37 resultados para Computer Game Testing


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This thesis evaluates a start-up company (Jogos Almirante Lda) whose single asset is a board game named Almirante. It aims to conclude whether it makes sense to create a company or just earn copyrights. The thesis analyzes the board game’s market, as part of the general toy’s market, from which some data exists: European countries as well as the USA. In this work it is analyzed the several ways to finance a start-up company and then present an overview of the valuation of the Jogos Almirante based on three different methods: Discounted Cash Flow, Venture Capital Method and Real Options.

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Online third-party reviews have been grown over the last decade and they now play an important role as a tool for helping customers evaluate products and services that in many cases offer more than tangible features. This study intends to quantify the impact online ratings have over video game sales by conducting a linear regression analysis on 300 titles for the previous console generation (PlayStation® 3 and Xbox® 360) using a data from the video game industry to understand the existing influence on this particular market. The findings showed that these variables have a weak linear relationship thus suggesting that quality of a title explains little the commercial success of a video game and instead this should cover a wider range of factors. Afterwards, we compare results to previous ones and discuss the managerial implications for upcoming gaming generations.

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A introdução de videojogos como ferramenta auxiliar do processo de educação tem vindo a crescer lado a lado com a evolução tecnológica. O aumento da capacidade dos processadores e das placas gráficas permitiram um aumento na complexidade dos videojogos e, por consequência, aumentaram as experiências fornecidas pelos mesmos. Sob o prisma da educação, o uso de um videojogo não foi a primeira ferramenta utilizada. O ensino por correspondência foi o primeiro auxílio ao método de ensino, iniciando assim o primeiro conceito de e-learning. Este permite enriquecer quem procura mais conhecimento, quem não consegue ter acesso ao mesmo ou quem tem dificuldades no ensino tradicional. A dificuldade presente em crianças com problemas do neurodesenvolvimento na aprendizagem da língua portuguesa é um problema na sociedade actual e para o combater são usados vários métodos manuais, sem recurso a tecnologia, passando normalmente por exercícios manuscritos e de observação. Desta forma, as pessoas que acompanham as crianças são obriga-das a estar presentes para recolher dados, em vez de se concentrarem nas outras actividades educativas. Este facto resulta numa possível falta de interesse por parte da criança no exercício apresentado, implicando uma perda de produtividade. A introdução de tecnologias ao serviço de causas sociais é crucial, pois permite um melhor acompanhamento das crianças, auxiliando tanto as pessoas que precisam do acompanhamento como aquelas que as acompanham. Por exemplo, um sistema automático que apresente os exercícios manuscritos num ecrã e, ao mesmo tempo, guarde os dados referentes ao seu uso seria útil para as pessoas que se encarregam de ajudar as crianças na aprendizagem da Língua Portuguesa. Esta dissertação insere-se num projecto desenvolvido pelo DIFERENÇAS – Centro de Desenvolvimento Infantil, denominado por “No Reino dos Fonemas”. Este projecto baseia-se em apresentar a crianças diversas imagens com objectivos diferentes de forma a cobrir as cinco vogais e todas as consoantes, no âmbito da aprendizagem da Língua Portuguesa. Neste contexto, as crianças podem-se interessar por um videojogo e aprender ao mesmo tempo, enquanto as pessoas que as acompanham, através dos dados do videojogo, podem focar-se mais nas dificuldades apresentadas por cada criança. Desta forma, é possível uma melhor organização dos dados de cada criança e, por conseguinte, um melhor acompanhamento das suas dificuldades.

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In this work project we study the tail properties of currency returns and analyze whether changes in the tail indices of these series have occurred over time as a consequence of turbulent periods. Our analysis is based on the methods introduced by Quintos, Fan and Phillips (2001), Candelon and Straetmans (2006, 2013), and their extensions. Specifically, considering a sample of daily data from December 31, 1993 to February 13, 2015 we apply the recursive test in calendar time (forward test) and in reverse calendar time (backward test) and indeed detect falls and rises in the tail indices, signifying increases and decreases in the probability of extreme events.

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This present study aimed to investigate the fatigue life of unused (new) endodontic instruments made of NiTi with control memory by Coltene™ and subjected to the multi curvature of a mandibular first molar root canal. Additionally, the instrument‟s structural behaviour was analysed through non-linear finite element analysis (FEA). The fatigue life of twelve Hyflex™ CM files was assessed while were forced to adopt a stance with multiple radius of curvature, similar to the ones usually found in a mandibular first molar root canal; nine of them were subjected to Pecking motion, a relative movement of axial type. To achieve this, it was designed an experimental setup with the aim of timing the instruments until fracture while worked inside a stainless steel mandibular first molar model with relative axial motion to simulate the pecking motion. Additionally, the model‟s root canal multi-curvature was confirmed by radiography. The non-linear finite element analysis was conducted using the computer aided design software package SolidWorks™ Simulation, in order to define the imposed displacement required by the FEA, it was necessary to model an endodontic instrument with simplified geometry using SolidWorks™ and subsequently analyse the geometry of the root canal CAD model. The experimental results shown that the instruments subjected to pecking motion displayed higher fatigue life values and higher lengths of fractured tips than those with only rotational relative movement. The finite element non-linear analyses shown, for identical conditions, maximum values for the first principal stress lower than the yield strength of the material and those were located in similar positions to the instrument‟s fracture location determined by the experimental testing results.

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This working paper explores the use of interactive learning tools, such as business simulations, to facilitate the active learning process in accounting classes. Although business simulations were firstly introduced in the United States in the 1950s, the vast majority of accounting professors still use traditional teaching methods, based in end-of-chapter exercises and written cases. Moreover, the current students’ generation brings new challenges to the classroom related with their video, game, internet and mobile culture. Thus, a survey and an experimentation were conducted to understand, on one hand, if accounting professors are willing to adjust their teaching methods with the adoption of interactive learning tools and, on the other hand, if the adoption of interactive learning tools in accounting classes yield better academic results and levels of satisfaction among students. Students using more interactive learning approaches scored significantly higher means than others that did not. Accounting professors are clearly willing to try, at least once, the use of an accounting simulator in classes.