754 resultados para design, dressmaking, ethics, ethos, fashion, location, re-making
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According to the latest census (2011) covering the Portuguese housing stock, there is a considerable number of sub-occupied buildings and most of them were built before the first Portuguese Thermal Code (RCCTE). In view of the objectives of the European Union (20-20-20), it is necessary to contribute to the rehabilitation of existing buildings by promoting the densification of oversized houses, while complying with up-to-date comfort standards and codes. In this sense, this research is aimed to analyse this problem at the outskirts of Braga, by identifying the type-morphology of oversized buildings, assessing the degree of satisfaction and expectations of both owners and inhabitants and developing and testing a systematic design tool. Through the development of an intervention kit, wich systematizes and priorizes design strategies and solutions, the design team can have the necessary decision-making support tool to improve the spacial design of the building whilst considering energy efficency, sustainability and improvemente of interior environmental quality.
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El presente proyecto tiene como finalidad facilitar al desarrollador y usuario en general el diseño de formularios en forma visual, haciendo uso de los componentes frecuentemente utilizados como cajas de texto, etiquetas, áreas de texto, calendarios, casillas de selección, listas desplegables, entre otros para generar código xhtml con JavaServerFaces.Para este fin me he basado en el diseñador de formularios de Joget Workflow, el cual posee una licencia GPLv2, permitiendo modificar su código, está desarrollado bajo Java, dicho diseñador de formulario tiene un entorno web, los cuales son utilizados e interpretados únicamente por su suite, utiliza en la vista páginas JSP y dentro de ellas JSON (JavaScript Object Notation), para el negocio utiliza el framework Spring y para la persistencia Hibernate. Joget persiste en la Base de Datos MySQL y se sugiere alojarse en un servidor Apache Tomcat, pero podría alojarse en cualquiera servidor de aplicaciones web para Java como Jboss Server Applicaction, Glassfish, entre otros.El diseñador de formularios permite la gestión de los formularios como crear, editar y/o eliminar formularios, y generar archivos código XHTML para JSF (Java Server Faces)ayudándolo en gran medida a un desarrollador especialmente de JAVA a visualizar comoquedará su formulario, menor tiempo en la construcción y personalizar su formulario a través de la modificación del código generado.
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Chemical looping combustion (CLC) provides a promising technology to help cut carbon dioxide emissions. CLC is based on separated oxidation and reduction processes. Oxygen carrier, which is made from metal and supporting material, is in continuous recirculation between the air and fuel reactors. The CLC process does not require separation unit for carbon dioxide. The fuel reactor can produce an almost pure carbon dioxide feed which decrease costs of carbon capture and storage (CCS). The CLC method is one of the most promising ones for energy efficient carbon capture. A large amount of literature was examined for this study and from it the most promising methods and designs were chosen. These methods and designs were combined as reactor system design which was then sized during the making of this thesis. Sizing was done with a mathematical model that was further improved during the study.
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The aim of this research paper was to compare the growth of D. ciliaris and D. nuda crabgrass species under non-competitive conditions. To this end, two experiments were conducted, one from March - July 2010 and the other from February - June 2011. The experimental design of both trials was completely randomized making a factorial (2 seasons x 2 species crabgrass x 12 evaluation periods) with four replications. Assessments began at 15 days after sowing (DAS), and repeated weekly until 92 DAS. The variables evaluated were total dry matter (roots+leaves+stems), leaf area, leaf number and tiller. The results were submitted to analysis of variance and the absolute growth rate, relative growth rate and leaf area ratio were calculated using the means, which were adjusted regression models. The crabgrass species were significantly different in leaf area, leaf number, tiller number and dry matter per plant. D. ciliaris for all variables was statistically higher than D. nuda. Regarding the speed at which the growth of the species occurred, the absolute growth rate and relative growth rate of D. ciliaris was also greater than D. nuda. In addition, D. ciliaris also had a lower leaf area ratio indicating greater efficiency in converting light energy into carbohydrates. It can be concluded that D. ciliaris has a higher growth rate in conditions where there is no limitation of nutrients and water availability in relation to D. nuda, mainly due to D. ciliaris have greater leaf area, number of leaves and dry matter accumulation per plant.
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Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.
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Nous proposons une approche qui génère des scénarios de visualisation à partir des descriptions de tâches d'analyse de code. La dérivation de scénario est considérée comme un processus d'optimisation. Dans ce contexte, nous évaluons différentes possibilités d'utilisation d'un outil de visualisation donnée pour effectuer la tâche d'analyse, et sélectionnons le scénario qui nécessite le moins d'effort d'analyste. Notre approche a été appliquée avec succès à diverses tâches d'analyse telles que la détection des défauts de conception.
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Partimos de la idea que no hay actualmente un modelo específico o aportes metodológicos sencillos y económicamente asequibles a las mipymes que den una solución tanto cualitativa como cuantitativa a los problemas de toma de decisión de localización comercial. Algunos dan indicaciones que requieren solo de la intuición del empresario y otros son puramente matemáticos. Primero se realizo una delimitación del concepto de localización, luego pudimos identificar las variables que inciden en la microlocalización comercial, y así se poner al empresario en el contexto de una “red” que sirva como modelo de simplificación de los componentes a estudiar. Se creo una metodología cualitativa a partir de la matriz IGO para dar una ponderación relativa a las diferentes subvariables. En la parte cuantitativa se establecieron formulas e índices las estas subvariables Finalmente se hizo una sistematización de la guía con base en una aplicación en Excel que facilita la toma de decisión frente a una o varias posibilidades de localización comercial.
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Problem-Based Learning, despite recent controversies about its effectiveness, is used extensively as a teaching method throughout higher education. In meteorology, there has been little attempt to incorporate Problem-Based Learning techniques into the curriculum. Motivated by a desire to enhance the reflective engagement of students within a current field course module, this project describes the implementation of two test Problem-Based Learning activities and testing and improvement using several different and complementary means of evaluation. By the end of a 2-year program of design, implementation, testing, and reflection and re-evaluation, two robust, engaging activities have been developed that provide an enhanced and diverse learning environment in the field course. The results suggest that Problem-Based Learning techniques would be a useful addition to the meteorology curriculum and suggestions for courses and activities that may benefit from this approach are included in the conclusions.
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The chapter describes development of care bundle documentation, through an iterative, user-centred design process, to support the recognition and treatment of acute kidney injury (AKI). The chapter details stages of user and stakeholder consultation, employed to develop a design response that was sensitive to user experience and need, culminating in simulation testing of a near final prototype. The development of supplementary awareness-raising materials, relating to the main care bundle tool is also discussed. This information design response to a complex clinical decision-making process is contrasted to other approaches to promoting AKI care. The need for different but related approaches to the working tool itself and the tool’s communication are discussed. More general recommendations are made for the development of communication tools to support complex clinical processes.
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Sociology, hybrids and social reality: the case of nuclear waste The continuing technological transformation of nature means that sociology’s traditional vision of a sharp divide between nature and society is becoming ever harder to defend. Starting from Bruno Latour’s critique of modernity, and Nikolas Rose’s explorations of political power beyond the state, this article presents a framework for analysing the expanding wealth of hybrids of nature and society surrounding us today, and the problems of government they pose. These hybrids confront us with the need to rethink sociology’s conception of ‘the social’. With Latour’s help, the interplay of nature and society can be understood as subject to technical mediation, opening the way for studies of the varying arrangements through which different configurations of nature and society are produced. Rather than alternative social constructions of nature, what sociologists should be at pains to analyse and question are different programmes and strategies for bringing together natural and social forces in durable combinations. In the article, the geological disposal of nuclear waste serves as a useful example for exploring the fruitfulness of the analytical framework put forward. This complex undertaking constitutes just one component in a larger field of technoscientific endeavour that has irrevocably transformed nature while simultaneously re-making society. Addressing this case, we seek to reveal the promise of a sociology that does not bound ‘the social’ in advance, but rather makes the co-production of technology and society one of its most important objects of study.
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This paper deals with sport as a possibility of disclosing the sensible, and defends the idea that being a sportsperson equals living an aesthetic and educative experience in which one can interacts with the sensible by the athletic body s reverberation of sensations in the dimension of the experienced. We try to answer, in our work, basically three questions: what moves the athlete when practicing a sport? Which are the meanings and motivations for the practice of sports? At what measure the athlete s experience gains an educational character? Sport is debated in this work as an extension of the living, as long as it tries to understand the meanings inherent to sport itself as well as to the sportive experience as a kind of education. In support of our argument, we give a theoretic and philosophical approach to our thesis, based on thinkers like Maurice Merleau-Ponty, Walter Benjamin, Marcel Mauss and Friedrich Schiller. For this purpose, we get support on the phenomenology of the French philosopher Maurice Merleau-Ponty. Our reference is the living world of the athlete and his experience as a field of the sensible. Our point of departure is the analysis of the narratives of sport experiences, including five aesthetic elements; time and space of the body in the sports courts; the look on the sportive context; the contact with the adversary; victory and defeat; the technical gesture. Besides it, we worked out an aesthetic evaluation of the movies Olympia and Invictus , what let us discuss three thematic categories: sensibility, emotions and the play paradox. Subsequently, we point sport as an optimizer of the sensible education, present on the body s processes, like the body in movement. It was also made clear along this paper that we tried to accomplish an analysis on sports centered in the athlete s body as an outfit of the senses to things related to the sensible, whose aesthetic experience overpasses any deterministic conception that should sum up the sportive world to mercantilization, discipline practices and mechanicism. This approach franchises gateways to a Physical Education which, containing sports as one of its support, let pupils enjoy the pleasure of constructing common objectives, incorporating the capacity of replicating, re-making and playing as a field of possibilities offered by an education characterized as being moving, sensible and fitful to a body in movement
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Pós-graduação em Design - FAAC
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)