2 resultados para Task to promote education

em Instituto Politécnico de Viseu


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The present work aims to develop the Life Cycle Assessment study of thermo-modified Atlanticwood® pine boards based on real data provided by Santos & Santos Madeiras company. Atlanticwood® pine boards are used mainly for exterior decking and cladding facades of buildings. The LCA study is elaborated based on ISO 14040/44 standard and Product Category Rules for preparing an environmental product declaration for Construction Products and Construction Services. The inventory analysis and, subsequently, the impact analysis have been performed using the LCA software SimaPro8.0.4. The method chosen for impact assessment was EPD (2013) V1.01. The results show that more than ¾ of ‘Acidification’, ‘Eutrophication’, ‘Global warming’ and ‘Abiotic depletion’ caused by 1 m3 of Atlanticwood® pine boards production is due to energy consumption (electricity + gas + biomass). This was to be expected since the treatment is based on heat production and no chemicals are added during the heat treatment process.

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OpenLab ESEV is a project of the School of Education of the Polytechnic Institute of Viseu (ESEV), Portugal, that aims to promote, foster and support the use of Free/Libre Software and Open Source Software, Open Educational Resources, Free Culture, Free file formats and more flexible copyright licenses for creative and educational purposes in the ESEV's domains of activity (education, arts, media). Most of the OpenLab ESEV activities are related to the teacher education and arts and multimedia programs, with a special focus on the later. In this paper, the project and some activities are presented, starting with its origins and its conceptual framework. The presented overview is intended as background for the examination of the use of Free/Libre Software and Free Culture in educational settings, specially at the higher education level, and for creative purposes. The activities developed with students and professionals generated pipelines and workflows implemented for different creative purposes, software packages used for different tasks, choices for file formats and copyright licenses. Finished and ongoing multimedia and arts projects will be presented as real case scenarios.