1000 resultados para Centro de Ciências da Vida
Resumo:
The paper aims at showing how curricular complexity tends to be depleted by the use of digital platforms based on the SCORM (Sharable Content Object Reference Model) standard, which was created with the main purpose of recycling content as it is supposed to be independent both from the context of learning and the supporting technology also deemed to be neutral, all surrounded by a rhetoric of innovation and “pedagogical” innovation. The starting point of the discussion is García Perez’s model of Traditional Didactics as a simple tool to show almost graphically that any ancient didactic model is far richer in terms of complexity than the linearity, in disguise most of the times but still visible under a not so sophisticated critical lens, of the interaction human-(reusable) content that is the basis of the SCORM standard. The paper also addresses some of the more common deliberate mix-ups related to those digital platforms, such as learning and teaching, content and learning object, systems of automatic teaching and learning management systems.
Resumo:
Firms are not atomistic hierarchies only linked with one another at arm’s-length distance in markets. Instead, a myriad of long-lived, highly cooperative relationships between suppliers and customers are pervasively found in the B2B world. And it is within those enmeshed relationships and networks that the co-evolution of capabilities and business specialisms is brought about and developed. If that is the actual ‘topography’ of the business landscape, then the coordination of economic activities in general, and the boundary decisions of each and every firm in particular, are unlikely to be reduced to a (dual) choice between ‘making’ or ‘buying’. Inter-firm cooperation is in itself a third governance structure, in alternative to the hierarchical and the market modes of coordination. And, what is also equally important to note, it is through the make-or-buy-or-cooperate decisions that the (embedded) firm is able to change its nature and scope, redefine its (fuzzy) boundaries, and thus adapt to an ever-changing business setting.
Resumo:
Markets-as-networks (MAN) theorists contend, at least tacitly, the significance of business relationships to the firm – that is, business relationships contribute somewhat to corporate survival or growth. One does not deny the existence of significant business relationships but sustain, in contrast to the consensus within the MAN theory, that relationship significance should not be a self-evident assumption. For significance cannot be a taken-for-granted property of each and every one of the firm’s business relationships. The authors adopt explicitly a critical realist metatheoretical position in this conceptual paper and claim that relationship significance is an event of the business world, whose causes remain yet largely unidentified. Where the powers and liabilities of business relationships (i.e., relationship functions and dysfunctions) are put to work, inevitably under certain contingencies (namely the surrounding networks and markets), relationship effects ensue for the firm (often benefits in excess of sacrifices, i.e., relationship value) and as a consequence relationship significance is likely to be brought about. In addition, relationship significance can result from the dual impact that business relationships may have on the structure and powers and liabilities of the firm, that is, on corporate nature and scope, respectively.
Resumo:
This paper exposes the development of markets-as-networks theory from formal inception in the mid-1970s until 2010 state-of-the-art, en route presenting its historical roots. This largely European-based theory challenges the conventional, dichotomous view of the business world as including firms and markets, arguing for the existence of relational governance structures (the so-called ‘‘interfirm cooperation’’) in addition to hierarchical and transactional ones.
Resumo:
No scholar or researcher is able to provide robust evidence that counters the scant reflection on metatheory – mostly ontology and epistemology – underlying management studies in general, and industrial marketing and purchasing research in particular. This paper is a contribution to the indispensable discussion of metatheoretical alternatives in research, and most importantly, the strengths and shortcomings thereof, and respective implications on research questions, objectives, and findings.
Resumo:
Segundo uma perspetiva crítica e baseando-se em autores como Papert), Jonassen, Toffler, Robinson, Facer e Christensen, o artigo aborda a incorporação de tecnologias potencialmente transformadoras na escola, tão transformadoras que algumas delas (as TIC, por exemplo) têm tido poder suficiente para operarem mudanças radicais na maneira como vivemos e até como nos representamos, e como essas tecnologias acabam invariavelmente ao serviço do desenvolvimento do currículo, sem que daí advenham mudanças qualitativas importantes, quer para escola, muito menos para o próprio currículo. No caso particular das TIC, o artigo discute também como as propostas inovadoras do seu uso como ferramentas de aprendizagem desvinculadas dos modelos curriculares a priori, one-fits-all, desenvolvidas nomeadamente ao longo dos anos setenta e oitenta do século XX, foram sendo inexoravelmente suplantadas pelo uso de TIC ao serviço da didática e, mais recentemente, como suporte de plataformas digitais de distribuição de conteúdos curriculares.
Resumo:
Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.
Resumo:
O objetivo deste projeto foi o de realizar a sincronização de pelo menos quatro câmaras individuais, ajustando dinamicamente o frame rate de operação de cada câmara, tendo por base a família de sensores de imagem CMOS NanEye da empresa Awaiba, numa plataforma FPGA com interface USB3. Durante o projeto analisou-se, com a assistência de um supervisor da Awaiba, o sistema core de captura de imagem existente, baseado em VHDL. Foi estudado e compreendido o princípio do ajuste dinâmico do frame rate das câmaras. Tendo sido então desenvolvido o módulo de controlo da câmara, em VHDL, e um algoritmo de ajuste dinâmico do frame rate, sendo este implementado junto com a plataforma de processamento e interface da FPGA. Foi criado um módulo para efetuar a monitorização da frequência de operação de cada câmara, medindo o período de cada linha numa frame, tendo por base um sinal de relógio de valor conhecido. A frequência é ajustada variando o nível de tensão aplicado ao sensor com base no erro entre o período da linha medido e o período pretendido. Para garantir o funcionamento conjunto de múltiplas câmaras em modo síncrono foi implementada uma interface Master-Slave entre estas. Paralelamente ao módulo anteriormente descrito, implementou-se um sistema de controlo automático de iluminação com base na análise de regiões de interesse em cada frame captada por uma câmara NanEye. A intensidade de corrente aplicada às fontes de iluminação acopladas à câmara é controlada dinamicamente com base no nível de saturação dos pixéis analisados em cada frame. Foram desenvolvidas e implementadas variantes do algoritmo de controlo e o seu desempenho foi avaliado em laboratório. Os resultados obtidos na prática evidenciam que a solução implementada cumpre os requisitos de controlo e ajuste da frequência de operação de múltiplas câmaras. Mostrou ser um método de controlo capaz de manter um erro de sincronização médio de 3,77 μs mesmo na presença de variações de temperatura de aproximadamente 50 °C. Foi também demonstrado que o sistema de controlo de iluminação é capaz de proporcionar uma experiência de visualização adequada, alcançando erros menores que 3% e uma velocidade de ajuste máxima inferior a 1 s.
Resumo:
This report tells a story which started as an idea that came to us to fight the battle-cry feeling commonly known as stress and anxiety. Before creating the solution of the idea, we first need to understand the feelings underneath and its effects on our well-being. Throughout the course of our lives, we experience states of weakness and fear. These feelings can arise, for instance, while we are in an emergency room. Needless to say, how much it would have imaginable effects on children, who are unfamiliar to such environments. We ran through a serious of scenarios to find the most suitable solution, among them the study of interaction with positive expressions by Dr. Baldwin, proved to be a valued resource. It was reduced due to its length and to be suitable to our public audience. The game was then created in order to reduce or even eliminate the stress and anxiety of children. Since the game was initially released, some modifications had been made but the original idea - interaction with positive expressions – remained. When the time came, we asked children to play one of the two versions of the game while waiting in the emergency room. This not only created a diversion for them but also a learning experience as it displayed some hospital equipment. The difference between the two versions is that one provides expressions, while the other does not. After all our hard work, we felt rewarded because the project proved its worth and we would see that in the expressions on children’s faces while they played. Most importantly, their anxiety level numbers were significantly reduced during that short period of time.