871 resultados para Pleasant Touch
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Este trabalho apresenta um caso real de uma empresa em situação de estresse financeiro: a PlywoodCo. O objetivo deste trabalho é de entender porque a PlywoodCo. chegou na atual situação de estresse e, baseado nisso, propor um plano de renegociação de passivos compatível com esta situação com o objetivo de tornar a PlywoodCo. em uma empresa viável. Uma introdução é feita, a fim de colocar o leitor em contato com a PlywoodCo., apresentado as suas atividades, principais produtos, posição de mercado, bem como brevemente introduzindo sua atual situação. Após a introdução, a revisão bibliográfica é apresentada, descrevendo a teoria relacionada e utilizada neste trabalho. Mais adiante, a metodologia é apresentada, seguida por mais informações a respeito das operações da PlywoodCo., informações financeiras, relacionamento com stakeholders, índices operacionais, demonstrações financeiras, cronograma de pagamento da dívida e depreciação. Depois, as premissas, analises e projeções não apresentadas, consistindo de duas partes: (1) uma seção de diagnóstico endereçando a atual situação da empresa; e (2) uma seção de projeção, que será dividida em duas partes: (a) projeções financeiras da PlywoodCo. na atual situação; e (b) projeções financeiras da PlywoodCo. no novo plano proposto. Finalmente, se conclui que a empresa precisará de esforços além da renegociação de passivos a fim de superar sua situação de estresse financeiro. Após a renegociação da dívida, a empresa precisará de R$ 23 MM até o fim de 2013.
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Apesar do crescente interesse no conceito de engajamento da marca ainda existe discordância quanto aos seus conceitos fundamentais. Esta tese de doutorado explora a natureza da construção engajamento da marca do consumidor (EMC). No primeiro artigo, EMC é avaliada no âmbito da Teoria da Expectância para explicar e esclarecer como a antecipação de possíveis resultados de se envolver com uma marca, sendo tais resultados classificados como “primeiro nível” (resultante do esforço pessoal alocado para interagir com uma marca) e “segundo nível” (ou nível final, representando a consequência dos resultados de primeiro nível) e uma nova definição de EMC é formulada. Um arcabouço teórico abrangente é proposto para engajamento da marca, usando o Teoria Organizacional de Marketing para Expansão de Fronteiras (TOMEF) como referência para os pontos de contato entre o consumidor e a marca. A partir dos fundamentos teóricos das dimensões cognitivas, emocionais e comportamentais do EMC, quinze proposições teóricas são desenvolvidas para incorporar uma perspectiva multilateral às doutrinas teóricas do construto. No segundo artigo, quatro estudos são usados para desenvolver uma escala de engajamento da marca do consumidor. O Estudo 1 (n = 11) utiliza revisão da literatura e entrevistas em profundidade com os consumidores para gerar os itens da escala. No Estudo 2, oito especialistas avaliam 144 itens quanto a validade de face e validade de conteúdo. No Estudo 3 dados coletados com alunos de graduação (n = 172) é submetida à análise fatorial exploratória (AFE) e confirmatória (AFC) para redução adicional de itens. Trezentos e oitenta e nove respostas de um painel de consumidores são usados no Estudo 4 para avaliar o ajuste do modelo, usando a análise fatorial confirmatória (AFC) e Modelagem por Equações Estruturais (MEE). A escala proposta possui excelentes níveis de validade e confiabilidade. Finalmente, no terceiro papel, uma escala de engajamento do consumidor de Vivek et al. (2014) é replicada (n = 598) junto à consumidores em uma feira automotiva, para estender o debate sobre formas de medição do constructo usando a perspectiva da Teoria de Resposta ao Item (TRI). Embora o modelo desenvolvido com base na teoria clássica de teste (TCT) usando AFC, um modelo de resposta gradual (MRG) identifica cinco itens que têm baixos níveis de poder discriminante e com baixos níveis de informação. A abordagem usando TRI indica um possível caminho para melhorias metodológicas futuras para as escalas desenvolvidas na área de marketing em geral, e para a escala engajamento do consumidor, em particular.
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Latin America has recently experienced three cycles of capital inflows, the first two ending in major financial crises. The first took place between 1973 and the 1982 ‘debt-crisis’. The second took place between the 1989 ‘Brady bonds’ agreement (and the beginning of the economic reforms and financial liberalisation that followed) and the Argentinian 2001/2002 crisis, and ended up with four major crises (as well as the 1997 one in East Asia) — Mexico (1994), Brazil (1999), and two in Argentina (1995 and 2001/2). Finally, the third inflow-cycle began in 2003 as soon as international financial markets felt reassured by the surprisingly neo-liberal orientation of President Lula’s government; this cycle intensified in 2004 with the beginning of a (purely speculative) commodity price-boom, and actually strengthened after a brief interlude following the 2008 global financial crash — and at the time of writing (mid-2011) this cycle is still unfolding, although already showing considerable signs of distress. The main aim of this paper is to analyse the financial crises resulting from this second cycle (both in LA and in East Asia) from the perspective of Keynesian/ Minskyian/ Kindlebergian financial economics. I will attempt to show that no matter how diversely these newly financially liberalised Developing Countries tried to deal with the absorption problem created by the subsequent surges of inflow (and they did follow different routes), they invariably ended up in a major crisis. As a result (and despite the insistence of mainstream analysis), these financial crises took place mostly due to factors that were intrinsic (or inherent) to the workings of over-liquid and under-regulated financial markets — and as such, they were both fully deserved and fairly predictable. Furthermore, these crises point not just to major market failures, but to a systemic market failure: evidence suggests that these crises were the spontaneous outcome of actions by utility-maximising agents, freely operating in friendly (‘light-touch’) regulated, over-liquid financial markets. That is, these crises are clear examples that financial markets can be driven by buyers who take little notice of underlying values — i.e., by investors who have incentives to interpret information in a biased fashion in a systematic way. Thus, ‘fat tails’ also occurred because under these circumstances there is a high likelihood of self-made disastrous events. In other words, markets are not always right — indeed, in the case of financial markets they can be seriously wrong as a whole. Also, as the recent collapse of ‘MF Global’ indicates, the capacity of ‘utility-maximising’ agents operating in (excessively) ‘friendly-regulated’ and over-liquid financial market to learn from previous mistakes seems rather limited.
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As práticas da gestão de recursos humanos acompanham a evolução na gestão do capital humano das organizações. As atividades de marketing voltadas à marca corporativa prestam serviço essencial e estratégico na identificação, formatação e divulgação da marca do empregador. Juntas as duas áreas passam a desempenhar papel solidário na atração de profissionais qualificados, reforçando e propagando a identidade corporativa aos potenciais candidatos através da EVP. A EVP, a Marca do Empregador e a Reputação do Empregador se relacionam através das práticas de recrutamento e seleção, que é área de RH que primeiro mantem contato com os potenciais candidatos e inicia a construção do contrato psicológico com o novo empregado. A marca do empregador, como a imagem da organização, é utilizada para atrair, reter e engajar as pessoas e tem a EVP como seu núcleo central. Neste estudo se identifica a prática de recrutamento e seleção como a principal conexão teórica entre a EVP, a marca do empregador e a reputação do empregador e se identifica que oportunidade como a dimensão da EVP mais relevantes para o público estudado.
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INTRODUCTION With the advent of Web 2.0, social networking websites like Facebook, MySpace and LinkedIn have become hugely popular. According to (Nilsen, 2009), social networking websites have global1 figures of almost 250 millions unique users among the top five2, with the time people spend on those networks increasing 63% between 2007 and 2008. Facebook alone saw a massive growth of 566% in number of minutes in the same period of time. Furthermore their appeal is clear, they enable users to easily form persistent networks of friends with whom they can interact and share content. Users then use those networks to keep in touch with their current friends and to reconnect with old friends. However, online social network services have rapidly evolved into highly complex systems which contain a large amount of personally salient information derived from large networks of friends. Since that information varies from simple links to music, photos and videos, users not only have to deal with the huge amount of data generated by them and their friends but also with the fact that it‟s composed of many different media forms. Users are presented with increasing challenges, especially as the number of friends on Facebook rises. An example of a problem is when a user performs a simple task like finding a specific friend in a group of 100 or more friends. In that case he would most likely have to go through several pages and make several clicks till he finds the one he is looking for. Another example is a user with more than 100 friends in which his friends make a status update or another action per day, resulting in 10 updates per hour to keep up. That is plausible, especially since the change in direction of Facebook to rival with Twitter, by encouraging users to update their status as they do on Twitter. As a result, to better present the web of information connected to a user the use of better visualizations is essential. The visualizations used nowadays on social networking sites haven‟t gone through major changes during their lifetimes. They have added more functionality and gave more tools to their users, but still the core of their visualization hasn‟t changed. The information is still presented in a flat way in lists/groups of text and images which can‟t show the extra connections pieces of information. Those extra connections can give new meaning and insights to the user, allowing him to more easily see if that content is important to him and the information related to it. However showing extra connections of information but still allowing the user to easily navigate through it and get the needed information with a quick glance is difficult. The use of color coding, clusters and shapes becomes then essential to attain that objective. But taking into consideration the advances in computer hardware in the last decade and the software platforms available today, there is the opportunity to take advantage of 3D. That opportunity comes in because we are at a phase were the hardware and the software available is ready for the use of 3D in the web. With the use of the extra dimension brought by 3D, visualizations can be constructed to show the content and its related information to the user at the same screen and in a clear way. Also it would allow a great deal of interactivity. Another opportunity to create better information‟s visualization presents itself in the form of the open APIs, specifically the ones made available by the social networking sites. Those APIs allow any developers to create their own applications or sites taking advantage of the huge amount of information there is on those networks. Specifically to this case, they open the door for the creation of new social network visualizations. Nevertheless, the third dimension is by itself not enough to create a better interface for a social networking website, there are some challenges to overcome. One of those challenges is to make the user understand what the system is doing during the interaction with the user. Even though that is important in 2D visualizations, it becomes essential in 3D due to the extra dimension. To overcome that challenge it‟s necessary the use of the principles of animations defined by the artists at Walt Disney Studios (Johnston, et al., 1995). By applying those principles in the development of the interface, the actions of the system in response to the user inputs became clear and understandable. Furthermore, a user study needs to be performed so the users‟ main goals and motivations, while navigating the social network, are revealed. Their goals and motivations are important in the construction of an interface that reflects the user expectations for the interface, but also helps in the development of appropriate metaphors. Those metaphors have an important role in the interface, because if correctly chosen they help the user understand the elements of the interface instead of making him memorize it. The last challenge is the use of 3D visualization on the web, since there have been several attempts to bring 3D into it, mainly with the various versions of VRML which were destined to failure due to the hardware limitations at the time. However, in the last couple of years there has been a movement to make the necessary tools to finally allow developers to use 3D in a useful way, using X3D or OpenGL but especially flash. This thesis argues that there is a need for a better social network visualization that shows all the dimensions of the information connected to the user and that allows him to move through it. But there are several characteristics the new visualization has to possess in order for it to present a real gain in usability to Facebook‟s users. The first quality is to have the friends at the core of its design, and the second to make use of the metaphor of circles of friends to separate users in groups taking into consideration the order of friendship. To achieve that several methods have to be used, from the use of 3D to get an extra dimension for presenting relevant information, to the use of direct manipulation to make the interface comprehensible, predictable and controllable. Moreover animation has to be use to make all the action on the screen perceptible to the user. Additionally, with the opportunity given by the 3D enabled hardware, the flash platform, through the use of the flash engine Papervision3D and the Facebook platform, all is in place to make the visualization possible. But even though it‟s all in place, there are challenges to overcome like making the system actions in 3D understandable to the user and creating correct metaphors that would allow the user to understand the information and options available to him. This thesis document is divided in six chapters, with Chapter 2 reviewing the literature relevant to the work described in this thesis. In Chapter 3 the design stage that resulted in the application presented in this thesis is described. In Chapter 4, the development stage, describing the architecture and the components that compose the application. In Chapter 5 the usability test process is explained and the results obtained through it are presented and analyzed. To finish, Chapter 6 presents the conclusions that were arrived in this thesis.
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Tabletop computers featuring multi-touch input and object tracking are a common platform for research on Tangible User Interfaces (also known as Tangible Interaction). However, such systems are confined to sensing activity on the tabletop surface, disregarding the rich and relatively unexplored interaction canvas above the tabletop. This dissertation contributes with tCAD, a 3D modeling tool combining fiducial marker tracking, finger tracking and depth sensing in a single system. This dissertation presents the technical details of how these features were integrated, attesting to its viability through the design, development and early evaluation of the tCAD application. A key aspect of this work is a description of the interaction techniques enabled by merging tracked objects with direct user input on and above a table surface.
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A dynamic headspace solid-phase microextraction (HS-SPME) and gas chromatography coupled to ion trap mass spectrometry (GC–ITMS) method was developed and applied for the qualitative determination of the volatile compounds present in commercial whisky samples which alcoholic content was previously adjusted to 13% (v/v). Headspace SPME experimental conditions, such as fibre coating, extraction temperature and extraction time, were optimized in order to improve the extraction process. Five different SPME fibres were used in this study, namely, poly(dimethylsiloxane)(PDMS),poly(acrylate)(PA),Carboxen-poly(dimethylsiloxane)(CAR/PDMS),Carbowax-divinylbenzene(CW/DVB)and Carboxen-poly(dimethylsiloxane)-divinylbenzene (CAR/PDMS/DVB). The best results were obtained using a 75 m CAR/PDMS fibre during headspace extraction at 40◦C with stirring at 750rpm for 60min, after saturating the samples with salt. The optimised methodology was then appliedtoinvestigatethevolatilecompositionprofileofthreeScotchwhiskysamples—BlackLabel,BallantinesandHighlandClan.Approximately seventy volatile compounds were identified in the these samples, pertaining at several chemical groups, mainly fatty acids ethyl esters, higher alcohols, fatty acids, carbonyl compounds, monoterpenols, C13 norisoprenoids and some volatile phenols. The ethyl esters form an essential group of aroma components in whisky, to which they confer a pleasant aroma, with “fruity” odours. Qualitatively, the isoamyl acetate, with “banana” aroma,wasthemostinteresting.Quantitatively,significantcomponentsareethylestersofcaprilic,capricandlauricacids.Thehighestconcentration of fatty acids, were observed for caprilic and capric acids. From the higher alcohols the fusel oils (3-methylbutan-1-ol and 2.phenyletanol) are the most important ones.
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As digital systems move away from traditional desktop setups, new interaction paradigms are emerging that better integrate with users’ realworld surroundings, and better support users’ individual needs. While promising, these modern interaction paradigms also present new challenges, such as a lack of paradigm-specific tools to systematically evaluate and fully understand their use. This dissertation tackles this issue by framing empirical studies of three novel digital systems in embodied cognition – an exciting new perspective in cognitive science where the body and its interactions with the physical world take a central role in human cognition. This is achieved by first, focusing the design of all these systems on a contemporary interaction paradigm that emphasizes physical interaction on tangible interaction, a contemporary interaction paradigm; and second, by comprehensively studying user performance in these systems through a set of novel performance metrics grounded on epistemic actions, a relatively well established and studied construct in the literature on embodied cognition. The first system presented in this dissertation is an augmented Four-in-a-row board game. Three different versions of the game were developed, based on three different interaction paradigms (tangible, touch and mouse), and a repeated measures study involving 36 participants measured the occurrence of three simple epistemic actions across these three interfaces. The results highlight the relevance of epistemic actions in such a task and suggest that the different interaction paradigms afford instantiation of these actions in different ways. Additionally, the tangible version of the system supports the most rapid execution of these actions, providing novel quantitative insights into the real benefits of tangible systems. The second system presented in this dissertation is a tangible tabletop scheduling application. Two studies with single and paired users provide several insights into the impact of epistemic actions on the user experience when these are performed outside of a system’s sensing boundaries. These insights are clustered by the form, size and location of ideal interface areas for such offline epistemic actions to occur, as well as how can physical tokens be designed to better support them. Finally, and based on the results obtained to this point, the last study presented in this dissertation directly addresses the lack of empirical tools to formally evaluate tangible interaction. It presents a video-coding framework grounded on a systematic literature review of 78 papers, and evaluates its value as metric through a 60 participant study performed across three different research laboratories. The results highlight the usefulness and power of epistemic actions as a performance metric for tangible systems. In sum, through the use of such novel metrics in each of the three studies presented, this dissertation provides a better understanding of the real impact and benefits of designing and developing systems that feature tangible interaction.
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The present study deals with the relationship between urban vegetation and climate. The process whereby the Parque das Dunas a 1,172 ha green area in the city of Natal, State of Rio Grande do Norte exerts influence on the climate of the city is analyzed. The hypothesis on which the present work rests is that the green area referred to acts upon the climate of the city. The study is based on the analysis of climatic factors and elements of this green area and of the city of Natal. In order to give rise to final recommendations, a methodology grounded on a quantitative and qualitative standpoint has been used. The data were collected both within and without the limits of the Parque das Dunas area. Secondary and primary data resulting from the measurements taken by the researcher and her work group have been used. The aim was to contribute to the understanding of the influence of vegetation on the climate of a city having a warm and humid climate. A historical and environmental characterization of the Parque das Dunas was then sought. The local climatic factors and the elements of the climate have been studied within the scope of the city of Natal. A comparative study between the climatic elements within and without the limits of the Parque das Dunas area from the survey of technical data and the systematization of the information collected has been made, aiming at proposing a set of bioclimatic recommendations for the urban design in Natal. The results of such work allowed for the validation of the important role that the Parque das Dunas plays in the climate of Natal. This has led to the acknowledgement of the relevance of the green areas on the climate of cities. They bring about important benefits to the process of rendering agreeable the climate in the urban environment by providing pleasant microclimates that give a valuable contribution to the environmental comfort of urban nuclei having the same size of Natal
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This dissertation of master degree was presented to Post-Graduation Program in Architecture and Planning at UFRN, Brazil. It evaluates 45 one-family housings in the Metropolitan Area of Recife, whose architects consider them to be in conformity with the recommendations contained in Armando de Holanda's book: A Guide to build in the Brazilian Northeast: Architecture as a pleasant place in the sunny tropics , published in 1976 by UFPE. For a long time, it used to be reference in many Architecture and Planning Schools of the Northern Region of Brazil. The research s methodological procedures are based on the Post- Occupancy Evaluation (P.O.E.) with emphasis on the users' thermal comfort of the houses that make part of the sample. Therefore, it has been done technical analyses of the projects, when possible; interviews with the architects; building s inspections; and form applications to the users. The collected data analysis was based on the project recommendations of Holanda s book, they can be synthesized in the principle of Building Leafy". It can not be affirmed that all the houses present the recommendations contained in the guide, but, in many different ways, they exist, sometimes more intensely and sometimes more shyly. However, it can be noticed that in the 45 projects, that the architects perceived the importance of "Building Leafy" on the climatic reality of the Metropolitan Region of Recife
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The oil production in Brazil has been increasing each year. Consequently, increasing volumes of water produced are generated with large quantities of contaminants, which brings many problems in disposing of these waters. The concern that the concentrations of contaminants in water produced meet existing laws for disposal of effluents, has been extremely important for the development of different techniques for treatment of water produced. The study of clay minerals as adsorbents of organic contaminants has grown considerably so in order to combine the low cost with the efficiency of environmental preservation and health issues. Thus, this study aims to understand the characteristics of vermiculite clay, sodium bentonite, calcium bentonite and diatomite and evaluate their performance as adsorbents for phenol in the water produced. Through adsorption isotherms it was possible to observe the behavior of these adsorptive clay and diatomite for adsorption of phenol, the main phenolic compound found in water produced. Different concentrations of synthetic solutions of phenol were put in touch with these adsorbents under same conditions of agitation and temperature. The adsorbents were composted adsorptive favorable, but the vermiculite and diatomite showed little capacity for absorption, being suggested for absorbs small concentrations of phenol in the balance isothermal
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The purpose is to write a reflection on the audiovisual production by the visually impaired. The starting point for this research was a documentary video production workshop offered by the Instituto de Educação e Reabilitação de Cegos do Rio Grande do Norte - IERC / RN, with the participation of blind people with low vision and sighted employees of the institution. The research approach follows the precepts of complex thinking, where work is woven into the network, along with the researched. The theoretical framework is based on the theory of French sociologist Edgar Morin, and other important thinkers for this work, namely: Erving Goffman, Paulo Freire, Michel Foucault, Edward Said, Jacques Aumont, Phillpe Dubois, as well as scholars who think and theorize about his own condition and conduct discussions on the issue of blindness: Francisco Jose de Lima, Evgen Bavcar Jacques Lusseyran and Joana Belarmino. The research was formulated based on the statement in the interest of respondents to understand and produce visual images using video as a tool. In this sense, the methodology adopted approaches of action research in constructing the text and dialogue with the participation of those involved in the project. The technique of gathering the information was based on ethnographic description describing the dynamics of the workshop, the relationships between participants, relationship to the other that sees and the manner of operation of equipment. The main focus is the relationship based on dialogue of information, attitudes and ways of knowing from experience and capacity developed and obstacles for blind people to produce visual images using other benchmarks, such as touch, smell and time dimension and space, and add references that give new meaning to the guidelines based on visuality of ministering to the workshop. It is also held to discuss aspects related to the concept of image with sociological reflection about the audiovisual production made by blind people socially constructed and perpetuated by what Edgar Morin called cultural imprinting. Thus we attempted to walk the route with its obstacles and achievements in the production of new images that were seen
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)
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This study investigates the implications between the musical theory and pedagogical practice based on a study that questions the reasons why some students feel incapable of learning the music language, as well as, if the musical codes are truly so difficult to be apprehended by them. To answer these questions takes itself as reference, the classes I have minister while teaching the disciplines: Music Workshop and Music Language I in the Art Department, Scenic Art Course at the Federal University of Rio Grande do Norte. I have searched the knowledge that constitutes the teacher formation based on the union between the pedagogical efficiency and sensibility, searching in the Corporality the theoretical port for my investigation. This way, advocating is a methodological principle for musical education originated from the experience of knowledge: creating, playing, feeling, thinking, and the interaction among them, conducting the students not only to music learning, but to a process of human formation. It adopts itself as methodological resource, amongst the qualitative methods, some of the techniques that are associated with the ethnographic research, for having as its main objective, to study the meaning of the actions and events of the investigated group. The analysis of the data leads to the conclusion that when the teacher displays his or her pedagogical knowledge in an environment constructed with affectivity, in a playful and pleasant form, the assimilation and construction of the musical concepts happen naturally and efficiently, surpassing the taboo that music learning is only possible to the especially well endowed people for music. Very aware that the scientific debate is important for the strengthening of formative programs involved in the growth and consolidation of the musical teaching and learning area, it is expected to promote this research discussions and reflections in the general educational field with this research, as well as, to contribute significantly to the specific growth of musical education
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A partir des deux dernières décénnies, des changements importants ont touché l éducation des personnes aux besoins éducatifs spéciaux. On est dans une quête permanente de leur inclusion dans les différents niveaux de l enseignement régulier. De ce fait, les institutions éducationnelles se confrontent avec le défi du changement, devant s adapter de plus en plus aux besoins de ces élèves et devenir plus récptives à l égard de tous. Malgré la lenteur de ce changement, cela favorise beaucoup l accès des élèves à des niveaux d enseignement que jamais on aurait supposés, tels que l enseignement supérieur. C est bien dans ce contexte qu au cours de l année 2002 des étudiants handicapés visuels ont accédé aux formations de Philosophie, Economie et Sciences Sociales de l Université Fédérale do Rio Grande do Norte. Cela nous a motivé à conduire une analyse, au cours de 2003, pour connaître de plus près ce processus d inclusion universitaires de trois étudiants handicapés visuels. Comme méthode nous avons utilisé l étude de cas, et l entretien comme instrument de collecte des données. Après l analyse, les résultats montrent bien que l inclusion a permis à ces étudiants de surmonter un tas de barrières, telles que l examen d accès à l Université (Vestibular), outre la chance de se socialiser et d être bénéficiaires d expériences qui, suscités dans un milieu universitaire, vont au-delà de l univers académique. Les collègues de ces étudiants, auprès desquels ils convivent, eux-aussi ont été les bénéficiaires, du fait qu ils ont eu l opportunité d apprendre ensemble les uns avec les autres, tout en respectant leur limitations et potentialités, mais en les appuyant et en les stimulant de mieux en mieux. Il faut reconnaître que plusieurs actions au sein de l Université envisageant l accès et la permanence de ces étudiants ont été couronnées de succès, mais force est de dire qu il y a aussi beaucoup de choses à faire en ce qui concerne : la préparation du corps enseignant et des fonctionnaires ; l orientation de la communauté plus élargie ; la chute des barrières pédagogiques et attitudinales, et surtout l appui humain et matériel indispensables au plein développement de ces étudiants