12 resultados para GAMES
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European Master in Multimedia and Audiovisual Administration
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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 Newton’s 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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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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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.
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Over the years, several formalizations and existence results for games with a continuum of players have been given. These include those of Schmeidler (1973), Rashid (1983), Mas-Colell (1984), Khan and Sun (1999) and Podczeck (2007a). The level of generality of each of these existence results is typically regarded as a criterion to evaluate how appropriate is the corresponding formalization of large games. In contrast, we argue that such evaluation is pointless. In fact, we show that, in a precise sense, all the above existence results are equivalent. Thus, all of them are equally strong and therefore cannot rank the different formalizations of large games.
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This paper extends the standard industrial organization models of repeated interaction between firms by incorporating preferences for reciprocity. A reciprocal firm responds to unkind behavior of rivals with unkind actions (destructive reciprocity), while at the same time, it responds to kind behavior of rivals with kind actions (constructive reciprocity). The main finding of the paper is that, for plausible perceptions of fairness, preferences for reciprocity facilitate collusion in infinitely repeated market games, that is, the critical discount rate at wish collusion can be sustained tends to be lower when firms have preferences for reciprocity than when firms are selfish. The paper also finds that the best collusive outcome that can be sustained in the infinitely repeated Cournot game with reciprocal firms is worse for consumers than the best collusive outcome that can be sustained in the infinitely repeated Cournot game with selfish firms.
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The aim of this paper is to address some theoretical issues concerning the narrative practice in cyberspace. From a narratological perspective it intends to clarify the functioning of time and space in storytelling. For that purpose it traces the concept(s) of memory inherited from rhetoric; the use of memory as a narrative device in traditional accounts; the adaptations imposed by hyperfiction. Using practical examples (including two Portuguese case studies - InStory 2006, and Noon 2007) it will show how narrative memory strategies can be helpful in game literacy. The main purpose is to contribute to serious game research and (trans)literary studies.
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Sign language is the form of communication used by Deaf people, which, in most cases have been learned since childhood. The problem arises when a non-Deaf tries to contact with a Deaf. For example, when non-Deaf parents try to communicate with their Deaf child. In most cases, this situation tends to happen when the parents did not have time to properly learn sign language. This dissertation proposes the teaching of sign language through the usage of serious games. Currently, similar solutions to this proposal do exist, however, those solutions are scarce and limited. For this reason, the proposed solution is composed of a natural user interface that is intended to create a new concept on this field. The validation of this work, consisted on the implementation of a serious game prototype, which can be used as a source for learning (Portuguese) sign language. On this validation, it was first implemented a module responsible for recognizing sign language. This first stage, allowed the increase of interaction and the construction of an algorithm capable of accurately recognizing sign language. On a second stage of the validation, the proposal was studied so that the pros and cons can be determined and considered on future works.
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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 device’s 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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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
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Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática
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O crescente reconhecimento das limitações das crianças com multideficiência e deficiência visual, quer nas interacções com os parceiros quer de uma forma geral nos ambientes em que se inserem, motivou este estudo, que pretendeu analisar o nível de participação destas crianças em actividades na escola. Considerando a importância de contribuir com informação para orientações na intervenção educativa de crianças com MDVI, realizou-se um estudo que analisa o seu comportamento e envolvimento em actividades da escola. Para a realização deste estudo, observaram-se os comportamentos de três crianças com MDVI, com idades compreendidas entre os 9 e os 10 anos, em três ambientes da escola, nomeadamente a sala de aula, o refeitório e o recreio, e em três actividades (pintura, jogos, almoço, saltar à corda, andar de baloiço e subir escadas) de forma a analisar o seu envolvimento e limitações nas actividades. Na análise dos dados das observações foram identificadas quatro categorias de participação: Inicia, Perde Oportunidade, Inicia com Apoio e Comportamento Potencialmente Comunicativo, registando-se valores que permitiram encontrar características dos comportamentos das crianças observadas, assim como o seu nível de participação em actividades na escola. Os resultados do estudo permitiram verificar que a participação das crianças em actividades está condicionada pelos ambientes em que estão envolvidas, e não pelas problemáticas que cada criança apresenta.----------------------------------------ABSTRACT: The motivation of this study is the increasing knowledge and awareness of children who have multiple disabilities and a visual impairment (MDVI) and the limitation with their peer interactions and in general. The purpose of this study was to analyze the participation level of children with MDVI in school activities. Considering the importance of contributing with guidelines for educational intervention with children with MDVI, we did a study that analyzes the behavior and the level of participation of MDVI children in school activities. In this research study we observed the behavior of three children with MDVI, of 9/10 years old, in three different environments at school; the classroom, the canteen and the playground, and in different activities (painting, playing games, having lunch, skipping rope, etc), in order to analyze their participation and their activity limitations in the activities referred. Data analysis identified four categories of participation: Initiation; Missed Opportunities; Initiation with support and Potentially communicative behavior. Results of data analysis allowed us to find out characteristics of children´s behavior, as well as their level of participation in activities. The main findings of this research allowed us to verify that the child’s engagement in activities depends on the environments where they are located and not on their disability.