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Designing Operations of Geocomposite Membrane Installation in Flexible PavementsWanamakok, Phuwanai 31 January 2001 (has links)
Due to technological innovations new materials are introduced to the construction industry from time to time and need to be installed properly by contractors. Based on their past experience, the contractors have some ideas on how to carry out the operation. However, those ideas are just a good starting point. In order to attain an efficient and productive operation, many issues need to be considered and clarified. To design a new construction operation, the designer needs to completely understand the processes, consider all relevant issues, and review all governing criteria. Achieving practical and productive operations for new technologies requires careful and thorough planning. Simulation modeling can be a very effective technique to design construction operations for new technologies. Simulation modeling allows experimenting with many of the factors involved in the operations prior to initial construction. Early construction sequencing can allow testing of many alternatives without expensive installations.
Geosynthetics are currently being incorporated in flexible pavement systems to improve their performance. However, geosynthetics must be used in the correct application and installed properly in order to produce good results. One of the newly developed geosynthetics is geocomposite membrane that thought to provide strain energy absorption and a moisture barrier. This research discusses the application of discrete-event simulation (DES) to design and analyze the installation of geocomposite membranes in flexible pavements. Data collected from two test sections at the Virginia Smart Road in Blacksburg, Virginia was used for modeling and analysis. STROBOSCOPE, a programming language designed for modeling complex operations, was used as the simulation engine. The process used in the development of simulation models is discussed. A number of installation alternatives were studied and simulated to examine their practicality and to investigate their productivity, resource utilization, and unit cost. / Master of Science
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METODOLOGÍA PARA INTEGRAR EL DISEÑO EN UN PROCESO CURRICULAR STEAM A TRAVÉS DEL USO DE LAS NUEVAS TECNOLOGÍAS CREATIVASAzcaray Fernández, Joseba Koldobika 02 September 2019 (has links)
[ES] La entrada al s. XXI ha supuesto cambios tecnológicos que han influenciado los estilos de vida llevando a cabo una transformación de la sociedad más joven hasta la más adulta, abriendo nuevas perspectivas de investigación y paradigmas educativos.
A lo largo de la historia, se ha demostrado el potencial creativo y de innovación que poseen los niños a la hora de resolver determinadas situaciones, pero a su vez, la capacidad de perderlo si no es gestionado adecuadamente. Inmersos ya en la cuarta revolución industrial, las nuevas herramientas tecnológicas sugieren retos innovadores hacia la búsqueda de soluciones de los problemas planteados en el marco de la enseñanza.
Esta investigación plantea el diseño de un escenario basado en el movimiento maker y FabLab, donde los alumnos y profesores tengan opciones de aprendizaje a partir del uso de la fabricación digital, impresión 3D y la robótica educativa como herramientas para generar ideas creativas e innovadoras.
Para llevar a cabo una integración de las técnicas del área de la creatividad, se realiza un estudio a partir de estrategias relacionadas con el diseño. Se presenta el concepto design thinking como una metodología dirigida a la resolución de problemas donde los estudiantes estarán capacitados para desarrollar nuevas ideas, construirlas y llevar a cabo una experimentación basándose en los conocimientos adquiridos en las aulas.
Se elabora un enfoque donde tanto los docentes como los alumnos adquieren un nuevo rol de diseñadores. Para ello se establece un escenario, que, apoyado desde diversos informes internacionales, se analiza la innovación de la educación desde la nueva tendencia educativa multidisciplinar STEM (acrónimo del inglés Science, Technology, Engineering, & Mathematics) y cómo las distintas instituciones y políticas educativas comienzan en el desarrollo de nuevas herramientas y métodos basados en estrategias de diseño para ofrecer y generar modelos y tácticas curriculares.
Como consecuencia, se analiza la evolución del concepto STEM to STEAM y cómo la integración del término Art (A) favorece el nexo creativo entre disciplinas de ciencia y tecnología. A modo significativo, destaca la importancia de utilizar estrategias basadas en el diseño y la creatividad como una prioridad en la búsqueda de soluciones.
Para llevar a cabo esta gestión multidisciplinar, se desarrolla la metodología DiTec, implicando estrategias basadas en el design thinking como una guía creativa hacia la búsqueda de soluciones y el uso de las nuevas tecnologías como el medio curricular para experimentar ideas y generar conocimiento.
Con el fin de validar la investigación, se realiza tres casos prácticos donde la metodología DiTec ha posibilitado estandarizar y dar viabilidad al concepto STEAM y cómo el diseño se establece como una futura disciplina proyectual. / [CA] L'entrada al s. XXI ha suposat canvis tecnològics que han influenciat els estils de vida duent a terme una transformació de la societat més jove fins a la més adulta, obrint noves perspectives de recerca i paradigmes educatius.
Al llarg de la història, s'ha demostrat el potencial creatiu i d'innovació que posseeixen els infants a l'hora de resoldre determinades situacions, però alhora, la capacitat de perdre'l si no és gestionat adequadament. Immersos ja en la quarta revolució industrial, les noves eines tecnològiques suggereixen reptes innovadors cap a la recerca de soluci-ons dels problemes plantejats en el marc de l'ensenyament.
Aquesta investigació planteja el disseny d'un escenari basat en el moviment maker i FabLab, on els alumnes i professors tinguin opcions d'aprenentatge a partir de l'ús de la fabricació digital, impressió 3D i la robòtica educativa com a eines per generar idees creatives i innovadores.
Per dur a terme una integració de les tècniques de l'àrea de la creativitat, es realitza un estudi a partir d'estratègies relacionades amb disseny. Es presenta el concepte design thinking com una metodologia dirigida a la resolució de problemes on els estudiants estaran capacitats per desenvolupar noves idees, construir-les i dur a terme una expe-rimentació basant-se en els coneixements adquirits a les aules.
S'elabora un enfoc on tant els docents com els alumnes adquireixen un nou rol de dis-senyadors. Per a això s'estableix un escenari, que, amb el suport des de diversos in-formes internacionals, s'analitza la innovació de l'educació des de la nova tendència educativa multidisciplinària STEM (acrònim de l'anglès Science, Technology, Engine-ering, & Mathematics) i com les diferents institucions i polítiques educatives comen-cen en el desenvolupament de noves eines i mètodes basats en estratègies de disseny per oferir i generar models i tàctiques curriculars.
Com a conseqüència, s'analitza l'evolució del concepte STEM to STEAM i com la inte-gració del terme Art (A) afavoreix el nexe creatiu entre disciplines de ciència i tecno-logia. A manera significativa, destaca la importància d'utilitzar estratègies basades en el disseny i la creativitat com una prioritat en la recerca de solucions.
Per dur a terme aquesta gestió multidisciplinària, es desenvolupa la metodologia Di-Tec, implicant estratègies basades en el design thinking com una guia creativa cap a la recerca de solucions i l'ús de les noves tecnologies com el mitjà curricular per experi-mentar idees i generar coneixement.
Per tal de validar la investigació, es realitza tres casos pràctics on la metodologia Ditec ha possibilitat estandarditzar i donar viabilitat al concepte STEAM i com el disseny s'estableix com una futura disciplina projectual. / [EN] The entry into the 21st century has supposed technological changes that have influenced modern life, undertaking this way a transformation of both the younger and the elder generation and opening the scope for new prospects of research and educational paradigms.
Throughout history it has been illustrated the creative and innovative potential that children possess while facing and solving certain situations, but this ability may also vanish if it is not adequately managed. Already immersed in the Fourth Industrial Revolution, new technological tools suggest innovative challenges towards the search of solutions concerning to issues raised within the framework of formal education.
This research presents the design for a scenario based on the maker movement and FabLab, where both students and teachers have available learning options from the use of digital fabrication, 3D printing and Educational Robotics as tools for the generation of creative and innovative ideas.
In order to carry out the integration of techniques concerning the field of creativity, the research is guided through active strategies related to design. The concept of de-sign thinking is presented as a methodology focused on problem solving in which the students will be able to develop new ideas, construct them and carry out a testing, looking into the acquired knowledge inside the classrooms.
For that, a new approach is elaborated; in this approach teachers and students acquire a new role as knowledge and learning designers. It establishes a context that, supported by diverse international reports, analyses the innovation of education from the point of the new STEAM (Science, Technology, Engineering, Art & Mathematics) educational tendency and how different institutions and education politics start within the development of new tools and methods based on design strategies to offer and generate curricular models and tactics.
The study analyses the evolution of 'STEM to STEAM' and how the inclusion of the term 'A' favours the creative link among disciplines of science and technology. The importance of using design-based strategies and the creativity as a priority for solution searching is highlighted in a meaningful way.
In order to conduct this multidisciplinary management, DiTec methodology is developed, involving strategies based on design thinking as a creative guide towards the search of solutions and the use of new technologies as the curricular vehicle to experiment ideas and generate knowledge.
To validate this research, three practical cases are performed, in which DiTec method-ology has allowed for standardization and for the viability of STEAM concept and how the term design is established as a future curricular discipline. / Azcaray Fernández, JK. (2019). METODOLOGÍA PARA INTEGRAR EL DISEÑO EN UN PROCESO CURRICULAR STEAM A TRAVÉS DEL USO DE LAS NUEVAS TECNOLOGÍAS CREATIVAS [Tesis doctoral]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/125704
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Investigating the potential for new media and new technologies in design and technology undergraduate educationHepburn, Marian January 2012 (has links)
Investigating Potential for New Media & New Technologies in Design & Technology Undergraduate Education This research explores potential for New Media and New Technology (NM & NT) in the Design School at Loughborough University. Using action research to investigate potential, this research develops a new way of managing inquiry based on Susman and Evered s five cycles of action research (Susman and Evered, 1978). In particular, it extends the double- helix metaphor (Dick, 2000) for action research. This new way of conducting action research looks at educational and IT- based aspects; in particular, developing strategies, guidelines and materials for implementing video podcasting (Vodcasting) and Really Simple Syndication (RSS) into Design School undergraduate modules. In looking at potential, the research involved 6 lecturer s interviews and thematic analysis. Findings suggest that limitations to the current uses of NM & NT related to lecturers lack of skills in NM & NT and scepticism about what the benefits might be. Some recognised potential for NM & NT to manage module administration. One lecturer wanted to stop students using dubious sources from the Internet for assessment on a Sustainable Design module. This led to using RSS to resolve this problem in a mobile learning scenario. In this research, 98 D and T students were surveyed to identify current uses of mobile technology. Results suggested that students would like module content streamed to their mobile device. Lecturers too could see benefits for NM & NT, if they stopped lecturers from having to repeat themselves to students. This led to using Vodcasting to resolve this problem in a mobile learning scenario. Video observational data was collected from 6 students using RSS to perform mobile learning tasks for a Sustainable Design module. The findings suggested that the technology at the time of study was not quite up to the task, although some NM & NT learning resources relating to Sustainable Design were found by students using RSS. Similarly, video observation data was collected from 4 students using Vodcasts to design electronic circuits. Findings showed more technological competence with this technology and students suggested future modules where this type of NM & NT would have further educational potential. Through exploring potential, this research develops new strategies, guidelines and materials for design and technology educators. This research reveals the educational benefits of Vodcasting and RSS in labs and workshops, and concludes that there is potential for NM & NT in D and T education.
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[en] DESIGNING EDUCATIONAL ANIMATED NARRATIVES / [pt] DESENVOLVENDO NARRATIVAS ANIMADAS PARA A EDUCAÇÃOGABRIEL FILIPE SANTIAGO CRUZ 22 October 2013 (has links)
[pt] O presente estudo propõe uma metodologia interdisciplinar para a criação de narrativa animada, que possa ser utilizada tanto como material didático em sala de aula, como também entretenimento. Com o advento de novas tecnologias e o consequente avanço de métodos de ensino como a Educação a Distância, por exemplo, surgiram também outras possibilidades e formas de se pensar a criação de materiais didáticos visando despertar no aluno o interesse pelos conteúdos a serem trabalhados em aula. No entanto, muitos são os desafios para que o novo material seja criado a partir de uma metodologia colaborativa recente, sem se caracterizar como apenas uma nova roupagem para antigos modelos. Fundamentada em conceitos como aprendizagem significativa e educação como introdução a realidade total, esta dissertação traz relatos e analisa situações de ensino aprendizagem utilizando recursos didáticos de natureza tecnológica e de narrativa, como Podcasts, redes sociais e histórias em quadrinhos dentre outros. Uma análise desses recursos e uma discussão e aprofundamento em questões como narrativa, experiência elementar, interdisciplinaridade e cinema de animação são apresentadas. Um estudo de caso, de produção interdisciplinar de uma narrativa animada para ser utilizada por professores em sala de aula, foi realizado. / [en] An interdisciplinary methodology for the creation of animated narratives, which can be used either in the classroom or as entertainment, is the focus of this dissertation. The advent of recent technologies and subsequent teaching methods, as Distance Education, brought new possibilities and ways of thinking about how to catch students’ interest in class content through the creation of new teaching materials. However, many challenges have to be faced, in order to ensure that this new material will be created from recent collaborative methodologies and avoid being only a new look for old models. This dissertation is based on concepts of meaningful learning and teaching as introduction to total reality. It presents reports and analysis on learning-teaching situations, through the use of technological didactic resources and narrative, such as Podcasts, social networks, and comics among others. An analysis of these resources is presented, as well as a discussion on narrative, elementary experience, interdisciplinary issues and film animation. A case study of an animated narrative, created by an interdisciplinary team to be used in classes by teachers, is also reported.
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L'image et le procès pénal / The image and the french criminal processSiber, Jonas 31 August 2017 (has links)
Aujourd’hui, du fait de l’essor des nouvelles technologies, l’image a pris une place prépondérante dans notre société. Si son évolution au sein du grand public est significatif, le droit a lui aussi eu à connaître du développement de cet outil. L’avènement de l’image a touché l’ensemble des branches du droit, y compris le droit pénal et, plus particulièrement, la procédure pénale. Pour autant, dire qu’elle serait désormais présente au niveau de l’ensemble de cette procédure semble presque relever de la méprise, tant les images de cette dernière sont rares. On en vient alors à s’interroger sur la place réellement occupée aujourd’hui par cet outil protéiforme au sein de ce vaste ensemble. L’image englobe en réalité l’ensemble du procès pénal pris dans sa définition la plus large, des premiers stades de l’enquête, jusqu’au prononcé d’un verdict de culpabilité. Plus encore, l’image déborde ce cadre par sa présence en amont de la commission d’une infraction et en aval de l’audience. C’est par la multiplicité de ses formes que l’image se retrouve à toutes les étapes de la procédure. Toutefois, la diversité des usages de l’image n’est pas la seule raison à son utilisation récurrente. À cela s’ajoute sa faculté à servir différentes finalités. Les différentes formes que peut revêtir l’image lui permet de servir des ambitions et des usages différents, parfois complémentaires, d’autres fois très différents. Néanmoins, se dessine une distinction fondamentale entre une image à vocation probatoire et une image servant la bonne administration de la justice. Présente tout au long du procès pénal, il est manifeste que l’image va se voir confrontée à l’ensemble des grands principes qui gouvernent la matière pénale, particulièrement dans son aspect procédural. Dans une période où une réforme globale de la procédure pénale est sans cesse mise en avant, l’étude d’une notion transversale, au service à la fois de la manifestation de la vérité et de la bonne administration de la justice, pourrait s’avérer nécessaire si d’avenir une évolution devait intervenir. L’image servirait alors de fil d’Ariane sur le « chemin menant à la peine » / Today, with the rise of new technologies, the image is playing a leading role in our society. If it has been incrementally utilised by the general public, the field of law has also increasingly developed and put this tool to use. The advent of the image has impacted all areas of law, including criminal law and more specifically criminal proceedings. However, it would be wrong to say that it is currently present throughout the whole procedure, where its appearances are surprisingly rare. This leads us to question the place and role of this multiform tool within this wide system. In reality, the image covers all aspects of the criminal trial in its entirety, from the first stage of the investigation to the delivery of the judgement. And even more, as the image goes beyond this framework, by its upstream presence before a criminal act is committed, and downstream from the hearing. In this way, the image appears in a multiplicity of forms throughout all steps of the procedure. However, the diversity of its uses is not the only explanation to its recurring presence, as it also has the ability to serve different purposes. The different forms of an image allow for a variety of uses and purposes, sometimes complementary, but other times very diverse. We can notice, nevertheless, a fundamental distinction between an image serving probationary purposes and used for the proper administration of justice. Present throughout the criminal proceedings, the image will clearly be confronted with all the main principles that govern criminal matters, particularly in its procedural aspect. At a time when a comprehensive reform of criminal proceedings is constantly put forward, the study of a transversal notion, simultaneously serving the establishment of the truth and the good administration of justice, may be necessary if the system needed to evolve. The image would then be considered as the breadcrumb trail on the « path leading to the sentence »
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A virtualidade na mediação simbólica e na linguagem sob o ponto de vista docente na aprendizagem / The virtuality in symbolic mediation and language from the teaching point of view in learning.Leite, Carlos Eduardo Damian 31 May 2011 (has links)
Na concepção docente, o virtual possui apenas uma face, reconhecível por meio do que é visto, elaborado e/ou modificado nas telas dos computadores e demais recursos digitais de tecnologia. Esta pesquisa teve como objeto a virtualidade em suas duas instâncias: a humana, que se faz presente nas projeções que integram o processo de imaginação e criação, em potência e ato; e a sua vertente nas novas tecnologias, em um ambiente digital, denominado virtual, por permitir a visualização e interação com as diversas possibilidades criativas do indivíduo. Teve como objetivos analisar a concepção contemporânea sobre o virtual, principalmente do ponto de vista docente, pesquisar sobre as duas formas pelas quais o virtual se faz presente nas realizações humanas e ,ainda, analisar, por meio de um estudo de caso, quais são as ideias que o professor possui em relação ao virtual e em seu uso em âmbito pedagógico. A hipótese deste trabalho se constitui na afirmação de que o virtual possui duas vertentes, ambas relevantes ao desenvolvimento humano a inerente às capacidades mentais do homem e a que se manifesta por meio das tecnologias digitais. Como metodologia de pesquisa, realizou-se um estudo de caso, com abordagens quantitativa e qualitativa, cujos propósitos foram pesquisar conceitos específicos sobre o tema e realizar uma análise sobre o ponto de vista docente para com o virtual, em um determinado contexto: a Escola Municipal Governador Mário Covas Júnior, em Ubatuba, cidade localizada no litoral norte de São Paulo. Foram utilizados na coleta de dados um questionário quantitativo, para sondagem do uso docente das novas tecnologias, e outro com questões abertas, para que fossem coletadas as concepções dos professores da instituição sobre o virtual nas atividades escolares. Constatou-se que a ênfase do professor ainda está voltada para a presença do virtual em sua segunda instância, a das novas tecnologias. Por meio de uma explanação, que constituiu a intervenção do pesquisador no estudo de caso, outras concepções do virtual foram transmitidas, concluindo-se que a partir destas, pode ser inicialmente estimulada a compreensão do professor para com a virtualidade humana. / In teaching concept, the virtual has only one face, recognizable by what is seen, written and / or modified on the screens of computers and other digital resources of technology. This research had as its object the virtuality in two instances: the human, which is present in the projections that cover the process of imagination and creation in power and act, and his part in the new technologies in a digital environment, called virtual allow for the visualization and interaction with various creative possibilities of the individual. Aimed to analyze the contemporary concept of the virtual, especially from the standpoint of teaching, research about the two ways in which the virtual is present in human achievement and also examine, through a case study, what are the ideas that the teacher has over the virtual connection and its use in teaching. The hypothesis of this thesis is the claim that the virtual is twofold, both relevant to human development - the inherent mental capacities of man and that manifests itself by means of digital technologies. As a research methodology, there was a case study with quantitative and qualitative approaches, whose purpose was to investigate specific concepts on the subject and do an analysis on the point of view toward virtual teacher in a certain context: the School Municipal Governor Mario Covas Junior in Ubatuba, Sao Paulo. Were used to collect the data, a quantitative questionnaire to survey the use of new teaching technologies, and other open questions, that would be collected from teachers\' conceptions of the institution on the virtual school activities. It was found that the emphasis of the teacher is still focused on the virtual presence in your second instance, the new technologies. Through an explanation, which was the researcher\'s intervention in the case study, other concepts were transmitted from the virtual, concluding that from these may be initially stimulated understanding of the teacher toward the virtual human.
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Os direitos autorais no mercado da música / Copyright and the new music economyLosso, Fabio Malina 05 May 2008 (has links)
A presente tese parte da constatação de que diversas crises nos direitos autorais impactaram o mercado da música, todas coincidentes com a introdução de novas tecnologias. Com o advento das tecnologias digitais de fixação de obras musicais e da internet, passou-se a questionar se o momento atual permite identificar uma autêntica crise no direito do autor e, a partir disso, como se pode refletir sobre as questões decorrentes das novas tecnologias que, fatalmente, são pensadas com as velhas normas e teorias. São linhas essenciais do trabalho: a) a criatividade musical e o impacto de diferentes tecnologias para sua fixação e distribuição; b) a criatividade musical e o reconhecimento e a proteção de direitos do criador; c) a inflexão entre os interesses do criador e os outros diversos sujeitos envolvidos na fixação e distribuição da obra artística musical ao lado do interesse dos destinatários; d) a pluralidade de soluções para definir os moldes dessa inflexão e as direções tomadas pelo direito brasileiro. Verifica-se, no decorrer do presente estudo, a existência de conflito de interesses entre o investidor cultural, o compositor e o consumidor, que se projeta no conflito entre os direitos autorais e o direito de acesso aos bens culturais. A conformação de ambos constitui um relevante desafio trazido pelos novos tempos da chamada \"sociedade da informação\", na qual a música digital está inserida. / The present thesis parts from the affirmative that many crises in copyright impacted the music market, all coincident with the introduction of new technologies. With the advent of digital technologies for the fixation of musical works and of the intemet, it was questioned whether the present moment permits identification of an authentic crisis in copyright, and, from that, how is it possible to reflect about the issues due to the new technologies that, fatally, are thought according to old laws and theories. The essential guidelines of the thesis are: a) musical creativity and the impact of different technologies for its fixation and distribution; b) musical creativity and the acknowledgement and copyrights protection; c) the inflexion between the author\'s and other people\'s, who are involved in the fixation and distribution of artistic musical works, interests contrasted with the interests of the addressees; d) the plurality of solutions to define the molds of this inflexion and the directions taken by Brazilian law. It is verified, throughout the present study, the existence of a conflict of interests between the cultural investor, the composer and the consumer, that projects itself on the conflict between copyrights and the right to access cultural assets. The conformation of both constitutes a relevant challenge brought by the new times of what is called \"information society\", in which digital music is inserted.
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Inações midiáticas: singularidades da cobertura sobre manifestações culturais subalternas nos jornais Folha de S.Paulo e O Estado de S.Paulo / Media inactions: coverage singularities about subaltern cultural manifestations in the newspapers Folha de S. Paulo and O Estado de S.PauloSantos, Moises dos 06 December 2010 (has links)
Esta pesquisa estuda o comportamento dos meios impressos de comunicação, denominado inação midiática, em relação às manifestações populares subalternas. Aborda algumas características da mídia impressa hegemônica e seu papel de informar com o objetivo de colaborar na construção de uma sociedade que valorize seus diversos bens culturais. O estudo analisa, como exemplo, as singularidades de dois importantes veículos da mídia impressa paulista, os jornais Folha de S.Paulo e O Estado de S.Paulo. A tese que aqui se apresenta propõe o aprofundamento epistemológico da relação entre a mídia impressa, a sociedade por meio de ações de políticas públicas adequadas e a cultura popular subalterna, agrupando-as em dois eixos fundamentais de reflexão: a relação mídia e sociedade globalizada, articulando conceitos de cidadania e cultura, e a relação mídia e novas tecnologias, investigando os efeitos globalizantes e os benefícios provenientes dos novos protagonistas midiáticos para a cultura subalterna. / This research studies the behavior of the print media, termed media inaction, in relation to subaltern popular manifestations. Discusses some characteristics of the hegemonic print media and its role of informing in order to collaborate in building a society that values its various cultural goods. This study analyses, for example, the singularities of two major newspapers of São Paulo: Folha de S.Paulo and O Estado de S.Paulo. This thesis suggests a epistemological deepening of relation between the print media, society through appropriate actions of public policies and subaltern popular culture, grouping them into two main axes of reflection: the relation media and globalized society, articulating concepts of citizenship and culture, and the relation media and new technologies, investigating the globalization effects and the benefits from the new media protagonists for the subaltern culture.
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Le droit de l'OHADA face au commerce électronique / OHADA law pertaining to e-commerceSanni Yaya, Mouhamadou 11 July 2011 (has links)
Le droit de l’OHADA face au commerce électronique est une réflexion épistémologique sur les questions juridiques que posent les transactions électroniques au sein des pays de l’Organisation pour l’Harmonisation en Afrique du Droit des Affaires (OHADA). Plus précisément, cette réflexion est une prospective sur l’encadrement juridique du commerce électronique par l’OHADA à partir des expériences menées notamment en Amérique du Nord (Canada-Québec) et en Europe. Les nouvelles technologies de l’information posent en Afrique comme elles l’ont fait ailleurs des défis au droit. Plusieurs initiatives régionales et nationales ont vu le jour au cours des dernières années pour relever ces défis. Seulement, le caractère hétérogène des législations mises en place est à même d’altérer la sécurité juridique régionale tant recherchée par l’organisation. Prenant appui sur la théorie de la circulation des modèles juridiques, cette thèse propose une véritable harmonisation dans le cadre de l’OHADA. Harmonisation qui veillera à prendre en compte les « spécificités africaines » tout en faisant de la Cour commune de Justice et d’Arbitrage (CCJA) d’Abidjan la plus haute juridiction communautaire en matière de commerce électronique. / Le droit de l’OHADA face au commerce électronique (OHADA law pertaining toe-commerce) is an epistemological reflection on the legal issues raised by e-tradeconducted among members of the Organisation for the Harmonisation of Business Lawin Africa (OHADA). This forward-looking analysis of the organization’s legalframework governing e-commerce draws upon relevant experiments carried out notablyin North America (Canada-Québec) and Europe. In Africa, as elsewhere, the newinformation technologies pose certain legal challenges. During the past several years,various regional and national initiatives have addressed these challenges. However, the heterogeneous nature of the different laws implemented impairs the regional-level legalsecurity sought by OHADA. Building on legal transplant, this dissertation proposes,within the context of OHADA, a true harmonization that will ensure that “Africanspecificities” are taken into account while making the Common Court of Justice and Arbitration (CCJA) in Abidjan the highest community jurisdiction in matters of e-commerce.
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Le design des programmes : des façons de faire du numérique / Program design : ways of doing digitalMasure, Anthony 10 November 2014 (has links)
Cette thèse interroge le design depuis les pratiques de programmation en montrant qu'elles ne se réduisent pas à une industrie des programmes, qui empêche les inventions de naître tout à fait. Pour cela, elle confronte au sein d'une lecture non linéaire cinq moments de l'histoire du numérique (depuis Vannevar Bush en 1945, dont une traduction inédite est proposée en appendice, jusqu'aux usages contemporains du site web GitHub) à quatre formulations conceptuelles issues d'un corpus philosophique. Le choix d'auteurs qui n'ont pas directement voué leurs réflexions au design (comme Jacques Derrida, Hannah Arendt ou Walter Benjamin) permet de déconstruire un certain nombre de discours entourant la réception des technologies dites nouvelles. Critiquant nombre d'usages faits des notions de conception et de projet et s'appuyant finalement sur Gilbert Simondon, cette thèse s'intéresse à ce qui n'est pas prévisible dans les programmes. Elle soutient cinq axes ou directions pour une recherche dans le champ concerné: décentrer, authentifier, appareiller, traduire et désarticuler. La plausibilité de ces façons de faire du numérique, encore à l'état d'ébauche dans les productions contemporaines, peut intéresser les designers au-delà des spécialistes. Elle est avérée en fin d'ouvrage dans la description d'une fiction curatoriale. / This dissertation questions design through programming practices, showing how they cannot be summed up in program industries which prevent inventions from happening. To this end, it confronts, by a non-linear reading, five periods in the Digital History (since Vannevar Bush in 1945, including a new unpublished translation available as an appendix, to the contemporary use of the website GitHub) with four concepts extracted from a philosophical corpus. The choice of author who have not directly dedicated their writings to Design (such as Jacques Derrida, Hannah Arendt and Walter Benjamin) can deconstruct a number of discourses regarding the arrival of so-called new technologies. After redefining concept and project in design practices and project, and then supported by Gilbert Simondon, this dissertation focuses on what is not predictable in programs. It defends five lines or directions for researches in the relevant field: decentralize, certify, kit or translate and dislocate. The plausibility of these ways to make digital, still in draft form in contemporary productions, may interest designers beyond specialists. A demonstration is made at the end of the dissertation with the description of curatorial fiction.
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