52 resultados para composite media
Resumo:
Our aim is to analyse the relationship between interactive media and its use in Education when applied to formal training for information literacy. Contextualizing the notion of literacy in an evolving framework and emphasizing the recognition of its importance, we highlight some desirable skills in the current information society, including, inevitably, technological competencies. When considering the notion of literacy within an evolving framework and emphasizing the acknowledgement of its significance some desirable skills stand out in the current information society including, inevitably, the technological skills. We emphasize media literacy and select some strategies for teaching and learning practices recommended for the development of new skills, highlighting the contribution of some international literacy standards and describing some of the good practices in Education. We also underline the need for training within an holistic perspective, integrating student’, teachers and staff cooperation in the educational process. In this process, the potential of the Web 2.0, which grants the new information users – the prosumers (consumers and producers) a new statute, new powers and obligations, is indeed worth mentioning. Regarding the situation, we shall quote the reports on the experiences of virtual learning communities that use the moodle platform and mention several activities and programs managed by the Portuguese government to increase the citizens’ literacy’s levels. In conclusion, we point out the need for lifelong learning and the ability of individuals to “learn to learn” who therefore provide literacy with a dynamic component.
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Glass fibre-reinforced plastics (GFRP), nowadays commonly used in the construction, transportation and automobile sectors, have been considered inherently difficult to recycle due to both the cross-linked nature of thermoset resins, which cannot be remoulded, and the complex composition of the composite itself, which includes glass fibres, polymer matrix and different types of inorganic fillers. Hence, to date, most of the thermoset based GFRP waste is being incinerated or landfilled leading to negative environmental impacts and additional costs to producers and suppliers. With an increasing awareness of environmental matters and the subsequent desire to save resources, recycling would convert an expensive waste disposal into a profitable reusable material. In this study, the effect of the incorporation of mechanically recycled GFRP pultrusion wastes on flexural and compressive behaviour of polyester polymer mortars (PM) was assessed. For this purpose, different contents of GFRP recyclates (0%, 4%, 8% and 12%, w/w), with distinct size grades (coarse fibrous mixture and fine powdered mixture), were incorporated into polyester PM as sand aggregates and filler replacements. The effect of the incorporation of a silane coupling agent was also assessed. Experimental results revealed that GFRP waste filled polymer mortars show improved mechanical behaviour over unmodified polyester based mortars, thus indicating the feasibility of GFRP waste reuse as raw material in concrete-polymer composites.
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Recent Advances in Mechanics and Materials in Design
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Near real time media content personalisation is nowadays a major challenge involving media content sources, distributors and viewers. This paper describes an approach to seamless recommendation, negotiation and transaction of personalised media content. It adopts an integrated view of the problem by proposing, on the business-to-business (B2B) side, a brokerage platform to negotiate the media items on behalf of the media content distributors and sources, providing viewers, on the business-to-consumer (B2C) side, with a personalised electronic programme guide (EPG) containing the set of recommended items after negotiation. In this setup, when a viewer connects, the distributor looks up and invites sources to negotiate the contents of the viewer personal EPG. The proposed multi-agent brokerage platform is structured in four layers, modelling the registration, service agreement, partner lookup, invitation as well as item recommendation, negotiation and transaction stages of the B2B processes. The recommendation service is a rule-based switch hybrid filter, including six collaborative and two content-based filters. The rule-based system selects, at runtime, the filter(s) to apply as well as the final set of recommendations to present. The filter selection is based on the data available, ranging from the history of items watched to the ratings and/or tags assigned to the items by the viewer. Additionally, this module implements (i) a novel item stereotype to represent newly arrived items, (ii) a standard user stereotype for new users, (iii) a novel passive user tag cloud stereotype for socially passive users, and (iv) a new content-based filter named the collinearity and proximity similarity (CPS). At the end of the paper, we present off-line results and a case study describing how the recommendation service works. The proposed system provides, to our knowledge, an excellent holistic solution to the problem of recommending multimedia contents.
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A construção de uma marca gráfica, signo que se pretende que identifique e sintetize uma entidade, deve ser consciente dos processos, objectivos e modus operandi que integram o seu contexto e tornam este tema ainda hoje um ponto central no design de identidade e no design de comunicação. Ainda assim, assistimos ao surgir de tendências que vão uniformizando várias marcas que procuram, passe o paradoxo, demarcar-se. Meme é um conceito originalmente publicado pelo biólogo Richard Dawkins (Dawkins, 1989), que significa ‘replicador’, sendo uma teoria alternativa para explicar a evolução humana (uma teoria que não depende dos genes, mas sim da noção de imitação: da noção de ideias que se reproduzem de pessoa para pessoa, quase como um vírus). O conceito vem da palavra grega mimeme e significa ‘aquilo que é imitado’. Este conceito foi desenvolvido por Susan Blackmore no livro The Meme Machine (1999) e, mais recentemente, esta autora introduz a ideia de teme – o meme tecnológico. Como explicar, por exemplo, que a recente imagem gráfica da NOS (2014) seja tão similar à da POV, criada por Paula Scher em 2007? E por sua vez, qual a razão da identidade visual da Optimus (magma, 2008) ser também, em certa medida, idêntica à da Nokia Trends Lab (criado por Greenspace), projecto do mesmo ramo de operação das telecomunicações? No modus operandi do trabalho de design de identidade entram em acção os media digitais, tanto no momento de concepção, como no momento de exibição e fruição das marcas gráficas. Assim, as aplicações, o software transformaram-se numa espécie de silent designers (conceito proposto por Gorb e Dumas em 1987), uma vez que são verdadeiros orientadores da resposta visual a um determinado problema: impulsionam direcções na linguagem visual do design, resultando em soluções semelhantes. Dada esta mudança de paradigmas que as novas tecnologias forjaram no zeitgeist do design, este artigo – baseado em parte da investigação de doutoramento em design – versa sobre a construção da marca gráfica e sobre a análise das categorias visuais que operam em cada signo gráfico da marca, bem como os medias digitais onde elas se inscrevem. Visualmente podemos constatar que as características dos nossos processos de percepção e as características dos meios de criação e transmissão das marcas actuam de forma a aproximar as soluções gráficas, resultando, por vezes, em temes. Com o objectivo de gerar debate académico sobre o tema da sintaxe e da retórica visual da marca gráfica, procuramos identificar e visualizar variáveis estruturais comuns das marcas realizadas com uma linguagem advinda do Estilo Internacional e das marcas mais recentes, digitais, fluídas e em sistema aberto, com a intenção de contribuir para implementar uma literacia visual que descodifique este signo icónico, dentro da actual realidade.
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With the need to find an alternative way to mechanical and welding joints, and at the same time to overcome some limitations linked to these traditional techniques, adhesive bonds can be used. Adhesive bonding is a permanent joining process that uses an adhesive to bond the components of a structure. Composite materials reinforced with fibres are becoming increasingly popular in many applications as a result of a number of competitive advantages. In the manufacture of composite structures, although the fabrication techniques reduce to the minimum by means of advanced manufacturing techniques, the use of connections is still required due to the typical size limitations and design, technological and logistical aspects. Moreover, it is known that in many high performance structures, unions between composite materials with other light metals such as aluminium are required, for purposes of structural optimization. This work deals with the experimental and numerical study of single lap joints (SLJ), bonded with a brittle (Nagase Chemtex Denatite XNRH6823) and a ductile adhesive (Nagase Chemtex Denatite XNR6852). These are applied to hybrid joints between aluminium (AL6082-T651) and carbon fibre reinforced plastic (CFRP; Texipreg HS 160 RM) adherends in joints with different overlap lengths (LO) under a tensile loading. The Finite Element (FE) Method is used to perform detailed stress and damage analyses allowing to explain the joints’ behaviour and the use of cohesive zone models (CZM) enables predicting the joint strength and creating a simple and rapid design methodology. The use of numerical methods to simulate the behaviour of the joints can lead to savings of time and resources by optimizing the geometry and material parameters of the joints. The joints’ strength and failure modes were highly dependent on the adhesive, and this behaviour was successfully modelled numerically. Using a brittle adhesive resulted in a negligible maximum load (Pm) improvement with LO. The joints bonded with the ductile adhesive showed a nearly linear improvement of Pm with LO.
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The ever increasing popularity of social media makes it a promising source for the personalization of gameplay experiences. Furthermore, involving social network friends in a game can greatly enrich the satisfaction of the player and also attract potential novel players to a game. This master thesis describes a social overlay designed for desktop games, called GameNshare. It allows players to easily capture and share with multiple social networks game-related screenshots, videos and stories. Additionally, it also provides asynchronous multiplayer game mechanics to directly integrate social network friends in the game. GameNshare was designed to interact with the users in a non-intrusive way allowing them to be in complete control of what is shared. It prevents unsolicited sharing of messages, a key problem in social media integration tools, by the use of built-in message monitoring and anti-spam measures. GameNshare was specially designed for players aged from 18 to 25 years that are regular users of Twitter and Facebook. It was tested by a group of 10 individuals from the target age range that were surveyed to capture their insights on the use of the social overlay. The implemented GameNshare features were well accepted by the testers that were also useful in highlighting features for future development. GameNshare ultimate goal is to make players look and ask for social integration and allow them to take full advantage of their social communities to improve gaming experiences.