3 resultados para 190202 Computer Gaming and Animation
em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal
Resumo:
Nowadays computers have advanced beyond the desktop into many parts of everyday life and objects. To achieve this we have to make the computer invisible, and making a computer invisible is not a matter of size of the hardware, it’s all about how the human perceives the computer. To make this possible, the interaction with the computer has to be done in an alternative way, such that the user doesn’t notice the usual computer interfaces (mouse and keyboard) when using it. Therefore this thesis focuses on physical objects that are interactive to achieve various purposes like persuasive objects for stress relief, persuasive objects to help the process of teaching, persuasive objects for fun, persuasive objects to display internet information and persuasive objects to make people feel more in community (exchange virtual emotions), persuasive objects are going to be created and evaluated to see if they have the power to simplify and turn our lives better. The persuasive objects developed employ technology like sensors, actuators, microcontrollers, and computer/web services’ communication. This Master thesis starts by presenting a comprehensive introduction of what are persuasive objects and some general information about several areas that are related to our persuasive objects like stress relief, work experience, multimedia education and other major aspects. It continues by describing related work done in this area. Then we have a detailed view of each persuasive object and finally this thesis finishes with a general conclusion and notion of future work.
Resumo:
Face ao crescente problema do sedentarismo, a actividade física assume um papel preponderante no combate a este flagelo. Neste sentido, o presente trabalho integra três estudos, em diferentes contextos de participação desportiva, e com os seguintes objectivos: no primeiro estudo, determinar se há diferenças na composição corporal e no somatótipo, em crianças e adolescentes; no segundo estudo, recorrendo à amostra anterior, determinar se há diferenças na aptidão física; e no terceiro estudo, analisar a relação entre os níveis de actividade física habitual, os indicadores de adiposidade e os níveis de aptidão, numa sub-amostra. A amostra foi constituída, nos dois primeiros estudos, por 465 sujeitos, com uma idade média de 13,72±1,64, e no terceiro estudo, por 36 sujeitos, com uma idade média de 15,25±1,03. As características somáticas foram avaliadas segundo o protocolo de Claessens et al. (1990). O índice de massa corporal (IMC) foi obtido pela razão entre o peso (kg) e a altura ao quadrado (m2). No cálculo da percentagem de massa gorda (% MG) recorreu-se às equações de Slaughter et al. (1988). O somatótipo foi avaliado segundo o método antropométrico de Heath-Carter (Carter & Heath, 1990). A aptidão física foi avaliada através das baterias de testes ‘Eurofit’ (Adam et al., 1988) e ‘Prudential Fitnessgram’ (Cooper Institute for Aerobic Research, 1992) e a actividade física por acelerometria (‘Computer Science and Applications’, Inc.). Os resultados do primeiro estudo indicam que não existem diferenças significativas (p > 0,05) na composição corporal e no somatótipo, em função da participação desportiva, enquanto o segundo estudo refere diferenças (p < 0,05), na aptidão física associada à saúde. No terceiro estudo, as crianças e os adolescentes cumprem com as recomendações internacionais de actividade física. De igual forma, a actividade física exibe uma relação negativa com os indicadores de adiposidade e positiva com a aptidão física associada à saúde.
Resumo:
The Bologna Process introduced some changes in the curriculum of higher education institutions (HEIs) and defined that academic learning should consider the needs of the labour market. HEIs and employers agree that personal skills are the most important set of competence of graduates (Pavlin, Akkuyunlu, Kovacic, & Svetlik, 2009). The goals of this work were to explore how the work experienced by teams of students in HEIs might help them improve their personal skills, namely empirically explore the perception of teamwork and personality into two groups of students. The study was based on the theoretical model of Team Evolution and Maturation (TEAM, Fransen, 2012). The sample consisted of 99 students of the 3rd year of the degree (1st cycle) in Computer Science (49 students) and the 2nd year of the Bachelor's Degree (1st cycle) in Psychology (50 students), from the University of Madeira, Portugal. Areas of personality and team collaboration were evaluated with a Pre- and Post-test. Findings show that the perception of the teamwork collaboration of students in Computer Science and Psychology majors seems to be influenced by their scientific area, by gender, by the selection method of the time-organiser, the self-perceived personality of the time-organiser, the self perceived personality of the non-time-organiser, and the size of the team. It is expected that this data will contribute to further theoretical and practical reflection on the teamwork among college students and their performance in the labour market.