358 resultados para Enjoyment


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This thesis nalyzes the wayfinding in Landscape Museum of Contemporary Art (MPAC), based on the Institute of Contemporary Art CACI, Minas Gerais, Brazil and the Museum of Contemporary Art of the Serralves Foundation, Porto, Portugal. The study focuses on the interrelationship of the public/visitors with the landscape, architecture and contemporary art museums in these, in order to understand visual perception and apprehension of such an environment for their users. For both were confronted documentation (visual and written) and people talk. The main hypothesis put forward is that the audience/visitor MPAC appreciates the interrelationship between the natural environment (park/garden) and built environment (the works of contemporary art and the galleries), giving equal value to both. To complement this, a second hypothesis is that during the visit to MPACS, visitors define their paths spontaneously, but strongly influenced by existing visual indicators (maps, signage and striking landscape elements), which facilitate the readability of space, which also contribute to the offered services and the experiences of similar institutions. The analytical basis of the research used the concepts of legibility (LYNCH, 2009), wayfinding (GIBSON, 2009; ARTHUR, PASSINI, 2002; WEISMAN, 1982), Experiential Cotinnum (TUAN, 1985), Space Bound (CRUZ PINTO, 2007) and habitus (BOURDIEU, 1992). Methodologically was used qualitative research (DEMO 2000) by means of a case study (YIN, 2005; STAKE, 1999) and participant observation (WHYTE, 2005). In the two institutions interviews with researchers and curators, behavior observation and questionnaires from employees, trainees, monitors and the public/visitor of the two museums were performed. Although partially referende the initial hypothesis, the research showed that the public/visitor value appears more natural environments, they experience a greater intensity and in addition to the factors listed in the second case, your perception and definition of paths suffer significant influence of emotional relations established with space. Generally the audience/visitor adapts easily to different demands of contemporary art exhibition in the two museums and the built environment (park/garden and museum) interferes with your reading path during the visit, perceived by the public/visitor condition as a factor that favors the enjoyment of works on different mounts (wayfinding), though often become a factor that hinders the legibility of the building and its built environment

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This work has as its theme the social function of terrenos de marinha. Theresearch universe is the terrenos de marinha of Natal coastline, focusing on thefulfillment of its social function. Prescribed by law since the colonial period with thepurpose of protecting the coast and free movement of people and goods, theywere swathes of land not available to private use by individuals. With the transitionfrom the allotments system to the purchase and sale, regard to land access,crystallized with the creation of the Land Law in the nineteenth century, the land isheld as merchandise and terrenos de marinha, following this logic, also acquireexchange value and become capable of enjoyment by private individuals, with thecondition of tax payments to the state. This is seen until the twentieth century,when in 1988, primarily because of the Federal Constitution promulgation, begins anew cycle when is possible to use on terrenos de marinha the principle of thesocial function of property. From this perspective this study aims to identify thesocial function of terrenos de marinha in Natal, focusing on the public destinationand the use value of the city coastline. To this end, it was made a data collection inthe on-line information system of the Federal Heritage Department of Rio Grandedo Norte (SPU / RN) and in the terrenos de marinha areas, in order to find out ifthey had public or private use, or if they were empty lots, as well as if thepopulation access to the shore exist. Interviews with managers of the SPU weremade. The empirical study showed that the social function of terrenos de marinhain the city of Natal still didn´t happen, considering the constant existence of vacantlots in their areas, the lack of access in significant portions of the coastline and thereduced areas directed to common use along the coastline, minimizing its potentialof enjoyment by the population. It concludes by pointing to the existence of a newtransition phase on the terrenos de marinha, in witch, gradually, come up lawprovisions in the legal system and public policies to expand the purely taxcollection function attributed to this land for two centuries. In this direction, thesocial function of terrenos de marinha is embodied in concomitant adjustment ofthe tax collection function and the rescue of coastline use value, national heritageand a place for sociability and social relations development

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Eine Fragebogenentwicklung wird vorgestellt, die Lernfreude, Anstrengungsbereitschaft, Bedeutung von Lernen und Zufriedenheit mit der didaktischen Unterrichtsgestaltung operationalisiert und an Kindern im Alter von 7-8 Jahren überprüft. Erste Ergebnisse weisen auf erfolgversprechende Weiterentwicklungsmöglichkeiten hin. Es scheint möglich auf dieser Stufe ökonomisch und flächendeckend reliable Daten zu erheben. (DIPF/Orig.)

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BACKGROUND: The identification of patients' health needs is pivotal in optimising the quality of health care, increasing patient satisfaction and directing resource allocation. Health needs are complex and not so easily evaluated as health-related quality of life (HRQL), which is becoming increasingly accepted as a means of providing a more global, patient-orientated assessment of the outcome of health care interventions than the simple medical model. The potential of HRQL as a surrogate measure of healthcare needs has not been evaluated. OBJECTIVES AND METHOD: A generic (Short Form-12; SF-12) and a disease-specific questionnaire (Seattle Angina Questionnaire; SAQ) were tested for their potential to predict health needs in patients with acute coronary disease. A wide range of healthcare needs were determined using a questionnaire specifically developed for this purpose. RESULTS: With the exception of information needs, healthcare needs were highly correlated with health-related quality of life. Patients with limited enjoyment of personal interests, weak financial situation, greater dependency on others to access health services, and dissatisfaction with accommodation reported poorer HRQL (SF-12: p < 0.001; SAQ: p < 0.01). Difficulties with mobility, aids to daily living and activities requiring assistance from someone else were strongly associated with both generic and disease-specific questionnaires (SF-12: r = 0.46-0.55, p < 0.01; SAQ: r = 0.53-0.65, p < 0.001). Variables relating to quality of care and health services were more highly correlated with SAQ components (r = 0.33-0.59) than with SF-12 (r = 0.07-0.33). Overall, the disease-specific Seattle Angina Questionnaire was superior to the generic Short Form-12 in detecting healthcare needs in patients with coronary disease. Receiver-operator curves supported the sensitivity of HRQL tools in detecting health needs. CONCLUSION: Healthcare needs are complex and developing suitable questionnaires to measure these is difficult and time-consuming. Without a satisfactory means of measuring these needs, the extent to which disease impacts on health will continue to be underestimated. Further investigation on larger populations is warranted but HRQL tools appear to be a reasonable proxy for healthcare needs, as they identify the majority of needs in patients with coronary disease, an observation not previously reported in this patient group

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In support of the achievement goal theory (AGT), empirical research has demonstrated psychosocial benefits of the mastery-oriented learning climate. In this study, we examined the effects of perceived coaching behaviors on various indicators of psychosocial well-being (competitive anxiety, self-esteem, perceived competence, enjoyment, and future intentions for participation), as mediated by perceptions of the coach-initiated motivational climate, achievement goal orientations and perceptions of sport-specific skills efficacy. Using a pre-post test design, 1,464 boys, ages 10-15 (M = 12.84 years, SD = 1.44), who participated in a series of 12 football skills clinics were surveyed from various locations across the United States. Using structural equation modeling (SEM) path analysis and hierarchical regression analysis, the cumulative direct and indirect effects of the perceived coaching behaviors on the psychosocial variables at post-test were parsed out to determine what types of coaching behaviors are more conducive to the positive psychosocial development of youth athletes. The study demonstrated that how coaching behaviors are perceived impacts the athletes’ perceptions of the motivational climate and achievement goal orientations, as well as self-efficacy beliefs. These effects in turn affect the athletes’ self-esteem, general competence, sport-specific competence, competitive anxiety, enjoyment, and intentions to remain involved in the sport. The findings also clarify how young boys internalize and interpret coaches’ messages through modification of achievement goal orientations and sport-specific efficacy beliefs.

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This thesis covers the challenges of creating and maintaining an introductory engineering laboratory. The history of the University of Illinois Electrical and Computer Engineering department’s introductory course, ECE 110, is recounted. The current state of the course, as of Fall 2008, is discussed along with current challenges arising from the use of a hand-wired prototyping board with logic gates. A plan for overcoming these issues using a new microcontroller-based board with a pseudo hardware description language is discussed. The new microcontroller based system implementation is extensively detailed along with its new accompanying description language. This new system was tried in several sections of the Fall 2008 semester alongside the old system; the students’ final performances with the two different approaches are compared in terms of design, performance, complexity, and enjoyment. The system in its first run shows great promise, increasing the students’ enjoyment, and improving the performance of their designs.

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Introducción: En el presente trabajo se analiza la serie de ficción de TVE El Ministerio del Tiempo con el objetivo de determinar si el mayor conocimiento de la serie de ficción, el uso de las redes sociales y los recursos multimedia modifican la percepción del espectador. Metodología: Se procedió a realizar un trabajo de campo compuesto por 124 observadores a los que se les ha aplicado la escala EDI (Escala de identificación con los personajes). Resultados: Se concluye que un mayor conocimiento de la serie y el uso de las propuestas transmedia produce una mayor identificación con los personajes de ficción, aunque solo en los ítems que definen una mayor carga emocional o sentimental. Discusión: Lo anterior evidencia sin embargo, que no es aplicable a la evaluación cognitiva de aquellos espectadores más fieles a la serie. Conclusiones: Con los resultados obtenidos es posible afirmar que los contenidos transmedia se suceden en la percepción de los observadores desde lo racional a lo emocional. El conocimiento previo de la serie y el uso de las propuestas transmedia alarga la relación con lo visionado más allá del disfrute ocasional.

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O presente projeto de intervenção artística com o nome “Era Uma Vez” tem como objetivo transformar Contos Tradicionais numa Performance interativa, recorrendo à tecnologia multimédia, no sentido de proporcionar ao público visitante uma viagem pelo mundo da fantasia, num ambiente multissensorial. Neste sentido, pretendeu-se implementar um espaço de lazer, de relaxamento e um convite ao mundo da fantasia, fazendo sonhar e maravilhando todos os públicos envolvidos. O local de realização da Performance foi um espaço não convencional, um prédio antigo, atualmente desabituado, na cidade de Viseu. Quanto à Performance pretendeu-se que os intérpretes e todo o espaço envolvente provocasse no público múltiplas sensações. Estas provocações poderiam libertar memórias, não fossem as histórias ou os contos muitas vezes responsáveis por incutir determinados sentimentos, valores morais e princípios ideológicos. O uso das tecnologias multimédia nas artes tem tido um crescimento exponencial. Atualmente são muitas as formas de arte que adotam a multimédia no seu processo criativo, este fator provém da necessidade de criar novas ideias, procurar ser original, tornar o produto mais atrativo. A afirmação de espaços multissensoriais ou MSE (Multi Sensory Environment - ambiente multissensorial) tem sido notável. A exploração desta metodologia de trabalho destina-se para além do desenvolvimento e aprendizagem, o querer proporcionar, bem-estar, prazer, exploração, relaxamento e encontrar equilíbrio. A metodologia aplicada para a criação deste projeto é a Metodologia Projetual de Bruno Munari. Tratando-se de um projeto artístico tem uma organização simples e minimalista que resulta de um esquema cujo a ordem é definida pelo autor do projeto mediante as suas necessidades. A Estreia teve como resultado um balanço muito positivo por parte dos participantes, a adesão e a participação do público interagindo com todo o ambiente criado superou as expectativas.

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This research arose from the notorious need to promote oral production in the adult learners of the English Extension courses at Universidad del Valle in 2014. This qualitative research was carried out in a 60 hour course divided along 15 sessions on Saturdays, and with an adult population between the ages of 22 and 65 years old. Its main objective was to describe the impact of games aimed at promoting oral production in English with a group of adult learners. Data were collected from one demographic survey, video-recordings of classroom events during the implementation of games, students? surveys after each game and a teacher?s journal. The analysis of data showed that games did have an impact in students? performance which was related to a positive atmosphere in the classroom. Students showed progress in terms of fluency, interaction and even pronunciation; however they still showed difficulties with accuracy in their spontaneous utterances. These learners? achievements seemed to have a relation with the class atmosphere during games where students showed high level of involvement, confidence, mutual support and enjoyment.

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The purpose of this Mater’s Thesis was to examine how sports sponsorship can be used as a channel for brand engagement on social media. All these three concepts have been researched previously, however, up until now they have been studied separately. Therefore, the aim was also to investigate the interrelations between these three concepts, as there is a lack of academic base on the matter. The theory of the research was based on existing academic researches of social media, brand engagement and sports sponsorship. The empirical part of the research was conducted by utilizing quantitative research method. An online questionnaire was published on Facebook pages of two Liiga ice hockey teams. In the end the total sample consisted of 322 viable respondents. The collected data was analyzed by using statistical analysis software, SPSS. The findings of the empirical research reveal that information, enjoyment, personal identity, social interaction and compensation motivate consumers to engage with brands on social media. However, the behavior of consumers is more passive than active brand engagement. Personal identity and compensation serve as motivational reasons for brand engagement on both active and passive level, while the rest are only passive brand engagement. Besides motivation there are other variables that affect consumers. Support for the team reflects to brand engagement, which is passive brand engagement. The visibility of the brand during the event is linked to both active and passive brand engagement. Prior information of sports team and event and frequency of attendance can be linked only to active brand engagement. On the other hand, congruence between the team and brand reflects only to passive brand engagement.

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La caza puede considerarse como uno de los ejercicios donde el instinto de agresividad y el espíritu lúdico se encuentran estrechamente ligados. El hombre la practica también para defenderse de una naturaleza hostil, asegurarse el alimento u obtener un beneficio en el mercado; suministradora de carne y de pieles, desempeña un papel innegable en las economías medievales. Aparece reflejada en la Literatura y en el Arte. En las clases superiores de la sociedad se ritualiza. Sus prácticas y sus técnicas son codificadas y enseñadas en libros que le consagran importantes personajes. La caza, en fin, da lugar también a una reglamentación y a un derecho que tienden a concebirla como un monopolio de los poderosos. Este trabajo pasa revista a esos y a otros problemas refiriéndolos al reino de Castilla durante la Baja Edad Media.

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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Direito, Programa de Pós-Graduação em Direito, 2016.

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Tese (doutorado)—Universidade de Brasília, Faculdade de Comunicação, Programa de Pós-Graduação em Comunicação, 2016.

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O projecto Arte e Educação no Espaço Museológico realizado no Museu Nacional de Arte Contemporânea, no âmbito do Mestrado em Arte e Educação da Universidade Aberta, pretende afirmar que todos os espaços do museu intervêm junto dos diversos públicos e são importantes para que os museus sejam lugares de maravilhamento, de encontro, de reflexão, de criatividade e de aprendizagem. Em parceria com o Serviço Educativo do Museu, a Cafetaria desenvolveu, de forma articulada, actividades envolvendo grupos distintos de públicos e a exposição Pintura Portuguesa 1850-1975, com o objectivo de contribuir para a atractividade do museu e valorizar a experiência dos visitantes. O projecto desenvolvido teve em conta a transmutação das paredes do museu em si mesmo para o espaço da Cafetaria como lugar de tertúlia, onde foi possível num ambiente não formal a consumação das diversas actividades realizadas no espaço do MNAC como a sua abertura e complementaridade de uma outra forma de ser/estar no museu. A abrangência de públicos que integraram este projeto proporcionam uma troca rica de saberes, de vivências, de experiências e de uma diversidade plural de ver /estar no mundo. Para além, do contacto com a arte pictórica na sua maior essência e da fruição estética, foi possível proporcionar a estes públicos o contacto com uma outra forma de arte, a gastronomia, tantas vezes retratada por diversos artistas. Este projecto pretende ser uma lufada de ar fresco no espaço museológico e uma outra forma de ver /estar no museu em que é possível a fruição da arte num espaço de lazer, de ócio, de introspeção e retrospeção.

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This thesis nalyzes the wayfinding in Landscape Museum of Contemporary Art (MPAC), based on the Institute of Contemporary Art CACI, Minas Gerais, Brazil and the Museum of Contemporary Art of the Serralves Foundation, Porto, Portugal. The study focuses on the interrelationship of the public/visitors with the landscape, architecture and contemporary art museums in these, in order to understand visual perception and apprehension of such an environment for their users. For both were confronted documentation (visual and written) and people talk. The main hypothesis put forward is that the audience/visitor MPAC appreciates the interrelationship between the natural environment (park/garden) and built environment (the works of contemporary art and the galleries), giving equal value to both. To complement this, a second hypothesis is that during the visit to MPACS, visitors define their paths spontaneously, but strongly influenced by existing visual indicators (maps, signage and striking landscape elements), which facilitate the readability of space, which also contribute to the offered services and the experiences of similar institutions. The analytical basis of the research used the concepts of legibility (LYNCH, 2009), wayfinding (GIBSON, 2009; ARTHUR, PASSINI, 2002; WEISMAN, 1982), Experiential Cotinnum (TUAN, 1985), Space Bound (CRUZ PINTO, 2007) and habitus (BOURDIEU, 1992). Methodologically was used qualitative research (DEMO 2000) by means of a case study (YIN, 2005; STAKE, 1999) and participant observation (WHYTE, 2005). In the two institutions interviews with researchers and curators, behavior observation and questionnaires from employees, trainees, monitors and the public/visitor of the two museums were performed. Although partially referende the initial hypothesis, the research showed that the public/visitor value appears more natural environments, they experience a greater intensity and in addition to the factors listed in the second case, your perception and definition of paths suffer significant influence of emotional relations established with space. Generally the audience/visitor adapts easily to different demands of contemporary art exhibition in the two museums and the built environment (park/garden and museum) interferes with your reading path during the visit, perceived by the public/visitor condition as a factor that favors the enjoyment of works on different mounts (wayfinding), though often become a factor that hinders the legibility of the building and its built environment