798 resultados para Creative Teams
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The development of information and communication technologies, in particular, Internet, and its Web 2.0 information environment has led to significant changes in contemporary society as to the ways of producing informational content. Collaboration and remix, favored by the new services and applications resulting from the development of the Web, are practices which contribute for the exponential growth of information producers. An important part of humanity ceases to be a mere consumer of symbolic goods and becomes a member in a society that sees in the collaboration and remix a new form of creation, use and dissemination of intellectual content. However, as such practices involve the production and use of information intelectual content, and are ruled by a legisltion which determine determines under what conditions the author and the user must produce and use the intellectual work. This legislation established for a context prior to the develompment of the Web has created an imbalance in the context of Web 2.0 which needs to be solved in some way so as to provide the required rebalance for the flow of information. This study explores the collaborative Web environment, the scope of copyright law in Web enviroment and the Creative Commons licenses as an alternative for producers and users of information to create, recreate, share, use, reuse and disseminate legally the intellectual production for the benefit of the construction of knowledge.
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Includes bibliography
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The contemporary individual finds on the Internet and especially on the Web facilitating conditions to build a basic infrastructure based on the concept of commons. He also finds favorable conditions which allow him to collaborate and share resources for the creation, use, reuse, access and dissemination of information. However, he also faces obstacles such as Copyright (Law 9610/98 in Brazil). An alternative is Creative Commons which not only allows the elaboration, use and dissemination of information under legal conditions but also function as a facilitator for the development of informational commons. This paper deals with this scenario.
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Green teams are frequently considered in the state-of-the-art literature as an essential factor for companies aiming to implement and improve environmental management approaches and practices. However, most of the available literature on green teams is conceptual and theoretical by nature. Therefore, the main purpose of this article is to evaluate the main characteristics of green teams in Brazilian companies and to analyse the relationships between green teams and the maturity level of environmental management in those companies. Based on a conceptual background on corporate environmental management and green teams, a research was done in two complementary phases: a survey of 94 companies with ISO 14001 certification; and a multiple case study of four industrial companies. Survey results suggest that 82% of the studied companies have cross-functional green teams, i.e. involving various companies' departments; and 65% have functional green teams, i.e. individual department teams. The results of the case study suggest that the use of green teams is an instrument to the greening of companies with ISO 14001 in Brazil. The company with the most proactive and advanced environmental management is the same company which uses green teams more intensely. Green teams are especially necessary for implementing more technical environmental management practices, e.g. Life Cycle Assessment. Since this is one of the first studies analysing green teams, the results presented can be useful for companies and public policies aiming to implementation of environmental initiatives. © 2012 Elsevier Ltd. All rights reserved.
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BAIUKA é um jogo educativo voltado para despertar a consciência ecológica baseado em lendas amazônicas. Este trabalho teve como objetivo central construir um jogo educativo infantil baseado nas Inteligências Múltiplas, voltado para a cultura amazônica, gerando automaticamente avaliações sobre o comportamento do jogador, a partir de agentes autônomos, auxiliando o professor em sala de aula. Teve como objetivos específicos oferecer um instrumento de motivação da aprendizagem a partir do uso de jogos educativos na web, além de desenvolver um modelo para avaliar jogos educacionais. A caminhada metodológica teve como principal base de análise a metodologia qualitativa e envolveu, além de pesquisas documentais e bibliográficas, a pesquisa de campo na Escola Ipiranga, com aplicação de um checklist a professores devidamente selecionados, assim como especialistas que, de alguma forma, atuam nessa realidade. Os resultados da pesquisa indicam a boa aceitação por parte dos professores de proporcionar momentos de atividade lúdica para as crianças. Infelizmente, também constatamos a dificuldade em se criar um jogo educacional que seja interessante ao jovem, aliando metodologias pedagógicas ao poder dos jogos computacionais. Porém, não obstante essa triste constatação, a pesquisa aponta com esperança que os jogos computadorizados possam ser considerados o estado da arte para o desenvolvimento de ambientes de aprendizagem motivadores. A produção desta nova geração de jogos didáticos requer times interdisciplinares, criativos e capazes de trabalharem cooperativamente.
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The contemporary individual finds on the Internet and especially on the Web facilitating conditions to build a basic infrastructure based on the concept of commons. He also finds favorable conditions which allow him to collaborate and share resources for the creation, use, reuse, access and dissemination of information. However, he also faces obstacles such as Copyright (Law 9610/98 in Brazil). An alternative is Creative Commons which not only allows the elaboration, use and dissemination of information under legal conditions but also function as a facilitator for the development of informational commons. This paper deals with this scenario.
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The integrated production scheduling and lot-sizing problem in a flow shop environment consists of establishing production lot sizes and allocating machines to process them within a planning horizon in a production line with machines arranged in series. The problem considers that demands must be met without backlogging, the capacity of the machines must be respected, and machine setups are sequence-dependent and preserved between periods of the planning horizon. The objective is to determine a production schedule to minimise the setup, production and inventory costs. A mathematical model from the literature is presented, as well as procedures for obtaining feasible solutions. However, some of the procedures have difficulty in obtaining feasible solutions for large-sized problem instances. In addition, we address the problem using different versions of the Asynchronous Team (A-Team) approach. The procedures were compared with literature heuristics based on Mixed Integer Programming. The proposed A-Team procedures outperformed the literature heuristics, especially for large instances. The developed methodologies and the results obtained are presented.
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The Distributed Software Development (DSD) is a development strategy that meets the globalization needs concerned with the increase productivity and cost reduction. However, the temporal distance, geographical dispersion and the socio-cultural differences, increased some challenges and, especially, added new requirements related with the communication, coordination and control of projects. Among these new demands there is the necessity of a software process that provides adequate support to the distributed software development. This paper presents an integrated approach of software development and test that considers distributed teams peculiarities. The approach purpose is to offer support to DSD, providing a better project visibility, improving the communication between the development and test teams, minimizing the ambiguity and difficulty to understand the artifacts and activities. This integrated approach was conceived based on four pillars: (i) to identify the DSD peculiarities concerned with development and test processes, (ii) to define the necessary elements to compose the integrated approach of development and test to support the distributed teams, (iii) to describe and specify the workflows, artifacts, and roles of the approach, and (iv) to represent appropriately the approach to enable the effective communication and understanding of it.
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Abstract Background The aim of this study was to determine the prevalence and correlates of physical activity counseling among physicians and nurses working in primary health care in Brazil. Methods A phone survey was carried out in 2011 with professionals working in primary health care in Brazil. The target sample consisted of 1,600 randomly selected primary care units covering all regions of the country. We successfully interviewed 529 professionals within the sampled units; 182 physicians and 347 nurses. The overall response rate was 49.6%. Multivariable logistic regression was used to estimate correlates of counseling in the whole sample and separately for physicians and nurses. Results The prevalence of regular physical activity counseling for at least six months was 68.9% (95% CI 64.9; 72.8) and was significantly higher among physicians compared to nurses (p < 0.05). Most professionals (93.2%) interviewed were unfamiliar with current physical activity recommendations for health. In the adjusted analysis, physical activity counseling was more frequent among those who report assessing patient’s physical activity (OR = 2.16; 95% CI 1.41; 3.29), those reporting that lack of time was not a barrier for counseling (OR = 0.62 95% CI 0.42-0.93), those who felt prepared to provide physical activity counseling (OR = 2.34; 95% CI 1.50-3.66), and those working at primary care units offering physical activity programs for patients (OR = 2.06; 95% CI 1.33-3.20). In the stratified analysis, only assessing patient’s physical activity was a significant correlate among physicians whereas assessing patient’s physical activity, feeling prepared to provide counseling and working in units with physical activity interventions were significant correlates among nurses. Conclusions Physicians and nurses deemed physical activity counseling of great importance in primary health care in Brazil. However, in order to increase the quality of counseling and the number of professionals engaging in this activity, these health teams require greater knowledge about physical activity (global recommendations for health) as well as training on the application of instruments for assessing physical activity. Moreover, sufficient time must be allowed during consultations for the counseling process, and physical activity promotion programs should be implemented within the primary health care units.
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The purpose of this research is to contribute to the literature on organizational demography and new product development by investigating how diverse individual career histories impact team performance. Moreover we highlighted the importance of considering also the institutional context and the specific labour market arrangements in which a team is embedded, in order to interpret correctly the effect of career-related diversity measures on performance. The empirical setting of the study is the videogame industry, and the teams in charge of the development of new game titles. Video games development teams are the ideal setting to investigate the influence of career histories on team performance, since the development of videogames is performed by multidisciplinary teams composed by specialists with a wide variety of technical and artistic backgrounds, who execute a significant amounts of creative thinking. We investigate our research question both with quantitative methods and with a case study on the Japanese videogame industry: one of the most innovative in this sector. Our results show how career histories in terms of occupational diversity, prior functional diversity and prior product diversity, usually have a positive influence on team performance. However, when the moderating effect of the institutional setting is taken in to account, career diversity has different or even opposite effect on team performance, according to the specific national context in which a team operates.
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Analisi "dall'interno" del settore della comunicazione multimediale, attraverso l'analisi di un caso aziendale complesso vissuto in prima persona dall'autrice. Il caso tratta di un micro-distretto di aziende della Grafica, del Web e del Multimedia nel suo ciclo di vita dal 1998 al 2003, analizzando le mutazioni del comportamento organizzativo nelle sue differenti fasi di nascita, ascesa e declino. L'obiettivo è quello di identificare i comportamenti organizzativi favorevoli e contrari alla sopravvivenza nel settore, fornendo indicazioni per un corretto comportamento manageriale in un ambito creativo relativo ad una rete di imprese co-specializzate.
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The market’s challenges bring firms to collaborate with other organizations in order to create Joint Ventures, Alliances and Consortia that are defined as “Interorganizational Networks” (IONs) (Provan, Fish and Sydow; 2007). Some of these IONs are managed through a shared partecipant governance (Provan and Kenis, 2008): a team composed by entrepreneurs and/or directors of each firm of an ION. The research is focused on these kind of management teams and it is based on an input-process-output model: some input variables (work group’s diversity, intra-team's friendship network density) have a direct influence on the process (team identification, shared leadership, interorganizational trust, team trust and intra-team's communication network density), which influence some team outputs, individual innovation behaviors and team effectiveness (team performance, work group satisfaction and ION affective commitment). Data was collected on a sample of 101 entrepreneurs grouped in 28 ION’s government teams and the research hypotheses are tested trough the path analysis and the multilevel models. As expected trust in team and shared leadership are positively and directly related to team effectiveness while team identification and interorganizational trust are indirectly related to the team outputs. The friendship network density among the team’s members has got positive effects on the trust in team and on the communication network density, and also, through the communication network density it improves the level of the teammates ION affective commitment. The shared leadership and its effects on the team effectiveness are fostered from higher level of team identification and weakened from higher level of work group diversity, specifically gender diversity. Finally, the communication network density and shared leadership at the individual level are related to the frequency of individual innovative behaviors. The dissertation’s results give a wider and more precise indication about the management of interfirm network through “shared” form of governance.
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L’obiettivo di questo studio è analizzare in che misura e con quali modalità le società di un mercato ricco ed importante come quello della National Basketball Association stiano sfruttando i canali messi a disposizione dal Web 2.0 e dai cosiddetti nuovi media. Il progetto si propone quindi di rispondere ai seguenti tre quesiti di ricerca: 1 Quali sono gli strumenti attualmente a disposizione delle società NBA per promuovere il loro “prodotto” relativamente all’utilizzo delle tecnologie del Web 2.0 e dei Social Media? 2 Quali vantaggi e quali cambiamenti hanno portato queste nuove tecnologie nella comunicazione e nelle relazioni tra impresa sportiva ed i suoi fan? 3 E' possibile individuare un indice di esposizione su Web e Social Media applicato ai teams NBA in grado di fornire una stima di quanto e come una società stia usando questi mezzi? Il progetto inizia con un’analisi dello stato dell’arte, partendo dal settore più generale del marketing e del management dello sport, passando per l’utilizzo dei Social Media nel settore sportivo fino a focalizzarsi sugli studi specifici relativi al mondo NBA. Successivamente lo studio segue tre fasi: una prima introduttiva dove sono descritti i principali mezzi disponibili per le società in termini di Social Media Marketing e gli effetti benefici che questi possono avere; una seconda fase in cui viene definito l’indice nei suoi diversi parametri, ed infine un’ultima fase in cui vengono raccolti i dati relativi ad un campione di squadre NBA ed analizzati per elaborare i risultati ottenuti. L’elaborazione dei risultati porta poi ad individuare trend comuni, punti di forza e debolezza ed eventuali migliorie future per le strategie delle società NBA.