165 resultados para Pervasive Games


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In this article we examine why Hungary, despite having the best football team in the world, did not enter the competition at the 1956 Melbourne Olympic Games. We examine several explanations and find them to be based on errors and misconceptions. Given the significance of sport in socialist societies, we believe that the most likely explanation lies in the relationship between the Hungarian communist regime and that of the Soviet Union. Ongoing archival research suggests that the Hungarian regime did not enter a football team because it wanted to assist the Soviet Union in winning the gold medal, which it was thought would demonstrate the moral superiority of communism. This proposition is supported by a 2012 interview with Jenö Buzánszky, one of the two survivors of the Hungarian team.

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Media fragmentation and proliferation, in concert with declining television advertising efficacy, has engendered interest in developing more effective ways to reach consumers – particularly non-users of a brand. This study explores the effect of active product placement in computer games on both brand attitude (Abrand) and recall. Findings suggest that exposure to a particular brand in a computer game can increase Abrand among consumers whose pre-existing attitude towards the brand in question is fairly low. It was concluded that product placement within computer games is an effective means of fostering high spontaneous brand recall and even of influencing consumers less positively predisposed towards a brand (analogous to non-users). These findings have promising managerial implications for firms looking to grow their customer base through acquisition and conversion.

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Hidden patterns and contexts play an important part in intelligent pervasive systems. Most of the existing works have focused on simple forms of contexts derived directly from raw signals. High-level constructs and patterns have been largely neglected or remained under-explored in pervasive computing, mainly due to the growing complexity over time and the lack of efficient principal methods to extract them. Traditional parametric modeling approaches from machine learning find it difficult to discover new, unseen patterns and contexts arising from continuous growth of data streams due to its practice of training-then-prediction paradigm. In this work, we propose to apply Bayesian nonparametric models as a systematic and rigorous paradigm to continuously learn hidden patterns and contexts from raw social signals to provide basic building blocks for context-aware applications. Bayesian nonparametric models allow the model complexity to grow with data, fitting naturally to several problems encountered in pervasive computing. Under this framework, we use nonparametric prior distributions to model the data generative process, which helps towards learning the number of latent patterns automatically, adapting to changes in data and discovering never-seen-before patterns, contexts and activities. The proposed methods are agnostic to data types, however our work shall demonstrate to two types of signals: accelerometer activity data and Bluetooth proximal data. © 2014 IEEE.

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Pervasive computing is a user-centric mobile computing paradigm, in which tasks should be migrated over different platforms in a shadow-like way when users move around. In this paper, we propose a context-sensitive task migration model that recovers program states and rebinds resources for task migrations based on context semantics through inserting resource description and state description sections in source programs. Based on our model, we design and develop a task migration framework xMozart which extends the Mozart platform in terms of context awareness. Our approach can recover task states and rebind resources in the context-aware way, as well as support multi- modality I/O interactions. The extensive experiments demonstrate that our approach can migrate tasks by resuming them from the last broken points like shadows moving along with the users.

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Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6. weeks (1. h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8. years (M 6.2, SD 0.95) participated. Object control skill improved over time (p=0.006) but there was no significant difference (p=0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED=0.748; intervention 30.33 to 31.83, SED=0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED=0.362; intervention 18.67 to 18.88, SED=0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

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The need for English and literacy curriculum to connect with young people's lifeworlds to build bridges and frames of reference that connect traditional English curriculum with digital texts and literacies, are increasing priorities in curriculum frameworks in Australia and elsewhere. This paper reports on a project in which the authors worked with teachers and students in five secondary schools to research the ways in which digital games might be incorporated into the English curriculum. Central to this endeavour was 'turning around' to the affordances of digital games and their paratexts to understand how they can be understood as text and action. Drawing on classroom observations and literature in Games Studies and English curriculum we present a timely model and innovative heuristic that we argue facilitates teachers incorporating digital games into their English classrooms. We illustrate how each assists teachers in 'turning around' to digital games to make their English classrooms more relevant to students' lifeworlds.