3 resultados para Ubiquitous Eco Cities

em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal


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A presente dissertação do mestrado em Ciências da Educação - Inovação Pedagógica, tem como objetivo central perceber como o funcionamento do clube escolar Eco-Projeto da Escola Básica e Secundária Gonçalves Zarco pode promover inovação pedagógica, constituindo um indício de quebra do paradigma educativo vigente. Pretende-se assim, compreender em que medida as práticas pedagógicas desenvolvidas neste projeto educativo específico, são práticas construtivistas, centradas no aluno, no desenvolvimento da autonomia, da criatividade, da negociação de conhecimentos entre pares e do desenvolvimento cognitivo e sociocultural dos alunos. O desenvolvimento desta investigação tem como metodologia a investigação qualitativa, baseada na etnografia e na observação participante. O Eco-Projeto, sendo um clube escolar integrado nas atividades extracurriculares, promove uma efetiva aprendizagem cooperativa e significativa, baseada nos pressupostos inculcados pela Educação Ambiental e Desenvolvimento Sustentável defendida pelo programa Eco-Escolas. O programa Eco-Escolas possui uma abrangência internacional, sendo que em Portugal este surge sob a tutela da Associação Bandeira Azul da Europa/Foundation for Environmental Education. Em suma, ao longo desta dissertação é descrita etnograficamente a cultura, o modus vivendi do Eco-Projeto, a forma como os seus membros interagem, solucionam os problemas com que se deparam no dia-a-dia, e como são proporcionadas as aprendizagens, de modo a se verificar um efetivo extrapolar das fronteiras do ensino instrucionista, abrindo um caminho para uma visão inovadora da forma como pode ser encarado o processo de aprendizagem, e a escola na sua globalidade.

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Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.

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Worldwide reports about energy usage have noted the importance of the domestic energy consumption sector in the worldwide scenario. This fact motivated and supported the birth and spread of the so-called eco-feedback devices. Such devices provide information about individual or group energy consumption behavior with the goal of reducing the impact in the environment. Motivated by the body of work which questions the long term effectiveness of eco-feedback systems, this thesis focus on evaluating in-the-wild the long term usage of eco-feedback systems. We have conducted five long term studies with different eco-feedback systems designed to evaluate different dimensions in the design of eco-feedback plus two more focused short term studies aimed at studying concrete approaches. Our summary reports on the fact that the there is a novelty effect associated with ecofeedback systems in which the usage of these devices declines significantly after a month. We did not found evidence that the novelty effect is related to location or the type of information represented, nor that the decrease in the eco-feedback usage could lead to the consumption relapsing to values previous to the introduction of the eco-feedback. Our work has also generated other contributions related to the positioning of the feedback, using metaphors for representing the consumption and presenting information about the source of the energy in the feedback.