997 resultados para Graphic Arts
Resumo:
Many models exist in the literature to explain the success of technological innovation. However, no studies have been made regarding graphic formats representing the technological innovation models and their impact, or on the understanding of these models by non-specialists in technology management. Thus, the main objective of this paper is to propose a new graphic configuration to represent the technological innovation management. Based on the literature, the innovation model is presented in the traditional format. Next, the same model is designed in the graphic format - named `the see-saw of competitiveness` - showing the interfaces among the identified factors. The two graphic formats were compared by a group of graduate students in terms of the ease in understanding the conceptual model of innovation. The statistical analysis shows that the seesaw of competitiveness is preferred.
Resumo:
Background-Randomized trials that studied clinical outcomes after percutaneous coronary intervention (PCI) with bare metal stenting versus coronary artery bypass grafting (CABG) are underpowered to properly assess safety end points like death, stroke, and myocardial infarction. Pooling data from randomized controlled trials increases the statistical power and allows better assessment of the treatment effect in high-risk subgroups. Methods and Results-We performed a pooled analysis of 3051 patients in 4 randomized trials evaluating the relative safety and efficacy of PCI with stenting and CABG at 5 years for the treatment of multivessel coronary artery disease. The primary end point was the composite end point of death, stroke, or myocardial infarction. The secondary end point was the occurrence of major adverse cardiac and cerebrovascular accidents, death, stroke, myocardial infarction, and repeat revascularization. We tested for heterogeneities in treatment effect in patient subgroups. At 5 years, the cumulative incidence of death, myocardial infarction, and stroke was similar in patients randomized to PCI with stenting versus CABG (16.7% versus 16.9%, respectively; hazard ratio, 1.04, 95% confidence interval, 0.86 to 1.27; P = 0.69). Repeat revascularization, however, occurred significantly more frequently after PCI than CABG (29.0% versus 7.9%, respectively; hazard ratio, 0.23; 95% confidence interval, 0.18 to 0.29; P<0.001). Major adverse cardiac and cerebrovascular events were significantly higher in the PCI than the CABG group (39.2% versus 23.0%, respectively; hazard ratio, 0.53; 95% confidence interval, 0.45 to 0.61; P<0.001). No heterogeneity of treatment effect was found in the subgroups, including diabetic patients and those presenting with 3-vessel disease. Conclusions-In this pooled analysis of 4 randomized trials, PCI with stenting was associated with a long-term safety profile similar to that of CABG. However, as a result of persistently lower repeat revascularization rates in the CABG patients, overall major adverse cardiac and cerebrovascular event rates were significantly lower in the CABG group at 5 years.
Resumo:
In this paper, we return once again to the definition of illustration, combining the contributions of visual arts and graphic design. Contributing to the discussion in an open and speculative. We analyze the subject based on the theory, but also on the observed practice in contemporary times. We cross references with the higher education lecturing in the master in Illustration and Animation at Instituto Politécnico do Cávado e Ave, while giving a broad picture of illustration practice in Portugal.
Resumo:
Various authors have written about the importance of drawing in design methodology. Their general conclusion points drawing as an essential tool for design research, as it allows investigation of several alternative solutions in design process (Cross, 2007). The recent profound changes in design nature (Norman, 2011), justify a discussion on the purpose of drawing in design courses. As a consequence of this new reality, the educational institutions face the challenge of the definition of their curricular structures and teaching methodologies. Among others, concepts such as collaboration and multidisciplinary design approaches have been discussed as strategies for design education (Heller and Talarico, 2011, pp. 82-85). In this context, and using our teaching activity experience in Drawing and Design areas, the authors discuss: how can drawing methods be included in the current design teaching? can drawing be considered as an interdisciplinary approach? what contributions can these methodologies provide to the educational/learning process? Based on these concerns, we developed an interdisciplinary project in the Graphic Design Course with two curricular units: Drawing 1 and Aesthetic and Design Theory 1. In this article the authors present the aims and process developed, and discuss the outcomes of this pedagogical experience.
Resumo:
Introduction: There are many important Finnish plays but, due to language barrier, Finnish drama is seldom exported, particularly to Hong Kong and China.. Objective: To find out differences in mentality between the Finnish and Chinese peoples by comparing the partially localized Chinese translation of Aleksis Kivi’s tragedy, Kullervo, with genuine Chinese martial arts literature. Methodology: 1. Chapman Chen has translated the Finnish classic, Kullervo, directly from Finnish into Chinese and published it in 2005. 2. In Chen’s Chinese translation, cultural markers are domesticated. On the other hand, values, characterization, plot, and rhythm remain unchanged. 3. According to Gideon Tory, the translator has to strike a golden mean between the norms of the source language and the target language. 4. Lau Tingci lists and explicates the essential components of martial arts drama. 5. According to Ehrnrooth’s “Mentality”, equality is the most important value in Finnish culture. Findings: i. Finland emphasizes independence while China emphasizes bilateral relationships. ii. The Finnish people loves freedom, but Gai Sizung argues that the Chinese people is slavish. iii. Finns are mature while many Chinese are, according to Sun Lung-kee (“The Deep Structure of Chinese Culture”; “The Deep Structure of Chinese Sexuality”), fixated at the oral and anal stages. iv. Finnish society highly values equality while Chinese interpersonal relationships are extremely complicated and hierachical. If Kullervo were a genuine Chinese kungfu story, the plot would be much more convoluted. Conclusion: The differences between Finnish and Chinese mentalities are so significant that partially localized or adapted Chinese translations of Finnish drama may still be able to introduce Finnish culture to the Chinese audience.
Resumo:
No decorrer do projeto SELEAG foi desenvolvido um jogo de aventura gráfica educativo com o propósito de ensinar história, cultura e relações sociais aos alunos. Este jogo foi avaliado em contexto de sala de aula em diversos países, obtendo resultados positivos. No entanto, por motivos técnicos, alguns dos objetivos propostos pelo projeto não puderam ser devidamente explorados, como permitir que o jogo fosse extensível por outros educadores ou suportar a colaboração online entre os jogadores. Nomeadamente, as ferramentas utilizadas para desenvolver o jogo eram demasiado complicadas para serem utilizadas fora da equipa de desenvolvimento, o que limitou a extensibilidade do projeto, e tornou impossível que educadores sem conhecimentos de programação fossem também capazes de traduzir os seus conteúdos educativos para este formato. Além disso, apesar do jogo possuir algumas funcionalidades de colaboração online, toda a interação era efetuada externamente ao jogo, através de um fórum de mensagens, o que demonstrou ser pouco motivante para os jogadores, pois muitos deles nem se aperceberam que havia uma componente de colaboração no jogo. O objetivo desta tese incide sobre estes dois problemas, e consistiu em desenvolver um editor e motor de jogo com uma interface simples de utilizar, que não necessita de conhecimentos prévios de programação, e que permite criar jogos de aventura gráfica com uma componente de colaboração online verdadeiramente embebida na jogabilidade. A aplicação desenvolvida foi testada por um conjunto de utilizadores de diversas áreas, tendo-se obtido resultados que demonstram a acessibilidade e simplicidade da mesma, independentemente do nível de experiência prévio de programação do utilizador. A componente de colaboração online foi também muito bem recebida pelos utilizadores, os quais demonstraram bastante interesse em ver jogos de aventura gráfica com componente de colaboração online serem desenvolvidos no futuro.