17 resultados para Kuutma, Kristin: Collaborative representations
em Instituto Politécnico do Porto, Portugal
Resumo:
Francis Xavier’s Letters and Writings are eloquent narratives of a journey that absorbed the Saint’s entire life. His experiences and idiosyncrasies, values and categorizations are presented in a clear literate discourse. The missionary is rarely neutral in his opinions as he sustains his unmistakable and omnipresent objective: the conversion of peoples and the expansion of the Society of Jesus. Parallel with this objective, the reader is introduced to the individuals that Xavier meets or that he summons in his epistolary discourse. Letters and Writings presents us with a structured narrative peopled by all those who are subject to and objects of Xavier’s apostolic mission, by helpful and unhelpful persons of influence, and by leading and secondary actors. What is then the position of women, in the collective sense as well as in the individual sense, in the travels and goals that are the centre of Xavier’s Letters and Writings? What is the role of women, that secondary and suppressed term in the man/woman binomial, a dichotomy similar to the civilized/savage and European/native binomials that punctuate Xavier’s narratives and the historic context of his letters? Women are not absent from his writings, but it would be naïve to argue in favour of the author’s misogyny as much as of his “profound knowledge of the female heart”, to quote from Paulo Durão in "Women in the Letters of Saint Francis Xavier" (1952), the only paper on this subject published so far. We denote four great categories of women in the Letters and Writings: European Women, Converted Women, Women Who Profess another Religion, and Women as the Agents and Objects of Sin, the latter of which traverses the other three categories. They all depend on the context, circumstances and judgements of value that the author chooses to highlight and articulate.
Resumo:
This article analyses the painted panels of the moliceiro boat, a traditional working boat of the Ria de Aveiro region of Portugal. The article examines how the painted panels have been invented and reinvented over time. The boat and its panels are contextualized both within the changing socio-economic conditions of the Ria de Aveiro region, and the changing socio-political conditions of Portugal throughout the 20th century and until the present day. The article historically analyses the social significance of ‘moliceiro culture’, examining in particular the power relations it expresses and its ambiguous past and present relationships with the political and the economic powers of the Portuguese state. The article unpacks some of the complexity of the relations that have pertained between public and private, local and national, folk culture and ‘art’, and popular and institutional in the Ria de Aveiro region in particular, and Portugal more generally.
Resumo:
Numa primeira abordagem a A Lady’s Visit to Manilla and Japan (1863), de Anna D’Almeida, os leitores não deverão esperar encontrar a narrativa de uma experiência que poderia ter sido produzida por um desses “Etonnants voyageurs! Quelles nobles histoires / Nous lisons dans vos yeux profonds comme les mers!”, citando o último poema de Les Fleurs du Mal de Baudelaire. Nem deverão esperar ser confrontados com o relato superficial de uma turista indolente sobre a diversão convencional ou o previsível choque moral experimentados durante as várias etapas do seu grand tour pessoal, tão em voga, e que são característicos deste tipo de literatura, particularmente popular no campo emergente do turismo do final do século xix. Neste artigo, proponho-me analisar a escrita feminina occidental no contexto dos encontros culturais, mais precisamente, as imagens que uma viajante ocidental do século xix cria a partir da sua breve exposição a vários espaços e práticas da Ásia. A família D’Almeida viajou pelo Extremo Oriente entre Março e Julho de 1862. O título A Lady’s Visit to Manilla and Japan induz em erro, pois a narrativa começa em Singapura e termina em Hong Kong, mas a família visitou também Macau, Xangai, Nagasáqui, Yokohama, Xiamen (Hokkien) e Cantão, entre outros lugares, atestando assim o profundo desejo dos D’Almeida de explorar in loco todas as potencialidades dos países visitados Neste estudo tenciono demonstrar as complexidades que existem dentro de / entre as histórias, experiências e actividades interculturais de mulheres, e como estas alargam o âmbito do estudo dos sistemas sociais e culturais. Ao examinar as diferenças e semelhanças de género, podemos elaborar construções teóricas que analisam as variações entre mulheres; como elas são influenciadas pela classe, raça, etnia e religião; e como estas moldam a forma como entendemos a posição da mulher na cultura e na sociedade. O preconceito de classe da elite ocidental considera a mulher não-ocidental como sendo ‘a outra’, alguém que representa aquilo que o escritor ocasional não é. A questão da representação feminina das suas congéneres como ‘mulheres-outras’, com base numa ampla variedade de diferenças, é definitivamente um desafio para os estudos interculturais e de género.
Resumo:
The aim of this paper is to present an adaptation model for an Adaptive Educational Hypermedia System, PCMAT. The adaptation of the application is based on progressive self-assessment (exercises, tasks, and so on) and applies the constructivist learning theory and the learning styles theory. Our objective is the creation of a better, more adequate adaptation model that takes into account the complexities of different users.
Resumo:
Collaborative Work plays an important role in today’s organizations, especially in areas where decisions must be made. However, any decision that involves a collective or group of decision makers is, by itself complex, but is becoming recurrent in recent years. In this work we present the VirtualECare project, an intelligent multi-agent system able to monitor, interact and serve its customers, which are, normally, in need of care services. In last year’s there has been a substantially increase on the number of people needed of intensive care, especially among the elderly, a phenomenon that is related to population ageing. However, this is becoming not exclusive of the elderly, as diseases like obesity, diabetes and blood pressure have been increasing among young adults. This is a new reality that needs to be dealt by the health sector, particularly by the public one. Given this scenarios, the importance of finding new and cost effective ways for health care delivery are of particular importance, especially when we believe they should not to be removed from their natural “habitat”. Following this line of thinking, the VirtualECare project will be presented, like similar ones that preceded it. Recently we have also assisted to a growing interest in combining the advances in information society - computing, telecommunications and presentation – in order to create Group Decision Support Systems (GDSS). Indeed, the new economy, along with increased competition in today’s complex business environments, takes the companies to seek complementarities in order to increase competitiveness and reduce risks. Under these scenarios, planning takes a major role in a company life. However, effective planning depends on the generation and analysis of ideas (innovative or not) and, as a result, the idea generation and management processes are crucial. Our objective is to apply the above presented GDSS to a new area. We believe that the use of GDSS in the healthcare arena will allow professionals to achieve better results in the analysis of one’s Electronically Clinical Profile (ECP). This achievement is vital, regarding the explosion of knowledge and skills, together with the need to use limited resources and get better results.
Resumo:
No decorrer do projeto SELEAG foi desenvolvido um jogo de aventura gráfica educativo com o propósito de ensinar história, cultura e relações sociais aos alunos. Este jogo foi avaliado em contexto de sala de aula em diversos países, obtendo resultados positivos. No entanto, por motivos técnicos, alguns dos objetivos propostos pelo projeto não puderam ser devidamente explorados, como permitir que o jogo fosse extensível por outros educadores ou suportar a colaboração online entre os jogadores. Nomeadamente, as ferramentas utilizadas para desenvolver o jogo eram demasiado complicadas para serem utilizadas fora da equipa de desenvolvimento, o que limitou a extensibilidade do projeto, e tornou impossível que educadores sem conhecimentos de programação fossem também capazes de traduzir os seus conteúdos educativos para este formato. Além disso, apesar do jogo possuir algumas funcionalidades de colaboração online, toda a interação era efetuada externamente ao jogo, através de um fórum de mensagens, o que demonstrou ser pouco motivante para os jogadores, pois muitos deles nem se aperceberam que havia uma componente de colaboração no jogo. O objetivo desta tese incide sobre estes dois problemas, e consistiu em desenvolver um editor e motor de jogo com uma interface simples de utilizar, que não necessita de conhecimentos prévios de programação, e que permite criar jogos de aventura gráfica com uma componente de colaboração online verdadeiramente embebida na jogabilidade. A aplicação desenvolvida foi testada por um conjunto de utilizadores de diversas áreas, tendo-se obtido resultados que demonstram a acessibilidade e simplicidade da mesma, independentemente do nível de experiência prévio de programação do utilizador. A componente de colaboração online foi também muito bem recebida pelos utilizadores, os quais demonstraram bastante interesse em ver jogos de aventura gráfica com componente de colaboração online serem desenvolvidos no futuro.
Resumo:
The aim of my research is to answer the question: How is Portugal seen by non-Portuguese fictionists? The main reason why I chose this research line is the following: Portuguese essayists like Eduardo Lourenço and José Gil (2005) focus their attention on the image or representation of Portugal as conceived by the Portuguese; indeed there is a tendency in Portuguese cultural studies (and, to a certain extent, also in Portuguese philosophical studies) to focus on studying the so-called ‗portugalidade‘ (portugueseness), i.e., the essence of being Portuguese. In my view, the problem with the studies I have been referring to is that everything is self-referential, and if ‗portugueseness‘ is an issue, then it might be useful, when dealing with it, to separate subject from object of observation. That is the reason why we, in the CEI (Centro de Estudos Interculturais), decided to start this research line, which is an inversion in the current tendency of the studies about ‗portugueseness‘: instead of studying the image or representation of Portugal by the Portuguese, my task is to study the image or representation of Portugal by the non-Portuguese, in this case, in non-Portuguese fiction. For the present paper I selected three writers of the 20th century: the German Hermann Hesse and the North-Americans Philip Roth and Paul Auster
Resumo:
This paper aims at revisiting the concept of ‗representation‘, in order to discuss matters like truth value and the cultural and ideological importance of representations.
Resumo:
The development of new products or processes involves the creation, re-creation and integration of conceptual models from the related scientific and technical domains. Particularly, in the context of collaborative networks of organisations (CNO) (e.g. a multi-partner, international project) such developments can be seriously hindered by conceptual misunderstandings and misalignments, resulting from participants with different backgrounds or organisational cultures, for example. The research described in this article addresses this problem by proposing a method and the tools to support the collaborative development of shared conceptualisations in the context of a collaborative network of organisations. The theoretical model is based on a socio-semantic perspective, while the method is inspired by the conceptual integration theory from the cognitive semantics field. The modelling environment is built upon a semantic wiki platform. The majority of the article is devoted to developing an informal ontology in the context of a European R&D project, studied using action research. The case study results validated the logical structure of the method and showed the utility of the method.
Resumo:
This paper presents a collaborative virtual learning environment, which includes technologies such as 3D virtual representations, learning and content management systems, remote experiments, and collaborative learning spaces, among others. It intends to facilitate the construction, management and sharing of knowledge among teachers and students, in a global perspective. The environment proposes the use of 3D social representations for accessing learning materials in a dynamic and interactive form, which is regarded to be closer to the physical reality experienced by teachers and students in a learning context. A first implementation of the proposed extended immersive learning environment, in the area of solid mechanics, is also described, including the access to theoretical contents and a remote experiment to determine the elastic modulus of a given object.These instructions give you basic guidelines for preparing camera-ready papers for conference proceedings. Use this document as a template if you are using Microsoft Word 6.0 or later. Otherwise, use this document as an instruction set. The electronic file of your paper will be formatted further. Define all symbols used in the abstract. Do not cite references in the abstract.
Resumo:
Web-based course management and delivery is regarded by many institutions as a key factor in an increasingly competitive education and training world, but the systems currently available are largely unsatisfactory in terms of supporting collaborative work and access to practical science facilities. These limitations are less important in areas where “pen-and-paper” courseware is the mainstream, but become unacceptably restrictive when student assignments require real-time teamwork and access to laboratory equipment. This paper presents a web-accessible workbench for electronics design and test, which was developed in the scope of an European IST project entitled PEARL, with the aim of supporting two main features: full web access and collaborative learning facilities.
Resumo:
This paper reports on the design and development of an Android-based context-aware system to support Erasmus students during their mobility in Porto. It enables: (i) guest users to create, rate and store personal points of interest (POI) in a private, local on board database; and (ii) authenticated users to upload and share POI as well as get and rate recommended POI from the shared central database. The system is a distributed client / server application. The server interacts with a central database that maintains the user profiles and the shared POI organized by category and rating. The Android GUI application works both as a standalone application and as a client module. In standalone mode, guest users have access to generic info, a map-based interface and a local database to store and retrieve personal POI. Upon successful authentication, users can, additionally, share POI as well as get and rate recommendations sorted by category, rating and distance-to-user.
Resumo:
19-22 June 2012 Madrid, Spain