839 resultados para creative drive
Resumo:
O processo de criação de marcas – branding – decorre da intervenção de um diversificado número de especialistas de áreas científicas distintas como são: a da comunicação, da publicidade, do marketing e das relações públicas. O designer, apesar de ser um dos mais significantes actores no processo de construção da marca é, geralmente, relegado para o plano de fazedor das coisas esteticamente úteis. As razões deste facto podem ser encontradas neste estereótipo que constrange o entendimento sobre a vocação do designer, desvalorizando- se o seu papel de conceptualizador e não respeitando os seus argumentos. A flexibilidade do seu pensar analítico, criativo e sistémico associado à acção direccionada para a mudança leva à consideração de que o Designer é um agente multifacetado e, numa equipa, é um membro agregador de diversas sensibilidades. A síntese que opera através do desenho permite ao designer colocar-se numa posição de dinamização e, porventura, de liderança de carácter identitário. Tendo em conta o exposto o designer necessita de metodologias de apoio ao seu desempenho que lhe permitam realizar o trabalho para o qual está vocacionado. Enquadrado pela lógica sistémica da comunicação institucional, essas metodologias potenciam a observação, análise e avaliação da marca, uma vez que está focalizada na recolha das orientações dos destinatários da marca – cidadãos e consumidores. Conhecer como percepcionam a marca, qual a relação que mantêm com ela e como reagem à forma como a marca comunica é o desafio da metodologia criada. Deste modo, o designer poderá contribuir para a desconstrução dos estereótipos referidos, reforçar a sua posição no mercado de trabalho e afirmar a sua diferença face aos especialistas das áreas complementares com quem intervém. A tese que se apresenta tem por finalidade elaborar uma metodologia para a afirmação e avaliação dos impactos da marca, no sentido de conhecer as orientações de quem melhor sabe lidar com a marca - o público-alvo. E, integrar toda a informação no processo decisão que o designer protagoniza.
Resumo:
Creativity is recognized nowadays as a basic skill. However, the educational system fails in promoting their development. On the other hand, a growing acknowledgement of the importance of geometry emerges. Conceptual renewal, namely on isometries, requires new approaches based on mathematically significant tasks. The digital revolution has brought powerful tools but demands changes in the educational process. The use of Dynamic Geometry Environments (DGE), complementing ‘paper and pencil’, can contribute to provide rich learning environments, enhanced by Classroom Management Systems (CMS) such as iTALC. Indeed, the qualitative case study we carried out suggests that: the creation of an "atmosphere" of cooperation, collaboration and sharing seems to increase creativity dimensions; the use of DGE can facilitate the emergence of more creative productions; development of knowledge and geometrical capabilities seems to benefit from a complementary approach that combines DGE and ‘paper and pencil’ environments. Different approaches, with a more technological and exploratory nature seem to promote more favourable attitudes towards mathematics in general, and geometry, in particular.
Resumo:
This chapter focuses on the development of organizational creativity, using the CPS methodology, aiming at demonstrating its effectiveness in using the individual and team divergent thinking improvement in identifying organizational problems. A study was undertaken using problem solving teams in seven companies, in which each individual was submitted to a pre-post test in attitudes towards divergent thinking and asked to express the evaluation of the method. All the information reported in the sessions was recorded. The results indicate a change in attitude favourable to divergent thinking, the provision of a professional, efficient method of organizing knowledge in such a way that can help individuals to find original solutions to problems, and an important way to lead teams to creativity and innovation, according with companies different orientations.
Resumo:
The purpose of this study was to evaluate the effectiveness of the Creative Problem Solving (CPS) method in improving the leadership process in a non-profit organization. The research was designed around an intervention and structured in three stages (pre-consult, intervention and follow-up), with a team designated by management, in order to bring leadership cohesion to both departments of the organization and also between the board and executive management. The results, expressed in the tasks performed and in the interviews to team members, allowed us to conclude on the effectiveness of the CPS method to improve organizational leadership, by establishing a stronger relationship between departments, as well as, in the long term, between the board and executive management. These results highlight possible solutions to improve the leadership of non-profit organizations.
Resumo:
The speed control system for a concept for cost effective drives with high precision is presented. The drive concept consists of two parallel working drives. The concept is an alternative to direct drives. One big advantage is the use of standard gear boxes with economical components. This paper deals with the control of the drive system consisting of two parts: one drive produces the power for the machine, another drive makes the motion precice and dynamic. Both drives are combined to one double drive by a control system. The drive system is usefull for printing machines and other machines with high power consumption at a nearly constant speed and high accuracy requirements. The calculation for a drive system with 37 kW shows, that the control drive has to supply only about 20 % of the total torque and power needed to compensate the errors of the power drive. The stability of the system is shown by a simulation of the double drive.
Resumo:
The speed control system for a concept for cost effective drives with high precision is presented. The drive concept consists of two parallel working drives. The concept is an alternative to direct drives. One big advantage is the use of standard gear boxes with economical components. This paper deals with the control of the drive system consisting of two parts: one drive produces the power for the machine, another drive makes the motion precice and dynamic. Both drives are combined to one double drive by a control system. The drive system is usefull for printing machines and other machines with high power consumption at a nearly constant speed and high accuracy requirements. The calculation for a drive system with 37 kW shows, that the control drive has to supply only about 20 % of the total torque and power needed to compensate the errors of the power drive. The stability of the system is shown by a simulation of the double drive.
Resumo:
BACKGROUND: Researchers have tested the beliefs of sportspeople and sports medicine specialists that cognitive strategies influence strength performance. Few investigators have synthesised the literature. OBJECTIVES: The specific objectives were to review evidence regarding (a) the cognitive strategy-strength performance relationship; (b) participant skill level as a moderator; and (c) cognitive, motivational, biomechanical/physiological, and emotional mediators. METHOD: Studies were sourced via electronic databases, reference lists of retrieved articles, and manual searches of relevant journals. Studies had to be randomised or counterbalanced experiments with a control group or condition, repeated measures, and a quality control score above 0.5 (out of 1). Cognitive strategies included goal setting, imagery, self-talk, preparatory arousal, and free choice. Dependent variables included maximal strength, local muscular endurance, or muscular power. RESULTS: Globally, cognitive strategies were reliability associated with increased strength performance (results ranged from 61 to 65 %). Results were mixed when examining the effects of specific strategies on particular dependent variables, although no intervention had an overall negative influence. Indeterminate relationships emerged regarding hypothesised mediators (except cognitive variables) and participant skill level as a moderator. CONCLUSIONS: Although cognitive strategies influence strength performance, there are knowledge gaps regarding specific types of strength, especially muscular power. Cognitive variables, such as concentration, show promise as possible mediators.
Resumo:
Chinese media in the context of China's rise have puzzled many scholars who used to understand media and communications phenomena by employing the theories generated from a few affluent Western democracies, notably the US. As a result, a complex but more accurate picture has been ignored. Under numerous theoretical polarizations, the contemporary social world seems little changed but polarized. This thesis aims to propose a different approach endeavoring to 'de-Westernize' or 'internationalize' media and communications studies. As a starting point, this study focuses on the globalization debate, Chinese media and news agency studies. The thesis has investigated the Chinese news agency, Xinhua, by employing Fuzzy Logic which captures the complexity of the change in the agency's business structure and journalistic practices over last 25 years. The change is also examined by scrutinizing the role of journalists in the interrelations of Xinhua with its news sources, media and nonmedia clients, and other news agencies. A combination of archive study and 94 semistructured interviews conducted in Beijing, Shanghai, Guangzhou, Hong Kong, Macau and London provides an inclusive account of the Chinese news institution. The key research findings drawn from the empirical research into Xinhua have justified the central argument of this thesis: Crisp Logic or the 'either/or' approach has failed to explain the dynamics of the change to the media system based in a 'non-Western' society. The numerous theoretical polarizations generated by Crisp Logic to a large extent have distorted the understanding of the contemporary social world by polarizing it. Fuzzy Logic serves better(though it is not the only choice)than the traditional approach to reflect on the set of variables existing between the two poles created by Crisp Logic. This thesis is the first doctorate research in the UK and other English-speaking countries to investigate Xinhua by 'going inside' the news institution's headquarters, local branches and overseas bureaus. This is the first comprehensive academic study of the agency, which not only examines the agency's recent change in business structure and journalistic practices, but also provides a historical account of the agency and its relationship with other social institutions. This is the first media study that employs Fuzzy Logic to understand the globalization theory, Chinese media and news agencies.
Resumo:
Wisse discusses the life and literature of Issac Leib Peretz and his influence on Jewish culture.
Resumo:
Wisse discusses the life and literature of Issac Leib Peretz and his influence on Jewish culture.
Resumo:
Wisse discusses the life and literature of Issac Leib Peretz and his influence on Jewish culture.
Resumo:
This paper engages with the debates around the Olympic legacy by exploring the qualitative, intangible impacts of the Cultural Olympiad programme on local small creative firms in Torino, Italy and London, UK. The research objectives are achieved through a qualitative study of local small creative firms’ perceptions of the impacts of the Olympic Games’ cultural programme on their activities. To achieve this, Torino 2006 and London 2012 are used as case studies. The findings of this exploratory study show that cultural events can impact the creative sector. They do this by providing opportunities for mutual learning and access to initiatives that may generate ideas and new skills, as well as contributing to the development of a creative field. The study also explores the weaknesses and missed opportunities linked to the Cultural Olympiad programme, as perceived by creative practitioners. These include the lack of information and failure to engage smaller businesses. Based on qualitative analysis and discussion, recommendations for future organizers and further research are provided.
Resumo:
We live in a changing world. At an impressive speed, every day new technological resources appear. We increasingly use the Internet to obtain and share information, and new online communication tools are emerging. Each of them encompasses new potential and creates new audiences. In recent years, we witnessed the emergence of Facebook, Twitter, YouTube and other media platforms. They have provided us with an even greater interactivity between sender and receiver, as well as generated a new sense of community. At the same time we also see the availability of content like it never happened before. We are increasingly sharing texts, videos, photos, etc. This poster intends to explore the potential of using these new online communication tools in the cultural sphere to create new audiences, to develop of a new kind of community, to provide information as well as different ways of building organizations’ memory. The transience of performing arts is accompanied by the need to counter that transience by means of documentation. This desire to ‘save’ events reaches its expression with the information archive of the different production moments as well as the opportunity to record the event and present it through, for instance, digital platforms. In this poster we intend to answer the following questions: which online communication tools are being used to engage audiences in the cultural sphere (specifically between theater companies in Lisbon)? Is there a new relationship with the public? Are online communication tools creating a new kind of community? What changes are these tools introducing in the creative process? In what way the availability of content and its archive contribute to the organization memory? Among several references, we will approach the two-way communication model that James E. Grunig & Todd T. Hunt (1984) already presented and the concept of mass self-communication of Manuel Castells (2010). Castells also tells us that we have moved from traditional media to a system of communication networks. For Scott Kirsner (2010), we have entered an era of digital creativity, where artists have the tools to do what they imagined and the public no longer wants to just consume cultural goods, but instead to have a voice and participate. The creativity process is now depending on the public choice as they wander through the screen. It is the receiver who owns an object which can be exchanged. Virtual reality has encouraged the receiver to abandon its position of passive observer and to become a participant agent, which implies a challenge to organizations: inventing new forms of interfaces. Therefore, we intend to find new and effective online tools that can be used by cultural organizations; the best way to manage them; to show how organizations can create a community with the public and how the availability of online content and its archive can contribute to the organizations’ memory.
Resumo:
This paper is on offshore wind energy conversion systems installed on the deep water and equipped with back-to-back neutral point clamped full-power converter, permanent magnet synchronous generator with an AC link. The model for the drive train is a five-mass model which incorporates the dynamic of the structure and the tower in order to emulate the effect of the moving surface. A three-level converter and a four-level converter are the two options with a fractional-order control strategy considered to equip the conversion system. Simulation studies are carried out to assess the quality of the energy injected into the electric grid. Finally, conclusions are presented. (C) 2014 Elsevier Ltd. All rights reserved.