999 resultados para Co-módulos primos


Relevância:

100.00% 100.00%

Publicador:

Resumo:

Seja C uma co-álgebra. Consideremos o anel de convolução C*, que é a álgebra dual de C. Dado um co-módulo à direita (resp. à esquerda) sobre C é possível definir um C*-módulo à esquerda (resp. à direita) racional. Nesta tese, estudamos as noções correspondentes dos conceitos de primos, fortemente primos, semiprimos e fortemente semiprimos, que são encontrados na literatura em [2], [3], [4], [13] e [17], para co-módulos. A noção do conceito de primo é obtida também para co-álgebras. Mostramos que uma co-álgebra C é prima se, e somente se, C é uma co-álgebra simples.

Relevância:

40.00% 40.00%

Publicador:

Resumo:

O mercado brasileiro da construção civil tem sofrido profundas transformações nos últimos anos, principalmente na relação fornecedor-cliente, que afetam de maneira significativa a lucratividade e o posicionamento de mercado dos fabricantes de insumos. Por conseguinte, as empresas têm buscado novas formas de criar valores, voltadas para o seu capital humano. Considerando-se a necessidade de os funcionários anteciparem e compreenderem as novas demandas do mercado, o objetivo neste trabalho é estudar o processo de co-criação como geração de valor na empresa Deca, avaliando-se os seus efeitos estratégicos diante da nova realidade e, ainda, seu impacto na relação com o cliente. Com o processo de co-criação, a empresa visa a utilizar seus recursos intangíveis para agregar valor a seus produtos, conhecer com profundidade a realidade de seus clientes e diferenciar-se dos concorrentes em um mercado com tendência à comoditização. Além disso, visa a reavaliar as estratégias existentes, tendo em vista o seu reposicionamento com base em suas competências centrais de fabricante de louças e metais sanitários e em conceitos de inovação e co-criação, no intuito de aumentar o valor percebido por clientes potenciais e expandir sua fronteira de atuação atual. Na avaliação dos resultados dessa tentativa de reposicionamento estratégico, utiliza-se um indicador não financeiro, o Customer Lifetime Value, com o objetivo de mensurar os impactos no longo prazo.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

El máximo común divisor entre un número primo p y cada uno de los enteros positivos menores que p es igual a 1 y, como el máximo común divisor se relaciona con la función parte entera según una fórmula explícita dada por el matemático brasileño M. Polezzi (1997), entonces se halló una interesante proposición que relaciona los números primos, la función parte entera, los números cuadrados y los números triangulares. Esa proposición sirve como un nuevo test para probar la primalidad de un número.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

En el mundo de la simulación existen varios tipos de sistemas reales, entre los que se encuentran los sistemas de eventos discretos. Para poder simular estos sistemas se pueden utilizar, entre otras, herramientas basadas en el formalismo DEVS (Discrete EVents system Specification), como la utilizada en este proyecto: xDEVS. La simulación posee una importancia muy elevada en campos como la educación y la ciencia, y en ocasiones es necesario incluir datos del medio físico o sacar información al exterior del simulador. Por ello es necesario contar con herramientas que puedan realizar simulaciones utilizando sensores, actuadores, circuitos externos, etc., o lo que es lo mismo, que puedan realizar co-simulaciones entre software y hardware. De esta forma se puede facilitar el desarrollo de sistemas por medio de modelado y simulación, pudiendo extraer el hardware gradualmente y analizar los resultados en cada etapa. Este proyecto es de carácter incremental, y trata de extender la funcionalidad de la plataforma xDEVS para poder realizar co-simulaciones entre hardware y software sobre una Raspberry Pi. Para ello se van a utilizar circuitos lógicos como hardware externo y se enlazarán al simulador a través de ficheros de dispositivo, gestionados por módulos del kernel de Linux. Como caso de estudio se desarrolla la co-simulación entre hardware y software completa de un ascensor de siete plantas para mostrar el uso y funcionamiento en xDEVS, extrayendo los circuitos integrados de uno en uno.

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This paper considers the question, ‘what is co-creative media, and why is it a useful idea in social media research’? The term ‘co-creative media’ is now used by Creative Industries researchers at QUT to describe their digital storytelling practices. Digital storytelling is a set of collaborative digital media production techniques that have been used to facilitate social participation in numerous Australian and international contexts. Digital storytelling has been adapted by Creative Industries researchers at QUT as a platform for researching the potential of vernacular creativity in a variety of contexts, including social inclusion of marginalized and disadvantaged groups; inclusion in public histories of narratives that might be overlooked; and articulation of voices that otherwise remain silent in the formulation of social and economic development strategies. The adaption of digital storytelling to different contexts has been shaped by the reflexive, recursive, and pragmatic requirements of action research. Amongst other things, this activity draws attention to the agency of researchers in facilitating these kinds of participatory media processes and outcomes. This discussion serves to problematise concepts of participatory media by introducing the term ‘co-creative media’ and differentiating these from other social media production practices.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

ABSTRACT. The phenomenon of consumer co-creation is often framed in terms of whether either economic market forces or socio-cultural non-market forces ultimately dominate. We propose an alternate model of consumer co-creation in terms of co-evolution between markets and non-markets. Our model is based on a recent ethnographic study of a massively multiplayer online game through its development, release and ultimate failure, and cast in terms of two explanatory models: multiple games and social network markets. We conclude that consumer co-creation is indeed complex, but in ways that relate to both emergent market expectations and the evolution of markets, not to the transcendence of markets.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

This article discusses the ways in which the relations among professional and non-professional participants in co-creative relations are being reconfigured as part of the shift from a closed industrial paradigm of expertise toward open and distributed expertise networks. This article draws on ethnographic consultancy research undertaken throughout 2007 with Auran Games, a Brisbane, Australia based games developer, to explore the co-creative relationships between professional developers and gamers. This research followed and informed Auran’s online community management and social networking strategies for Fury (http://unleashthefury.com), a massively multiplayer online game released in October 2007. This paper argues that these co-creative forms of expertise involve co-ordinating expertises through social-network markets.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The definition and operationalisation of interactional competence in speaking tests that entail co-construction of discourse is an area of language testing requiring further research. This article explores the reactions of four trained raters to paired candidates who oriented to asymmetric patterns of interaction in a discussion task. Through an analysis of candidate discourse combined with rater notes, stimulated verbal recalls, rater discussions and scores awarded for interactional effectiveness, the article examines the extent to which raters compensate or penalise candidates for their role in co-constructing asymmetric interactional patterns. The article argues that key features of the interaction are perceived by the raters as mutual achievements, and it further suggests that the awarding of shared scores for interactional competence is one way of acknowledging the inherently co-constructed nature of interaction in a paired speaking test.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In recent decades a number of Australian artists and teacher/artists have given serious attention to the creation of performance forms and performance engagement models that respect children’s intelligence, engage with themes of relevance, avoid the cliche´s of children’s theatre whilst connecting both sincerely and playfully with current understandings of the way in which young children develop and engage with the world. Historically a majority of performing arts companies touring Australian schools or companies seeking schools to view a performance in a dedicated performance venue engage with their audiences in what can be called a ‘drop-in drop-out’ model. A six-month practice-led research project (The Tashi Project) which challenged the tenets of the ‘drop-in drop-out’ model has been recently undertaken by Sandra Gattenhof and Mark Radvan in conjunction with early childhood students from three Brisbane primary school classrooms who were positioned as co-researchers and co-artists. The children, researchers and performers worked in a complimentary relationship in both the artistic process and the development of product.