869 resultados para ARTIFACTS
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This is a report of a human skeletal remains and artifacts that were excavated from a burial sites in Iowa. The report was written and published by the Office of the State Archaeologist, The University of Iowa, Iowa City
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Thesis (Ph.D.)--University of Washington, 2016-08
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Na medida em que os produtos e os processos de criação são cada vez mais mediados digitalmente, existe uma reflexão recente acerca da relação entre as imagens e as ferramentas usadas para a sua produção. A relação natural e estreita entre a dimensão conceptual e a dimensão física abre a discussão ao nível da semântica e dos processos da projetação e manipulação das imagens, nas quais estão naturalmente incluídas as ferramentas CAD. Tendo o desenho um papel inequívoco e fundamental no exercício da projetação e da modelação 3D é pertinente perceber a relação e a articulação entre estas duas ferramentas. Reconhecendo o desenho como uma ferramenta de domínio físico capaz de expressar o pensamento que opera a transformação de concepções abstratas em concepções concretas, reconhecê-lo refletido na dimensão virtual através de um software CAD 3D não é trivial, já que este, na generalidade, é processado através de um pensamento cujo contexto é distante da materialidade. Metodologicamente, abordaremos esta questão procurando a verificação da hipótese através de uma proposta de exercício prático que procura avaliar o efeito que as imagens analógicas poderão ter sobre o reconhecimento e operatividade da ferramenta Blender num enquadramento académico. Pretende-se, pois, perceber como o desenho analógico pode integrar o processo de modelação 3D e qual a relação que mantém com quem elas opera. A articulação do desenho com as ferramentas de produção de design, especificamente CAD 3D, permitirá compreender na especialidade a articulação entre ferramentas de diferentes naturezas tanto no processo da projetação quanto na criação de artefactos visuais. Assim como poderá lançar a discussão acerca das estratégias pedagógicas de ensino do desenho e do 3D num curso de Design.
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This research investigates how functionality, rationality, and emotionality applied to urban furniture design contribute to the organization, legibility, and qualification of public spaces, according to different layouts, physical and visual qualities of the urban furniture as well as the quality of urban infrastructure that may influence the uses and appropriation of urban spaces by pedestrians, turning those spaces into socially centripetal or centrifugal places. The work consists of two parts. First refers to a bibliographical review concerning two main issues of the investigation: product design and legibility of public space, defining the conceptual and theoretical bases, linked to methodological strategies aimed at systemic planning and integrated management of urban furniture design and legibility of public spaces (sidewalks), that are necessary to define the existing relationships among the user s interface (pedestrians); product (urban artifacts); built environment (sidewalks). The second part refers to the achievement of empirical approach throughout visual analysis of public spaces and the functional and qualitative evaluation of the existing urban furniture in the central neighborhood of Cidade Alta, Natal, RN, according to the theoretical researched concepts and methodological procedures. The results expose the weaknesses and levels of intensity arising from the relations among public space, urban furniture, and users, revealing the need for theoretical and practical approaches which would help the decision-making in planning, designing and integrating innovative, sustainable, and ethical solutions in order to design attractive public spaces that could provide sociability and citizenship throughout integrated public management, city systemic thinking and urban identity. The suggested guidelines at the end of this research will provide the necessary strategies to design suitable urban furniture systems according to aesthetic and practical urban infrastructure and city context, aiming to ease visual and physical conflicts that may negatively interfere with the appropriation of public spaces by the citizens
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Esta tese foi produzida no Programa de Pós -Graduação em Educação em Ciências : Química da Vida e Saúde , na linha de pesquisa "Educação científica : implicações das práticas científicas na constituição dos sujeitos ". O objetivo desta pesquisa é analisar a rede de enunciações sobre o sexting em alguns materiais (reportagens, programas televisivos, postagens em blogs e comentários realizados por leitores dos sites) presentes na internet e investigar as condições de emergência da prática do sexting. O sexting é um termo criado nos Estados Unidos da América, que deriva das expressões sex (sexo) e texting (envio de mensagens). Esse conceito descreve uma prática social e cultural que está sendo difundida mundialmente: esta consiste em produzir e enviar fotos e vídeos sexuais, sensuais e eróticos entre conhecidos/as, amigos/as, namorados/as, “ficantes” etc.. Nesta pesquisa, utilizamos como aporte teórico os estudos de Pierre Lévy, André Lemos, Paula Sibilia, Guy Debord, Hannah Arendt, Michel Foucault e Zygmunt Bauman. Tais autores ajudam-nos a pensar que o sexting emerge devido a alguns acontecimentos sociais, culturais, históricos etc., que vêm provocando alguns deslocamentos em nossa sociedade. Para proceder com tal pesquisa, utilizamos a internet como campo empírico. Em nossa busca, encontramos 48 artefatos culturais que discutem, de alguma forma, sobre sexting. Dentre estes, 37 comentam sobre vídeos caseiros que mostram relações sexuais, 8 discutem sobre o fenômeno sexting e 3 debatem sobre a produção de fotos sensuais. Para análise dos dados, utilizamos algumas ferramentas foucaultianas, especialmente os conceitos de discurso, dispositivo e enunciado. Ao olharmos os materiais, percebemos que os/os adolescentes vêm se utilizando das tecnologias digitais para visibilizarem a sua sexualidade, o que nos dá indícios de que estas vêm possibilitando a constituição de jornalistas cidadãos/ãs. Além disso, evidenciamos que as fotos e vídeos dos/as adolescentes foram produzidos em comum acordo entre eles/as. Muitos dessas fotos e vídeos, foram disseminados pelos próprios sujeitos que aderiram a essa prática. Assim, a exposição da sexualidade, por meio do sexting, tem sido realizada com o propósito de adquirir visibilidade e de tornar-se a personalidade do momento. Entendemos que essa vontade de escancarar a sexualidade, por meio das tecnologias digitais, está vinculada à sociedade do espetáculo, que manifesta a necessidade de tornar-se visível. Além disso, notamos que essa prática está relacionada à escola, pois muitos dos casos relatados ocorreram no interior dessa instituição ou tiveram uma repercussão nesse ambiente. Em muitos casos, a escola era culpabilizada pelos casos de sexting que envolviam seus/sua alunos/as. No entanto, são os pais o foco de maiores críticas pela mídia massiva, pois, para essa instância, são estes os maiores responsáveis pela disciplinarização desses corpos. Evidenciou-se também que os/as praticantes do sexting sofreram micropenalidades, as quais tinham como objetivo corrigir suas condutas. Nesse sentido, entendemos o sexting como uma atualização do dispositivo da sexualidade, pois este coloca a sexualidade – a qual, durante a modernidade sólida, constituía-se como algo exclusivamente do âmbito privado – em evidência nos espaços públicos. Ao mesmo tempo, verificamos que algumas práticas disciplinares ainda buscam governar e normalizar a sexualidade dos sujeitos. A análise do material empírico possibilitou-nos verificar dois enunciados que fazem parte do discurso do sexting. O primeiro destes é que, na contemporaneidade, aparecer é uma condição de existência; o outro é que a sexualidade é entendida como algo que deve ser regulado, governado e normalizado. Consideramos importante centrarmos os estudos no sexting, pois entendemos que essa prática vem contribuindo para o surgimento de outros modos de viver e entender a sexualidade, pois o sexting enquadra a sexualidade como algo a ser exibido e mostrado para todos/as.
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The archaeological excavations carried out in 2013 in the hut n. 16 of the protohistoric settlement of Brunku ’e s’Omu (central-western Sardinia) returned some metal products. The morpho-metric and functional study of these artifacts al-lowed the identification of two mending strips and other remains related to Bronze Age (late II millennium BC) ceramic vessels reparing. Some uncertainly dated slags and metal fragments were also identified. Visual examination and archaeometric investigation carried out by means of portable energy dispersive X-ray fluores-cence spectrometry (pXRF) were performed on these metals. The analyses were able to relate some remains to iron manufacturing and highlighted the lead composition of the other ones. The chosen approach further clarified some as-pects of nuragic metallurgists’ behaviour in selecting and processing metalliferous geo-materials.
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Esta dissertação apresenta a modelagem de uma ferramenta baseada em SMA para a simulação da produção e gestão social de um ecossistema urbano, a organização social do Projeto da Horta San Jeronimo(SJVG), localizado no Parque San Jeronimo Sevilha, Espanha, que e coordenado pela confederação Ecologistas en Accion . Estes processos sociais observados no projeto do SJVG são caracterizados pela ocorrência de uma serie de interações e trocas sociais entre os participantes. Além disso, os comportamentos periódicos, interações e comunicações são regulados pelo Regimento de Normas Internas, estabelecidos pela comunidade em assembleia, sob a supervisão e coordenação da confederação EA. O SMA foi concebido como um sistema JaCaMo multidimensional, composto por cinco dimensões integradas: a população de agentes, os artefatos normativos (a organização), os artefatos físicos (o ambiente dos agentes), artefatos de comunicação (o conjunto de interações) e os artefatos normativos (política normativa interna). A ferramenta utilizada no projeto e o framework JaCaMo, uma vez que apresenta suporte de alto nível e modularidade para o desenvolvimento das três primeiras dimensões acima mencionadas. Mesmo tendo enfrentado alguns problemas importantes que surgiram adotando o framework JaCaMo para desenvolvimento do Projeto SJVG-SMA, como: (i) a impossibilidade de especificação da periodicidade no modelo MOISE, (II) a impossibilidade de definir normas, seus atributos básicos (nome, periodicidade, papel a que se aplica) e as sanções, e (III) a inexistência de uma infraestrutura modular para a definição de interações através da comunicação, foi possível adotar soluções modulares interessantes para manter a ideia de um SMA de 5 dimensões, desenvolvidos na plataforma JaCaMo. As soluções apresentadas neste trabalho são baseadas principalmente no âmbito do Cartago, apontando também para a integração de artefatos organizacionais, normativos, físicos e de comunicação.
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Symbolic execution is a powerful program analysis technique, but it is very challenging to apply to programs built using event-driven frameworks, such as Android. The main reason is that the framework code itself is too complex to symbolically execute. The standard solution is to manually create a framework model that is simpler and more amenable to symbolic execution. However, developing and maintaining such a model by hand is difficult and error-prone. We claim that we can leverage program synthesis to introduce a high-degree of automation to the process of framework modeling. To support this thesis, we present three pieces of work. First, we introduced SymDroid, a symbolic executor for Android. While Android apps are written in Java, they are compiled to Dalvik bytecode format. Instead of analyzing an app’s Java source, which may not be available, or decompiling from Dalvik back to Java, which requires significant engineering effort and introduces yet another source of potential bugs in an analysis, SymDroid works directly on Dalvik bytecode. Second, we introduced Pasket, a new system that takes a first step toward automatically generating Java framework models to support symbolic execution. Pasket takes as input the framework API and tutorial programs that exercise the framework. From these artifacts and Pasket's internal knowledge of design patterns, Pasket synthesizes an executable framework model by instantiating design patterns, such that the behavior of a synthesized model on the tutorial programs matches that of the original framework. Lastly, in order to scale program synthesis to framework models, we devised adaptive concretization, a novel program synthesis algorithm that combines the best of the two major synthesis strategies: symbolic search, i.e., using SAT or SMT solvers, and explicit search, e.g., stochastic enumeration of possible solutions. Adaptive concretization parallelizes multiple sub-synthesis problems by partially concretizing highly influential unknowns in the original synthesis problem. Thanks to adaptive concretization, Pasket can generate a large-scale model, e.g., thousands lines of code. In addition, we have used an Android model synthesized by Pasket and found that the model is sufficient to allow SymDroid to execute a range of apps.
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Modern software application testing, such as the testing of software driven by graphical user interfaces (GUIs) or leveraging event-driven architectures in general, requires paying careful attention to context. Model-based testing (MBT) approaches first acquire a model of an application, then use the model to construct test cases covering relevant contexts. A major shortcoming of state-of-the-art automated model-based testing is that many test cases proposed by the model are not actually executable. These \textit{infeasible} test cases threaten the integrity of the entire model-based suite, and any coverage of contexts the suite aims to provide. In this research, I develop and evaluate a novel approach for classifying the feasibility of test cases. I identify a set of pertinent features for the classifier, and develop novel methods for extracting these features from the outputs of MBT tools. I use a supervised logistic regression approach to obtain a model of test case feasibility from a randomly selected training suite of test cases. I evaluate this approach with a set of experiments. The outcomes of this investigation are as follows: I confirm that infeasibility is prevalent in MBT, even for test suites designed to cover a relatively small number of unique contexts. I confirm that the frequency of infeasibility varies widely across applications. I develop and train a binary classifier for feasibility with average overall error, false positive, and false negative rates under 5\%. I find that unique event IDs are key features of the feasibility classifier, while model-specific event types are not. I construct three types of features from the event IDs associated with test cases, and evaluate the relative effectiveness of each within the classifier. To support this study, I also develop a number of tools and infrastructure components for scalable execution of automated jobs, which use state-of-the-art container and continuous integration technologies to enable parallel test execution and the persistence of all experimental artifacts.
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A presente investigação identifica o caminho seguido no estudo que se centrou na durabilidade dos produtos como estratégia para a prevenção/redução dos impactes ambientais provocados pela excessiva produção e consumo das sociedades ocidentais. O trabalho baseou-se primeiramente na reunião de argumentos que justificassem a necessidade da investigação. A partir dos conhecimentos obtidos sobre as consequências do descarte prematuro de produtos, incluindo a produção de resíduos e utilização de recursos naturais, a investigação foi direcionada para as estratégias que motivam a redução do consumo pelo aumento da vida útil do produto. A durabilidade de alguns produtos designados de Clássicos do Design motivou o desenvolvimento da investigação. Depois de definido o universo que se enquadra nesta categoria, foi selecionada uma amostra que se considerou representativa e criou-se uma base de dados onde se sistematizou os conteúdos relevantes a conhecer. Através da análise qualitativa e quantitativa da amostra desses produtos, obteve-se uma matriz operativa composta por 10 princípios que pode ser introduzida no processo de design de novos produtos para aquisição de um tempo de vida útil inicial potencialmente maior. Os resultados da aplicação prática da estratégia desenvolvida, a tese, determinarão no futuro a conceção e produção de artefactos que se pretende apresentar à indústria nacional.
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This study explores how two American history teachers - one novice and one experienced – make in-the-moment choices among their history subject matter and classroom-related purposes during the teaching of an American history unit. Using classroom observations, lesson artifacts, student work products, and deep, retrospective interviews with the teachers as they watched videos of their teaching, this study maps out in detail the teachers’ purposes, both within and across different lesson activity structures. This study finds that the novice and the experienced teacher navigated among their purposes differently from each other, and that the characteristics of each teacher’s purposes navigation aligned with student outcomes in that teacher’s class. The novice teacher acted more like a juggler, with visible, reactive navigation among each purpose operational throughout his teaching; student outcomes in his class were similarly fragmented and discrete. The experienced teacher presented more like an orchestra conductor, interweaving his purposes and anticipating the navigation decisions that would create a more seamless whole; student outcomes in his class were aligned with his holistic navigation of purposes. Findings from this study have important implications for education research and teacher practice, including the relationship between teachers’ navigation among purposes and desired student outcomes, the integral role of classroom-related purposes interwoven with history subject matter purposes in teachers’ decision-making, and the differences in purposes navigation between a novice and an experienced history teacher.
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One challenge on data assimilation (DA) methods is how the error covariance for the model state is computed. Ensemble methods have been proposed for producing error covariance estimates, as error is propagated in time using the non-linear model. Variational methods, on the other hand, use the concepts of control theory, whereby the state estimate is optimized from both the background and the measurements. Numerical optimization schemes are applied which solve the problem of memory storage and huge matrix inversion needed by classical Kalman filter methods. Variational Ensemble Kalman filter (VEnKF), as a method inspired the Variational Kalman Filter (VKF), enjoys the benefits from both ensemble methods and variational methods. It avoids filter inbreeding problems which emerge when the ensemble spread underestimates the true error covariance. In VEnKF this is tackled by resampling the ensemble every time measurements are available. One advantage of VEnKF over VKF is that it needs neither tangent linear code nor adjoint code. In this thesis, VEnKF has been applied to a two-dimensional shallow water model simulating a dam-break experiment. The model is a public code with water height measurements recorded in seven stations along the 21:2 m long 1:4 m wide flume’s mid-line. Because the data were too sparse to assimilate the 30 171 model state vector, we chose to interpolate the data both in time and in space. The results of the assimilation were compared with that of a pure simulation. We have found that the results revealed by the VEnKF were more realistic, without numerical artifacts present in the pure simulation. Creating a wrapper code for a model and DA scheme might be challenging, especially when the two were designed independently or are poorly documented. In this thesis we have presented a non-intrusive approach of coupling the model and a DA scheme. An external program is used to send and receive information between the model and DA procedure using files. The advantage of this method is that the model code changes needed are minimal, only a few lines which facilitate input and output. Apart from being simple to coupling, the approach can be employed even if the two were written in different programming languages, because the communication is not through code. The non-intrusive approach is made to accommodate parallel computing by just telling the control program to wait until all the processes have ended before the DA procedure is invoked. It is worth mentioning the overhead increase caused by the approach, as at every assimilation cycle both the model and the DA procedure have to be initialized. Nonetheless, the method can be an ideal approach for a benchmark platform in testing DA methods. The non-intrusive VEnKF has been applied to a multi-purpose hydrodynamic model COHERENS to assimilate Total Suspended Matter (TSM) in lake Säkylän Pyhäjärvi. The lake has an area of 154 km2 with an average depth of 5:4 m. Turbidity and chlorophyll-a concentrations from MERIS satellite images for 7 days between May 16 and July 6 2009 were available. The effect of the organic matter has been computationally eliminated to obtain TSM data. Because of computational demands from both COHERENS and VEnKF, we have chosen to use 1 km grid resolution. The results of the VEnKF have been compared with the measurements recorded at an automatic station located at the North-Western part of the lake. However, due to TSM data sparsity in both time and space, it could not be well matched. The use of multiple automatic stations with real time data is important to elude the time sparsity problem. With DA, this will help in better understanding the environmental hazard variables for instance. We have found that using a very high ensemble size does not necessarily improve the results, because there is a limit whereby additional ensemble members add very little to the performance. Successful implementation of the non-intrusive VEnKF and the ensemble size limit for performance leads to an emerging area of Reduced Order Modeling (ROM). To save computational resources, running full-blown model in ROM is avoided. When the ROM is applied with the non-intrusive DA approach, it might result in a cheaper algorithm that will relax computation challenges existing in the field of modelling and DA.
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The complex known as Oplontis B lies in the shadow of Vesuvius, about 3 kilometers west of Pompeii and 300 meters from the well-known Villa A. Since its first excavation and reconstruction in the 1970s and 1980s, Oplontis B has languished in abandonment ―virtually unstudied. The Oplontis Project, led by John Clarke and Michael Thomas, began investigating the site in 2012 after completing its work on Villa A. The documentation of the complex is a primary task. In the past few years members of the Project team have cataloged the previously excavated materials, recording over 1200 wine amphorae as well as a variety of other artifacts. At the same time, Marcus Abbott has laser-scanned the building to produce a detailed plan of the site. The excavations have similar aims: to record the 79 CE level of the complex and to investigate its development. This paper discusses the preliminary results of the last two seasons of excavations and cataloging efforts which build on our previous work conducted in 2012 and 2013.
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Résumé : L’interaction entre la douleur et le système moteur est bien connue en clinique et en réadaptation. Il est sans surprise que la douleur est un phénomène considérablement invalidant, affectant la qualité de vie de ceux et celles qui en souffrent. Toutefois, les bases neurophysiologiques qui sous-tendent cette interaction demeurent, encore aujourd’hui, mal comprises. Le but de la présente étude était de mieux comprendre les mécanismes corticaux impliqués dans l’interaction entre la douleur et le système moteur. Pour ce faire, une douleur expérimentale a été induite à l’aide d’une crème à base de capsaïcine au niveau de l’avant-bras gauche des participants. L'effet de la douleur sur la force des projections corticospinales ainsi que sur l’activité cérébrale a été mesuré à l’aide de la stimulation magnétique transcrânienne (TMS) et de l’électroencéphalographie (EEG), respectivement. L’analyse des données EEG a permis de révéler qu'en présence de douleur aiguë, il y a une augmentation de l’activité cérébrale au niveau du cuneus central (fréquence têta), du cortex dorsolatéral préfrontal gauche (fréquence alpha) ainsi que du cuneus gauche et de l'insula droite (toutes deux fréquence bêta), lorsque comparée à la condition initiale (sans douleur). Également, les analyses démontrent une augmentation de l'activité du cortex moteur primaire droit en présence de douleur, mais seulement chez les participants qui présentaient simultanément une diminution de leur force de projections corticales (mesurée avec la TMS t=4,45, p<0,05). Ces participants ont également montré une plus grande connectivité entre M1 et le cuneus que les participants dont la douleur n’a pas affecté la force des projections corticospinales (t=3,58, p<0,05). Ces résultats suggèrent qu’une douleur expérimentale induit, chez certains individus, une altération au niveau des forces de projections corticomotrices. Les connexions entre M1 et le cuneus seraient possiblement impliquées dans la survenue de ces changements corticomoteurs.
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The purpose of this study was to investigate the nature of the relationship between middle school science learners’ conditions and their developing understandings of climate change. I applied the anthropological theoretical perspective of figured worlds (Holland, Lachicotte, Skinner, & Cain, 1998) to examine learners’ views of themselves and their capacities to act in relation to climate change. My overarching research question was: How are middle school science learners’ figured worlds of climate change related to the conditions in which they are embedded? I used a descriptive single-case study design to examine the climate change ideas of eight purposefully selected 6th grade science learners. Data sources included: classroom observations, curriculum documents, interviews, focus groups, and written assessments and artifacts, including learners’ self- generated drawings. I identified six analytic lenses with which to explore the data. Insights from the application of these analytic lenses provided information about the elements of participants’ climate change stories, which I reported through the use of a storytelling heuristic. I then synthesized elements of participants’ collective climate change story, which provided an “entrance” (Kitchell, Hannan, & Kempton, 2000, p. 96) into their figured world of climate change. Aspects of learners’ conditions—such as their worlds of school, technology and media use, and family—appeared to shape their figured world of climate change. Within their figured world of climate change, learners saw themselves—individually and as members of groups—as inhabiting a variety of climate change identities, some of which were in conflict with each other. I posited that learners’ enactment of these identities – or the ways in which they expressed their climate change agency – had the potential to reshape or reinforce their conditions. Thus, learners’ figured worlds of climate change might be considered “spaces of authoring” (Holland et al., 1998, p. 45) with potential for inciting social and environmental change. The nature of such change would hinge on the extent to which these nascent climate change identities become salient for these early adolescent learners through their continued climate change learning experiences. Implications for policy, curriculum and instruction, and science education research related to climate change education are presented.