878 resultados para computer supported collaborative work


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Mestrado em Marketing

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Macro and micro-economic perspectives are combined in an eco- nomic growth model. An agent-based modeling approach is used to develop an overlapping generation framework where endogenous growth is supported by work- ers that decide to study depending on their relative (skilled and unskilled) indi- vidual satisfaction. The micro perspective is based on individual satisfaction: an utility function computed from the variation of the relative income in both space and time. The macro perspective emerges from micro decisions, and, as in other growth models of this type, concerns an important allocative social decision the share of the working population that is engaged in producing ideas (skilled work- ers). Simulations show that production and satisfaction levels are higher when the evolution of income measured in both space and time are equally weighted.

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The Strategic Implementation Plan of the European Innovation Partnership on Active and Healthy Ageing (EIP on AHA) proposed six Action Groups. After almost three years of activity, many achievements have been obtained through commitments or collaborative work of the Action Groups. However, they have often worked in silos and, consequently, synergies between Action Groups have been proposed to strengthen the triple win of the EIP on AHA. The paper presents the methodology and current status of the Task Force on EIP on AHA synergies. Synergies are in line with the Action Groups’ new Renovated Action Plan (2016-2018) to ensure that their future objectives are coherent and fully connected. The outcomes and impact of synergies are using the Monitoring and Assessment Framework for the EIP on AHA (MAFEIP). Eight proposals for synergies have been approved by the Task Force: Five cross-cutting synergies which can be used for all current and future synergies as they consider overarching domains (appropriate polypharmacy, citizen empowerment, teaching and coaching on AHA, deployment of synergies to EU regions, Responsible Research and Innovation), and three cross-cutting synergies focussing on current Action Group activities (falls, frailty, integrated care and chronic respiratory diseases).

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Scientific research is increasingly data-intensive, relying more and more upon advanced computational resources to be able to answer the questions most pressing to our society at large. This report presents findings from a brief descriptive survey sent to a sample of 342 leading researchers at the University of Washington (UW), Seattle, Washington in 2010 and 2011 as the first stage of the larger National Science Foundation project “Interacting with Cyberinfrastructure in the Face of Changing Science.” This survey assesses these researcher’s use of advanced computational resources, data, and software in their research. We present high-level findings that describe UW researchers’: demographics, interdisciplinarity, research groups, data use, software and computational use—including software development and use, data storage and transfer activities, and collaboration tools, and computing resources. These findings offer insights into the state of computational resources in use during this time period as well as offering a look at the data intensiveness of UW researchers.

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The aim of my master thesis is developing novel, greener approaches for the cleaning of artworks: such treatment consists in the removal of old varnish layers which tend to discolor or darken with time, thus allowing replacement with a new protecting coat. While protocols presently applied can be effective in the cleaning of the artworks, none of them take into account conservators’ health safety and environmental issues. Thus, using biomass-derived components, which are non-toxic and reusable and/or compostable might bring into the heritage conservation an additional awareness about safety and environmental claiming. The laboratory work for the thesis is a collaborative work between different groups. The biggest part of the work was at the Polymer group where gels were synthesized using Polyhydroxybutyrate (PHB) from sustainable resources and green solvents. The use of the gels might help to reduce the volatilization of solvents and contributes to the localization of the cleaning action. After the preparation of the gels, different characterization methods were used in order to estimate their properties and shelf-life. Finally, the work was completed on the application of the gels on sculpture, coated with undesired layers to be removed. Here, pre-mapping of the areas of interest was realized with different optical techniques, followed by the application of the gels for the cleaning and analyzing the effectiveness of cleaning.

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La ricerca indaga il ruolo del designer nella transizione sostenibile e circolare all’uso di materiali polimerici. Nel contesto contemporaneo la plastica è utilizzata in quasi ogni settore merceologico ma la sua futura applicazione è messa in forte discussione a causa dei visibili impatti ambientali del suo uso irresponsabile. Un passaggio netto dalla totale dipendenza alla liberazione dei polimeri è difficile; è necessario un periodo di transizione che permetta di coesistere responsabilmente con i polimeri in attesa di trovare dei validi sostituti. L’obiettivo della ricerca è lavorare su questo periodo ponendo il designer e le sue competenze come soggetti chiave del movimento. La tesi di ricerca propone un approccio per calare le pratiche del Transition Design nella progettazione di sistemi-prodotto, nutrendosi degli attributi anticipatori dell’Advanced Design e puntando agli obiettivi del Circular Design, lavorando a partire dalle merci più critiche nel contesto contemporaneo: quelle in polimero fossile non riciclabile. Contributo della tesi è la figura del Transition Matter Designer, un progettista di transizioni dei materiali che prevede metamorfosi di sistemi-prodotto nel tempo grazie alle sue competenze a diverse scale del progetto: forma l’utente agli atteggiamenti circolari e sostenibili, caratterizza i materiali per individuarne nuovi usi, seleziona i processi produttivi adatti a prevenire scarti e ne anticipa i cicli di vita nei prodotti. I Knitted Fasteners sono il risultato della simulazione del lavoro del Transition Matter Designer nel tessile: un sistema di elementi di fissaggio, personalizzabili dallo stilista e integrati negli abiti a maglia, che permettono di eliminare l’uso di fashion fasteners in plastica e metallo, elementi che rendono difficile il riciclo dei capi. Dalla sperimentazione è emerso il modello concettuale della Transindustrial Production: un lavoro di collaborazione fra Transition Matter Designer e creativo per dare identità ai materiali polimerici circolari attraverso l’ibridazione fra artigianato e industria, tipico del Made in Italy.

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Group work allows participants to pool their thoughts and examine difficulties from several angles. In these settings, it is possible to attempt things that an individual could not achieve, combining a variety of abilities and knowledge to tackle more complicated and large-scale challenges. That’s why nowadays collaborative work is becoming more and more widespread to solve complex innovation dilemmas. Since innovation isn’t a tangible thing, most innovation teams used to take decisions based on performance KPIs such as forecasted engagement, projected profitability, investments required, cultural impacts etc. Have you ever wondered the reason why sometimes innovation group processes come out with decisions which are not the optimal meeting point of all the KPIs? Has this decision been influenced by other factors? Some researchers account part of this phenomenon to the emotions in group-based interaction between participants. I will develop a literature review that is split into three parts: first, I will consider some emotions theories from an individual perspective; secondly, a wider view of collective interactions theories will be provided; lastly, I will supply some recent collective interaction empirical studies. After the theoretical and empirical gaps have been tackled, the study will additionally move forward with a methodological point of view, about the Circumplex Model, which is the model I used to evaluate emotions in my research. This model has been applied to SUGAR project, which is the biggest design thinking academy worldwide.

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MSC Dissertation in Computer Engineering

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The Learning Object (OA) is any digital resource that can be reused to support learning with specific functions and objectives. The OA specifications are commonly offered in SCORM model without considering activities in groups. This deficiency was overcome by the solution presented in this paper. This work specified OA for e-learning activities in groups based on SCORM model. This solution allows the creation of dynamic objects which include content and software resources for the collaborative learning processes. That results in a generalization of the OA definition, and in a contribution with e-learning specifications.

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The aim of this work is to present a simple, practical and efficient protocol for drug design, in particular Diabetes, which includes selection of the illness, good choice of a target as well as a bioactive ligand and then usage of various computer aided drug design and medicinal chemistry tools to design novel potential drug candidates in different diseases. We have selected the validated target dipeptidyl peptidase IV (DPP-IV), whose inhibition contributes to reduce glucose levels in type 2 diabetes patients. The most active inhibitor with complex X-ray structure reported was initially extracted from the BindingDB database. By using molecular modification strategies widely used in medicinal chemistry, besides current state-of-the-art tools in drug design (including flexible docking, virtual screening, molecular interaction fields, molecular dynamics. ADME and toxicity predictions), we have proposed 4 novel potential DPP-IV inhibitors with drug properties for Diabetes control, which have been supported and validated by all the computational tools used herewith.

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This study integrated the research streams of computer-mediated communication (CMC) and group conflict by comparing the expression of different types of conflict in CMC groups and face-to face (FTF) groups over time. The main aim of the study was to compare the cues-filtered-out approach against the social information processing theory A laboratory study was conducted with 39 groups (19 CMC and 20 FTF) in which members were required to work together over three sessions. The frequencies of task, process, and relationship conflict were analyzed. Findings supported the social information processing theory. There was more process and relationship conflict in CMC groups compared to FTF groups on Day 1. However, this difference disappeared on Days 2 and 3. There was no difference between CMC and FTF groups in the amount of task conflict expressed on any day.

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It is commonly accepted that the educational environment has been undergoing considerable change due to the use of the Information and Communication tools. But learning depends upon actions such as experimenting, visualizing and demonstrating through which the learner succeeds in constructing his own knowledge. Although it is not easy to achieve these actions through current ICT supported learning approaches, Role Playing Games (RPG) may well develop such capacities. The creation of an interactive computer game with RPG characteristics, about the 500th anniversary of the city of Funchal, the capital of Madeira Island, is invested with compelling educational/pedagogical implications, aiming clearly at teaching history and social relations through playing. Players interpret different characters in different settings/scenarios, experiencing adventures, meeting challenges and trying to reach multiple and simultaneous goals in the areas of education, entertainment and social integration along the first 150 years of the history of Funchal. Through this process they will live and understand all the social and historical factors of that epoch.

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In this paper, we analyse the ability of P-NET [1] fieldbus to cope with the timing requirements of a Distributed Computer Control System (DCCS), where messages associated to discrete events should be made available within a maximum bound time. The main objective of this work is to analyse how the network access and queueing delays, imposed by P-NET’s virtual token Medium Access Control (MAC) mechanism, affect the realtime behaviour of the supported DCCS.

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Remote experimentation laboratories are systems based on real equipment, allowing students to perform practical work through a computer connected to the internet. In engineering fields lab activities play a fundamental role. Distance learning has not demonstrated good results in engineering fields because traditional lab activities cannot be covered by this paradigm. These activities can be set for one or for a group of students who work from different locations. All these configurations lead to considering a flexible model that covers all possibilities (for an individual or a group). An inter-continental network of remote laboratories supported by both European and Latin American institutions of higher education has been formed. In this network context, a learning collaborative model for students working from different locations has been defined. The first considerations are presented.