805 resultados para arts-media design
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How are teachers Cartoons observation Architecture Schools in several decades, the idea was to try and explain firsthand the look and fundamental elements of drawings to the Architect. We start looking through the design of: 1 A projective gaze: the invisible is made visible by interactivity and space and time are perceived by the distance that look place between them; 2nd In bidirectional contamination: the object fills the subject, double-hand, bringing the tactile qualities of architecture in continuous resonance, 3rd Strangeness by slow look: draw as perceptual expansion strategy; 4 Articulation of the structural elements of the design while similar language to architecture and city through the selection of appropriate signs and codes, exclusive and singular.
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The toothbrush is identified as one of the most importants inventions in human history. Most of them are made by polypropylene, a recyclable polymer. Some are made of polypropylene and polyethylene leftovers from others industrial processes. However, the toothbrushes are discarded incorrectly and end up in landfills, which could be avoided by using a material and design suitable for the manufacture of the product. This study aimed, based on research, develop and design a toothbrush model with great features. For the conception of the prototype, was used rapid prototyping technologies. With the intention of improving the product quality, was created an ergonomic, sustainable and environmentally friendly model, seeking maximally reduce the generation of waste and environmental damages. The solution adopted was the use of "interchangeable head", which can be discarded after their useful life, keeping the rest of the body.
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O presente artigo pretende ressaltar o potencial dos jogos digitais como instrumento de assimilação do conhecimento em arquitetura patrimonial, através da pesquisa Patrimônio arquitetônico, design e educação: desenvolvimento de Sistemas Interativos Lúdicos (jogos educativos em meio digital). Nesta pesquisa foram desenvolvidos jogos digitais a partir do levantamento das características arquitetônicas dos edifícios de relevância histórica e cultural da cidade de São Carlos. Através da interação e exploração da interface digital pelo usuário, a apropriação do conhecimento ocorre de uma forma lúdica e criativa. Por meio da manipulação desses jogos, os alunos, cidadãos e visitantes podem aproximar-se da educação patrimonial adquirindo consciência histórica e aprendendo a valorizar as origens da cidade e a arquitetura do município. Ressalta-se a importância das metodologias que permitem viabilizar o desenvolvimento dos jogos eletrônicos (desenho e linguagem de programação) e que se apresentam como importantes ferramentas de representação da arquitetura. Por fim, destaca-se a importância da educação patrimonial para a formação do cidadão e preservação do patrimônio cultural.
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Partindo-se do pressuposto de que o desenho é instrumento de diálogo entre o arquiteto e ele mesmo ou com terceiros e que este tipo de representação vem perdendo espaço para tecnologias digitais, este trabalho tem como objetivo estudar e analisar desenhos de projetos selecionados do arquiteto Paulo Mendes da Rocha, como contribuição para a discussão sobre o papel do desenho analógico no processo projetivo atual. O estudo acerca de quatro projetos (Ginásio do Clube Paulistano, Residência Butantã, Residência Millan e MuBE) se deu através de marcações realizadas pela pesquisadora sobre desenhos originais do arquiteto, com o objetivo de detectar intenções projetuais, conceitos e características dos projetos. Para tanto, foram feitas marcações gráficas sobre os desenhos originais, de maneira a evidenciar uma leitura particular da pesquisadora, permitindo assim uma melhor compreensão dos projetos escolhidos para o estudo. O desenho sobre o desenho marca os pontos que o julgamento considera importantes, tratando-se de uma leitura particular e permitindo melhor compreensão dos projetos para quem o pratica, uma vez que o ato de desenhar está estreitamente relacionado ao de pensar. Optou-se por apresentar as imagens relacionadas a citações diretas de autores
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Este artigo versa sobre uma pesquisa integrante do Núcleo de Apoio à Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.ELAC), que desenvolve pesquisas em Linguagem e Representação. Entre as diversas formas de representação em arquitetura, a presente pesquisa traz o modelo tridimensional físico como ferramenta que proporciona maior facilidade de leitura do projeto, sendo mais concreta que os desenhos técnicos. Objetiva-se, assim, destacar a importância do modelo físico como meio de aproximação da população ao patrimônio arquitetônico. Como estudo de caso, foi escolhido o Edifício E1, obra de Ernest Mange e Hélio Duarte. Localizado no campus da USP em São Carlos, é considerado patrimônio da cidade, entretanto, encontra-se praticamente enclausurado no interior do campus, dificultando maior contato da comunidade com o edifício. O projeto do edifício utilizou apenas o desenho como representação, não incluindo nenhum tipo de modelo tridimensional (físico ou digital). A partir de um levantamento das representações gráficas utilizadas pelos projetistas, foi possível fazer uma comparação entre o nível de compreensão do projeto apenas com as peças gráficas dos arquitetos e a partir do modelo físico, produzido pela pesquisadora. Foi realizado um pré-teste em escola pública municipal, despertando o interesse desses alunos pelo edifício em questão.
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A scheme is introduced which allows computer readable multiple choice forms used in traditional examinations to be employed for constructed response items.
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Information is one of the important assets in today's society. Information and communication technologies (ICT) may be particular important for students as one of the tools to become global citizens. The objective of this study was to investigate use of ICT by high school students (n=122) from Ukraine, a developing country. The analysis indicates that majority of students from Ukraine have computer at home and more than half of students have the Internet access at home. In addition, gender differences in the use of computer and the Internet were identified. Educational implications and future directions are discussed.
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The purpose of this study was to gain an understanding of the Assistive Technology decision making process at four regional school districts in Pennsylvania. A qualitative case study research method involving the triangulation of data sources was implemented to collect and analyze data. Through an analysis of the data, three major topics emerged that will be addressed in the body of this paper: (a) the procedure for determining assistive technology needs and the dynamics of the decision-making process, b) the cohesiveness of Special Education and General Education programs, and c) major concerns that impact the delivery of assistive technology services.
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Includes one folded map.
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Many culturally and linguistically diverse (CLD) students with specific learning disabilities (SLD) struggle with the writing process. Particularly, they have difficulties developing and expanding ideas, organizing and elaborating sentences, and revising and editing their compositions (Graham, Harris, & Larsen, 2001; Myles, 2002). Computer graphic organizers offer a possible solution to assist them in their writing. This study investigated the effects of a computer graphic organizer on the persuasive writing compositions of Hispanic middle school students with SLD. A multiple baseline design across subjects was used to examine its effects on six dependent variables: number of arguments and supporting details, number and percentage of transferred arguments and supporting details, planning time, writing fluency, syntactical maturity (measured by T-units, the shortest grammatical sentence without fragments), and overall organization. Data were collected and analyzed throughout baseline and intervention. Participants were taught persuasive writing and the writing process prior to baseline. During baseline, participants were given a prompt and asked to use paper and pencil to plan their compositions. A computer was used for typing and editing. Intervention required participants to use a computer graphic organizer for planning and then a computer for typing and editing. The planning sheets and written composition were printed and analyzed daily along with the time each participant spent on planning. The use of computer graphic organizers had a positive effect on the planning and persuasive writing compositions. Increases were noted in the number of supporting details planned, percentage of supporting details transferred, planning time, writing fluency, syntactical maturity in number of T-units, and overall organization of the composition. Minimal to negligible increases were noted in the mean number of arguments planned and written. Varying effects were noted in the percent of transferred arguments and there was a decrease in the T-unit mean length. This study extends the limited literature on the effects of computer graphic organizers as a prewriting strategy for Hispanic students with SLD. In order to fully gauge the potential of this intervention, future research should investigate the use of different features of computer graphic organizer programs, its effects with other writing genres, and different populations.
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Influencing more environmentally friendly and sustainable behaviour is a current focus of many projects, ranging from government social marketing campaigns, education and tax structures to designers’ work on interactive products, services and environments. There is a wide variety of techniques and methods used, intended to work via different sets of cognitive and environmental principles. These approaches make different assumptions about ‘what people are like’: how users will respond to behavioural interventions, and why, and in the process reveal some of the assumptions that designers and other stakeholders, such as clients commissioning a project, make about human nature. This paper discusses three simple models of user behaviour – the pinball, the shortcut and the thoughtful – which emerge from user experience designers’ statements about users while focused on designing for behaviour change. The models are characterised using systems terminology and the application of each model to design for sustainable behaviour is examined via a series of examples.
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Observations of continuous radio and sporadic X-ray emission from low-mass objects suggest they harbor localized plasmas in their atmospheric environments. For low-mass objects, the degree of thermal ionization is insufficient to qualify the ionized component as a plasma, posing the question: what ionization processes can efficiently produce the required plasma that is the source of the radiation? We propose Alfv´en ionization as a mechanism for producing localized pockets of ionized gas in the atmosphere, having sufficient degrees of ionization ( 10−7) that they constitute plasmas. We outline the criteria required for Alfv´en ionization and demonstrate its applicability in the atmospheres of low-mass objects such as giant gas planets, brown dwarfs, and M dwarfs with both solar and sub-solar metallicities. We find that Alfv´en ionization is most efficient at mid to low atmospheric pressures where a seed plasma is easier to magnetize and the pressure gradients needed to drive the required neutral flows are the smallest. For the model atmospheres considered, our results show that degrees of ionization of 10−6–1 can be obtained as a result of Alfv´en ionization. Observable consequences include continuum bremsstrahlung emission, superimposed with spectral lines from the plasma ion species (e.g., He, Mg, H2, or CO lines). Forbidden lines are also expected from the metastable population. The presence of an atmospheric plasma opens the door to a multitude of plasma and chemical processes not yet considered in current atmospheric models. The occurrence of Alfv´en ionization may also be applicable to other astrophysical environments such as protoplanetary disks.
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Elongated dust grains exist in astrophysical plasmas. Anisotropic growth of elliptical dust grains, via plasma deposition, occurs if the deposited ions are non-inertial. In reality the extent of such growth depends upon the initial kinetic energy of the ions and the magnitude of the electric field in the sheath. Simulations of the dynamics of the ions in the sheath are reported, showing how elliptical growth is related to the initial eccentricity and size of the seed relative to the sheath length. Consequences for the eventual fate of elliptical dust are then discussed.
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Context. Recent observations of brown dwarf spectroscopic variability in the infrared infer the presence of patchy cloud cover. Aims. This paper proposes a mechanism for producing inhomogeneous cloud coverage due to the depletion of cloud particles through the Coulomb explosion of dust in atmospheric plasma regions. Charged dust grains Coulomb-explode when the electrostatic stress of the grain exceeds its mechanical tensile stress, which results in grains below a critical radius a < a Coul crit being broken up. Methods. This work outlines the criteria required for the Coulomb explosion of dust clouds in substellar atmospheres, the effect on the dust particle size distribution function, and the resulting radiative properties of the atmospheric regions. Results. Our results show that for an atmospheric plasma region with an electron temperature of Te = 10 eV (≈105 K), the critical grain radius varies from 10−7 to 10−4 cm, depending on the grains’ tensile strength. Higher critical radii up to 10−3 cm are attainable for higher electron temperatures. We find that the process produces a bimodal particle size distribution composed of stable nanoscale seed particles and dust particles with a ≥ a Coul crit , with the intervening particle sizes defining a region devoid of dust. As a result, the dust population is depleted, and the clouds become optically thin in the wavelength range 0.1–10 μm, with a characteristic peak that shifts to higher wavelengths as more sub-micrometer particles are destroyed. Conclusions. In an atmosphere populated with a distribution of plasma volumes, this will yield regions of contrasting radiative properties, thereby giving a source of inhomogeneous cloud coverage. The results presented here may also be relevant for dust in supernova remnants and protoplanetary disks.