999 resultados para Virtual Age
Resumo:
A iniciativa opera a partir da presta????o de um servi??o continuado de gerenciamento de meios. Em s??ntese, o ??rg??o parou de adquirir materiais de escrit??rio e de combate a inc??ndio e passou a operar com um almoxarifado terceirizado que fornece insumos de expediente, processamento de dados e combate a inc??ndios de seu pr??prio almoxarifado, num sistema similar a um stop shop, al??m de controlar os estoques de pronto uso de cada unidade e fazer o seu ressuprimento. Cada unidade da autarquia possui uma cota aut??noma de pedidos, num baixo valor em periodicidade mensal. Com tal iniciativa, as unidades se mant??m supridas o ano todo, sem desperd??cios e sem estoques, fazendo os seus pedidos no almoxarifado virtual e customizando suas cestas de necessidades de produtos para a produ????o processual e o atendimento sazonal das emerg??ncias ambientais
Resumo:
Este projeto nasceu de uma parceria entre o Departamento Penitenci??rio Nacional e a Defensoria P??blica da Uni??o (DPU). Apresenta duas importantes vertentes no ??mbito da execu????o penal. A primeira relaciona-se ao direito de manuten????o dos v??nculos afetivos dos presidi??rios, possibilitando o contato deles com seus familiares e amigos; e a segunda refere-se ?? realiza????o de audi??ncias judiciais por videoconfer??ncia. Desde a implanta????o do Projeto Visita Virtual e Videoconfer??ncia Judicial, em maio de 2010, 509 presos participaram da visita virtual e puderam conversar e visualizar seus familiares e amigos por meio desse recurso, conferindo, assim, um resultado extremamente satisfat??rio, visto que h?? pelo menos um ano n??o recebiam visitas. De mar??o de 2011 at?? julho deste ano, foram realizadas 160 videoconfer??ncias
Resumo:
Este projeto refere-se ?? implementa????o de um modelo de gest??o que reduz os custos com as ??reas-meio, e volta o seu potencial para o provimento de solu????es das necessidades do cliente. ?? uma nova forma de conceber o tempo, o espa??o e os relacionamentos, mediante a cria????o de um escrit??rio virtual que visa aproximar os t??cnicos aos seus clientes. O funcion??rio carrega consigo o notebook e o aparelho celular podendo trabalhar em qualquer lugar e a qualquer hora, com o objetivo de atender as demandas dos clientes com prontid??o e agilidade no momento da solicita????o. Os resultados deste modelo podem ser percebidos tanto na satisfa????o dos clientes como dos funcion??rios envolvidos
Resumo:
The short article attempts to make some very brief reflections on the effects a lack of public policies positively discriminatory in terms of public employment retirement. In particular, the observation of the absurd contradiction between the average age of retirement at the time of death (for men and women) and the average pension time for men and women in public employment in Portugal.
Resumo:
Consideramos de interés realizar un análisis financiero de la banca virtual en España para ser capaces de posicionar aquellas entidades bancarias que vieron en el canal de Internet una vía de expansión hacia nuevos clientes o como consolidación de los existentes, ya que todos los bancos creados en España de carácter virtual son filiales de grandes grupos bancarios. Utilizamos como modelos de análisis la aplicación de los métodos multicriterio CAMEL y Promethee. Como conclusiones del trabajo se observa que, independientemente del método utilizado, la entidad que mejor se posiciona para el periodo de análisis estudiado (2004-2010) es Bancopopular-e. No obstante, son entidades que todavía alcanzan valores muy bajas de rentabilidad y liquidez y donde datos como la eficiencia o la calidad de activos son muy mejorables.
Resumo:
Pectus excavatum is the most common congenital deformity of the anterior chest wall, in which several ribs and the sternum grow abnormally. Nowadays, the surgical correction is carried out in children and adults through Nuss technic. This technic has been shown to be safe with major drivers as cosmesis and the prevention of psychological problems and social stress. Nowadays, no application is known to predict the cosmetic outcome of the pectus excavatum surgical correction. Such tool could be used to help the surgeon and the patient in the moment of deciding the need for surgery correction. This work is a first step to predict postsurgical outcome in pectus excavatum surgery correction. Facing this goal, it was firstly determined a point cloud of the skin surface along the thoracic wall using Computed Tomography (before surgical correction) and the Polhemus FastSCAN (after the surgical correction). Then, a surface mesh was reconstructed from the two point clouds using a Radial Basis Function algorithm for further affine registration between the meshes. After registration, one studied the surgical correction influence area (SCIA) of the thoracic wall. This SCIA was used to train, test and validate artificial neural networks in order to predict the surgical outcome of pectus excavatum correction and to determine the degree of convergence of SCIA in different patients. Often, ANN did not converge to a satisfactory solution (each patient had its own deformity characteristics), thus invalidating the creation of a mathematical model capable of estimating, with satisfactory results, the postsurgical outcome
Resumo:
Body and brain undergo several changes with aging. One of these changes is the loss of neuroplasticity, which leads to the decrease of cognitive abilities. Hence the necessity of stopping or reversing these changes is of utmost importance to contemporary society. In the present work, electroencephalogram (EEG) markers of cognitive decline are sought whilst the subjects perform the Wisconsin Card Sorting Test (WCST). Considering the expected age-related cognitive deficits, WCST was applied to young and elder participants. The results suggest that coherence on theta and alpha EEG rhythms decrease with aging and increase with performance. Additionally, theta phase coherence seems more sensitive to performance, while alpha synchronization appears as a potential ageing marker.
Resumo:
With the number of elderly people increasing tremendously worldwide, comes the need for effective methods to maintain or improve older adults' cognitive performance. Using continuous neurofeedback, through the use of EEG techniques, people can learn how to train and alter their brain electrical activity. A software platform that puts together the proposed rehabilitation methodology has been developed: a digital game protocol that supports neurofeedback training of alpha and theta rhythms, by reading the EEG activity and presenting it back to the subject, interleaved with neurocognitive tasks such as n-Back and Corsi Block-Tapping. This tool will be used as a potential rehabilitative platform for age-related memory impairments.
Resumo:
The aim of this tudy was to evaluate corporal and testicular development in wild boars (Sus scrofa scrofa) from birth to 12 months of age, evaluating body weight, biometric testicular parameters, and gonadosomatic index. Thirty-nine male wild boars from a commercial farm licensed by IBAMA were used in the study. The animals were weighed and assigned to 13 experimental groups. The testes were recovered through unilateral orchiectomy, weighed on an analytical balance and measured for length, width and thickness. Body weight and testicular measures increased with the age, up to 12 months, and were more accelerated in the first and ninth months. Initially the testicular growth pattern, between zero and nine months, followed the body growth, and the gonadosomatic index varied from 0.07 to 0.09%. Between 9 and 11 months, the testicular growth was superior to the body growth, and the gonadosomatic index varied from 0.09 to 0.16%. Finally, after 11 months of age, testicular and body growth had a similar behavior. In conclusion, body weight, testicular biometry, and gonadosomatic index development accelerated in the ninth month.
Resumo:
This paper presents a taxonomy able to contribute to building a framework within the domain of Virtual Enterprises (VE). A VE taxonomy currently does not exist, and this lack is felt in the ambiguous way that some concepts are addressed, leading to a fragment understanding that hinders the development of the science of VE integration and management. The structure of the taxonomy developed is based on the view of the system as a 5-tuple consisting of Input, Control, Output, Mechanism, and Process, which is the underlying system-view in the well-know IDEF0 diagramming technique. In particular, this taxonomy addresses the VE extended lifecycle that implies the use of a meta-organization called Market of Resources, as an original contribution to the VE theory and practice. The taxonomy presented is constructed in a way to be easily complemented with other VE partial taxonomies that may be found in literature.
Resumo:
O desenvolvimento de personagens digitais tridimensionais1 na área da animação, a constante procura por soluções tecnológicas convincentes, aliado a uma estética própria, tem contribuído para o sucesso e afirmação da animação tridimensional, na indústria do entretenimento. Contudo, toda a obra que procura ou explora a vertente digital/3D, torna-se ‘vitima’ das limitações do render2 aplicado a uma sequência de imagens, devido ao aumento dos custos financeiros e humanos, assim como da influência e dificuldade implicadas no cumprimento dos objectivos e prazos. O tempo real tem assumido, cada vez mais, um papel predominante na indústria da animação interactiva. Com a evolução da tecnologia surgiu a necessidade de procurar a metodologia apropriada que sirva de alavanca para o desenvolvimento de animações 3D em tempo real, através de softwares open-source ou de baixo orçamento, para a redução de custos, que possibilite simultaneamente descartar qualquer dependência do render na animação 3D. O desenvolvimento de personagens em tempo real, possibilita o surgimento de uma nova abordagem: a interactividade na arte de animar. Esta possibilita a introdução de um vasto leque de novas aplicações e consequentemente, contribui para o aumento do interesse e curiosidade por parte do espectador. No entanto, a inserção, implementação e (ab)uso da tecnologia na área da animação, levanta questões atuais sobre qual o papel do animador. Esta dissertação procura analisar estes aspectos, dando apoio ao projecto de animação 3D em tempo real, denominado ‘PALCO’.
Resumo:
The purpose of this paper is to present a taxonomy able to contribute to building a framework within the domain of Virtual Enterprises (VE), to facilitate the sharing of knowledge and contributions to knowledge, as well as for trust building among VE stakeholders. A VE taxonomy currently does not exist, and this lack is felt in the ambiguous way that some concepts are addressed, leading to a fragment understanding that hinders the development of the science of VE integration and management. The structure of the taxonomy developed is based on the view of the system as a 5-tuple consisting of Input, Control, Output, Mechanism, and Process, which is the underlying system-view in the well-know IDEF0 diagramming technique. In particular, this taxonomy addresses the VE extended lifecycle that implies the use of a meta-organization called Market of Resources, as an original contribution to the VE theory and practice. The taxonomy presented does not repeat what the literature already includes, or the commonplaces, and it is constructed in a way to be easily complemented with other VE partial taxonomies that may be found in literature. Some suggestions for extensions to other interrelated domains (as evolution leaves taxonomies in an open or incompleteness state) are given in the text.
Resumo:
Purpose of the research: (a) To identify the degree of much loneliness reported in the Portuguese population over 50 years of age and (b) test whether loneliness can be predicted by socio-demographic, health related or social characteristic of the sample other than age. Materials and methods: 1174 late middle age and older adults were interviewed face to face by different interviewers across the country; after the informed consent was signed, we asked the participants several socio-demographic and health-related questions; finally we asked ‘‘How often do you feel lonely?’’ and participants responded according to a five point Likert scale. Principal results: The results showed that 12% of participants reporting feeling lonely often or always, whereas 40% reporting never feeling lonely. The remaining 48% self-reported they felt lonely seldom or sometimes. Additionally, results show that, when taken together, variables such as marital status, type of housing, residence settings, health conditions, social satisfaction, social isolation, lack of interest, transportation, and age were predictors of loneliness. Major conclusions: (1) The association of loneliness with advanced age has been greatly exaggerated by mass media and common sense; (2) But although our findings did not confirm the most alarmist views, the 12% of older adults reporting that they are feeling lonely always or often should be cause for attention and concern. It is necessary to understand the meaning, reasons and level of suffering implied on those feelings of loneliness. (3) Our findings suggest that it makes no sense to construe age as a singular feature or cause for feelings of loneliness. Instead, age and also a number of other features combine to predict feelings of loneliness. But even with our predictor variables there was a substantial of variance left unexplained. Therefore it is necessary to continue exploring how feelings of loneliness arise from the experience of living and how they can be changed.
Resumo:
Several studies suggest that computer-mediated communication can lead to decreases in group effectiveness and reduce satisfaction levels in terms of trust and comfort of its users. Supported by an experiment, where the emotional or affective aspects of communication were tested with the experimentation of two architectures, Direct Communication Architecture (DCA) and the Virtual Communication Architecture (VCA) this paper validates the thesis that, from the users’ perspective, there is no opposition to the acceptance of virtual environments and interfaces for communication, and that these environments are able to cope with the reconfiguration dynamics requirements of virtual teams or client-server relations in a virtual enterprise operation.