870 resultados para collaborative knowledge construction
Resumo:
In the design of lattice domes, design engineers need expertise in areas such as configuration processing, nonlinear analysis, and optimization. These are extensive numerical, iterative, and lime-consuming processes that are prone to error without an integrated design tool. This article presents the application of a knowledge-based system in solving lattice-dome design problems. An operational prototype knowledge-based system, LADOME, has been developed by employing the combined knowledge representation approach, which uses rules, procedural methods, and an object-oriented blackboard concept. The system's objective is to assist engineers in lattice-dome design by integrating all design tasks into a single computer-aided environment with implementation of the knowledge-based system approach. For system verification, results from design examples are presented.
Resumo:
This paper delineates the development of a prototype hybrid knowledge-based system for the optimum design of liquid retaining structures by coupling the blackboard architecture, an expert system shell VISUAL RULE STUDIO and genetic algorithm (GA). Through custom-built interactive graphical user interfaces under a user-friendly environment, the user is directed throughout the design process, which includes preliminary design, load specification, model generation, finite element analysis, code compliance checking, and member sizing optimization. For structural optimization, GA is applied to the minimum cost design of structural systems with discrete reinforced concrete sections. The design of a typical example of the liquid retaining structure is illustrated. The results demonstrate extraordinarily converging speed as near-optimal solutions are acquired after merely exploration of a small portion of the search space. This system can act as a consultant to assist novice designers in the design of liquid retaining structures.
Resumo:
This paper describes a coupled knowledge-based system (KBS) for the design of liquid-retaining structures, which can handle both the symbolic knowledge processing based on engineering heuristics in the preliminary synthesis stage and the extensive numerical crunching involved in the detailed analysis stage. The prototype system is developed by employing blackboard architecture and a commercial shell VISUAL RULE STUDIO. Its present scope covers design of three types of liquid-retaining structures, namely, a rectangular shape with one compartment, a rectangular shape with two compartments and a circular shape. Through custom-built interactive graphical user interfaces, the user is directed throughout the design process, which includes preliminary design, load specification, model generation, finite element analysis, code compliance checking and member sizing optimization. It is also integrated with various relational databases that provide the system with sectional properties, moment and shear coefficients and final member details. This system can act as a consultant to assist novice designers in the design of liquid-retaining structures with increase in efficiency and optimization of design output and automated record keeping. The design of a typical example of the liquid-retaining structure is also illustrated. (C) 2003 Elsevier B.V All rights reserved.
Resumo:
Esta pesquisa apresenta as imagens da escola como mediadoras do processo formativo dos jovens no ensino da Arte em diálogo com a história, memória e ambientes intraescolares. Inscreve-se no debate produzido pela linha de pesquisa em Educação e Linguagens. Analisa a formação dos jovens numa turma do terceiro ano do Ensino Médio na Escola Estadual de Ensino Médio “Hunney Everest Piovesan”, localizada no município de Cariacica no Estado do Espírito Santo. O estudo foi realizado em 2013 e tem como objetivo analisar as imagens escolares como mediadoras na formação dos estudantes do Ensino Médio no ensino da Arte em diálogo com a história, memória e ambientes intraescolares. Ao mesmo tempo, por meio de trabalho colaborativo, contribui para (re)construção da história da instituição, significando-a junto aos alunos e comunidade escolar. Por meio de intervenção artística com imagens da escola propõe reflexão crítica, analisando a formação dos jovens no terceiro ano do Ensino Médio. Para compreender os conceitos de mediação e meio social, estabelece um diálogo com as obras de Lev Semenovith Vigotski. A partir dos estudos de Maria Ciavatta e Schütz–Foerste procura entender a mediação imagética e sua dimensão educativa. Dialoga ainda com Frago, Escolano e Buffa, ampliando as reflexões sobre os ambientes intraescolares, dimensionando a imagética desses espaços e o senso de pertencimento à escola a partir da impregnação pela história e memória. A investigação pauta-se nos referenciais do método qualitativo e colaborativo de pesquisa. A produção dos dados contou com o recolhimento e análise documental de um conjunto de fontes primárias e secundárias formadas por livro de registro de funcionários da escola da década de 1970, diários de classe, recortes de jornais, convites de formaturas e registros fotográficos escolares dessa mesma década até a atualidade. Além desses documentos históricos, foram analisadas entrevistas de antigos alunos e questionários dos alunos do terceiro ano do Ensino Médio da instituição. Relata brevemente experiências de curto intercâmbio acadêmico realizado na Universidade de Ancara, na Turquia, com o objetivo de ampliar os horizontes de referência sociocultural, em especial com o contexto educacional do Ensino Médio euroasiático, identificando os espaços de formação dos jovens no contexto turco e suas relações com a educação brasileira. Esta experiência apresentada não integra a análise desta dissertação, mas projeta a discussão para novos estudos. A análise se elabora a partir da triangulação, entre outros, do referencial teórico com o processo de intervenção, produção de dados e no debate acadêmico em diferentes contextos. A partir da caminhada acadêmica permeada pela história e memória, inferimos que as imagens escolares medeiam o processo formativo dos jovens do terceiro ano do Ensino Médio no ensino da Arte. Contribuem para o cultivo da memória escolar, enquanto presença impregnada pela história da instituição, por meio da imagética dos seus ambientes intraescolares. Constatamos ainda que as imagens colaboram para o (re)conhecimento por parte desses sujeitos do seu papel ativo, autônomo e transformador da realidade escolar na qual estão inseridos.
Resumo:
In this paper we describe a casestudy of an experiment on how reflexivity and technology can enhance learning, by using ePorfolios as a training environment to develop translation skills. Translation is today a multiskilled job and translators need to assure their clients a good performance and quality, both in language and in technology domains. In order to accomplish it, for the translator all the tasks and processes he develops appear as crucial, being pretranslation and posttranslation processes equally important as the translation itself, namely as far as autonomy, reflexive and critical skills are concerned. Finally, the need and relevance for collaborative tasks and networks amongst virtual translation communities, led us to the decision of implementing ePortfolios as a tool to develop the requested skills and extend the use of Internet in translation, namely in terminology management phases, for the completion of each task, by helping students in the management of the projects deadlines, improving their knowledge on the construction and management of translation resources and deepening their awareness about the concepts related to the development and usability of ePorfolios.
Resumo:
Translator’s training and assessment has used more and more tools and innovative strategies over the years. The goals and results to achieve haven’t changed much, however: translation quality. In order to accomplish it, the translator and all the tasks and processes he develops appear as crucial, being pre-translation and post-translation processes equally important as the translation itself, namely as far as autonomy, reflexive and critical skills are concerned. Finally, the need and relevance of collaborative tasks and networks amongst virtual translation communities, led us to the decision of implementing ePortfolios as a tool to develop the requested skills and extend the use of Internet in translation. In this paper we describe a case-study of a pilot experiment on the using of e-portfolios as a translation training tool and discuss their role in the definition of a clear set of objectives and phases for the completion of each task, by helping students in the management of the projects deadlines, improving their knowledge on the construction and management of translation resources and deepening their awareness about the concepts related to the development of eportfolios.
Resumo:
Multiple-Choice items are used in many different kinds of tests in several areas of knowledge. They can be considered an interesting tool to the self-assessing or as an alternative or complementary instrument to the traditional methods for assessing knowledge. The objectivity and accuracy of the multiple-choice tests is an important reason to think about. They are especially useful when the number of students to evaluate is too large. Moodle (Modular Object-Oriented Dynamic Learning Environment) is an Open Source course management system centered around learners' needs and designed to support collaborative approaches to teaching and learning. Moodle offers to the users a rich interface, context-specific help buttons, and a wide variety of tools such as discussion forums, wikis, chat, surveys, quizzes, glossaries, journals, grade books and more, that allow them to learn and collaborate in a truly interactive space. Come together the interactivity of the Moodle platform and the objectivity of this kind of tests one can easily build manifold random tests. The proposal of this paper is to relate our journey in the construction of these tests and share our experience in the use of the Moodle platform to create, take advantage and improve the multiple-choices tests in the Mathematic area.
Resumo:
The purpose of this paper is to analyse if Multiple-Choice Tests may be considered an interesting alternative for assessing knowledge, particularly in the Mathematics area, as opposed to the traditional methods, such as open questions exams. In this sense we illustrate some opinions of the researchers in this area. Often the perception of the people about the construction of this kind of exams is that they are easy to create. But it is not true! Construct well written tests it’s a hard work and needs writing ability from the teachers. Our proposal is analyse the construction difficulties of multiple - choice tests as well some advantages and limitations of this type of tests. We also show the frequent critics and worries, since the beginning of this objective format usage. Finally in this context some examples of Multiple-Choice Items in the Mathematics area are given, and we illustrate as how we can take advantage and improve this kind of tests.
Resumo:
Integrated manufacturing constitutes a complex system made of heterogeneous information and control subsystems. Those subsystems are not designed to the cooperation. Typically each subsystem automates specific processes, and establishes closed application domains, therefore it is very difficult to integrate it with other subsystems in order to respond to the needed process dynamics. Furthermore, to cope with ever growing marketcompetition and demands, it is necessary for manufacturing/enterprise systems to increase their responsiveness based on up-to-date knowledge and in-time data gathered from the diverse information and control systems. These have created new challenges for manufacturing sector, and even bigger challenges for collaborative manufacturing. The growing complexity of the information and communication technologies when coping with innovative business services based on collaborative contributions from multiple stakeholders, requires novel and multidisciplinary approaches. Service orientation is a strategic approach to deal with such complexity, and various stakeholders' information systems. Services or more precisely the autonomous computational agents implementing the services, provide an architectural pattern able to cope with the needs of integrated and distributed collaborative solutions. This paper proposes a service-oriented framework, aiming to support a virtual organizations breeding environment that is the basis for establishing short or long term goal-oriented virtual organizations. The notion of integrated business services, where customers receive some value developed through the contribution from a network of companies is a key element.
Resumo:
Este estudo pretende descrever e compreender o processo formativo dos professores do 1º ciclo do Ensino Básico, no contexto do Programa Nacional de Ensino do Português (PNEP), as suas dimensões mais relevantes e como é percecionada a supervisão nesse processo de formação contínua. A metodologia adotada nesta investigação foi de natureza qualitativa e baseou-se num conjunto de entrevistas semi-diretivas realizadas a formandos que frequentaram o PNEP entre 2008/2010. Dos resultados obtidos foi possível verificar o impacto positivo que esta modalidade de formação contínua teve no desenvolvimento profissional dos professores preparando-os para a implementação do novo programa de português e permitindo-lhes desmistificar o papel do supervisor através da participação numa experiência de supervisão. O trabalho colaborativo entre professores emergiu durante este processo formativo fomentando a construção de saber em colaboração. A prática pedagógica dos professores apresentou mudanças que pretenderam repercutir-se no aproveitamento dos alunos na área da língua portuguesa. - Abstract This study aims to comprehend and describe the formative process and practice of teachers in Basic education (1st Cycle), in the context of the National Programme for the Teaching of Portuguese Language (PNEP), its most relevant dimensions, the factors which affected it and how supervision was perceived by the teachers involved. A qualitative approach was used, based on semi-directed interviews done to teachers that attended the PNEP, from 2008 to 2010. The impact of this type of continuing training on teachers‟ professional development was positive. They felt prepared for the implementation of the new Portuguese Language Programme. They also demystified the role of the supervisor through the participation in an experience of supervision. The teachers‟ collaborative work emerged during this formative process, promoting the construction of knowledge among teachers. Added to this, teachers‟ pedagogical practice also improved reflected on the students‟ proficiency in the Portuguese language.
Resumo:
Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Ciências da Educação, especialidade em Supervisão em Educação
Resumo:
In this paper we examine the construction of first entities in narratives produced by children of 5, 7, 10 years and adults1 . The study demonstrates that when children reformulate they try to construct entities detached from the situation of enunciation, which means that they construct a detached or a translated plane and they construct linguistic existence of entities. Entities must first be introduced into the enunciative space and then comments will be made in subsequent utterances. Constructing existence supposes extraction. This consists of “singling out an occurrence, that is, isolating and drawing its spatiotemporal boundaries” (Culioli, 1990, p. 182) . Once the occurrence of the notion is constructed (which means it has become a separate occurrence with situational properties), children can predicate about it. However, there are children who do not construct the linguistic existence of entities. I hypothesize that the mode of task presentation influences the success of constructing linguistic existence. Sharing the investigator’s knowledge about the stimulus images, children do not ascribe an existential status to the occurrence of the notional domain.
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:
This article outlines the initial draft of a PhD project which investigates refurbishment or rehabilitation projects in two German cities. The study focuses on obstacles, restraints and deficits as well as factors of success, which can be identified during the execution of the refurbishments. Moreover the study examines the process of the refurbishment itself, the general conditions under which the refurbishments are being executed as well as the implementation of sustainability criteria. First the article gives a short summary of the theoretical considerations of the study. In this respect it shortly outlines the global conditions of urban development and conducting challenges for cities in the 21st century, guiding principles of a sustainable urban development as well as goals of sustainable refurbishments. Finally the article shortly describes the case studies and presents the initial results of the empirical work.