83 research outputs found

    Estrategia metodológica para el diseño de la vivienda incremental

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    La actual crisis está en hacerque el concepto de casa vuelva a su origenmás elemental. La casa ya no es un artículodesechable; tiene que desarrollarse deacuerdo con las necesidades de la familia,aumentando y disminuyendo de tamañosegún sus necesidades. A esto se le hallamado vivienda incremental y, en ella, elproyecto define las normas de evolución y elhabitante va construyendo de acuerdo conlas reglas de crecimiento definidas por elproyecto. En este artículo se organiza unaestrategia de apoyo a la concepciónarquitectónica en el momento del primerotrazo. Recorriendo los impulsores de lainvestigación de esta tipología, se apunta auna en particular: Diseño de Soportes de SAR y Open Building. Se explican los criteriosde diseño y se establecen los principios delproyecto. A partir de las obras de Elementalen Chile se hace la validación de la eficaciade esta opción.The current crisis lies in shiftingthe concept of house to its most elementalroots. The house is no longer a disposableitem; it needs to develop according to theneeds of the family, growing and shrinking insize based on its requirements. This is whathas been called incremental housing, wherethe project defines the standards forevolution and the dweller builds according tothe growth rules defined in the project.This paper arranges a strategy that supportsthe architectural conception as from the firstline. In reviewing the research promoters forthis typology, a particular one emerges:Design criteria are explained and the projects principles are established. As fromthe Elemental works in Chile, the efficiency ofthis option is validated

    Contribuições para conduta ética em três momentos na pesquisa em tecnologia educacional : implantação, projeto e avaliação

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    Trabalho de Conclusão de Curso (graduação)—Universidade de Brasília, Instituto de Ciências Exatas, Departamento de Ciência da Computação, 2021.A tecnologia está cada dia mais presente na educação. Diversas aplicações de contexto educacional envolvem o processamento de dados pessoais, e é necessário pensar em como esse processamento pode ser feito da maneira mais ética possível, tanto no seu funcionamento interno, livre de discriminação e viés, quanto na maneira que os dados são tratados e transferidos entre sistemas, visando a proteção de dados e a privacidade. Este trabalho visa apoiar desenvolvedores e pesquisadores a entenderem os desafios éticos que estão presentes na construção de sistemas de software que interagem com pessoas, mais especificamente alunos, coletando dados e os processando para fazer análises. Para tal, serão construídos, como exemplo, 5 artefatos éticos para o desenvolvimento, a implantação e avaliação da rede social CICFriend, um nó do software Friendica. Para apoiar o desenvolvimento, foi construída uma matriz de riscos e benefícios éticos e operacionais sob a ótica do ciclo de vida de tratamento de dados. Para a implantação foram forneci das recomendações, requisitos e melhores práticas para a elaboração do: Termo de Uso, Política de Privacidade e Declaração de Privacidade. E para apoiar a pesquisa e a avaliação, foram fornecidas recomendações sobre consentimento informado e um passo a passo da construção do Termo de Consentimento Livre e Esclarecido.Technology is increasingly present in education. Several educational context applications involve the processing of personal data, and it is necessary to think about how this pro cessing can be done in the most ethical way possible, both in its internal functioning, free from discrimination and bias, and in the way in which the data is treated and transferred between systems for data protection and privacy. This work aims to support developers and researchers to understand the ethical challenges that are present in the construc tion of software systems that interact with people, more specifically students, collecting data and processing them for analysis. To this end, as an example, 5 ethical artifacts will be built for the development, implementation and evaluation of the CICFriend so cial network, a node of the Friendica software. To support the development, a matrix of ethical and operational risks and benefits was built from the perspective of the data processing lifecycle. For the implementation, recommendations, requirements and best practices were provided for the elaboration of: Terms of Use, Privacy Policy and Privacy Statement. And to support the research and evaluation, recommendations were provided on informed consent and a step-by-step construction of the Free and Informed Consent Form

    Automated Rule-Checking - a tool for design development

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    Although automated rule-checking is often presented in the context of applyingfor licenses and permits, as a way to assess compliance with building codes, its mostimmediate application can be found in earlier stages of the design phase. The impact ofdesign options on the performance of buildings in several domains can be assessedautomatically using BIM tools. In this article, we discuss the advantages and challenges ofadopting automated rule-checking procedure as a tool for design development and presentexamples of software solutions that can be used for this purpose

    Anorexia nervosa: a validação divergente de uma narrativa protótipo

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    O presente estudo vem dar continuidade a um outro no qual foi construída a narrativa protótipo da anorexia e analisada a sua validade convergente (grau de verosimilhança). Neste sentido, nele emergem três objectivos centrais: analisar a validade divergente (grau de discriminação) da narrativa protótipo da anorexia, explorar aspectos da história dos sujeitos que possam estar associados a uma diferença de intensidade na identificação com a narrativa da anorexia e proceder a um estudo exploratório do poder preditivo de algumas das variáveis descritivas da amostra em relação á identificação com a narrativa protótipo da anorexia. A amostra foi constituída por 38 sujeitos com diagnóstico de anorexia nervosa de acordo com os critérios do DSM IV. Os resultados não confirmam a validação divergente da narrativa protótipo da anorexia, colocando em causa a hipótese da sua prototipia. Contudo, nos três subgrupos da amostra relativos à duração da perturbação superior a 2,5 anos, à pontuação total no EDI e à subescala Medos da Maturidade acima do ponto de corte, os sujeitos identificaram-se significativamente mais com a narrativa protótipo da anorexia do que com as da toxicodependência e da agorafobia. A “duração da perturbação há mais de 2,5 anos” revelou-se preditiva da identificação com a narrativa protótipo da anorexia.The present article follows another study on the construction and convergent validity (degree of similitude) of anorectic prototype narrative. Three principal goals were present in this study: to analyze the divergent validity (degree of discrimination) of the anorectic prototype narrative; to explore some aspects of the participants’ history that may be associated with differences in patients’ identification with the anorectic prototype narrative; and, finally, to study the predictive power of some of the sample descriptive variables. Thirty eight patients with anorexia nervosa (DSM-IV) participated in this study. The results didn’t confirm the prototype hypothesis, despite the fact that the anorectic prototype narrative has achieved the first place in the identification order, followed by the prototypes narrative of depression, alcoholism, agoraphobia and drug abuse. The differences among the various narratives were nonsignificant. Some sample sub-groups were significantly differentiated in terms of some descriptive variables: duration of the illness superior to 2,5 years, EDI total and Maturity Fears subscale superior to cut of point. Participants of these sub-groups identified themselves significantly more with the anorectic prototype narrative, when compared with the opioide dependent narrative and agoraphobia narrative. The factor duration of the illness superior to 2,5 years was found to be predictive of the participants identification with the anorectic prototype narrative.Este estudio es la continuación de otro en el que se elaboró una narrativa prototipo de la anorexia y se analizó su validez convergente (grado de verosimilitud). Se plantean tres objetivos: analizar la validez divergente (grado de discriminación) de la narrativa prototipo de la anorexia, explorar aspectos de la historia de los sujetos que puedan estar asociados a una diferencia de intensidad en la identificación con la narrativa de la anorexia y, por último, realizar un estudio exploratorio del poder predictivo de algunas de las variables descriptivas de la muestra en relación a la identificación con la narrativa prototipo de la anorexia. La muestra está formada por 38 sujetos con diagnóstico de anorexia nerviosa según los criterios del DSM-IV. Los resultados no confirman la validación divergente de la narrativa prototipo de la anorexia, poniendo en duda la hipótesis de su veracidad. No obstante, en los tres subgrupos de la muestra relacionados a la duración del trastorno superior a 2,5 años, la puntuación total del EDI y la subescala de Miedo a la Madurez encima del punto de corte, los sujetos se identifican más con la narrativa prototipo de la anorexia que con la de la toxicodependencia y la de la agorafobia. La duración de la perturbación de más de 2,5 años se revela como variable predictiva de la identificación con la narrativa prototipo de la anorexia

    Design as a vehicle for using waste of fishing nets and ropes to create new products

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    The world's oceans are full of discarded debris thatdegrades and sinks or drifts ashore. In 1997, the NationalAcademy of Science, estimated that, per year, about 6.4 million ofdebris are dumped in the oceans. The debris in the oceans havevarious origins: sewages, industries, dumpsters and trash left bypeople on beaches - about 80% of the trash found in the ocean wasoriginated on earth and only 20% derives from marine activitiessuch as fishing. One of the phenomena leading to the entrapmentand killing of many animals are ghost nets, which are lostaccidentally or deliberately in the oceans usually by fishermen thatbeing pushed by currents can also damage and destroy coral reefsaffecting all the marine ecosystem. According to UNEP, it isestimated that there are 640.000 tons of ghost nets worldwide,corresponding up to 10% of the waste in the oceans whichrepresents a big threat to marine fauna. With this paper, it isintended to show how Design contributes to the transformation ofmarine debris into new raw materials to create new services andproducts. Currently, there are already being developed solutionsto reuse fishing ropes and nets by transforming them into nylonyarn for the production of clothes and carpets. Also Bureo, aCalifornia and Chile-based start-up, is recycling fishing nets toproduce skateboards and more recently, sunglasses. Through thisresearch, it was intended to study the potential of waste fromfishing activities and the best way to transform them into rawmaterial, valuing them by promoting sustainable, ecological andeconomically viable products. After selecting the study subject reuse of fishing ropes and nets - it was initiated the collection ofinformation and problem analysis to justify the conduct of theresearch, followed by the collection of the referred waste fromHidurbe in Docapesca at Matosinhos's Port to start the respectiveanalysis. Some experiments and tests have been conducted in theMechanical Engineering Department at Faculty of Engineering ofUniversity of Porto to identify the polymers that were picked inorder to use the most suitable material for the development of newsolutions. Furthermore, an injection molding machine and siliconemold - using human force for compression - was used to know thebehaviour of using 100% recycled material. The aim, by creatingproducts from fishing gear waste, is to raise awareness and appealto recycling in order to contribute to the preservation of marineecosystem. Design plays an important role in the development ofsustainable solutions produced by recyclable waste, extending thelife cycle of materials, serving society again

    Interdisciplinarity between design and engineering Case study: the development of a classroom chair for children ages 6 - 10

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    The level of efficiency required nowadays for products to enter the competitive market, led to changes in the methodologies applied by the different actors involved in project development in particular in the area of Design. Today's approach to designing a product is not centred mainly on its creative/aesthetic elements, but rather more and more on its functional purpose in order to adequately respond to the users 'needs and to comply with a wide range of standards, rules and regulations imposed by the market. To satisfy all these requirements, any industrial design project needs to integrate Engineering, Ergonomics or other areas as from its early stages of conception. The area of Design depends on this interdisciplinary approach. For instance, to produce a sculpture, the artist only needs to choose the technology and the raw material. However, to produce a plastic bottle to contain water, specific chemical and mechanical strength testing is needed before selecting the most appropriate materials. This complexity in the field of Design led to innovative methodologies based on an interdisciplinary approach, in particular with the area of Engineering. This methodology is currently applied for projects of Industrial Design by the students of the Master Course in Product and Industrial Design hosted by the Department of Mechanical Engineering FEUP. The integration of the industrial design course in this Faculty allows to develop projects with the contribution of the various fields of Engineering and to benefit from existing partnerships with the industrial sector. The aim of this article is to demonstrate how this methodology was developed. It describes the working methods and processes of Engineering used by Designer as starting point for the development of new products

    G40 canteen optimization

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    The tasks performed throughout the day in a school canteen are now very focused on rush hour service, at lunchtime. Of all the tasks the most critical one is the screening of thetrays used for processing the respective hygienization. This stage demands several employees to do the separation of waste and components to wash them and put them again intouse at the beginning of the chain. The challenge was rethinking the delivery time of the elements, seeking to reduce the tasks performed inside the pantry
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