870 resultados para Embarked technologies
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A experiência do mundo desenvolvido mostra que o crescimento econômico de um país sempre requer uma grande disponibilidade de capacidade de produção própria de energia, a preços de mercado competitivos e atraentes. A estabilidade de relações comerciais, definidas por uma regulação transparente e objetiva, adiversidade de fontes supridoras e a existência de políticas de governo que incentivemo desenvolvimento sustentável do mercado consumidor são requisitos imprescindíveis à captação de novos investidores para o setor energético. Não obstante o incremento recente do percentual de gás natural na matriz energética nacional e a perspectiva mundial de aumento do uso deste combustível, alguns desafios ainda se interpõem ao efetivo crescimento da participação do gás natural no mercado energético nacional. Itens críticos para a expansão do uso do gás natural no Brasil, tais como a realização de grandes investimentos em infraestrutura de produção, transporte e distribuição, a exploração das principais reservas de hidrocarbonetos, a redução das incertezas com relação à evolução da demanda por gás no mercado industrial e termelétrico, aliados aos grandes desafios tecnológicos para produção do pré-sal brasileiro geram grandes riscos ao retorno de investimentos no setor, causando postergações ao desenvolvimento de novas áreas de produção e à expansão da demanda de gás. O objetivo deste trabalho é apresentar uma visão ampla do mercado brasileiro de gás natural, baseada emcenários possíveis e desafios futuros à expansão da utilização do gás no país, desenvolvidos a partir da análise de levantamento de dados de produção e consumo e do atual estágio da evolução da indústria gasífera brasileira. Este trabalho apresenta também um conjunto de proposições como objetivo de mitigar as dificuldades citadas e alavancar o desenvolvimento do mercado de gás no Brasi
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In the rapidly growing knowledge economy, the talent and creativity of those around us will be increasingly decisive in shaping economic opportunity. Creativity can be described as the ability to produce new and original ideas and things. In other words, it is any act, idea, or product that changes an existing domain or transforms an existing domain into a new one. From an economic perspective, creativity can be considered as the generation of new ideas that is the major source of innovation and new economic activities. As urban regions have become the localities of key knowledge precincts and knowledge clusters across the globe, the link between a range of new technologies and the development of ‘creative urban regions’ (CURs) has come to the fore. In this sense, creativity has become a buzz concept in knowledge-economy research and policy circles. It has spawned ‘creative milieus,’ ‘creative industries,’ ‘creative cities,’ ‘creative class,’ and ‘creative capital.’ Hence, creativity has become a key concept on the agenda of city managers, development agents, and planners as they search for new forms of urban and economic development. CURs provide vast opportunities for knowledge production and spillover, which lead to the formation of knowledge cities. Urban information and communication technology (ICT) developments support the transformation of cities into knowledge cities. This book, which is a companion volume to Knowledge-Based Urban Development: Planning and Applications in the Information Era (also published by IGI Global) focuses on some of these developments. The Forward and Afterword are written by senior respected academic researchers Robert Stimson of the University of Queensland, Australia, and Zorica Nedovic-Budic of the University of Illinois at Urbana-Champaign, USA. The book is divided into four sections, each one dealing with selected aspects of information and communication technologies and creative urban regions.
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This paper explores how we may design located information and communication technologies (ICTs) to foster community sentiment. It focuses explicitly on possibilities for ICTs to create new modalities of place through exploring key factors such as shared experiences, shared knowledge and shared authorship. To contextualise this discussion in a real world setting, this paper presents FIGMENTUM, a situated generative art application that was developed for and installed in a new urban development. FIGMENTUM is a non-authoritative, non-service based application that aims to trigger emotional and representational place-based communities. Out of this practice-led research comes a theory and a process for designing creative place-based ICT’s to animate our urban communities.
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This paper explores how game authoring tools can teach processes that transform everyday places into engaging learning spaces. It discusses the motivation inherent in playing games and creating games for others, and how this stimulates an iterative process of creation and reflection and evokes a natural desire to engage in learning. The use of MiLK at the Adelaide Botanic Gardens is offered as a case in point. MiLK is an authoring tool that allows students and teachers to create and share SMS games for mobile phones. A group of South Australian high school students used MiLK to play a game, create their own games and play each other’s games during a day at the gardens. This paper details the learning processes involved in these activities and how the students, without prompting, reflected on their learning, conducted peer assessment, and engaged in a two-way discussion with their teacher about new technologies and their implications for learning. The paper concludes with a discussion of the needs and requirements of 21st century learners and how MiLK can support constructivist and connectivist teaching methods that engage learners and will produce an appropriately skilled future workforce.
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This paper outlines results from the long-term deployment of a system for mobile group socialization which utilizes a variety of mundane technologies to support cross-media notifications and messaging. We focus here on the results as they pertain to usage of mundane technologies, particularly the use of such technologies within the context of a cross-media system. We introduce “Rhub”, our prototype, which was designed to support coordination, communication and sharing amongst informal social groups. We also describe and discuss the usage of the “console,” a text-based syntax to enable consistent use across text messaging, instant messaging, email and the web. The prototype has been in active use for over 18 months by over 170 participants, who have used it on an everyday basis for their own socializing requirements.