1000 resultados para Art 84 Constitución


Relevância:

20.00% 20.00%

Publicador:

Resumo:

This work presents an analysis of the cultural and artistic field, positively compromised with social and political questions. The authors start with the categorization of the idea of culture and move to vindication art movements. These movements, which followed the first vanguards and worked from the compromise with “otherness”, are at the origin of the contemporary denomination of political art. In this context, the authors approach the origins of activist art, referring to issues of gender, multiculturalism, globalization, and poverty. The different forms of presenting content are also an object of analysis: from art tradition to the contamination of daily life, from local to global, from street contact to digital.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Resumo: 1 – Sumário do Acórdão do Tribunal Constitucional n.º 212/1995, de 20 de Abril; 2 – Parte principal do Acórdão do Tribunal Constitucional n.º 212/1995, de 20 de Abril: cfr. http://www.tribunalconstitucional.pt/tc/acordaos/19950212.html , 18 de Maio de 2012; 3 – Anotação sintética; 3.1 – Introdução à anotação sintética e suas características neste caso concreto; 4 – O RIAECSP (Regime das Infracções Anti-Económicas e Contra a Saúde Pública) e a responsabilidade criminal das pessoas colectivas e equiparadas, prevista no seu art. 3.º; 5 – Societas delinquere non potest?; 6 – Breves traços históricos do brocardo societas delinquere non potest; 7 - Alguns dos marcos relevantes na Doutrina penal portuguesa recente acerca da responsabilidade penal das organizações, entes colectivos, pessoas colectivas, pessoas jurídicas; 8 - Os art.os 12.º/2 e 2.º da CRP e a Responsabilidade Criminal dos Entes Colectivos, pessoas jurídicas; 9 - O art. 29.º/5 da CRP - ou o princípio non bis in idem - e a responsabilidade criminal das organizações, dos entes colectivos, das pessoas colectivas; 10 – Conclusões. § Summary: 1 - Summary Judgment of the Constitutional Court No. 212/1995 of 20 April; 2 - The main part of the Constitutional Court Ruling No. 212/1995 of 20 April: cfr. http://www.tribunalconstitucional.pt/tc/acordaos/19950212.html, May 18, 2012; 3 - short annotation; 3.1 - Introduction to synthetic note and its features in this particular case; 4 - The RIAECSP (Status of Anti-Economic Offences and Against Public Health) and the criminal liability of companies and similar persons, provided for in his art. 3; 5 - delinquere Societas non potest ?; 6 - Brief historical traces of societas aphorism delinquere non potest; 7 - Some of the important milestones in recent Portuguese criminal Doctrine about the criminal liability of organizations, public entities, legal persons, legal entities; 8 - art.os 12/2 and 2 of CRP and Criminal Responsibility of loved Collective, legal entities; 9 - Art. 29/5 CRP - or the principle of non bis in idem - and the criminal liability of organizations, collective entities, of legal persons; 10 - Conclusions.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

ABSTRACT In this study, we demonstrate that the art infusion effect, in which the presence of visual art causes a positive impact on consumers' perceptions of products and advertising messages, might have a moderation effect on regulatory fit and non-fit messages. We investigate the impact of visual art on advertisement evaluations in regulatory (non-) fit conditions. Regulatory focus theory suggests that consumers rely on their motivational focus (prevention vs. promotion) for their evaluations and decisions. Usually, consumers prefer products that fit with their personal motivational focus. In the present study, the results of three experiments indicate that using visual art with a promotion or prevention fit message is recommended, while non-art images increase message persuasiveness when non-fit messages are presented. Therefore, not all information compatible with the consumer's motivational focus are best evaluated. When non-art images are presented, non-fit messages might be more persuasive.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Recommendation systems have been growing in number for the last fifteen years. To evolve and adapt to the demands of the actual society, many paradigms emerged giving birth to even more paradigms and hybrid approaches. Mobile devices have also been under an incredible growth rate in every business area, and there are already lots of mobile based systems to assist tourists. This explosive growth gave birth to different mobile applications, each having their own advantages and disadvantages. Since recommendation and mobile systems might as well be integrated, this work intends to present the current state of the art in tourism mobile and recommendation systems, as well as to state their advantages and disadvantages.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Recommendation systems have been growing in number over the last fifteen years. To evolve and adapt to the demands of the actual society, many paradigms emerged giving birth to even more paradigms and hybrid approaches. These approaches contain strengths and weaknesses that need to be evaluated according to the knowledge area in which the system is going to be implemented. Mobile devices have also been under an incredible growth rate in every business area, and there are already lots of mobile based systems to assist tourists. This explosive growth gave birth to different mobile applications, each having their own advantages and disadvantages. Since recommendation and mobile systems might as well be integrated, this work intends to present the current state of the art in tourism mobile and recommendation systems, as well as to state their advantages and disadvantages.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Esta tese descreve o desenvolvimento do hardware e do software de um sistema com a capacidade de reconhecer o número de passos que uma pessoa efectua durante uma actividade física. O sistema consiste num acelerómetro controlado por um microcontrolador, que comunica com um dispositivo móvel através de Bluetooth. De modo a realizar o sistema foi necessário analisar uma vasta bibliografia, para conhecer o estado da arte desta tecnologia, entender o princípio de funcionamento do protocolo Bluetooth e os conceitos biomecânicos por detrás da marcha humana. A proposta deste trabalho apresentava como elemento diferenciador do estado da arte o uso de um acelerómetro em conjunto com sensores de pressão. Com a conjugação destes sensores pretendia-se aumentar a precisão de um equipamento que normalmente não é reconhecido por essa característica. Contudo, a indisponibilidade dos sensores de pressão levou a que o sistema só fosse constituído pelo acelerómetro. Embora, o sistema foi projectado considerando que os sensores de pressão serão incluídos num futuro desenvolvimento. Neste trabalho foram desenvolvidos dois algoritmos para detectar os passos que uma pessoa executa, com pé onde é colocado o sensor, quando caminha ou corre. Num dos testes realizados o algoritmo da “aceleração composta” detectou 84% dos passos, enquanto o algoritmo da “aceleração simples”detectou 99%. A plataforma para a interface gráfica pretendia-se que fosse um telemóvel, contudo não foi possível obter um telemóvel que suporta-se o perfil SPP (Serial Port Profile), necessário para a comunicação com o módulo Bluetooth usado. A solução passou por usar como plataforma um computador portátil com Bluetooth, para o qual foi desenvolvido a aplicação “Pedómetro ISEP” em Visual Basic. O “Pedómetro ISEP” apresenta várias funcionalidades, entre elas destaca-se o cálculo da distância percorrida, da velocidade, e das calorias consumidas, bem como, o registo desses valores em tabelas e da possibilidade de desenhar os gráficos representativos do progresso do utilizador.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In the early 21st Century, with the phenomenon of digital convergence, the consecration of Web 2.0, the decrease of the cost of cameras and video recorders, the proliferation of mobile phones, laptops and wireless technologies, we witness the arising of a new wave of media, of an informal, personal and at times “minority” nature, facilitating social networks, a culture of fans, of sharing and remix. As digital networks become fully and deeply intricate in our experience, the idea of “participation” arises as one of the most complex and controversial themes of the contemporary critical discourse, namely in what concerns contemporary art and new media art. However, the idea of “participation” as a practice or postulate traverses the 20th century art playing an essential role in its auto-critic, in questioning the concept of author, and in the dilution of the frontiers between art, “life” and society, emphasizing the process, the everyday and a community sense. As such, questioning the new media art in light of a “participatory art” (Frieling, 2008) invokes a double gaze simultaneously attentive to the emerging figures of a “participatory aesthetics” in digital arts and of the genealogy in which it is included. In fact, relating the new media art with the complex and paradoxical phenomenon of “participation” allows us to, on the one hand, avoid “digital formalism” (Lovink, 2008) and analyse the relations between digital art and contemporary social movements; on the other hand, this angle of analysis contributes to reinforce the dialogue and the links between digital art and contemporary art, questioning the alleged frontiers that separate them.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Transdermal biotechnologies are an ever increasing field of interest, due to the medical and pharmaceutical applications that they underlie. There are several mathematical models at use that permit a more inclusive vision of pure experimental data and even allow practical extrapolation for new dermal diffusion methodologies. However, they grasp a complex variety of theories and assumptions that allocate their use for specific situations. Models based on Fick's First Law found better use in contexts where scaled particle theory Models would be extensive in time-span but the reciprocal is also true, as context of transdermal diffusion of particular active compounds changes. This article reviews extensively the various theoretical methodologies for studying dermic diffusion in the rate limiting dermic barrier, the stratum corneum, and systematizes its characteristics, their proper context of application, advantages and limitations, as well as future perspectives.