Multi-problem poor families have been characterized as dysfunctional and chaotic, and problemcentred interventions have been developed. However, the activation of families' strengths has shown itself to be an important tool for intervention, hence the relevance of promoting the incorporation of a strengths-focused approach. So, it becomes important to determine to what extent practitioners are thinking of incorporating a strengths-focused approach when working with these families. To achieve this goal, a semi-structured interview was administered to 23 practitioners. The findings suggest that practitioners are able to identify strengths but do not think in a strengths-focused way. The main obstacles are: ambiguity in the definition of strengths, a focus on problems, lack of confidence in the possibility of improvement in the lives of families.
Purpose
The purpose of this paper is to explore the use of virtual reality environments (VRE) for maintenance activities by augmenting a virtual facility representation and integrating relevant information regarding the status of systems and the space itself, while providing simple ways to control them.
Design/methodology/approach
The research focuses in the implementation of a VRE prototype of a building management system using game engine technologies. To evaluate the prototype, a usability study has been conducted that contrasts the virtual reality interface with a corresponding legacy application showing the users perception in terms of productivity improvement of facilities management (FM) tasks.
Findings
The usability tests conducted indicated that VREs have the potential to increase the productivity in maintenance tasks. Users without training demonstrated a high degree of engagement and performance operating a VRE interface, when compared with that of a legacy application. The potential drop in user time and increase in engagement with a VRE will eventually translate into lower cost and to an increase in quality.
Originality/value
To date no commonly accepted data model has been proposed to serve as the integrated data model to support facility operation. Although BIM models have gained increased acceptance in architecture engineering and construction activities they are not fully adequate to support data exchange in the post-handover (operation) phase. The presented research developed and tested a prototype able to handle and integrate data in a flexible and dynamic way, which is essential in management activities underlying FM.
e performing arts, and dance in particular, have been considered as intangible cultural heritage by UNESCO since 2003. is acknowledgement re ects the importance of preserving the knowledge generated within this art form for future generations. Nevertheless, what and how this sensible material should be preserved is still lacking clear methodological approaches. When considering creative processes, this seems an even more daunting task, as it goes beyond simply documenting the nal product of a creation. Recent advancements in technology has allowed to consider other approaches of capturing data apart from video or photography, which are mostly static and have a single viewpoint. In this paper we describe how 3D data capture and point cloud visualization techniques have been used to capture and document João Fiadeiro's choreographic and compositional processes. Together with Fiadeiro we have identi ed a subset of core concepts of his method which have then been used to conduct two improvisation sessions involving Fiadeiro's dancers and himself. ose concepts have been used as the basis for the development of new visualization techniques that be er illustrate, in an interactive system, the complexity of Fiadeiro's creative process.
This chapter presents the QUARTIC process model for developing contextualized, competence-based educational games. Parallel streams of pedagogy and game development have been married to streamline the process of deriving appropriate educational games from client requirements. Furthermore, the authors describe two methodologies to improve the complementarity of the streams: one for building contextualised narrative, and one for describing competences applied in context. This increases the applicability of learning outcomes and allows the simultaneous assessment of learning while gaming. The work presented is a part of the European research project TARGET aimed at rapid competence development for knowledge workers.
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