>A interação entre um utilizador e um programa (software) é um assunto com destaque e importância desde a criação do computador pessoal. Normalmente a interação é feita através de um teclado e um rato. Nesta dissertação pretende-se explorar e descrever diferentes alternativas para reconhecimento, deteção e identificação de gestos das mãos, para posterior implementação de comandos em diferentes aplicações informáticas e quadros interativos. Para reconhecimento de gestos, realizou-se o estudo da geometria da mão, identificação da mão esquerda e da mão direita, utilizando imagens em profundidade obtidas pela câmara Kinect. Para reconhecimento da cor da pele recorreu-se a imagens a cores utilizando um método probabilístico de reconhecimento de pele. Para manipulação e comando de diferentes aplicações informáticas, nomeadamente o PowerPoint, foram desenvolvidos diferentes algoritmos para o reconhecimento de movimentos e gestos da mão esquerda e direita em tempo real.<br>The interaction between the user and the program (software) it’s been a subject of extreme importance since the creation of the personal computer. Normally the interaction it’s made using a keyboard and a mouse. This thesis aims to explore and describe different alternatives for recognition, detection and identification of hand gestures, so it can be implemented in commands for a diverse number of informatics applications as also interactive whiteboards. For gestures recognition, it was made the study of the hand geometry, the identification of the right hand and the left hand, using depth images obtained by the Kinect camera. For the skin color recognition it was used a probabilistic method. For the manipulation and command of different informatics applications, like PowerPoint, were developed different algorithms for the recognition of movements and gestures by right and left hand in real time processing.
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Zagnoli, Andrea. "Human Activity Recognition con telecamere di profondità." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2017. http://amslaurea.unibo.it/12946/.

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Lo studio presentato in questa Tesi si propone di elaborare, implementare e testare un algoritmo di Human Activity Recognition (HAR) basato su telecamere di profondità. Per HAR si intende quel settore del machine learning che mira a studiare tecniche che, tramite l’acquisizione di informazioni da sorgenti di diverso tipo, permettano ad una macchina di apprendere in modo autonomo un metodo di classificazione delle attività umane. In particolare l’algoritmo proposto sfrutta la tecnologia delle telecamere di profondità (il sensore utilizzato è il Microsoft Kinect) che a differenza delle tradizionali telecamere a colori proiettano un campo di luce infrarossa e, in base a come questa viene riflessa dagli oggetti nella stanza, è in grado di calcolare la distanza tra il sensore e l’oggetto. L’algoritmo implementato in ambiente .NET, è stato testato su due dataset raccolti dal Computer Science Department, Cornell University e su un nuovo dataset raccolto contestualmente a questo studio. I risultati sperimentali confermano l’efficacia dell’algoritmo su tutte le azioni raccolte nei diversi dataset.
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Masood, Syed Zain. "A Study of Localization and Latency Reduction for Action Recognition." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5426.

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The success of recognizing periodic actions in single-person-simple-background datasets, such as Weizmann and KTH, has created a need for more complex datasets to push the performance of action recognition systems. In this work, we create a new synthetic action dataset and use it to highlight weaknesses in current recognition systems. Experiments show that introducing background complexity to action video sequences causes a significant degradation in recognition performance. Moreover, this degradation cannot be fixed by fine-tuning system parameters or by selecting better feature points. Instead, we show that the problem lies in the spatio-temporal cuboid volume extracted from the interest point locations. Having identified the problem, we show how improved results can be achieved by simple modifications to the cuboids. For the above method however, one requires near-perfect localization of the action within a video sequence. To achieve this objective, we present a two stage weakly supervised probabilistic model for simultaneous localization and recognition of actions in videos. Different from previous approaches, our method is novel in that it (1) eliminates the need for manual annotations for the training procedure and (2) does not require any human detection or tracking in the classification stage. The first stage of our framework is a probabilistic action localization model which extracts the most promising sub-windows in a video sequence where an action can take place. We use a non-linear classifier in the second stage of our framework for the final classification task. We show the effectiveness of our proposed model on two well known real-world datasets: UCF Sports and UCF11 datasets. Another application of the weakly supervised probablistic model proposed above is in the gaming environment. An important aspect in designing interactive, action-based interfaces is reliably recognizing actions with minimal latency. High latency causes the system's feedback to lag behind and thus significantly degrade the interactivity of the user experience. With slight modification to the weakly supervised probablistic model we proposed for action localization, we show how it can be used for reducing latency when recognizing actions in Human Computer Interaction (HCI) environments. This latency-aware learning formulation trains a logistic regression-based classifier that automatically determines distinctive canonical poses from the data and uses these to robustly recognize actions in the presence of ambiguous poses. We introduce a novel (publicly released) dataset for the purpose of our experiments. Comparisons of our method against both a Bag of Words and a Conditional Random Field (CRF) classifier show improved recognition performance for both pre-segmented and online classification tasks.<br>Ph.D.<br>Doctorate<br>Computer Science<br>Engineering and Computer Science<br>Computer Science
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Bobák, Petr. "Mobilní systém pro rozpoznání textu na iOS." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363789.

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This thesis describes a development of a modern client-server application for text recognition on iOS platform. The reader is acquainted with common principles of a client-server model, including its known architecture styles, and with a distribution of logical layers between both sides of the model. After that the thesis depicts current trends and examples of suitable technologies for creating an application programming interface of a web server. Possible ways of text recognition on the server side are discussed as well. In context of a client side, the thesis provides an insight into iOS platform and a few important concepts in iOS application development. Following implementation of the server side is stressed to be reusable as much as possible for different kinds of use cases. Last but not least, the thesis provides a simple iOS framework for a direct communication with the recognition server. Finally, an application for evaluation of food ingredients from a packaging material is implemented as an example of usage.
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Shakeel, Amlaan. "Service robot for the visually impaired: Providing navigational assistance using Deep Learning." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1500647716257366.

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Bílek, Jan. "Aerospace - Futuristický kokpit moderního letounu." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237164.

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This work describes the visualization design of the flight related quantities in a cockpit of a modern light sport aircraft. It focuses on the utilization of the state of the art trends in flight data displays and introduces the innovative implementation of the aircraft's energy state smart clues that reduce pilots' workload. The initial part of the work presents a research into the flight, engine and navigation data presentation on analog instruments, followed by their illustrative depiction in glass cockpits. Within the framework of this thesis, Microsoft Flight Simulator has been used as a source of the flight related data. Final advances in the display design were introduced through the implementation of the synthetic vision system and a visualization of the virtual tunnel in the sky.
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Libros sobre el tema "Microsoft Visio"

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Grabowski, Ralph. Learn Microsoft Visio 2002. Wordware Pub., 2001.

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Martin, René. Microsoft Visio 2007 Programmierung. Carl Hanser Verlag GmbH & Co. KG, 2007. http://dx.doi.org/10.3139/9783446413184.

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Using Microsoft Visio 2010. Que Pub., 2011.

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Using Microsoft Visio 2002. Que, 2003.

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Knottingham, Elisabeth. How to do everything with Microsoft Visio 2002. Osborne/McGraw-Hill, 2001.

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Solonitsyn, Yurij. Microsoft visio 2007 sozdanie delovoj grafiki. Book On Demand Ltd, 2013.

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J, Eaton Nanette, ed. Microsoft Office Visio 2003 inside out. Microsoft Press, 2004.

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Biafore, Bonnie. Visio 2007 Bible. John Wiley & Sons, Ltd., 2007.

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Walkowski, Debbie. Visio 2003 for dummies. Wiley, 2004.

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John, Mueller. Visio 2007 for dummies. John Wiley, 2006.

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Capítulos de libros sobre el tema "Microsoft Visio"

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Del Sole, Alessandro. "Introducing Microsoft Cognitive Services." In Microsoft Computer Vision APIs Distilled. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3342-9_1.

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Lin, Tsung-Yi, Michael Maire, Serge Belongie, et al. "Microsoft COCO: Common Objects in Context." In Computer Vision – ECCV 2014. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-10602-1_48.

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Pterneas, Vangos. "Computer Vision and Object Detection." In Mastering the Microsoft Kinect. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8070-6_12.

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Del Sole, Alessandro. "Getting Started with the Computer Vision API." In Microsoft Computer Vision APIs Distilled. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3342-9_2.

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Del Sole, Alessandro. "Invoking the Computer Vision API from C#." In Microsoft Computer Vision APIs Distilled. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3342-9_3.

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Del Sole, Alessandro. "Computer Vision on Mobile Apps with Xamarin." In Microsoft Computer Vision APIs Distilled. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3342-9_4.

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Del Sole, Alessandro. "Computer Vision in Web Apps with ASP.NET MVC Core." In Microsoft Computer Vision APIs Distilled. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3342-9_5.

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Rahman, Mansib. "Computer Vision & Image Processing." In Beginning Microsoft Kinect for Windows SDK 2.0. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-2316-1_6.

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Clarkson, Sean, Jon Wheat, Ben Heller, and Simon Choppin. "Assessing the Suitability of the Microsoft Kinect for Calculating Person Specific Body Segment Parameters." In Computer Vision - ECCV 2014 Workshops. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-16178-5_26.

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Ramírez-Corona, Mallinali, Miguel Osorio-Ramos, and Eduardo F. Morales. "A Non-temporal Approach for Gesture Recognition Using Microsoft Kinect." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-41827-3_40.

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Actas de conferencias sobre el tema "Microsoft Visio"

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Staffa, Luciano de B. Jr, Larissa S. V. Sá, Mahara I. S. C. Lima, and Dayana B. Costa. "USO DE TÉCNICAS DE PROCESSAMENTO DE IMAGEM PARA INSPEÇÃO DE ESTRUTURAS DE TELHADOS DE EDIFICAÇÕES PARA FINS DE ASSISTÊNCIA TÉCNICA." In XVIII ENCONTRO NACIONAL DE TECNOLOGIA DO AMBIENTE CONSTRUÍDO. UFRGS, 2020. http://dx.doi.org/10.46421/entac.v18i.1178.

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O telhado é um sistema complexo e importante, pois protege os demais elementos internos da edificação contra intempéries. Entretanto, do ponto de vista de assistência técnica, esta é uma estrutura de difícil inspeção. Neste contexto, o Veículo Aéreo Não Tripulado (VANT) pode contribuir para inspeções de telhado, fornecendo uma grande quantidade de dados em um curto espaço de tempo e permitindo a visualização de patologias em áreas difíceis. Além disso, o uso de aprendizado de máquina e visão computacional podem contribuir para automatizar o reconhecimento destas patologias. O objetivo deste estudo foi avaliar o uso de técnicas de processamento de imagens para inspeção de telhados para fins de assistência técnica. Para tanto, foram realizados treinamentos e testes dos algoritmos de processamento de imagens do Custom Vision, da Microsoft, para os tipos de não conformidades identificados nos telhados, em uma base de 1661 imagens coletadas com VANT de 61 telhados de edificações em uso. Os resultados indicaram 72% de identificação das não conformidades analisadas, com erro de 11,5%. Assim, foi validada a utilização do Custom Vision como ferramenta de processamento de imagem para identificação de problemas de telhados para fins de assistência técnica.
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Isaac, Benson, Manish Kumar, Samuel H. Huang, and Daniel Humpert. "Inverse Kinematics and Extended Kalman Filter Based Motion Tracking of Human Limb." In ASME 2014 Dynamic Systems and Control Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/dscc2014-6324.

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This paper addresses the problem of motion tracking of human skeleton system using non-invasive vision based sensors. The proposed approach combines synergistic paradigms of image processing, kinematics of rigid bodies and Extended Kalman Filtering scheme to estimate the motion of a human limb system. This approach solely depends on the measurement obtained from the vision sensors without involving any wearable or inertial sensors to measure the motion parameters. In this paper we propose fusion of two filtering schemes — the optical flow equations applied to raw images obtained from the Microsoft Kinect and extended Kalman filter for human skeleton considered as a system of kinematic linkages. The strategy proposed in this paper yields near optimal results as is demonstrated with the help of experiments performed using the Microsoft Kinect sensor and compared using accurate tracks obtained from 24-Camera Optitrack motion capture system.
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Cao Dong, Ming C. Leu, and Zhaozheng Yin. "American Sign Language alphabet recognition using Microsoft Kinect." In 2015 IEEE Conference on Computer Vision and Pattern Recognition Workshops (CVPRW). IEEE, 2015. http://dx.doi.org/10.1109/cvprw.2015.7301347.

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Ayad, Hiba Anis, Muna Abdulrahman Al-Obadi, Lana Ala' Al-Kilani, Haneen Tawfiq Hussein, Raiha Arshad, and Murat Kucukvar. "Developing an Interactive Data Visualization Platform to Present the Adaption of Electrical Vehicles in Washington, California and New York." In Qatar University Annual Research Forum & Exhibition. Qatar University Press, 2020. http://dx.doi.org/10.29117/quarfe.2020.0072.

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This paper is an overview of using data visualization tools to provide a better insight into a large amount of data and represent the data in a visualized form. The used data is related to electric vehicles (EV) usage in three different states in the USA, which are California, New York, and Washington. The data was collected from reliable resources to assure the reliability and accuracy of the results, then compiled as a Microsoft Excel workbook, which was then used as a data recourse in Microsoft Power BI. By visualizing the data we will end up with rich visuals which will clarify the data for the end-user. After analyzing the data, a clear vision created and recommendations have been suggested.
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Acchetta, Éverton C., Lucas P. Laheras, Helmuth A. Risch, Vinicius L. O. P. Santos, and Paulo S. Rodrigues. "Methodology and Implementation of an Architecture for Egocentric Manual Interactivity in Monocular Augmented Reality." In Workshop de Visão Computacional. Sociedade Brasileira de Computação - SBC, 2021. http://dx.doi.org/10.5753/wvc.2021.18902.

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Investments in Augmented Reality (AR) have grown considerably in recent years. This advance is due to the increased use of AR in areas such as education, training, games and medicine. In addition, technological advances in hardware enable devices that, a few years ago, were unthinkable. A popular example is Microsoft Hololens 2, which allows the user to use their own hands as a means of interacting with an AR experience. However, a disadvantage from this device is its high cost due to several sensors. Thus, this project offers an AR architecture that uses only a monocular RGB camera as a sensor, allowing the user to interact with an AR experience using their hands to perform gestures similar to the Microsoft Hololens 2 architecture, where it is possible to handle a virtual object in the same way that a real object would be manipulated. The results obtained are promising, where the verification of the interaction of the hand with the virtual object worked in approximately 80% of the tests carried out, respecting the path defined by hand movement.
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Fracaro, Franklin Luiz Do Nascimento, Fabiana Frata Furlan Peres, and Claudio Roberto Marquetto Mauricio. "Montando o Project North Star: Um Dispositivo de Visualização de Baixo Custo Baseado em Visão Óptica Direta." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8459.

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Uma das maiores dificuldades para o estudo da realidade aumentada utilizando a abordagem visão direta é o alto custo dos dispositivos disponíveis comercialmente como o HoloLens da Microsoft ou o Magic Leap One da Magic Leap. Através da união do sensor Leap Motion, impressão 3D, hardware e software de código aberto, a startup desenvolvedora do Leap Motion disponibilizou para o público uma soluçãode um visualizador montado na cabeça que utiliza a visão óptica direta chamado Project North Star. Este artigo tem como objetivo demonstrar o processo de montagem de uma versão deste dispositivo de baixo custo e como ele pode tornar-se uma ferramenta poderosa para o estudo da realidade aumentada.
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Beelders, T. R., and P. J. Blignaut. "Using vision and voice to create a multimodal interface for Microsoft Word 2007." In the 2010 Symposium. ACM Press, 2010. http://dx.doi.org/10.1145/1743666.1743709.

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Farasin, Alessandro, Francesco Peciarolo, Marco Grangetto, Elena Gianaria, and Paolo Garza. "Real-time Object Detection and Tracking in Mixed Reality using Microsoft HoloLens." In 15th International Conference on Computer Vision Theory and Applications. SCITEPRESS - Science and Technology Publications, 2020. http://dx.doi.org/10.5220/0008877901650172.

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Charles, James, and Mark Everingham. "Learning shape models for monocular human pose estimation from the Microsoft Xbox Kinect." In 2011 IEEE International Conference on Computer Vision Workshops (ICCV Workshops). IEEE, 2011. http://dx.doi.org/10.1109/iccvw.2011.6130387.

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Maria Coruzzolo, Antonio, Francesco Lolli, Nazareno Amicosante, Hrishikesh Kumar, Pramod Thupaki, and Saurav Agarwal. "Comparing semiautomatic Rapid Upper Limb Assessments (RULA): Azure Kinect versus RGB-based machine vision algorithm." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002596.

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Correctly using a rapid upper limb assessment for working postures is crucial to avoid musculoskeletal disorders. Although motion capture technologies and in particular depth cameras are widely used, they cannot be used in large-scale industrial environments due to their high cost and their performance greatly impacted by the surrounding environment. We thus compared the effectiveness of a commercial machine vision algorithm (named ErgoEdge) based on an RGB camera against an application here developed based on the depth camera Microsoft Azure Kinect for the RULA evaluation (AzKRULA). We conducted an experiment where fifteen static postures were evaluated with Microsoft Azure Kinect and ErgoEdge, and the results were also compared with those of an expert in ergonomics. This experiment showed a substantial agreement between the solutions provided by the semi-automatic RULA evaluation and the ergonomic expert and between AzKRULA and ErgoEdge. At the same time, it showed that the RGB camera must be placed on the side of the worker due to the difficulties of the machine vision algorithm in reconstructing from a frontal view, important joint angles in 2D space (e.g., to evaluate the neck and trunk), which can invalidate the RULA evaluation provided by ErgoEdge. Moreover, the RULA evaluation with AzKRULA and ErgoEdge highlighted the need for an in-depth study into the thresholds of the secondary factors (i.e., all the factors for the RULA evaluation that are not computed from the thresholds of joint angles) as the highest differences between the two evaluations and the ergonomist one arises on them.
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Informes sobre el tema "Microsoft Visio"

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Whitlock, B., K. Biagas, and P. Rawson. Creating a Parallel Version of VisIt for Microsoft Windows. Office of Scientific and Technical Information (OSTI), 2011. http://dx.doi.org/10.2172/1034138.

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Lee, W. S., Victor Alchanatis, and Asher Levi. Innovative yield mapping system using hyperspectral and thermal imaging for precision tree crop management. United States Department of Agriculture, 2014. http://dx.doi.org/10.32747/2014.7598158.bard.

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Original objectives and revisions – The original overall objective was to develop, test and validate a prototype yield mapping system for unit area to increase yield and profit for tree crops. Specific objectives were: (1) to develop a yield mapping system for a static situation, using hyperspectral and thermal imaging independently, (2) to integrate hyperspectral and thermal imaging for improved yield estimation by combining thermal images with hyperspectral images to improve fruit detection, and (3) to expand the system to a mobile platform for a stop-measure- and-go situation. There were no major revisions in the overall objective, however, several revisions were made on the specific objectives. The revised specific objectives were: (1) to develop a yield mapping system for a static situation, using color and thermal imaging independently, (2) to integrate color and thermal imaging for improved yield estimation by combining thermal images with color images to improve fruit detection, and (3) to expand the system to an autonomous mobile platform for a continuous-measure situation. Background, major conclusions, solutions and achievements -- Yield mapping is considered as an initial step for applying precision agriculture technologies. Although many yield mapping systems have been developed for agronomic crops, it remains a difficult task for mapping yield of tree crops. In this project, an autonomous immature fruit yield mapping system was developed. The system could detect and count the number of fruit at early growth stages of citrus fruit so that farmers could apply site-specific management based on the maps. There were two sub-systems, a navigation system and an imaging system. Robot Operating System (ROS) was the backbone for developing the navigation system using an unmanned ground vehicle (UGV). An inertial measurement unit (IMU), wheel encoders and a GPS were integrated using an extended Kalman filter to provide reliable and accurate localization information. A LiDAR was added to support simultaneous localization and mapping (SLAM) algorithms. The color camera on a Microsoft Kinect was used to detect citrus trees and a new machine vision algorithm was developed to enable autonomous navigations in the citrus grove. A multimodal imaging system, which consisted of two color cameras and a thermal camera, was carried by the vehicle for video acquisitions. A novel image registration method was developed for combining color and thermal images and matching fruit in both images which achieved pixel-level accuracy. A new Color- Thermal Combined Probability (CTCP) algorithm was created to effectively fuse information from the color and thermal images to classify potential image regions into fruit and non-fruit classes. Algorithms were also developed to integrate image registration, information fusion and fruit classification and detection into a single step for real-time processing. The imaging system achieved a precision rate of 95.5% and a recall rate of 90.4% on immature green citrus fruit detection which was a great improvement compared to previous studies. Implications – The development of the immature green fruit yield mapping system will help farmers make early decisions for planning operations and marketing so high yield and profit can be achieved.
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Rousseau, Henri-Paul. Gutenberg, L’université et le défi numérique. CIRANO, 2022. http://dx.doi.org/10.54932/wodt6646.

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Introduction u cours des deux derniers millénaires, il y a eu plusieurs façons de conserver, transmettre et même créer la connaissance ; la tradition orale, l’écrit manuscrit, l’écrit imprimé et l’écrit numérisé. La tradition orale et le manuscrit ont dominé pendant plus de 1400 ans, et ce, jusqu’à l’apparition du livre imprimé en 1451, résultant de l’invention mécanique de Gutenberg. Il faudra attendre un peu plus de 550 ans, avant que l’invention du support électronique déloge à son tour le livre imprimé, prenant une ampleur sans précédent grâce à la révolution numérique contemporaine, résultat du maillage des technologies de l’informatique, de la robotique et de la science des données. Les premières universités qui sont nées en Occident, au Moyen Âge, ont développé cette tradition orale de la connaissance tout en multipliant l’usage du manuscrit créant ainsi de véritables communautés de maîtres et d’étudiants ; la venue de l’imprimerie permettra la multiplication des universités où l’oral et l’écrit continueront de jouer un rôle déterminant dans la création et la transmission des connaissances même si le « support » a évolué du manuscrit à l’imprimé puis vers le numérique. Au cours de toutes ces années, le modèle de l’université s’est raffiné et perfectionné sur une trajectoire somme toute assez linéaire en élargissant son rôle dans l’éducation à celui-ci de la recherche et de l’innovation, en multipliant les disciplines offertes et les clientèles desservies. L’université de chaque ville universitaire est devenue une institution florissante et indispensable à son rayonnement international, à un point tel que l’on mesure souvent sa contribution par la taille de sa clientèle étudiante, l’empreinte de ses campus, la grandeur de ses bibliothèques spécialisées ; c’est toutefois la renommée de ses chercheurs qui consacre la réputation de chaque université au cours de cette longue trajectoire pendant laquelle a pu s’établir la liberté universitaire. « Les libertés universitaires empruntèrent beaucoup aux libertés ecclésiastiques » : Étudiants et maîtres, qu'ils furent, ou non, hommes d'Église, furent assimilés à des clercs relevant de la seule justice ecclésiastique, réputée plus équitable. Mais ils échappèrent aussi largement à la justice ecclésiastique locale, n'étant justiciables que devant leur propre institution les professeurs et le recteur, chef élu de l’université - ou devant le pape ou ses délégués. Les libertés académiques marquèrent donc l’émergence d'un droit propre, qui ménageait aux maîtres et aux étudiants une place à part dans la société. Ce droit était le même, à travers l'Occident, pour tous ceux qui appartenaient à ces institutions supranationales que furent, par essence, les premières universités. À la fin du Moyen Âge, l'affirmation des États nationaux obligea les libertés académiques à s'inscrire dans ce nouveau cadre politique, comme de simples pratiques dérogatoires au droit commun et toujours sujettes à révision. Vestige vénérable de l’antique indépendance et privilège octroyé par le prince, elles eurent donc désormais un statut ambigu » . La révolution numérique viendra fragiliser ce statut. En effet, la révolution numérique vient bouleverser cette longue trajectoire linéaire de l’université en lui enlevant son quasi monopole dans la conservation et le partage du savoir parce qu’elle rend plus facile et somme toute, moins coûteux l’accès à l’information, au savoir et aux données. Le numérique est révolutionnaire comme l’était l’imprimé et son influence sur l’université, sera tout aussi considérable, car cette révolution impacte radicalement tous les secteurs de l’économie en accélérant la robotisation et la numérisation des processus de création, de fabrication et de distribution des biens et des services. Ces innovations utilisent la radio-identification (RFID) qui permet de mémoriser et de récupérer à distance des données sur les objets et l’Internet des objets qui permet aux objets d’être reliés automatiquement à des réseaux de communications .Ces innovations s’entrecroisent aux technologies de la réalité virtuelle, à celles des algorithmiques intelligentes et de l’intelligence artificielle et viennent littéralement inonder de données les institutions et les organisations qui doivent alors les analyser, les gérer et les protéger. Le monde numérique est né et avec lui, a surgi toute une série de compétences radicalement nouvelles que les étudiants, les enseignants et les chercheurs de nos universités doivent rapidement maîtriser pour évoluer dans ce Nouveau Monde, y travailler et contribuer à la rendre plus humain et plus équitable. En effet, tous les secteurs de l’activité commerciale, économique, culturelle ou sociale exigent déjà clairement des connaissances et des compétences numériques et technologiques de tous les participants au marché du travail. Dans cette nouvelle logique industrielle du monde numérique, les gagnants sont déjà bien identifiés. Ce sont les fameux GAFAM (Google, Apple, Facebook, Amazon et Microsoft) suivis de près par les NATU (Netflix, Airbnb, Tesla et Uber) et par les géants chinois du numérique, les BATX (Baidu, Alibaba, Tenant et Xiaomi). Ces géants sont alimentés par les recherches, les innovations et les applications mobiles (APPs) créées par les partenaires de leurs écosystèmes regroupant, sur différents campus d’entreprises, plusieurs des cerveaux qui sont au cœur de cette révolution numérique. L’université voit donc remise en question sa capacité traditionnelle d’attirer, de retenir et de promouvoir les artisans du monde de demain. Son aptitude à former des esprits critiques et à contribuer à la transmission des valeurs universelles est également ébranlée par ce tsunami de changements. Il faut cependant reconnaître que les facultés de médecine, d’ingénierie et de sciences naturelles aux États-Unis qui ont développé des contacts étroits, abondants et suivis avec les hôpitaux, les grandes entreprises et l’administration publique et cela dès la fin du 19e siècle ont été plus en mesure que bien d’autres, de recruter et retenir les gens de talent. Elle ont énormément contribué à faire avancer les connaissances scientifiques et la scolarisation en sciences appliquées ..La concentration inouïe des Prix Nobel scientifiques aux États-Unis est à cet égard très convaincante . La révolution numérique contemporaine survient également au moment même où de grands bouleversements frappent la planète : l’urgence climatique, le vieillissement des populations, la « déglobalisation », les déplacements des populations, les guerres, les pandémies, la crise des inégalités, de l’éthique et des démocraties. Ces bouleversements interpellent les universitaires et c’est pourquoi leur communauté doit adopter une raison d’être et ainsi renouveler leur mission afin des mieux répondre à ces enjeux de la civilisation. Cette communauté doit non seulement se doter d’une vision et des modes de fonctionnement adaptés aux nouvelles réalités liées aux technologies numériques, mais elle doit aussi tenir compte de ces grands bouleversements. Tout ceci l’oblige à s’intégrer à des écosystèmes où les connaissances sont partagées et où de nouvelles compétences doivent être rapidement acquises. Le but de ce texte est de mieux cerner l’ampleur du défi que pose le monde numérique au milieu universitaire et de proposer quelques idées pouvant alimenter la réflexion des universitaires dans cette démarche d’adaptation au monde numérique. Or, ma conviction la plus profonde c’est que la révolution numérique aura des impacts sur nos sociétés et notre civilisation aussi grands que ceux provoqués par la découverte de l’imprimerie et son industrialisation au 15e siècle. C’est pourquoi la première section de ce document est consacrée à un rappel historique de la révolution de l’imprimerie par Gutenberg alors que la deuxième section illustrera comment les caractéristiques de la révolution numérique viennent soutenir cette conviction si profonde. Une troisième section fournira plus de détails sur le défi d’adaptation que le monde numérique pose aux universités alors que la quatrième section évoquera les contours du changement de paradigme que cette adaptation va imposer. La cinquième section servira à illustrer un scénario de rêves qui permettra de mieux illustrer l’ampleur de la gestion du changement qui guette les universitaires. La conclusion permettra de revenir sur quelques concepts et principes clefs pour guider la démarche vers l’action. L’université ne peut plus « être en haut et seule », elle doit être « au centre et avec » des écosystèmes de partenariats multiples, dans un modèle hybride physique/virtuel. C’est ainsi qu’elle pourra conserver son leadership historique de vigie du savoir et des connaissances d’un monde complexe, continuer d’établir l’authenticité des faits et imposer la nécessaire rigueur de la science et de l’objectivité.
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