988 resultados para Correia transportadora


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Trabalho de Projeto para obtenção do grau de Mestre em Engenharia Civil na Área de Especialização em Estruturas

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O presente relatório é referente ao processo de Estágio Pedagógico que realizei no ano letivo 2015/2016. Este momento de formação caracterizou-se pela minha integração, enquanto professora estagiária, no contexto profissional sob a supervisão pedagógica dos professores orientadores de escola e de faculdade. O processo de lecionação das aulas de Educação Física e das sessões de treino do Desporto Escolar, bem com a Investigação sobre o contexto escolar específico e o acompanhamento da Diretora de Turma permitiram-me conhecer as diversas funções relacionadas com a profissão docente e, consequentemente, a aquisição de uma maior competência pedagógica. O percurso de descoberta sistemática que vivenciei, aliado à supervisão constante dos professores orientadores de estágio, permitiram-me a consciencialização de todas as dificuldades reais do processo de ensino-aprendizagem e a superação apropriada de cada uma. Neste relatório pretendo dar a conhecer a experiência por mim vivida ao longo de todo o ano letivo, em cada umas das áreas e subáreas de desenvolvimento a que fui sujeita. Ao longo do ano consegui assimilar com qualidade as competências de planeamento, condução e avaliação através das práticas por mim realizadas, da reflexão constante sobre estas, do estudo autónomo e da partilha de conhecimento que ocorreu sistematicamente entre os elementos do núcleo de estágio. Tais experiências contribuíram para que me tornasse mais competente no desempenho da função docente, processo que deverei manter em constante construção. A maior conclusão que pude retirar reflete-se ao nível do processo de ensino-aprendizagem que deve estar centrado no aluno, procurando desenvolver a motivação que permitirá a cada um alcançar o seu sucesso.

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O presente relatório pretende descrever o meu estágio pedagógico do Mestrado de Ensino da Educação Física nos Ensinos Básico e Secundário, na Escola E.B. 2,3 Gaspar Correia, do Agrupamento de Escolas da Portela e Moscavide, no ano letivo 2015/2016. É apresentado o contexto em que o estágio decorreu seguido de uma breve apresentação das áreas de intervenção e oportunidades de formação existentes, bem como, é explicada a importância da elaboração de um plano de formação. De seguida, são abordadas as quatro áreas de formação: Organização e Gestão do Ensino e da Aprendizagem; Inovação e Investigação Pedagógica; Participação na Escola; e Relação com a Comunidade, assim como os aspetos a elas inerentes. Por último, é feita uma análise crítica e reflexiva acerca do impacto que o estágio pedagógico teve no meu processo de formação como professora e os seus efeitos a nível pessoal e profissional e é feita uma projeção sobre as necessidades de desenvolvimento profissional que persistem após o estágio.

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Is there a role for prototyping (sketching, pattern making and sampling) in addressing real world problems of sustainability (People, Profit, and Planet), in this case social/healthcare issues, through fashion and textiles research? Skin cancer and related illnesses are a major cause of disfigurement and death in New Zealand and Australia where the rates of Melanoma, a serious form of skin cancer, are four times higher than in the Northern Hemisphere regions of USA, UK and Canada (IARC, 1992). In 2007, AUT University (Auckland University of Technology) Fashion Department and the Health Promotion Department of Cancer Society - Auckland Division (CSA) developed a prototype hat aimed at exploring a barrier type solution to prevent facial and neck skin damage. This is a paradigm shift from the usual medical research model. This paper provides an overview of the project and examines how a fashion prototype has been used to communicate emergent social, environmental, personal, physiological and technological concerns to the trans-disciplinary research team. The authors consider how the design of a product can enhance and support sustainable design practice while contributing a potential solution to an ongoing health issue. Analysis of this case study provides an insight into prototyping in fashion and textiles design, user engagement and the importance of requirements analysis in relation to sustainable development. The analysis and a successful outcome of the final prototype have provided a gateway to future collaborative research and product development.

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The design of artificial intelligence in computer games is an important component of a player's game play experience. As games are becoming more life-like and interactive, the need for more realistic game AI will increase. This is particularly the case with respect to AI that simulates how human players act, behave and make decisions. The purpose of this research is to establish a model of player-like behavior that may be effectively used to inform the design of artificial intelligence to more accurately mimic a player's decision making process. The research uses a qualitative analysis of player opinions and reactions while playing a first person shooter video game, with recordings of their in game actions, speech and facial characteristics. The initial studies provide player data that has been used to design a model of how a player behaves.

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For people with intellectual disabilities there are significant barriers to inclusion in socially cooperative endeavours. This paper investigates the effectiveness of Stomp, a tangible user interface (TUI) designed to provide new participatory experiences for people with intellectual disability. Results from an observational study reveal the extent to which the Stomp system supports social and physical interaction. The tangible, spatial and embodied qualities of Stomp result in an experience that does not rely on the acquisition of specific competencies before interaction and engagement can occur.

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This article summarizes research from an ecological dynamics program of work on team sports exemplifying how small-sided and conditioned games (SSCG) can enhance skill acquisition and decision-making processes during training. The data highlighted show how constraints of different SSCG can facilitate emergence of continuous interpersonal coordination tendencies during practice to benefit team game players.

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This study investigated movement synchronization of players within and between teams during competitive association football performance. Cluster phase analysis was introduced as a method to assess synchronies between whole teams and between individual players with their team as a function of time, ball possession and field direction. Measures of dispersion (SD) and regularity (sample entropy – SampEn – and cross sample entropy – Cross-SampEn) were used to quantify the magnitude and structure of synchrony. Large synergistic relations within each professional team sport collective were observed, particularly in the longitudinal direction of the field (0.89 ± 0.12) compared to the lateral direction (0.73 ± 0.16, p < .01). The coupling between the group measures of the two teams also revealed that changes in the synchrony of each team were intimately related (Cross-SampEn values of 0.02 ± 0.01). Interestingly, ball possession did not influence team synchronization levels. In player–team synchronization, individuals tended to be coordinated under near in-phase modes with team behavior (mean ranges between −7 and 5° of relative phase). The magnitudes of variations were low, but more irregular in time, for the longitudinal (SD: 18 ± 3°; SampEn: 0.07 ± 0.01), compared to the lateral direction (SD: 28 ± 5°; SampEn: 0.06 ± 0.01, p < .05) on-field. Increases in regularity were also observed between the first (SampEn: 0.07 ± 0.01) and second half (SampEn: 0.06 ± 0.01, p < .05) of the observed competitive game. Findings suggest that the method of analysis introduced in the current study may offer a suitable tool for examining team’s synchronization behaviors and the mutual influence of each team’s cohesiveness in competing social collectives.

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In this research we observe the situated, embodied and playful interaction that participants engage in with open-ended interactive artworks. The larger project from which this work derives [28] contributes a methodological model for the evaluation of open-ended interactive artwork that treats each work individually and recognises the importance of the artist intent and the traditions from which the work derives. In this paper, we describe this evolving methodology for evaluating and understanding participation via three case studies of open-ended interactive art installations. This analysis builds an understanding of open-ended free-play non-narrative environments and the affordances these environments enable for participants.