20 resultados para Computer games
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A Work Project, presented as part of the requirements for the Award of a Masters Degree in Management from the NOVA School of Business and Economics
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This study investigates the way of learning the English language in Portugal. First-year students of the faculty of Social Sciences and Humanities of New University of Lisbon were selected as participants in the case study. As data collection tools a questionnaire and focus-groups were used. 115 students completed the designed questionnaire and after that 12 students were selected for the more detailed focus-group discussions. Results of the research show that most part of the students English knowledge is received from outside the classroom by means of movies, songs, computer games, the Internet, communication with friends and other sources. Also, the results show that motivation is very important in language learning process and motivated students acquire the language faster and easier.
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Childhoods overweight and obesity are a worrying issue in the world nowadays. The purpose of this study was to provide contributions to the promotion of healthy food by analyzing the impact of physical activity, parents influence and home meals frequency on childrens food choices. Structured questionnaires were used and were answered by 172 children between 10 and 14 years old and by their respective parents. Children and parents preferred healthy food vs. non-healthy food presenting the childrens healthy food choices a mean of 4.26 and the parents healthy food choices a mean of 4.47 in a scale ranging from 0 to 6. Our results also show that physical activity, parents education and home meals frequency did not have an impact on childrens food choices, contrasting to the sedentary behavior and parents choices which had a negative and positive correlation, respectively, with childrens food choices. Taking these results into account and using them to advise parents and companies, we underline that parents must guarantee an adequate childrens nutrition after doing physical efforts and control the time children watch TV and play computer games and companies may create marketing campaigns and educational programs in order to promote healthy food, improve childrens eating habits and reduce the childhood obesity prevalence.
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This article is a short introduction on how to use Modellus (a computer package that is freely available on the Internet and used in the IOP Advancing Physics course) to build physics games using Newtons laws, expressed as differential equations. Solving systems of differential equations is beyond most secondary-school or first-year college students. However, with Modellus, the solution is simply the output of the usual physical reasoning: define the force law, compute its magnitude and components, use it to obtain the acceleration components, then the velocity components and, finally, use the velocity components to find the coordinates.
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The mobile IT era is here, it is still growing and expanding at a steady rate and, most of all, it is entertaining. Mobile devices are used for entertainment, whether social through the so-called social networks, or private through web browsing, video watching or gaming. Youngsters make heavy use of these devices, and even small children show impressive adaptability and skill. However not much attention is directed towards education, especially in the case of young children. Too much time is usually spent in games which only purpose is to keep children entertained, time that could be put to better use such as developing elementary geometric notions. Taking advantage of this pocket computer scenario, it is proposed an application geared towards small children in the 6 9 age group that allows them to consolidate knowledge regarding geometric shapes, forming a stepping stone that leads to some fundamental mathematical knowledge to be exercised later on. To achieve this goal, the application will detect simple geometric shapes like squares, circles and triangles using the devices camera. The novelty of this application will be a core real-time detection system designed and developed from the ground up for mobile devices, taking into account their characteristic limitations such as reduced processing power, memory and battery. User feedback was be gathered, aggregated and studied to assess the educational factor of the application.
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European Master in Multimedia and Audiovisual Administration
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Trabalho apresentado no mbito do Mestrado em Engenharia Informtica, como requisito parcial para obteno do grau de Mestre em Engenharia Informtica
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Dissertao para obteno do Grau de Mestre em Engenharia Informtica
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Os primeiros trabalhos sobre Computer-Supported Cooperative Work surgiram na segunda metade da dcada de 80, estabelecendo-se um campo de investigao interdisciplinar com enfoque no papel do computador e das tecnologias da comunicao no apoio do trabalho em grupo (Ishii et al., 1994). Ao abordar esta rea de investigao torna-se claro que necessrio ter em conta a diversidade dos grupos e das tarefas que estes devem de utilizar, entre outros factores importantes. As implicaes desta diversidade so discutidas ao nvel concepo de interfaces de groupware, em que um maior envolvimento dos utilizadores nas fases iniciais parece ser necessrio, e ao nvel dos Sistemas de Apoio Deciso em Grupo.
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Based on the report for the Project III unit of the PhD programme on Technology Assessment under the supervision of Prof. Antnio B. Moniz. This report was discussed also at the 2nd Winter School on Technology Assessment held at Universidade Nova de Lisboa, Caparica Campus, Portugal on December 2011.
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Based on the report for Project IV unit of the PhD programme on Technology Assessment (Doctoral Conference) at Universidade Nova de Lisboa (December 2011). This thesis research has the supervision of Antnio Moniz (FCT-UNL and ITAS-KIT) and Armin Grunwald (Karlsruhe Institute of Technology-ITAS, Germany). Other members of the thesis committee are Mrio Forjaz Secca (FCT-UNL) and Femke Nijboer (University of Twente, Netherlands).
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Dissertao para obteno do Grau de Doutor em Informtica
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Dissertao para obteno do Grau de Mestre em Biotecnologia
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Dissertao para obteno do Grau de Mestre em Engenharia Informtica
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We introduce a notion of upper semicontinuity, weak upper semicontinuity, and show that it, together with a weak form of payoff security, is enough to guarantee the existence of Nash equilibria in compact, quasiconcave normal form games. We show that our result generalizes the pure strategy existence theorem of Dasgupta and Maskin (1986) and that it is neither implied nor does it imply the existence theorems of Baye, Tian, and Zhou (1993) and Reny (1999). Furthermore, we show that an equilibrium may fail to exist when, while maintaining weak payoff security, weak upper semicontinuity is weakened to reciprocal upper semicontinuity.