988 resultados para Project goal


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This paper describes the goals and objectives of the ABC Project: Goal I: Increase delivery of quality arts education and arts integrated learning for all South Carolina students. GOAL II: Affect the creation of and maintenance of local, state, and national policy that ensures a quality, sequential, standards-based arts education for all of South Carolina students. Goal III: Leverage local, state, and national partnerships that advance education in and through the arts for all South Carolina students.

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Product innovation is an important contributor to the performance of infrastructure projects in the construction industry. Maximizing the potential for innovative product adoption is a challenging task due to the complexities of the construction innovation system. A qualitative methodology involving interviews with major construction project stakeholders is employed to address the research question: ‘What are the main obstacles to the adoption of innovative products in the road industry?’ The characteristics of six key product innovation obstacles in Australian road projects are described. The six key obstacles are: project goal misalignment, client pressures, weak contractual relations, lack of product trialling, inflexible product specifications and product liability concerns. A snapshot of the dynamics underlying these obstacles is provided. There are few such assessments in the literature, despite the imperative to improve construction innovation rates globally in order to deliver road infrastructure projects of increasing size and complexity. Key obstacles are interpreted through an open innovation construct, providing direction for policy to enhance the uptake of innovation across the construction product supply network. Early evidence suggests the usefulness of an open innovation construct that integrates three conceptual lenses: network governance, absorptive capacity and knowledge intermediation, in order to interpret product adoption obstacles in the context of Australian road infrastructure projects. The paper also provides practical advice and direction for government and industry organizations that wish to promote the flow of innovative product knowledge across the construction supply network.

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This survey was carried out to provide the Kainji Lake Fisheries Promotion Project (KLFPP), whose overall goal is the improvement of the standard of living of fishing communities around Kainji Lake, Nigeria, and an increase in the availability of fish to consumers, with nutritional status baseline data for long-term monitoring and evaluation of the overall project goal. In a cross-sectional survey, baseline anthropometric data was collected from 768 children, aged 3-60 months in 389 fisherfolk households around the southern sector of Kainji Lake, Nigeria. In addition, data was collected on the nutritional status and fertility of the mothers, vaccination coverage of children and child survival indicators. For control purposes, 576 children and 292 mothers from non-fishing households around Kainji Lake were likewise covered by the survey. A standardised questionnaire was used to collect relevant information, while anthropometric measurements were made using appropriate equipment. Data compilation and analysis was carried out with DATAEASE registered and EPI-INFO registered software, using NCHS reference data for the analysis of anthropometric measurements. The prevalence of stunted children in fishing households was high at 40%, while the prevalence of wasted and underweight children was likewise high at 10% and 29% respectively. Children from non-fishing households had a marginally lower prevalence of stunting, wasting and underweight with 37%, 7% and 25 % respectively, although these differences were not statistically significant. Considering the fact that the survey was carried out during a period of relative food abundance, the prevalence of wasting and underweight children is likely to be much higher during periods of food shortage. The prevalence of stunting, wasting and underweight was relatively high for children aged 3 to 23 months, suggesting an increased risk of malnutrition during this period, most likely associated with inadequate weaning practices. The prevalence of malnourishment amongst women of child-bearing age was relatively high, irrespective of occupation of the household, with an average of 11% undernourished and 6% wasted. Vaccination coverage was very low while infant and child mortality were extremely high with about 1 in 5 children dying before their fifth birthday. Based on the ethical obligation to maximise the potential benefits of the survey, recommendations for activities to improve community nutrition and health were made for communication to relevant authorities. (PDF contains 52 pages)

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This survey was carried out to provide the Kainji Lake Fisheries Promotion Project (KLFPP), whose overall goal is the improvement of the standard of living of fishing communities around Kainji Lake, Nigeria, managing the fisheries on a sustainable basis, with follow-up data for long-term monitoring and evaluation of the overall project goal. A similar survey, conducted in 1996, provided the baseline against which data from the current survey was evaluated. In a cross-sectional survey, anthropometric data was collected from 576 children aged 3-60 months in 282 fisherfolk households around the southern sector of Kainji Lake, Nigeria. In addition, data was collected on the nutritional status and fertility of the mothers, vaccination coverage of children and child survival indicators. For control purposes, 374 children and 181 mothers from non-fishing households around Kainji Lake were likewise covered by the survey. A standardised questionnaire was used to collect relevant data, while anthropometric measurements were made using appropriate equipment. Data compilation and analysis was carried out with a specially designed Microsoft Access application, using NCHS reference data for the analysis of anthropometric measurements. Statistical significance testing was done using EPI-INFO" software. The results of the follow-up survey indicate a slight increase in the percentage of stunted pre-school children in fishing households around Kainji Lake, from 40% in 1996 to 41% in 1999. This increase is however not statistically significant (p= 0.704). Over the same period, the percentage of stunted children in non-fishing households increased from 37% to 39% (p= 0.540), which is also not statistically significant. Likewise, there were no statistically significant differences between the 1996 and 1999 results for the prevalence of either wasted or underweight children in fishing households. The same applies to children from non-fishing households. In addition, vaccination coverage remains very low while infant and child mortality rates continue to be extremely high with about 1 in 5 children dying before their fifth birthday. There has been no perceptible and lasting improvement in the standard of living of fishing households over the course of the second project phase as indicated by the persistently high prevalence of stunting. The situation is the same for the control group, indicating that for the region as a whole, a number of factors beyond the immediate influence of the project continue to negatively impact on the standard of living. The results also show that the project activities have not had any negative long-term effect on the nutritional status of the beneficiaries. (PDF contains 44 pages)

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Na atualidade observa-se vastos estudos sobre os processos na área do Design acerca de como projetar experiências e prototipar interações entre pessoas e sistemas, e mesmo entre pessoas por intermédio de sistemas. Enquanto todo tipo de produto produz uma experiência de uso, com a evolução da interatividade as relações estabelecidas entre os usuários e os produtos tornaram-se mais complexas e modificaram-se ao longo dos anos. A abordagem teórica destinada a tratar essas questões também expandiu e diversificou-se simultaneamente. A partir de um estudo sobre os processos interativos e o campo teórico relacionado, foi possível identificar um fenômeno relativamente recente em interfaces nas quais pode ser verificado um alto nível de interação, a saber: os sistemas de recompensa. Cabe salientar que este termo foi emprestado da Neurociência, aonde é utilizado para descrever o circuito responsável pelo gerenciamento do comportamento através da indução de prazer e dor. Portanto, o autor desta dissertação propõe uma acepção do termo no âmbito do design de componentes interativos para designar o artifício, que muitas interfaces atuais incorporaram, de conceder aos usuários a possibilidade de apreciarem, ou não, determinado conteúdo em rede. Assim, pode-se compreender que o emprego do termo aqui é metafórico. Neste processo os usuários podem fornecer outros tipos de feedback ao sistema, como por exemplo um comentário, ou compartilhamento, estimulando assim uma série de desdobramentos interativos e repercussões para a experiência de uso do produto. Este trabalho propõe uma investigação qualitativa sobre as interações concernentes aos sistemas de recompensa, abordando tanto questões objetivas funcionais dos sistemas, quanto questões referentes ao feedback dos usuários. O Facebook será amplamente analisado, por ter sido uma interface pioneira na manipulação dos sistemas de recompensa, na qual estes componentes alcançaram um alto nível de desenvolvimento até este momento. A justificativa para esta pesquisa se deve a dois fatores particularmente relevantes: primeiro, a ausência de conteúdo significativo na literatura relacionada atual. Em segundo lugar, a notável expansão dos sistemas criados com esta finalidade, conforme será demonstrado no estudo. O objetivo deste projeto é compreender de que forma o design dos sistemas de recompensa influenciam o fluxo de interações e o comportamento dos usuários atualmente. Para tanto, esta pesquisa procura verificar como determinados aspectos teóricos do design - dedicados à compreensão da dinâmica de processos interativos - se aplicam a experiências reais de interação no mundo contemporâneo. Por exemplo, diversos modelos e frameworks nas áreas de HCI (Interação Humano-Computador), UX (experiência do usuário), e design de experiências destacam conceitos condizentes com aspectos identificados nos sistemas de recompensa que por sua vez encontram-se em processo de desenvolvimento, guiados por tendências comerciais de uma forma quase que intuitiva, no sentido de que pouca atenção tem sido dada na literatura sobre as bases neuronais que fazem este processo funcionar. Desta forma, pretende-se fornecer subsídios para uma melhor compreensão do impacto que os sistemas de recompensa analisados nesta dissertação desempenham sobre a experiência de uso entre consumidores e produtos delineados dentro deste paradigma

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Na atualidade observa-se vastos estudos sobre os processos na área do Design acerca de como projetar experiências e prototipar interações entre pessoas e sistemas, e mesmo entre pessoas por intermédio de sistemas. Enquanto todo tipo de produto produz uma experiência de uso, com a evolução da interatividade as relações estabelecidas entre os usuários e os produtos tornaram-se mais complexas e modificaram-se ao longo dos anos. A abordagem teórica destinada a tratar essas questões também expandiu e diversificou-se simultaneamente. A partir de um estudo sobre os processos interativos e o campo teórico relacionado, foi possível identificar um fenômeno relativamente recente em interfaces nas quais pode ser verificado um alto nível de interação, a saber: os sistemas de recompensa. Cabe salientar que este termo foi emprestado da Neurociência, aonde é utilizado para descrever o circuito responsável pelo gerenciamento do comportamento através da indução de prazer e dor. Portanto, o autor desta dissertação propõe uma acepção do termo no âmbito do design de componentes interativos para designar o artifício, que muitas interfaces atuais incorporaram, de conceder aos usuários a possibilidade de apreciarem, ou não, determinado conteúdo em rede. Assim, pode-se compreender que o emprego do termo aqui é metafórico. Neste processo os usuários podem fornecer outros tipos de feedback ao sistema, como por exemplo um comentário, ou compartilhamento, estimulando assim uma série de desdobramentos interativos e repercussões para a experiência de uso do produto. Este trabalho propõe uma investigação qualitativa sobre as interações concernentes aos sistemas de recompensa, abordando tanto questões objetivas funcionais dos sistemas, quanto questões referentes ao feedback dos usuários. O Facebook será amplamente analisado, por ter sido uma interface pioneira na manipulação dos sistemas de recompensa, na qual estes componentes alcançaram um alto nível de desenvolvimento até este momento. A justificativa para esta pesquisa se deve a dois fatores particularmente relevantes: primeiro, a ausência de conteúdo significativo na literatura relacionada atual. Em segundo lugar, a notável expansão dos sistemas criados com esta finalidade, conforme será demonstrado no estudo. O objetivo deste projeto é compreender de que forma o design dos sistemas de recompensa influenciam o fluxo de interações e o comportamento dos usuários atualmente. Para tanto, esta pesquisa procura verificar como determinados aspectos teóricos do design - dedicados à compreensão da dinâmica de processos interativos - se aplicam a experiências reais de interação no mundo contemporâneo. Por exemplo, diversos modelos e frameworks nas áreas de HCI (Interação Humano-Computador), UX (experiência do usuário), e design de experiências destacam conceitos condizentes com aspectos identificados nos sistemas de recompensa que por sua vez encontram-se em processo de desenvolvimento, guiados por tendências comerciais de uma forma quase que intuitiva, no sentido de que pouca atenção tem sido dada na literatura sobre as bases neuronais que fazem este processo funcionar. Desta forma, pretende-se fornecer subsídios para uma melhor compreensão do impacto que os sistemas de recompensa analisados nesta dissertação desempenham sobre a experiência de uso entre consumidores e produtos delineados dentro deste paradigma.

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This report deals with collaborations of engineering consultants and clients in the automobile industry.

In these relationships three main challenges have been identified which have to be addressed by the consultancies. Therefore, the research takes the viewpoint of the consulting side. The challenges are

(i) the appropriate project goal definition;

(ii) achieving client satisfaction; and

(iii) dealing with international clients.

An investigation of such a relationship carried out on a case study shows that improvements can be achieved through communication support. The ways to do that are proposed.

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Il semble y avoir des attentes réciproques non comblées en formation initiale à l’enseignement des mathématiques. Cherchant à comprendre la genèse de ces attentes, nous nous sommes intéressée à la vision que les étudiants nourrissent des phénomènes d’enseignement. Ayant postulé que les étudiants ont une vision déterministe de ces phénomènes, et considérant que leur anticipation oriente leur projet de formation, nous nous sommes attaquée au problème de la rencontre des projets des étudiants et des formateurs. Deux objectifs généraux ont été formulés : le premier concerne la description des projets de formation des étudiants tandis que le second concerne l’expérimentation d’une séquence de situations susceptible de faire évoluer leurs projets. Cette recherche a été menée auprès de 58 étudiants du baccalauréat en enseignement en adaptation scolaire et sociale d’une même université, lesquels entamaient leur formation initiale à l’enseignement des mathématiques. Afin d’explorer les projets qu’ils nourrissent a priori, tous les étudiants ont complété un questionnaire individuel sur leur vision des mathématiques et de leur enseignement et ont participé à une première discussion de groupe sur le sujet. Une séquence de situations probabilistes leur a ensuite été présentée afin d’induire une complexification de leur projet. Enfin, cette expérimentation a été suivie d’une seconde discussion de groupe et complétée par la réalisation de huit entretiens individuels. Il a été mis en évidence que la majorité des étudiants rencontrés souhaitent avant tout évoluer en tant qu’enseignant, en développant leur capacité à enseigner et à faire apprendre ou comprendre les mathématiques. Bien que certaines visées se situent dans une perspective transmissive, celles-ci ne semblent pas représentatives de l’ensemble des projets "visée". De plus, même si la plupart des étudiants rencontrés projettent de développer des connaissances relatives aux techniques et aux méthodes d’enseignement, la sensibilité à la complexité dont certains projets témoignent ne permet plus de réduire les attentes des étudiants à l’endroit de leur formation à la simple constitution d’un répertoire de techniques d’enseignement réputées efficaces. En ce qui a trait aux modes d’anticipation relevés a priori, nos résultats mettent en relief des anticipations se rattachant d’abord à un mode adaptatif, puis à un mode prévisionnel. Aucune anticipation se rattachant à un mode prospectif n’a été recensée a priori. La séquence a permis aux étudiants de s’engager dans une dialectique d’action, de formulation et de validation, elle les a incités à recourir à une approche stochastique ainsi qu’à porter un jugement de probabilité qui prenne en compte la complexité de la situation. A posteriori, nous avons observé que les projets "visée" de certains étudiants se sont complexifiés. Nous avons également noté un élargissement de la majorité des projets, lesquels considèrent désormais les autres sommets du triangle didactique. Enfin, des anticipations se rattachant à tous les modes d’anticipation ont été relevées. Des anticipations réalisées grâce à un mode prospectif permettent d’identifier des zones d’incertitude et de liberté sur lesquelles il est possible d’agir afin d’accroître la sensibilité à la complexité des situations professionnelles à l’intérieur desquelles les futurs enseignants devront se situer.

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An exploration of a distinctive inter-disciplinary, problem-based, team-based and student centred learning environment: the Inter-disciplinary Industrial Project. Goal-free evaluation shows the IDIP successfully prepares students for the workplace. Case study narratives and outcome oriented conceptual models elaborate a Grounded Theory of Team-based Problem Solving.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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This paper presents a Project of an automatic feeder for pets using an Arduino Uno as the control center. Through studies on this driver was possible to create a device with an interface capable to receiving user input and then use it to activate the feeder in the defined hours. For mounting equipment were used steps motors, sensors, keyboard and display, which work together to instrument operation. The project goal was reached and the prototype developed indicating that the Arduino can be used for various applications that can simplify daily tasks

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This paper presents a Project of an automatic feeder for pets using an Arduino Uno as the control center. Through studies on this driver was possible to create a device with an interface capable to receiving user input and then use it to activate the feeder in the defined hours. For mounting equipment were used steps motors, sensors, keyboard and display, which work together to instrument operation. The project goal was reached and the prototype developed indicating that the Arduino can be used for various applications that can simplify daily tasks

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The project goal was to compare yields of three different tillage systems on a sloping, moderately well drained soil (Nira) and on a nearly level, poorly drained soil (Kalona) in a continuous corn and a corn-soybean system. The plots began in 1990.

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The project goal was to determine plant operations and maintenance worker’s level of exposure to mercury during routine and non-routine (i.e. turnarounds and inspections) maintenance events in eight gas processing plants. The project team prepared sampling and analysis plans designed to each plant’s process design and scheduled maintenance events. Occupational exposure sampling and monitoring efforts were focused on the measurement of mercury vapor concentration in worker breathing zone air during specific maintenance events including: pipe scrapping, process filter replacement, and process vessel inspection. Similar exposure groups were identified and worker breathing zone and ambient air samples were collected and analyzed for total mercury. Occupational exposure measurement techniques included portable field monitoring instruments, standard passive and active monitoring methods and an emerging passive absorption technology. Process sampling campaigns were focused on inlet gas streams, mercury removal unit outlets, treated gas, acid gas and sales gas. The results were used to identify process areas with increased potential for mercury exposure during maintenance events. Sampling methods used for the determination of total mercury in gas phase streams were based on the USEPA Methods 30B and EPA 1631 and EPA 1669. The results of four six-week long sampling campaigns have been evaluated and some conclusions and recommendations have been made. The author’s role in this project included the direction of all field phases of the project and the development and implementation of the sampling strategy. Additionally, the author participated in the development and implementation of the Quality Assurance Project Plan, Data Quality Objectives, and Similar Exposure Groups identification. All field generated data was reviewed by the author along with laboratory reports in order to generate conclusions and recommendations.