996 resultados para Symbolic game


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[Es]Este trabajo forma parte de una investigación empírica que aplica la metodología observacional a la incipiente actividad constructiva propia de la psicomotricidad espontánea a los dos años de edad. Es un estudio idiográfico, el diseño observacional utilizado es nomotético, de seguimiento y multidimensional. El instrumento de observación desarrollado ad hoc para el registro de la conducta conscontructiva es el formato de campo “la construcción en psicomotricidad durante el tercer año de vida”. La fiabilidad del instrumento se establece a partir del grado de concordancia entre los observadores. Los resultados, obtenidos mediante el análisis de coocurrencias, informan sobre las condiciones, modalidades, tendencias, evolución y niveles de acción que estas primeras conductas constructivas despliegan. Esta actividad de construcción, de acuerdo con la teoría psicogenética walloniana, puede ser considerada invención de nuevas conductas adecuadas a las nuevas situaciones. Su suspensión da lugar a símbolos enactivos, precursores del juego simbólico infantil.

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Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar

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Under the several concepts put in discussion in the Bacchae, there is a symbolic game giving a dramatic design to the main movements along the play. When regarded in general, they establish a symmetry in the agon that puts face to face divine superiority and the mortal hybris of Pentheus.

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Under the several concepts put in discussion in the Bacchae, there is a symbolic game giving a dramatic design to the main movements along the play. When regarded in general, they establish a symmetry in the agon that puts face to face divine superiority and the mortal hybris of Pentheus.

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Under the several concepts put in discussion in the Bacchae, there is a symbolic game giving a dramatic design to the main movements along the play. When regarded in general, they establish a symmetry in the agon that puts face to face divine superiority and the mortal hybris of Pentheus.

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Dissertação de Mestrado/Relatório de Estágio - Especialização em Pré Escolar, apresentada à Escola Superior de Educação de Paula Frassinetti

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A web-service is a remote computational facility which is made available for general use by means of the internet. An orchestration is a multi-threaded computation which invokes remote services. In this paper game theory is used to analyse the behaviour of orchestration evaluations when underlying web-services are unreliable. Uncertainty profiles are proposed as a means of defining bounds on the number of service failures that can be expected during an orchestration evaluation. An uncertainty profile describes a strategic situation that can be analyzed using a zero-sum angel-daemon game with two competing players: an angel a whose objective is to minimize damage to an orchestration and a daemon d who acts in a destructive fashion. An uncertainty profile is assessed using the value of its angel daemon game. It is shown that uncertainty profiles form a partial order which is monotonic with respect to assessment.

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Game-theoretic security resource allocation problems have generated significant interest in the area of designing and developing security systems. These approaches traditionally utilize the Stackelberg game model for security resource scheduling in order to improve the protection of critical assets. The basic assumption in Stackelberg games is that a defender will act first, then an attacker will choose their best response after observing the defender’s strategy commitment (e.g., protecting a specific asset). Thus, it requires an attacker’s full or partial observation of a defender’s strategy. This assumption is unrealistic in real-time threat recognition and prevention. In this paper, we propose a new solution concept (i.e., a method to predict how a game will be played) for deriving the defender’s optimal strategy based on the principle of acceptable costs of minimax regret. Moreover, we demonstrate the advantages of this solution concept by analyzing its properties.

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The protests on Kyiv’s Maidan which commenced in November 2013, followed by the conflict in Ukraine’s eastern regions, have redefined the political and social relations between Russia and Ukraine, and have added complexity to the dependences between the Orthodox Churches operating in the two countries. The Kremlin’s policy has put the Russian Orthodox Church–Moscow Patriarchate (ROC) in an awkward position. The ROC is Russia’s largest religious organisation, which also exercises symbolic sovereignty over Ukraine’s most numerous Orthodox community, the Ukrainian Orthodox Church–Moscow Patriarchate (UOC–MP), which since 13 August has had a new leader, Metropolitan Onufry. The head of the ROC, the Patriarch of Moscow and All-Russia, Kirill, has been facing a dilemma as to how he should respond to the Russian government’s aggressive policy towards Ukraine. His firm support of the Kremlin’s moves in Ukraine, may lose the Russian Church its social influence in this country. This might also catalyse a process within which Ukraine’s largest Orthodox Church would gradually become independent of Moscow. On the other hand, if he condemns the Kremlin’s policy, this would adversely affect the co-operation between ‘the altar and the throne’ which has been rapidly developing over the past few years in Russia, and which has offered multiple benefits to the Russian Church. As a result, Patriarch Kirill has distanced the ROC from the recent developments in Ukraine and has adopted a neutral stance. However, Kirill’s choice has aggravated the negative perception of the ROC among the Orthodox community in Ukraine. Given its close relations with the Kremlin, the ROC is increasingly viewed there as an instrument of political struggle and an exponent of the Russian government’s interests. The ROC’s stance has cast the UOC–MP, which has links with the Russian Church, in an unfavourable light, and has fostered its efforts to become more independent from the Moscow Patriarchate. Regardless of how the situation evolves, the recent developments in Ukraine have made it clear that the interests of the Russian Church and the Kremlin, which have coincided for years, now come into conflict, mainly due to the disagreement over the methods used. Despite this, the Russian Church is not withdrawing from the cooperation of ‘the altar and the throne’, and submits itself to the Kremlin’s decisions.

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This paper describes a design game that we called 'Meaning in Movement'. The purpose was to explore notions of professional dental practice with dental practioners in terms of gestures, actions and movements. The game represents a first step towards involving gestures, actions and movements in a design dialog with practioners for the purpose of designing future interactive systems which are more appropriate to the type of skilful actions and richly structured environments of dentists and dental assistants.

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Designers need to develop good observational skills in order to conduct user studies that reveal the subtleties of human interactions and adequately inform design activity. In this paper we describe a game format that we have used in concert with wiki-web technology, to engage our IT and Information Environments students in developing much sharper observational skills. The Video Card Game is a method of video analysis that is suited to design practitioners as well as to researchers. It uses the familiar format of a card game similar to "Happy Families,, to help students develop themes of interactions from watching video clips. Students then post their interaction themes on wiki-web pages, which allows the teaching team and other students to edit and comment on them. We found that the tangible (cards), game, role playing and sharing aspects of this method led to a much larger amount of interaction and discussion between student groups and between students and the teaching team, than we have achieved using our traditional teaching methods, while taking no more time on the part of the teaching staff. The quality of the resulting interaction themes indicates that this method fosters development of observational skills.In the paper we describe the motivations, method and results in full. We also describe the research context in which we collected the videotape data, and how this method relates to state of the art research methods in interaction design for ubiquitous computing technology.

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In this paper, we present interim results from the Communities and Place project, which is exploring methods for understanding communities in a variety of contexts, and how to inform the design of technology to support them. We report on our experience with adapting an existing game-based approach for working with video as a resource in participatory design processes. Our adaptations allow the approach to be used with diverse data arising out of the different communities we are engaged with, and different design traditions we approach the problem from, leading to the formation of common design themes to inform our future work on this project.