42 resultados para Design de informação


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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Ciência da Informação - FFC

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In addition to understanding the distribution of the populations’ health-disease process, epidemiology has sought to study the causality associated with this process, which humanity developed over time, and to interpret the narrative of this field of knowledge. A solid review of the literature was done to emphasize the importance of using popular knowledge as a qualitative health-related investigation strategy and to demystify the use of social representations in the field of dentistry. By initiating the design of a new paradigm for understanding the oral health-disease process, which favors the idea that it is also the result of a sociocultural production, knowledge of the circumstances and context in which it is inserted becomes critical for health assessment actions. Although scientific dentistry has advanced the understanding of oral diseases, communication with popular knowledge leaves much to be desired, since most professionals find themselves trapped in a fragmented model of care. Reconstruction of the logic by which the representations of oral health were produced and socialized over time can be considered a relevant and productive purpose of the representations in the dental area.

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Graphic Design is a profession established with advent artistic vanguards of the twentieth century. As professional activity, it works with planning and projects which involve the visual solution of communication and information problems. Then, The Surface Design is the professional practice pledged with the elaboration of projects for coatings and application in products, giving attention to the production and materials in the processes. The relation between both Design areas is connected, at first, by the two-dimensional characteristic. In Brazil, academic study about Surface Design is in evolution and some universities works with this subject. Analyzing the concepts and characteristics concerning methodologies that comprehend both Graphic Design and Surface Design becomes a current and including subject. Therefore, it is necessary the conceptual unfolding and methodological in order to establish relations and contributions involved in the field of Graphic Design and apply them in Surface Design. Thus, the present study aimed to check concepts and particular functions of Graphic Design and to establish its relations and contributions for Surface Design. The results of this study can be used as teaching support and professional practice.

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Educational games are responsible for part of the information assimilated by the child, because these games respect the individual learning time, enabling experimentation and, consequently, being an accessory to retain the acquired knowledge spontaneously. However, the analogy between stimulus and reception/result is not always the expected. On the one hand, there are the pedagogues, bearing the knowledge necessary to the children’s development. On the other hand, are the children, who cannot completely assimilate the concept, commonly because of lack of planning on the product. After all, the children become not interested in the game, without developing the expected cognitive abilities planned for the product. Whereas the importance of the games on children’s development, this work aimed to analyze and select educational games presented on the preschool, based on the language exploration from the Design’s knowledge and skills. Specifically, the research intends to investigate games targeted to stimulate geometric concepts, and so, to describe parameters that must be observed during the product planning.

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The Digital Age, with its new interactive and converging technologies, stimulates original forms of sociability, which are interconnected, intercommunicating and virtualized through hyperscreens. Another kind of interaction arises from the digitization and new speeds of contemporary communicative process. With the new order of knowledge, it is now possible to transgress the limits of physical space and linear time sequence, through the collective development of content through such telematics networks. Youth gives voice to a new type of user, or a social actor, whose thinking is connected to other communication habits, consolidating singular cultural standards, demanding new languages and skills. Here, we address the nature of this Design of new relations, interactions, behaviors and social systems that emerge in the so called Information Society.

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The package inserts for drugs represent the main source of written information provided to patients, but the deficiency in the page layouts of informational texts (readability), the excess of information and use of techno-scientific language hamper the effectiveness of communication between the author (manufacturer) and player (patient) in addition to the physiological conditions of patients are often elderly. This article discusses these issues from theoretical predictions, and proposes solutions to the adequacy of information graphics package inserts of drugs and facilitating the identification of drug cards.

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Introdução: O Laboratório de Design Solidário (Labsol) é um projeto de extensão criado em 2007 que tem como objetivo aperfeiçoar e revitalizar objetos artesanais e arranjos produtivos locais, baseando suas atividades no tripé conceitual: ecodesign, sustentabilidade e economia solidária. O LabSol visita grupos de artesãos, analisa seus produtos, métodos de produção e matérias primas e a partir daí, cria-se projetos e protótipos. O Laboratório conta com a atuação de alunos de Relações Públicas desde 2009 e estes têm como função promover ações de/para aprimoramento da comunicação interna e externa, além da parte burocrática e análise de propostas e projetos. No ano de 2011, ocorreram quatro exposições de produtos feitos pelo LabSol. Em cada uma destas exposições, o papel do profissional de RP foi fundamental, pois avaliou os convites, verificou a abrangência de cada público, a relação entre o projeto e os eventos, e tornou possível a sua efetiva realização. Objetivos: O estudo tem como objetivo analisar a validade e o alcance das exposições do Labsol no primeiro semestre de 2011. As exposições ocorreram no evento “Ecorreto” em 07 e 08 de maio; no Festival da Rádio UNESP em 26 de maio; no projeto “Perspectiva” – projeto de extensão da UNESP – em 01 de junho; e na XII Semana do Meio Ambiente de Bauru no Horto Florestal da cidade em 05 de junho. Métodos: As exposições aconteceram por meio de convite dos organizadores dos eventos e se deram através da exibição dos produtos, criados para os grupos de artesões, em pedestais individuais ou em mesas com produtos e cartazes explicativos. A análise será baseada no número de expectadores de cada evento e no interesse do público em relação ao projeto e aos produtos. Resultados: O público de interação em cada evento variou em numero de expectadores. O Festival da Rádio UNESP, contou com uma média de mil e duzentos; a Semana Integrada do Meio Ambiente, cento e cinqüenta; o “Ecorreto”, quinhentos expectadores (durante a exposição e através do site, onde estão fotos e informações sobre o evento); e o Projeto Perspectiva, realizado na cantina da Faculdade de Engenharia da Unesp, não foi mensurado, porém, alcança principalmente os alunos de período vespertino e noturno dos quatro cursos desta faculdade por ser espaço de fluxo constante de alunos. Cada uma destas exposições foi acompanhada pelos RPs. Durante as exposições, diversas pessoas se interessaram pelo trabalho e, conseqüentemente, perguntaram sobre o Laboratório, demonstrando grande interesse. Acredita-se que por meio destes interessados, a informação sobre o trabalho é multiplicada e, portanto, o conhecimento sobre o projeto alcança maior amplitude. Divulgando não apenas o projeto, mas principalmente o tripé conceitual sobre o qual se apoia.

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Information and communication technologies (ICT) pervade the daily lives of people affecting relations and social subsystems. Education is not unrelated to this process and in this scenario the distance education (EaD). Considering as a starting point the information society and its characteristics, the objective of this paper was to analyze the relationship between the new information and communication technologies, teaching and learning in the virtual classroom, seeking to understand what is the design of teaching and learning inherent in the current generation of EaD. Thus, by means of analytical, descriptive and exploratory research, bibliographic and qualitative approach oriented, it was concluded that ICT has a very important role in the context of EaD, allowing the creation of interactive virtual learning environments that enable communication between teachers, tutors and students, making possible the Exchange and sharing of key information on the teaching and learning process.

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The building budgeting quickly and accurately is a challenge faced by the companies in the sector. The cost estimation process is performed from the quantity takeoff and this process of quantification, historically, through the analysis of the project, scope of work and project information contained in 2D design, text files and spreadsheets. This method, in many cases, present itself flawed, influencing the making management decisions, once it is closely coupled to time and cost management. In this scenario, this work intends to make a critical analysis of conventional process of quantity takeoff, from the quantification through 2D designs, and with the use of the software Autodesk Revit 2016, which uses the concepts of building information modeling for automated quantity takeoff of 3D model construction. It is noted that the 3D modeling process should be aligned with the goals of budgeting. The use of BIM technology programs provides several benefits compared to traditional quantity takeoff process, representing gains in productivity, transparency and assertiveness