974 resultados para Megalithic monuments
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Mestrado em Engenharia Geotécnica e Geoambiente
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Air pollution represents a serious risk not only to environment and human health, but also to historical heritage. In this study, air pollution of the Oporto Metropolitan Area and its main impacts were characterized. The results showed that levels of CO, PM10 and SO2 have been continuously decreasing in the respective metropolitan area while levels of NOx and NO2 have not changed significantly. Traffic emissions were the main source of the determined polycyclic aromatic hydrocarbons (PAHs; 16 PAHs considered by U.S. EPA as priority pollutants, dibenzo[a,l]pyrene and benzo[j]fluoranthene) in air of the respective metropolitan area. The mean concentration of 18 PAHs in air was 69.9±39.7 ng m−3 with 3–4 rings PAHs accounting for 75% of the total ΣPAHs. The health risk analysis of PAHs in air showed that the estimated values of lifetime lung cancer risks considerably exceeded the health-based guideline level. Analytical results also confirm that historical monuments in urban areas act as passive repositories for air pollutants present in the surrounding atmosphere. FTIR and EDX analyses showed that gypsum was the most important constituent of black crusts of the characterized historical monument Monastery of Serra do Pilar classified as “UNESCO World Cultural Heritage”. In black crusts, 4–6 rings compounds accounted approximately for 85% of ΣPAHs. The diagnostic ratios confirmed that traffic emissions were the major source of PAHs in black crusts; PAH composition profiles were very similar for crusts and PM10 and PM2.5.
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Serious games are starting to attain a higher role as tools for learning in various contexts, but in particular in areas such as education and training. Due to its characteristics, such as rules, behavior simulation and feedback to the player's actions, serious games provide a favorable learning environment where errors can occur without real life penalty and students get instant feedback from challenges. These challenges are in accordance with the intended objectives and will self-adapt and repeat according to the student’s difficulty level. Through motivating and engaging environments, which serve as base for problem solving and simulation of different situations and contexts, serious games have a great potential to aid players developing professional skills. But, how do we certify the acquired knowledge and skills? With this work we intend to propose a methodology to establish a relationship between the game mechanics of serious games and an array of competences for certification, evaluating the applicability of various aspects in the design and development of games such as the user interfaces and the gameplay, obtaining learning outcomes within the game itself. Through the definition of game mechanics combined with the necessary pedagogical elements, the game will ensure the certification. This paper will present a matrix of generic skills, based on the European Framework of Qualifications, and the definition of the game mechanics necessary for certification on tour guide training context. The certification matrix has as reference axes: skills, knowledge and competencies, which describe what the students should learn, understand and be able to do after they complete the learning process. The guides-interpreters welcome and accompany tourists on trips and visits to places of tourist interest and cultural heritage such as museums, palaces and national monuments, where they provide various information. Tour guide certification requirements include skills and specific knowledge about foreign languages and in the areas of History, Ethnology, Politics, Religion, Geography and Art of the territory where it is inserted. These skills are communication, interpersonal relationships, motivation, organization and management. This certification process aims to validate the skills to plan and conduct guided tours on the territory, demonstrate knowledge appropriate to the context and finally match a good group leader. After defining which competences are to be certified, the next step is to delineate the expected learning outcomes, as well as identify the game mechanics associated with it. The game mechanics, as methods invoked by agents for interaction with the game world, in combination with game elements/objects allows multiple paths through which to explore the game environment and its educational process. Mechanics as achievements, appointments, progression, reward schedules or status, describe how game can be designed to affect players in unprecedented ways. In order for the game to be able to certify tour guides, the design of the training game will incorporate a set of theoretical and practical tasks to acquire skills and knowledge of various transversal themes. For this end, patterns of skills and abilities in acquiring different knowledge will be identified.
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In the present work, the authors describe the excavation of the monument of "Pedras da Granja" or "Pedras Altas", in the Várzea de Sintra. The first part consists of the diary of the excavations, a description of the stratigraphy encountered and of the position of the finds. An inventory of all the material found in this monument is given in the second part. The conclusions show that the monument was built on the surface of a lapiás whose crevices were used for the insertion of the standing stones, and for the deposition of the dead. Three archaeological levels were shown to exist: - upper level: Bell Beaker level; - intermediate level containing some artifacts of the Bell Beaker culture; - lower, older level with human remains more or less in situ, belonging to a local Neolithic-culture influenced by cultural imports of foreign origin. The three levels are separated, at the southern edge of the site, by layers of fallen stones. The human remains belong to some old people, but mostly to young men, women and children.
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Renders are an important item in historical buildings and the need for their periodical re-application is a basic conservation procedure. In modern times there has been a trend towards the replacement of traditional pure lime mortars by new formulations including Portland cement or hydraulic lime. Apart from those interventions on specific and very important monuments, in which the use oftraditional non-hydraulic mortars can be enforced, in most of the projects involving less than first order magnitude heritage the use of some sort of hydraulic components is becoming the rule rather than the exception. The present paper describes and analyses the results of an experimental study with ten formulations of current mortars - including some that can hardly be considered as adequate conservation procedures - allowing a direct comparison in terms of some of the most relevant characteristics.
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A utilização da madeira enquanto material estrutural é um aspeto abordado com algum receio ou até desconhecimento por parte dos elementos intervenientes no processo de construção civil, sendo ainda uma área pouco lecionada e muitas vezes excluída dos planos curriculares em Engenharia Civil. Assim sendo é importante o surgimento de trabalhos relacionados com esta matéria, relembrando ao sector da construção civil e ao ramo de estudo relacionado, que a madeira já teve e possivelmente voltará a ter um papel importante a desempenhar na área da construção. Um dos aspetos evidenciados nos estudos realizados consiste na importância da reabilitação de edifícios e do seu papel cada vez mais determinante na sociedade. Esta metodologia de intervenção apresenta-se muitas vezes como uma vantagem económica assim como contribui para a preservação do património arquitetónico e cultural, cujo valor histórico é incalculável. A importância da reabilitação de edifícios habitacionais nas zonas históricas, bem como de monumentos de grande importância cultural apresenta-se cada vez mais como um desafio devido à falta de conservação dos mesmos ao longo da sua vida útil, e da necessidade de preservar a identidade do local, beneficiando assim a qualidade do tecido urbano. Assim sendo, este trabalho apresenta um levantamento dos danos possíveis de ocorrer em elementos de madeira, dando especial destaque aos agentes patológicos e às consequências da sua atividade na madeira assim como às metodologias de inspeção e diagnóstico que poderão ser aplicadas em estruturas de madeira existentes, favorecendo assim a vertente da reabilitação ao invés da demolição. Estas metodologias recorrem a ensaios não destrutivos, como é exemplo o Pilodyn, o Resistógrafo, o Ultra-sons, etc., referindo também o recurso a ensaios destrutivos, cuja utilização terá de ser uma questão muito bem ponderada devido às consequências que implica. Por fim, apresenta-se um caso real de estudo em que se analisa um pavimento em madeira através da aplicação de metodologias de ensaio não destrutivas e destrutivas a amostras recolhidas. O objetivo será determinar o estado de conservação da madeira e algumas características físicas tais como a sua densidade e os módulos de elasticidade, sendo posteriormente efetuada uma análise estrutural. Os resultados obtidos permitem efetuar uma avaliação qualitativa do estado geral do pavimento sendo as principais conclusões que o pavimento se encontra atacado por parte de insetos xilófagos e apresenta problemas a nível de verificação a estados limite de utilização, deformação e vibração, fator que condiciona a possível utilização do pavimento.
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Dissertação apresentada para a obtenção do grau de Doutor em Conservação e Restauro pela Universidade Nova de Lisboa, Faculdade de Ciências e Tecnologia
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Science of the total environment 405(2008) 278-285
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Int. J. for Restoration of Buildings and Monuments, vol.11, nº 2 (2005), p.111-118
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Restoration of Buildings and Monuments, vol. 13, nº 6 (2007), p.389-400
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Restoration of Buildings and Monuments, vol.11, nº 2 (2005), p.105-110
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International Seminar in Conservation. A Tribute to Cesari Brandi. Lisboa, LNEC, May 2006, p.273-282
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In a world that has moved away from narratives based on the idea of progress, the past has established itself as a place of reference: confirming to ourselves that what we were is indispensible for sustaining what we think we are. The recovery of the past is thus one of the most common symbolic instruments used in negotiating identities. The cultural practices that have recourse to representation mechanisms that call on the past in order to consider the present always end up translating themselves, insofar as they fragment, reorganize and interpret it in their transformation, or, to use a formula that has become unavoidable, in their “invention”. Patrimonialization is one such practice. It associates the notion of heritage – which is not a given fact, but rather a socially constructed classification, and therefore one that is constantly being negotiated – with specific objects that come to serve as cultural representations of the groups who consider themselves to be their rightful owners. In the Lisbon Metropolitan Area, as in other ethnographic contexts, patrimonialization encompasses things as diverse as landscapes, monuments, popular architecture, handicrafts, local feast days/processions/pilgrimages and people; all things that can, once transformed into material representations of the past, serve as arguments for the identity fictions of the people who inhabit them.
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Cultural heritage has arousing the interest of the general public (e.g. tourists), resulting in the increasing number of visitations to archaeological sites. However, many buildings and monuments are severely damaged or completely destroyed, which doesn’t allow to get a full experience of “travelling in time”. Over the years, several Augmented Reality (AR) approaches were proposed to overcome these issues by providing three-dimensional visualization of reconstructed ancient structures in situ. However, most of these systems were made available through heavy and expensive technological bundles. Alternatively, MixAR intends to be a lightweight and cost-effective Mixed Reality system which aims to provide the visualization of virtual ancient buildings reconstructions in situ, properly superimposed and aligned with real-world ruins. This paper proposes and compares different AR mobile units setups to be used in the MixAR system, with low-cost and lightweight requirements in mind, providing different levels of immersion. It was propounded four different mobile units, based on: a laptop computer, a single-board computer (SBC), a tablet and a smartphone, which underwent a set of tests to evaluate their performances. The results show that mobile units based on laptop computer and SBC reached a good overall performance while mobile units based on tablet and smartphone did not meet such a satisfactory result even though they are acceptable for the intended use.