39 resultados para Jogo eletrônico


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Starting from the premise that we live in the society of spectacle, as proclaimed by Guy Debbord, and, in this context, the media feeds itself off of this spectacularization and constructs a culture of images and production of goods, providing templates from which the subject can identify himself/herself as being male or female, successful or unsuccessful, powerful or powerless. In other words, the culture conveyed by the media produces material for the creation of identities through which individuals insert and recognize themselves in contemporary society. Observing the election campaigns, we can see clearly that this profusion of identities is fairly explored in the advertising propaganda used by the candidates, particularly in the propaganda broadcasted on the Free Electoral Time on TV. Instigated by the explicit relation between the media and politics within the society of the spectacle, this study aims to investigate the main identities that emerge in the discursive practices of the media in the election campaigns of 2010 for president of the Republic and governor of the State of Rio Grande do Norte that had as protagonists the candidates at that moment Dilma Rousseff (PT) for president and Rosalba Ciarline (DEM) for governor. To do so, we based ourselves on the theory of Bakhtin Circle, which considers the statement as a unit of verbal communication and conceives language as a dialogical phenomena and a discursive practice and also in the conceptions of dialogical relationships, social voices and chronotope formulated by the previous mentioned theory. Still in the theoretical field, we have established an interconnection with the theories coming from the Cultural Studies (Hall, Woodward) about the identity, which conceives it as multiple, fragmented, non-fixed, so that, the subject assumes different identities, not always coherent, at different times, depending on the context in which they are approached. The research is situated in the frames of Applied Linguistics, which considers language as the center of its studies and settles on the border of an open number of areas of knowledge expanding its possibilities of investigation by means of the interdisciplinary. Our corpus consists in 20 electoral propaganda videos aired on TV during the Free Election Time in 2010 campaign; among these, 14 videos are Dilma Rousseff s propaganda and 06 videos are Rosalba Ciarline s propaganda. We seek for the purpose of the analysis to identify the identities which emerge from the discourses about the candidates in propaganda videos broadcasted in the referred campaign, as well as realize the dialogical relations established in these discourses and even if the identity construction of these subjects is located in the same axiological axis. The corpus analysis revealed that the multiple cultural identities of the candidates campaigning emerge in the discourses circulating in the electoral propaganda aired on TV such as: the identities of pioneer woman, competent, sensitive, mother, grandmother, religious. And, yet, those are changeable as the electoral demands, in other words, the need to obtain support and votes, outline a fluid identity construction about the candidate to the position in question

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Entendiendo la música como una manifestación social, capaz de representar el tiempo y la cultura, junto con sus usos y costumbres, dirigimos nuestra mirada en la figura femenina presente en el género forró electrónico. A través de la lectura de los dos géneros musical y femenino buscamos identificar los discursos, presentes en las composiciones, que se refieren a lo femenino con temática y/o términos que se refieren a las mujeres. El estudio se centra en las composiciones en el período 2009 a 2010 y que se convirtieron en éxitos, es decir, aquellos que han alcanzado el mayor número de oyentes de Radio 96 FM a través del programa Paradão 96, transmitido diariamente en la ciudad de Natal/RN. Basado en conceptos tales como industria cultural, cultura de masas, folkcomunicación y género, se analizan los procesos de producción de sentido como resultado del uso de la figura femenina y con mayor precisión, sobre la representación de las mujeres a través de discursos del forró electrónico. Elegimos el enfoque descriptivo cualitativo y análisis del discurso como una técnica para identificarlos términos que se refieren a las mujeres, reflexionando sobre los posibles significados que se encuentran en estos discursos. Se señala que en nuestra investigación no predominó una figura femenina convertida en un objeto sexual, erótico y sumisa, atributos dados para las mujeres, en los discursos de forró electrónico. Con variaciones en las temáticas algunas juguetones y otras acerca de la traición de la mujer identificamos que, para sorpresa de muchos, incluidos nosotros, el amor romántico fue el que llevó las solicitudes de audiencia durante nuestro período de tiempo y que la figura femenina tiene varias facetas dentro del forró electrónico

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Systems whose spectra are fractals or multifractals have received a lot of attention in recent years. The complete understanding of the behavior of many physical properties of these systems is still far from being complete because of the complexity of such systems. Thus, new applications and new methods of study of their spectra have been proposed and consequently a light has been thrown on their properties, enabling a better understanding of these systems. We present in this work initially the basic and necessary theoretical framework regarding the calculation of energy spectrum of elementary excitations in some systems, especially in quasiperiodic ones. Later we show, by using the Schr¨odinger equation in tight-binding approximation, the results for the specific heat of electrons within the statistical mechanics of Boltzmann-Gibbs for one-dimensional quasiperiodic systems, growth by following the Fibonacci and Double Period rules. Structures of this type have already been exploited enough, however the use of non-extensive statistical mechanics proposed by Constantino Tsallis is well suited to systems that have a fractal profile, and therefore our main objective was to apply it to the calculation of thermodynamical quantities, by extending a little more the understanding of the properties of these systems. Accordingly, we calculate, analytical and numerically, the generalized specific heat of electrons in one-dimensional quasiperiodic systems (quasicrystals) generated by the Fibonacci and Double Period sequences. The electronic spectra were obtained by solving the Schr¨odinger equation in the tight-binding approach. Numerical results are presented for the two types of systems with different values of the parameter of nonextensivity q

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In this work we obtain the cosmological solutions and investigate the thermodynamics of matter creation in two diferent contexts. In the first we propose a cosmological model with a time varying speed of light c. We consider two diferent time dependence of c for a at Friedmann-Robertson- Walker (FRW) universe. We write the energy conservation law arising from Einstein equations and study how particles are created as c decreases with cosmic epoch. The variation of c is coupled to a cosmological Λ term and both singular and non-singular solutions are possible. We calculate the "adiabatic" particle creation rate and the total number of particles as a function of time and find the constrains imposed by the second law of thermodynamics upon the models. In the second scenario, we study the nonlinearity of the electrodynamics as a source of matter creation in the cosmological models with at FRW geometry. We write the energy conservation law arising from Einstein field equations with cosmological term Λ, solve the field equations and study how particles are created as the magnetic field B changes with cosmic epoch. We obtain solutions for the adiabatic particle creation rate, the total number of particles and the scale factor as a function of time in three cases: Λ = 0, Λ = constant and Λ α H2 (cosmological term proportional to the Hubble parameter). In all cases, the second law of thermodynamics demands that the universe is not contracting (H ≥ 0). The first two solutions are non-singular and exhibit in ationary periods. The third case studied allows an always in ationary universe for a suficiently large cosmological term

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The Cerebral Vascular Accident (CVA) is the leading cause of motor disability in adults and elderly and that is why it still needs effective interventions that contribute to motor recovery. Objective: This study was aimed to evaluate the performance of stroke patients in chronic stage using a virtual reality game. Method: 20 patients (10 with injury to the left and 10 to the right side), right-handed, average age 50.6 ± 9.2 years, and 20 healthy subjects with average age of 50.9 ± 8.8, also right-handed participated. The patients had a motor (Fugl-Meyer) and muscle tone assessment (Ashworth). All participants made a kinematic evaluation of the drinking water activity and then underwent training with the table tennis game on XBOX 360 Kinect®, 2 sets of 10 attempts for 45 seconds, 15 minutes rest between sets, giving a total of 30 minutes session. After training the subjects underwent another kinematic evaluation. The patients trained with the right and left hemiparect upper limb and the healthy ones with the right and left upper limb. Data were analyzed by ANOVA, t Student test and Pearson correlation. Results: There was significant difference in the number of hits between the patients and healthy groups, in which patients had a lower performance in all the attempts (p = 0.008), this performance was related to a higher level of spasticity (r = - 0.44, p = 0.04) and greater motor impairment (r = 0.59, p = 0.001). After training, patients with left hemiparesis had improved shoulder and elbow angles during the activity of drinking water, approaching the pattern of motion of the left arm of healthy subjects (p < 0.05), especially when returning the glass to the table, and patients with right hemiparesis did not obtain improved pattern of movement (p > 0.05). Conclusion: The stroke patients improved their performance over the game attempts, however, only patients with left hemiparesis were able to increase the angle of the shoulder and elbow during the functional activity execution, better responding to virtual reality game, which should be taken into consideration in motor rehabilitation

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ON reflecting the traditional teaching approach, characterized by non-dynamic and descriptive methods that still persists in schools at the present time, associated to social living enrichment has motivated the search for new techniques to stimulate students in the process of teaching, such as roleplaying games, known as RPG, already being used in various school disciplines. Considering the amount of themes in general sciences and in biology, in particular that could be explored through RPG our purpose was to develop a game to be used as a learning complementary tool. PANGÉIA, the game we developed, was based on the GURPS system and to be placed at the geological Eras of the earth. The objective of the game was playing a character that represented an animal belonging to a Class of Vertebrates, and making it surviving and reproducing during risky situations presented in the game. These situations were narratives by the Master about challenges that the character would face, which should be solved using the dices. Along the narrative, the Master introduced concepts and informations about the subject being studied. To evaluating how the game worked out, we solicited 11 volunteers, from two different schools in Natal, to play PANGÉIA. Before starting the game, and without knowing the final objectives of our project, the volunteers answered a general questionnaire to let us know their level of knowledge, which was also answered after playing the game. The comparison of the volunteers answers before and after playing the game suggests that this activity influenced them. Also, based on this test, we identified critical aspects to be modified in PANGÉIA, specially a stronger relation between both the questionnaire and the game placement with the narrative of the master. In order to have PANGÉIA used as a complementary learning tool, a teachers handbook has to be written, including rules concerning the format of game application. Nonetheless, based on this pilot study, we conclude that topics on sciences and biology can be easily adjusted to RPG format, and its flexibility provides multiple combinations that can be used to help learning the more difficult topics to be taught in a class

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The use of games as educational tools is common, however the effectiveness of games with educational purposes is still poorly known. In this study we evaluated three different low-cost teaching strategies make and play your own board game, just play an educational science game and make a poster to be exposed in the school regarding: (1) science learning; (2) use of deep learning strategies (DLS); and (3) intrinsic motivation. We tested the hypothesis that, in these three parameters evaluated, scores would be higher in the group that made and play their own game, followed respectively by the group that just played a game and the group that made a poster. The research involved 214 fifth-grade students from six elementary schools in Natal/RN. A group of students made and played their own science board game (N = 68), a second group played a science game (N = 75), and a third group made a poster to be exposed at school (N = 71). Our hypothesis was partly empirically supported, since there was no significant difference in science learning and in the use of DLS between the group that made their own game and the group that just played the game; however, both groups had significantly higher scores in science learning and in use of DLS than the group that made the poster. There was no significant difference in the scores of intrinsic motivation among the three experimental groups. Our results indicate that activities related to non-digital games can provide a favorable context for learning in the school environment. We conclude that the use of games for educational purposes (both making a game and just playing a game) is an efficient and viable alternative to teach science in Brazilian public school

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The use of technology tools for teaching and learning has grown increasingly in our daily life. In this context, a branch that has had tremendous growth is the area of teaching and learning language through computational tools. The study of CALL (Computer Assisted Language Learning), accomplished in this research, aims to evaluate existing tools in this context, focused specifically on the Japanese language; and from this study, accomplish the development of a new computational tool that can assist teaching/learning of the Japanese language. As results, we present a wide survey on the subject in various technologies/devices, as well as the complete development process of a new tool, the Karuchā Ships Invaders game, that proposes to teach basic concepts of the language, blended with entertainment, and still, focusing on the Brazilian students of Japanese language audience. We will present all the concept phases of the game and its evolution through the research, as well as an interface evaluation. Still, we present proposal and validation of a method to evaluate motivational aspects of computational tools with educational focus, and results extracted from an experiment accomplished with prospective users

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior

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The work seeks to understand the process of reterritorialization triggered by tourism development in Tibau do Sul / RN, noting its economic, socio-cultural and political implications to the local society. Tourist activity was addressed as socio-cultural phenomenon, considering the case of (dis) (re) territorialization and power relations between staff producers of the tourism space. Given the complexity of this issue and the need for further studies that focus on the reterritorialization cases generated by tourism in the northeastern coast, given the action of the agents involved in the construction of the spaces generated by tourism, this work is then justified. For such a study an exploratory and qualitative study was conducted, through a survey of secondary and primary data, and interviews with leaders of public, private nonprofit community in the investigated county. In this sense, it was found that the process of (dis) (re) territorialization in the city investigated, permeates the contradictions resulting from the conflicts existing power while providing the location and implications for economic and sociocultural dimensions, its heart is found in the political, the relationship between entrepreneurship - established mainly by outsiders who own businesses in Pipa - and local government - composed entirely by insiders who work in the municipal headquarters, that until then, hold the political and the economic power. Thus, to understand the regionalization of tourism it is necessary to analyze its economic, socio-cultural and political dimensions, referring to the complexity of relationships between producing space agents. It is believed that the reterritorialization can be capable of producing territorialities contextualized to the culture, history, economy and local politics, understanding that the active participation of the natives will contribute to a less perverse, since this has been one of the faces experienced by local people

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This study presents the ludopoietic experiences in Sandplay and the expression of tactility in humanescente self-training of future teachers of geography. The overall objective was to analyze and interpret as the tactility in the ludopoietic experiences with Sandplay facilitates the sentipensar and boosts the humanescent self-training. The qualitative research approach follows the principles of existential research-action into the etnofenomenologic perspective, that considers studies of the ethnography and the phenomenology with ethnomethodology. In this study we used the sedimentary rock called sandstone and your mineral grains as cognitive operator to stimulate the discussions of the ludopoietic experiences in Sandplay. The members of research were students of the Geography degree of IFRN. To achieve the research objectives were organized experiential meetings and virtual meetings. The ludopoietic experiences in Sandplay revealed the impact of tactility to humanescente self-training, indicating the importance of touch for apprehend and experience the world with beauty, joy and tenderness. These experiences showed the ludopoietic system properties, the threads of embodiment and the meaning of the sentipensar of tactility as a phenomenon that drives the humanescent self-training, evidenced by etnofenomenologie. Data were obtained through Sandplay, sensitive listening, experiential diary, photographic and movie records. In the process of data analysis were revealed the of etnofenomenological principles of experientiality indiciality, reflexivity, self-organizability, filiability, archetypality and humanescencialidade. Through the tactility, the Sandplay favors the awareness of the condition of being, takes life stories, providing the construction of knowledge in a meaningful and contextual way

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The study aims to examine the planning, the construction and uses of the stadium Presidente Castelo Branco (Castelão), opened in Natal, capital of Rio Grande do Norte, in 1972. Used as main sources of documents printed newspapers A República, Tribuna do Norte e Diário de Natal; photographs of the 1960s, 1970s and 1980s and, finally, an interview with Moacyr Gomes da Costa, architect responsible for building the stadium Castelão. Seeks to understand the changes and continuities stemming from the construction of this stadium for football history and the city. Articulated in the text the inauguration of the stadium with the process of commodification and massification of football norte-rio-grandense, that occurred from the 1970s. Indicates the places where they practiced football in Natal before the construction of a stadium and analyzes the historical needs that led to the construction of a sports square. Discusses the transformation of football matches in shows profit, which now involve large economic interests. Investigates how political potiguares made use of football stadiums as a mechanism of legitimation and realize this debate with the performances of Djalma Maranhão and the Cortez Pereira, that at different times using this mechanism. Search elements that favored the popularization experienced by football potiguar from the 1970s, the role of the sports press this process and the emergence organized supporters

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We use a tight-binding formulation to investigate the transmissivity and the currentvoltage (I_V) characteristics of sequences of double-strand DNA molecules. In order to reveal the relevance of the underlying correlations in the nucleotides distribution, we compare theresults for the genomic DNA sequence with those of arti_cial sequences (the long-range correlated Fibonacci and RudinShapiro one) and a random sequence, which is a kind of prototype of a short-range correlated system. The random sequence is presented here with the same _rst neighbors pair correlations of the human DNA sequence. We found that the long-range character of the correlations is important to the transmissivity spectra, although the I_V curves seem to be mostly inuenced by the short-range correlations. We also analyze in this work the electronic and thermal properties along an _-helix sequence obtained from an _3 peptide which has the uni-dimensional sequence (Leu-Glu-Thr- Leu-Ala-Lys-Ala)3. An ab initio quantum chemical calculation procedure is used to obtain the highest occupied molecular orbital (HOMO) as well as their charge transfer integrals, when the _-helix sequence forms two di_erent variants with (the so-called 5Q variant) and without (the 7Q variant) _brous assemblies that can be observed by transmission electron microscopy. The di_erence between the two structures is that the 5Q (7Q) structure have Ala ! Gln substitution at the 5th (7th) position, respectively. We estimate theoretically the density of states as well as the electronic transmission spectra for the peptides using a tight-binding Hamiltonian model together with the Dyson's equation. Besides, we solve the time dependent Schrodinger equation to compute the spread of an initially localized wave-packet. We also compute the localization length in the _nite _-helix segment and the quantum especi_c heat. Keeping in mind that _brous protein can be associated with diseases, the important di_erences observed in the present vi electronic transport studies encourage us to suggest this method as a molecular diagnostic tool

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Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

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This study examined the influence of the tourism destination image as well as satisfaction and motivation in the intention of engaging in a positive electronic word of mouth (eWOM) by tourists through Facebook. In addition, it was also specifically expected to assess the sociodemographic profile and frequency of eWOM publications from those who answered the questions; it also assessed the adequacy of the manifested variables for composition of the following dimensions: Quality, Satisfaction, Image, Motivations and Positive Electronic Word of Mouth (eWOM). And finally, it analyzed a relational model where there are relationships between Quality, Satisfaction, Image and Motivations in the explanation of engagement in the Positive Electronic Word of Mouth (eWOM). With this aim it was conducted a study, based on a hypothetical-deductive logic, which was descriptive in relation to its goals. The analytical approach was quantitative (a survey). The sampling procedure was non-probabilistic, by the convenience method of sampling specifically, having the choice of the subject been made through the probabilistic systematic method, and using time as a factor of systematization in an attempt of making randomly the selection of the interviewed people. The study sample consisted of 355 tourists. The used instrument to collect information was the structured questionnaire whose answers were collected in the main points of entry, exit and rides of tourists on the Pipa’s Beach/RN. Data analysis was carried out using descriptive and multivariate statistics, mainly exploratory and confirmatory factor analysis and structural equation modeling. Among the main results, it was possible to confirm that the Motivations, Satisfaction and Image strongly affect the intention of engaging in positive electronic word of mouth (eWOM). Emphasis is given to the motivations, as they demonstrate bigger impact in explaining the dependent variable; they are followed by the satisfaction and the image. The latter, however, is inversely proportional. Among the motivations, the one with the highest percentage of variance were the social benefits sought by tourists; and presenting the same percentage appears the desire to help other tourists and to vent Positive Emotions. The manifested variables demonstrate to be fully acceptable to be taken as reflexes of their respective factors.