999 resultados para 978
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Maria Gorete Dadalto Gonçalves, Moema Martins Rebouças, organizadoras
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Danilo Barcelos, Ester Abreu Vieira de Oliveira, Maria Mirtis Caser (orgs.).
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II Prêmio Ufes de Literatura. Categoria Livro de Poemas.
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Coleção II Prêmio Ufes de Literatura. Categoria Romance
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Coleção II Prêmio Ufes de Literatura. Categoria Literatura Infantojuvenil.
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Coleção II Prêmio Ufes de Literatura. Categoria Livro de Contos e Crônicas.
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Coleção II Prêmio Ufes de Literatura. Categoria Coletânea de Poemas. Editora da Universidade Federal do Espírito Santo (org.).
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Coleção II Prêmio Ufes de Literatura. Categoria Coletânea de Contos e Crônicas. Editora da Universidade Federal do Espírito Santo (org.).
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The success of the digital game industry is spawning several undergraduate degrees aiming at the training of digital game developers. Building adequate new courses curricula is not a trivial task and demands a profound analysis of the scientific areas to introduce as well as the dependencies throughout the entire degree. Another important aspect of every academic educational plan are the satellite projects that promote entrepreneurship and provide practical professional experiences to students. This paper presents the main guidelines adopted in the creation of the first digital game development undergraduate degree created in Portugal.
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Neste artigo procuramos averiguar a relevância que as marcas e identidades têm nas plataformas participativas no contexto da saúde, em particular na oncologia. Apesar de estas plataformas disponibilizarem aos cidadãos e instituições as mesmas ferramentas, a sua capacidade de mobilização não é a mesma. As instituições parecem ter maior facilidade, mas nem sempre tal acontece. Discutir o conceito de marca e de identidade contribuirá para responder a esta questão, bem como compreender porque é que as diferenças entre os cidadãos e as instituições se podem atenuar nos novos media. Baseamos a nossa análise na observação de páginas do Facebook, de instituições oncológicas e de grupos de apoio de cidadãos; num conjunto de entrevistas a doentes e familiares oncológicos; e em diferentes estudos na saúde. No fim, procura-se esclarecer a importância do estudo das marcas e da identidade, como possível directriz de novas soluções nos media participativos, que contribuam para atenuar o problema individual do cidadão que se relaciona com o cancro.
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The goal of the present study is mapping the nature of possible contributions of participatory online platforms in citizen actions that may contribute in the fight against cancer and its associated consequences. These platforms are usually associated with entertainment: in that sense, we intent to test their validity in other domains such as health, as well as contribute to an expanded perception of their potential by their users. The research is based on the analysis of online solidarity networks, namely the ones residing on Facebook, Orkut and the blogosphere, that citizens have been gradually resorting to. The research is also based on the development of newer and more efficient solutions that provide the individual (directly or indirectly affected by issues of oncology) with the means to overcome feelings of impotence and fatality. In this article, we aim at summarizing the processes of usage of these decentralized, freer participatory platforms by citizens and institutions, while attempting to unravel existing hype and stigma; we also provide a first survey of the importance and the role of institutions in this kind of endeavor; lastly, we present a prototype, developed in the context of the present study, that is specifically dedicated to addressing oncology through social media. This prototype is already available online at www.talkingaboutcancer.org, however, still under development and testing. The main objective of this platform is to allow every citizen to freely build their network of contacts and information, according to their own individual and/ or collective needs and desires.
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"Bruno Aleixo" is a viral animation character, created by the Portuguese collective GANA, that surfaced online in 2008. Their animation works have meanwhile crossed onto the most diverse media, and have been branching out in multiple webs of narratives, constantly referring to each other, as well as constantly quoting disparate references such as film classics, chatrooms and TV ads for detergents. This paper attempts a triple analysis of this object of study: the ways in which technology has been fostering non-linear narratives while widening the available aesthetic spectrum, the ways in which processes of cultural consumerism are being reinvented in light of the web 2.0, and the use of "pseudo-nonsense" as a process of oblique cultural psychoanalysis. We will further attempt to demonstrate how new media and web networks have been contributing to a fragmentation of audiences, as well as a blurring between dominant cultures and sub-cultural phenomena; and we will end by positing that the structural principles behind the "Bruno Aleixo" series can be applied in social and cultural contexts situated at the opposite end of the spectrum of traditional expectations regarding Animation.
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The construction sector has one of the worst occupational safety and health records in Europe. The costs of this scenario are very high, namely costs for workers and their families, costs to organizations, resulting from the absence of workers due to illness, insurance premiums, costs resulting from reduced productivity, cost of replacement and training of workers, etc., and costs to society, which in turn increases the costs of health systems. This paper presents and discusses the development of a methodology for economic evaluation in the context of risk management, which will allow senior management to support decision making. The possible application of this methodology to the construction sector is discussed.
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The historic center of the Portuguese city of Guimarães is a world heritage site (UNESCO) since 2001, having hosted the European Capital of Culture (ECOC) in 2012. In this sense, Guimarães has made a major effort in promoting tourism, positioning itself as an urban and cultural tourism destination. The present paper has two objectives. The first, to examine if an existing push and pull motivation model finds statistical support with regard to the population of the municipality of Guimarães, a cultural tourism destination. The second, to study the role that important socio-demographic variables, such as gender, age, and education, play in determining travel motivations of residents from this municipality. Insight on tourism motivation may be an important policy tool for tourism planners and managers in the development of products and marketing strategies. The empirical analysis is undertaken based on questionnaires administered in 2012 to residents of Guimarães. The present study shows that gender, age and education make a difference with regard to travel motivations.
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The aim of this preliminary study is three-fold. Firstly, the study identifies the push and pull motivational factors of residents of the Urban Quadrangle of Minho. Secondly, the study examines whether there are differences between the tourist motivations of residents of the four different municipalities. Finally, the study investigates if there are any differences in the motivations of those who choose national and international destinations.