21 resultados para Portable architecture. Reassemblable structure. Design process
Resumo:
Collage is a pattern-based visual design authoring tool for the creation of collaborative learning scripts computationally modelled with IMS Learning Design (LD). The pattern-based visual approach aims to provide teachers with design ideas that are based on broadly accepted practices. Besides, it seeks hiding the LD notation so that teachers can easily create their own designs. The use of visual representations supports both the understanding of the design ideas and the usability of the authoring tool. This paper presents a multicase study comprising three different cases that evaluate the approach from different perspectives. The first case includes workshops where teachers use Collage. A second case implies the design of a scenario proposed by a third-party using related approaches. The third case analyzes a situation where students follow a design created with Collage. The cross-case analysis provides a global understanding of the possibilities and limitations of the pattern-based visual design approach.
Resumo:
This paper presents a case study that explores the advantages that can be derived from the use of a design support system during the design of wastewater treatment plants (WWTP). With this objective in mind a simplified but plausible WWTP design case study has been generated with KBDS, a computer-based support system that maintains a historical record of the design process. The study shows how, by employing such a historical record, it is possible to: (1) rank different design proposals responding to a design problem; (2) study the influence of changing the weight of the arguments used in the selection of the most adequate proposal; (3) take advantage of keywords to assist the designer in the search of specific items within the historical records; (4) evaluate automatically thecompliance of alternative design proposals with respect to the design objectives; (5) verify the validity of previous decisions after the modification of the current constraints or specifications; (6) re-use the design records when upgrading an existing WWTP or when designing similar facilities; (7) generate documentation of the decision making process; and (8) associate a variety of documents as annotations to any component in the design history. The paper also shows one possible future role of design support systems as they outgrow their current reactive role as repositories of historical information and start to proactively support the generation of new knowledge during the design process
Resumo:
El objetivo de este proyecto es el desarrollo de una aplicación móvil para dispositivos con sistema operativo Android que permita la búsqueda de ofertas de hotel de una forma diferente a las actuales. Para ello se ha empleado el modelo del ciclo de vida en cascada, con las fases de análisis, diseño, construcción y pruebas del sistema desarrollado. El software final sigue una arquitectura de tipo cliente/servidor y ha sido realizado con Java como lenguaje base de programación, haciendo uso de algunas librerías como Apache HTTP Request para las conexiones con el servidor remoto como las propias de Android, que facilitan la creación de interfaces gráficas y la gestión de los recursos de los dispositivos en el desarrollo de aplicaciones móviles.
Resumo:
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students profiles. In total, teachers developed 13 GBL scenarios and put them into practice in real teaching contexts. The present paper analyses the impacts of this learner-centred game design approach on teachers" creativity from three different points of view: the GBL design process, the GBL scenario, and the teaching processes at stake.
Resumo:
The User-centered design (UCD) game is a tool forhuman-computer interaction practitioners to demonstrate the key user-centered design methodsand how they interrelate in the design process in an interactive and participatory manner. The target audiences are departments and institutions unfamiliar with UCD but whose work is related to the definition, creation, and update of a product or service.
Resumo:
The User-centered design (UCD) Gymkhana is a tool for human-computer interaction practitioners to demonstrate through a game the key user-centered design methods and how they interrelate in the design process.The target audiences are other organizational departments unfamiliar with UCD but whose work is related to the definition, cretaion, and update of a product service.
Resumo:
We live in an era defined by a wealth of open and readily available information, and the accelerated evolution of social, mobile and creative technologies. The provision of knowledge, once a primary role of educators, is now devolved to an immense web of free and readily accessible sources. Consequently, educators need to redefine their role not just ¿from sage on the stage to guide on the side¿ but, as more and more voices insist, as ¿designers for learning¿.The call for such a repositioning of educators is heard from leaders in the field of technology-enhanced learning (TEL) and resonates well with the growing culture of design-based research in Education. However, it is still struggling to find a foothold in educational practice. We contend that the root causes of this discrepancy are the lack of articulation of design practices and methods, along with a shortage of tools and representations to support such practices, a lack of a culture of teacher-as-designer among practitioners, and insufficient theoretical development.The Art and Science of Learning Design (ASLD) explores the frameworks, methods, and tools available for teachers, technologists and researchers interested in designing for learning Learning Design theories arising from findings of research are explored, drawing upon research and practitioner experiences. It then surveys current trends in the practices, methods, and methodologies of Learning Design. Highlighting the translation of theory into practice, this book showcases some of the latest tools that support the learning design process itself.
Resumo:
El projecte es basa en el disseny i la fabricació d’un circuit desfasador, amb una entrada i una sortida, que commuta entre dos estats, un estat amb desfasament de 180º i l’altre sense desfasament. El circuit es dissenya amb microstrip,per una fc=5GHz. S’intenten obtenir les millors característiques per aquest disseny, és a dir, bon ample de banda i pèrdues per inserció baixes, acompanyat d’una bona resposta en les relacions de magnitud i fase. Es segueixen diferents etapes de disseny, on es comença per un model simple i s’avança en complexitat, afegint els nous components que acabaran conformant el circuit final. Després del disseny es passa a la fabricació del circuit, per veure el seu funcionament real. La memòria recull i ordena la informació obtinguda a través d’aquest procés, intentant mostrar-la de manera clara, per tal de seguir el procés de disseny realitzat, i així poder interpretar els resultats obtinguts. L’objectiu final és veure com es comporta el circuit dissenyat i definir les pautes a seguir per millorar-lo en un futur.
Resumo:
Degut als avenços als dispositius de telecomunicacions durant l’última dècada, els filtres integrats en aquests dispositius requereixen de millors prestacions, baix cost i, per sobre de tot, requereixen unes dimensions el més reduïdes possibles. Tot i que avui dia encara s’utilitzen el filtres SAW en aquests dispositius, cada cop més s’estan substituint pels filtres amb tecnologia BAW, ja que tenen millors prestacions. En l’actualitat la topologia BAW més extensa i utilitzada és la topologia en escala. En aquest projecte s’ha portat a terme un estudi en profunditat de les limitacions dels filtres en escala. A partir de les limitacions detectades s’ha presentat una nova estructura de disseny per aquest tipus de filtres que redueix les dimensions d’aquests i millora considerablement algunes de les limitacions de l’estructura convencional. Paral·lelament s’ha desenvolupat una metodologia sistemàtica pròpia pel disseny de la nova estructura.
Resumo:
Estudi i disseny de la implantació d'un ERP (Enterprise Resource Planning) en una fàbrica de fruits secs.
Resumo:
Disseny d'un programari de gestió de magatzems on quedin reflectides les seves entrades, sortides i altres operacions pròpies dels magatzems. El programari ha de ser escalable i perdurar en el temps a més a més de permetre operacions d¿actualització, esborrat, addicció de dades i les operacionsfonamentals de consulta.
Resumo:
La Diputació de Barcelona planteja la possibilitat de fer un projecte per a generar comunitats virtuals (GCV), definit en diversos mòduls. L'abast del projecte i l'anàlisi funcional general s'especifica en el document Anàlisi funcional del GCV. En aquest informe es presenta el disseny i la construcció del projecte respecte al mòdul 'Fòrum' i el mòdul 'Notícies'. Com a llenguatge de desenvolupament, s'ha fet servir Java amb l'arquitectura J2EE. En l'apartat de disseny arquitectònic s'especifiquen les eines emprades amb més detall.
Resumo:
Recent empirical findings suggest that spreads quoted in dealershipmarkets might be uncompetitive. This paper analyzes theoretically if pricecompetition between risk--averse market--makers leaves room for implicitcollusive behavior. We compare the spread and risk--sharing efficiencyarising in several market structures differing in terms of i) the priorityrule followed in case of ties, and ii) the type of schedules market makersmay use, namely: general schedules, linear schedules, or limit orders. Ingeneral, competitive pricing does not arise in equilibrium, and there isa conflict between risk sharing efficiency and the tightness of the spread.This conflict can be mitigated by an appropriate market structure design.The limit order market is the only market structure in which the competitiveequilibrium is the unique equilibrium.
Resumo:
Remote control systems are a very useful element to control and monitor devices quickly and easily. This paper proposes a new architecture for remote control of Android mobile devices, analyzing the different alternatives and seeking the optimal solution in each case. Although the area of remote control, in case of mobile devices, has been little explored, it may provide important advantages for testing software and hardware developments in several real devices. It can also allow an efficient management of various devices of different types, perform forensic security tasks, etc ... The main idea behind the proposed architecture was the design of a system to be used as a platform which provides the services needed to perform remote control of mobile devices. As a result of this research, a proof of concept was implemented. An Android application running a group of server programs on the device, connected to the network or USB interface, depending on availability. This servers can be controlled through a small client written in Java and runnable both on desktop and web systems.
Resumo:
La competencia de trabajo en equipo se impone a la individualización laboral. El cambio de estructura y proceso de las organizaciones de la sociedad actual ha generado un gran impacto en la nueva manera de trabajar. Las tareas han aumentado su dificultad, haciendo que su resolución individual sea imposible. Es por este motivo, que las organizaciones del trabajo reclaman, hoy más que nunca, la competencia transversal de trabajo en equipo. Este constructo (Competencia de Trabajo en Equipo) recientemente nuevo en las organizaciones ofrece definiciones y modelos de categorización subyacentes que necesitan hacerse oír en el panorama sociolaboral. En esta revisión de la literatura se analizan los 4 modelos más representativos de la competencia de trabajo en equipo, a través de los cuales se propone una definición de la competencia y una posible estructura de la categorización de la misma.