834 resultados para Collapsed objects and Supernovae


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Nowadays language communication plays an important role in the world. For the technological explosion in the 20th century, the electronic mass media collapsed space and time barriers in human communication, enabling people to interact and live on a global scale. In this sense, the earth has been turned into a village by the electronic mass media. It not only changes the distance between countries, societies, but also shortens it between people. It means that the technological advancement makes the earth become a village. Since the distance between people is shortened, language communication becomes more important than before. To enhance language abilities, people can apply many different types of language learning strategies according to the learning styles that they have in order to learn the target language. In the Foreign Language Department of University of El Salvador Seminar students year 2006 apply different language learning strategies which make some of them get a grade either above eight or below it. To understand learning strategies, people can go back to basic term, strategy. This word comes from the ancient Greek term strategia meaning generalship or the art of war. A different, but related, word is tactics, which are tools to achieve the success of strategies. The two expressions share some basic implied characteristics: planning, competition, conscious manipulation, and movement toward a goal.

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This article focuses on the public experience of science by studying the exhibition practice of a small popular anatomy museum. The owner, Gustav Zeiller, a little-known German model maker and entrepreneur, opened his private collection in Dresden in 1888 with the aim of providing experts and laymen alike with a scientific education on bodily matters and health care. The spatial configuration of his museum environment turned the wax models into didactic instruments. Relying on the possible connexion between material culture studies and history of the emotions, this article highlights how Zeiller choreographed the encounter between the museum objects and its visitors. I argue that the spatial set up of his museum objects entailed rhetorical choices that did not simply address the social utility of his museum. Moreover, it fulfilled the aim of modifying the emotional disposition of his intended spectatorship. I hope to show that studying the emotional responses toward artefacts can offer a fruitful approach to examine the public experience of medicine.

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En este trabajo se presenta un estudio exploratorio sobre prácticas de aula, relacionadas con las magnitudes longitud, tiempo y masa, llevadas a cabo en Educación Primaria en Portugal. El estudio fijó como objetivos determinar qué objetos y procesos matemáticos están implicados en esas prácticas y qué funciones ejecutan profesor y alumnos durante la realización de las mismas. Los resultados han evidenciado el predominio del conocimiento procedimental y algorítmico y el uso de situaciones extramatemáticas o de la vida cotidiana. El profesor es el gestor sistemático del trabajo de los alumnos así como de los tiempos, espacios y materiales disponibles en el aula.

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Rural Decay Almanac is an exhibition comprised of sculptural objects and video/sound documentation. The following is an explanation of inspiration and personal history, a proposed schematic/manual for the objects in the gallery, and other contemporary artists I frame myself within. The front half of The Art Gallery at the University of Maryland as well as the atrium space directly outside the gallery hosts the work: four large scale Site-Responsive sculptural objects, and one video/sound loop projection. The library of materials comes from a farm site in Ijamsville, MD which has been re-purposed into the structures. As a sister work, the process of dismantling documentation is shown alongside the objects in a sound/video installation. The gallery space is transformed into a meticulously controlled environment via hard objects, sound, light, and video.

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Dissertação (mestrado)—Universidade de Brasília, Faculdade UnB Planaltina, Programa de Pós-Graduação em Meio Ambiente e Desenvolvimento Rural, 2015.

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Dissertação (mestrado)—Universidade de Brasília, Faculdade de Ciência da Informação, Programa de Pós-Graduação em Ciência da Informação, 2016.

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The self-ordered pointing test (SOPT; Petrides & Milner, 1982) is a test of non-spatial executive working memory requiring the ability to generate and monitor a sequence of responses. Although used with developmental clinical populations there are few normative data against which to compare atypical performance. Typically developing children (5!11 years) and young adults performed two versions of the SOPT, one using pictures of familiar objects and the other hard-to-verbalise abstract designs. Performance improved with age but the children did not reach adult levels of performance. Participants of all ages found the object condition easier than the abstract condition, suggesting that verbal processes are utilised by the SOPT. However, performance on the task was largely independent from verbal and nonverbal cognitive ability. Overall the results suggest that the SOPT is a sensitive measure of executive working memory.

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The present Master´s dissertation aims to study the practices of the rezadeiras, Brazilian women healers, through an anthropological perspective. Special attention will be given to the understanding of these practices as a dynamic process in relation to those women who heal in Cruzeta (Seridó, Rio Grande do Norte), where is located our ethnographic research. For this research, twenty four rezadeiras were contacted and colaborated with our work plan. Among them, two were pentecostal rezadeiras and another one was member of the Jurema cult, an afro-brazilian religious cult. Similarities among these women healers were perceived in the research process, mostly in terms of their learning process and the use of certain objects and ritual techniques. However, apparent differences among them gave us the chance for understanding and reflecting on the actual heterogeneity of this world of specialists. Furthermore, i tried to capture the relations between the rezadeiras and the therapeutic practices from health professionals or the religious practices of religious leaders (Catholic, pentecostal, etc). It is possible to ascertain about the complementarity between therapeutic practices from different cultural logics. This complementarity is also perceived through the religious interchanges and transits among different healers, including those who have different religious beliefs. In this work, rituals are also described and they are a crucial factor to the understanding of this particular religious and therapeutic practice conducted by women. Following these ideas, our basic aim is to understand how the rezadeiras make interpretations about health and illness, specially those ones which are particular associated with their practices, the so called "doenças de rezadeiras"

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My dissertation defends a positive answer to the question: “Can a videogame be a work of art? ” To achieve this goal I develop definitions of several concepts, primarily ‘art’, ‘games’, and ‘videogames’, and offer arguments about the compatibility of these notions. In Part One, I defend a definition of art from amongst several contemporary and historical accounts. This definition, the Intentional-Historical account, requires, among other things, that an artwork have the right kind of creative intentions behind it, in short that the work be intended to be regarded in a particular manner. This is a leading account that has faced several recent objections that I address, particular the buck-passing theory, the objection against non-failure theories of art, and the simultaneous creation response to the ur-art problem, while arguing that it is superior to other theories in its ability to answer the question of videogames’ art status. Part Two examines whether games can exhibit the art-making kind of creative intention. Recent literature has suggested that they can. To verify this a definition of games is needed. I review and develop the most promising account of games in the literature, the over-looked account from Bernard Suits. I propose and defend a modified version of this definition against other accounts. Interestingly, this account entails that games cannot be successfully intended to be works of art because games are goal-directed activities that require a voluntary selection of inefficient means and that is incompatible with the proper manner of regarding that is necessary for something to be an artwork. While the conclusions of Part One and Part Two may appear to suggest that videogames cannot be works of art, Part Three proposes and defends a new account of videogames that, contrary to first appearances, implies that not all videogames are games. This Intentional-Historical Formalist account allows for non-game videogames to be created with an art-making intention, though not every non-ludic videogame will have an art-making intention behind it. I then discuss examples of videogames that are good candidates for being works of art. I conclude that a videogame can be a work of art, but that not all videogames are works of art. The thesis is significant in several respects. It is a continuation of academic work that has focused on the definition and art status of videogames. It clarifies the current debate and provides a positive account of the central issues that has so far been lacking. It also defines videogames in a way that corresponds better with the actual practice of videogame making and playing than other definitions in the literature. It offers further evidence in defense of certain theories of art over others, providing a close examination of videogames as a new case study for potential art objects and for aesthetic and artistic theory in general. Finally, it provides a compelling answer to the question of whether videogames can be art. This project also provides the groundwork for new evaluative, critical, and appreciative tools for engagement with videogames as they develop as a medium. As videogames mature, more people, both inside and outside academia, have increasing interest in what they are and how to understand them. One place many have looked is to the practice of art appreciation. My project helps make sense of which appreciative and art-critical tools and methods are applicable to videogames.

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A presente dissertação procura apresentar um estudo aprofundado em torno dos mecanismos mágicos, atestados em contexto doméstico, que estão associados de forma mais evidente à protecção da criança e da mulher, enquanto grávida, parturiente e mãe. Neste sentido, iremos discorrer em torno dos motivos que levaram os Egípcios a desenvolver esses mecanismos, em particular a importância da criança para a sociedade egípcia, os perigos da vida quotidiana egípcia, quer para a saúde da população em geral, quer para a da mulher e a da criança e, por fim, a mortalidade infantil e materna. Consequentemente, pretendemos demonstrar de que forma a Religião Doméstica consistia numa estratégia de garantir a sobrevivência da criança. Iremos igualmente abordar os diversos mecanismos destinados a promover a fertilidade e a concepção, identificados em contexto doméstico. Entre eles constam as estruturas arquitectónicas, nomeadamente as estruturas elevadas de Deir el-Medina; as figuras com formas femininas e masculinas, no último caso de cariz erótico, e com a forma de deuses e animais; os amuletos; as camas votivas e os encantamentos mágicos associados a essas duas esferas. Análise incidirá, de igual modo, nas formas desenvolvidas para proteger a mulher e a criança durante a gravidez, o parto e o pós-parto, como outras estruturas arquitectónicas, quer os tijolos de nascimento, quer as pérgulas de nascimento; os amuletos, os objectos apotropaicos e, ainda, os encantamentos mágicos. Por fim, a dissertação focar-se-á na protecção da criança durante a «primeira infância» propriamente dita, que podia ser garantida ainda através da atribuição de nomes protectores e da recitação de encantamentos mágicos especificamente destinados a proteger a criança durante a infância. Iremos ainda destacar alguns mecanismos adicionais que, embora não tenham sido identificados em contexto doméstico, devem ser tomados em consideração. O presente estudo focar-se-á, assim, não só na «primeira infância», mas também nas fases da vida humana que a antecediam, que incluem a concepção – relacionada com a fertilidade –, a gravidez, o parto e, por fim, os momentos que o sucediam.

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Dissertação (mestrado)—Universidade de Brasília, Centro de Estudos Avançados Multidisciplinares, Programa de Pós-Graduação em Desenvolvimento Sociedade e Cooperação Internacional, 2016.

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Dissertação para obtenção do grau de Mestre em Arquitectura com Especialização em Urbanismo, apresentada na Universidade de Lisboa - Faculdade de Arquitectura.

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Dissertação de Mestrado, Educação Pré-Escolar, Escola Superior de Educação e Comunicação, Universidade do Algarve, 2016

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Overrecentdecades,remotesensinghasemergedasaneffectivetoolforimprov- ing agriculture productivity. In particular, many works have dealt with the problem of identifying characteristics or phenomena of crops and orchards on different scales using remote sensed images. Since the natural processes are scale dependent and most of them are hierarchically structured, the determination of optimal study scales is mandatory in understanding these processes and their interactions. The concept of multi-scale/multi- resolution inherent to OBIA methodologies allows the scale problem to be dealt with. But for that multi-scale and hierarchical segmentation algorithms are required. The question that remains unsolved is to determine the suitable scale segmentation that allows different objects and phenomena to be characterized in a single image. In this work, an adaptation of the Simple Linear Iterative Clustering (SLIC) algorithm to perform a multi-scale hierarchi- cal segmentation of satellite images is proposed. The selection of the optimal multi-scale segmentation for different regions of the image is carried out by evaluating the intra- variability and inter-heterogeneity of the regions obtained on each scale with respect to the parent-regions defined by the coarsest scale. To achieve this goal, an objective function, that combines weighted variance and the global Moran index, has been used. Two different kinds of experiment have been carried out, generating the number of regions on each scale through linear and dyadic approaches. This methodology has allowed, on the one hand, the detection of objects on different scales and, on the other hand, to represent them all in a sin- gle image. Altogether, the procedure provides the user with a better comprehension of the land cover, the objects on it and the phenomena occurring.

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Si la religion grecque a fait l’objet de nombreuses études, les informations concernant les rites domestiques se font plus discrètes. Nous avons donc tenté de présenter les traces archéologiques de ses cultes domestiques en nous concentrant sur un élément bien précis, les autels. Nous vous proposons donc dans ce mémoire de présenter un catalogue raisonné des autels domestiques de la Grèce antique. Celui-ci répertorie 140 autels domestiques, qu’ils soient de types fixes (construits) ou portatifs (arulae). Une analyse quantitative et qualitative des informations colligées dans le catalogue fait suite à ce dernier. Nous pouvons tirer quelques conclusions partielles suite à l’analyse de notre catalogue. Il est possible d’affirmer qu’il existe beaucoup plus d’autels portatifs que d’autels fixes. Les arulae n’ont pour la plupart pas été trouvés in situ, contrairement aux autels construits. La grande majorité des autels se trouvent dans la cour de la demeure ou contre un mur extérieur de la maison. Les autels portatifs, eux se retrouvent aussi dans diverses pièces de la maison, dont la pastas. La majorité des autels portatifs sont faits de terre-cuite, alors que les fixes sont tous faits de différentes pierres. Peu importe le type, la majorité des autels sont rectangulaires plutôt que circulaires. Très peu d’autels sont dédiés spécifiquement à un dieu et ceux attribués à Zeus Herkeios le sont seulement par leur position dans la cour de la demeure et non à cause d’un décor ou d’objets affiliés. Les autels autant portatifs que fixes peuvent porter un décor, allant d’une simple moulure à un riche décor rappelant les grands autels monumentaux des sanctuaires. Certains sont par contre nus et ont même des faces non travaillées. Nous détaillons dans la dernière section le cas de Zeus Ktésios et Zeus Kataibatès, comme nous possédons beaucoup d’informations pertinentes sur ces deux divinités et nous pouvons donc nous attarder sur leur culte. Il est par contre difficile de recréer des rites domestiques complets. Pour ce faire, il faudrait avoir accès aux catalogues complets des artéfacts retrouvés sur chaque site. Nous pourrions ainsi créer des assemblages et mettre en liens ces objets et les autels et tenter d’interpréter et de reconstituer ces différents rites domestiques.