6 resultados para Computer and Video Games
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
The aim of this study was to investigate the relationship between free time for leisure and body composition of students in the crucial ninth year. (N = 228) of towns in the Midwest catarinense. We used the Adolescent Behavior Questionnaire of Santa Catarina (COMPAC) to assess lifestyle, considering that Active schoolchildren during the week, accumulated 300 or more minutes of moderate or vigorous physical activity (MVPA). Were used the time to 2 hours or more / day to determine the time of excessive use of TV and computer video game. To analyze body composition were used two criteria: the Body Mass Index (BMI) and sum of skinfolds (EDC). It was observed a proportion of 67.3% of girls and 68.7% of boys assets and more than 98% of students were using excessive TV time, computer and video game. In the classification by EDC, most of the boys showed great or low levels of body composition, while more than half of girls were classified at higher levels. As for BMI, most boys and girls had not overweight. Significant difference in the comparison of total minutes per week of MVPA reported between the groups, the second criterion of EDC and BMI for girls but not for BMI in boys. It is concluded that students with higher accumulation in minutes of MVPA showed better body composition indicators, but no significant difference was found when compared active groups with inactive, according to criteria used.
Resumo:
In this work we developed a computer simulation program for physics porous structures based on programming language C + + using a Geforce 9600 GT with the PhysX chip, originally developed for video games. With this tool, the ability of physical interaction between simulated objects is enlarged, allowing to simulate a porous structure, for example, reservoir rocks and structures with high density. The initial procedure for developing the simulation is the construction of porous cubic structure consisting of spheres with a single size and with varying sizes. In addition, structures can also be simulated with various volume fractions. The results presented are divided into two parts: first, the ball shall be deemed as solid grains, ie the matrix phase represents the porosity, the second, the spheres are considered as pores. In this case the matrix phase represents the solid phase. The simulations in both cases are the same, but the simulated structures are intrinsically different. To validate the results presented by the program, simulations were performed by varying the amount of grain, the grain size distribution and void fraction in the structure. All results showed statistically reliable and consistent with those presented in the literature. The mean values and distributions of stereological parameters measured, such as intercept linear section of perimeter area, sectional area and mean free path are in agreement with the results obtained in the literature for the structures simulated. The results may help the understanding of real structures.
Resumo:
The inter-subjectivity is the answer in the search for the solution of complex problems, which concerns interfaces of knowledge, respecting their borders. This paradigm is essential in the author's work. So, the search on screen is based on this perspective, by using inter-subject groups of work conduced by professionals of Computer Science, Social Communication, Architecture and Urbanism, Pedagogy, Psicopegagogy, Nutritional Science, Endocrinology, Occupational Therapy and Nursing, it was also part of this group an 8 year old child, daughter of one of the professional who took part of the group. This thesis aims to present the course of investigation developed, analyzing the action of inter-subject Occupational Therapy and Nutrition on the promotion of learning nutritional concepts through educative-nutritional games in order to prevent child's obesity in an educative context. The research was analytic, interventionist and almost experimental. It took place in a public school in Fortaleza, Ceará, Brazil, between August and December 2004. It was selected a sample non-probabilistic, by convenience, of 200 children, born from 1994 to 1996. It was selected almost nonprobabilistically, by convenience, 200 children born between 1994 and 1996. To analyze the results it was used a triangulation, associated by quantitative and qualitative approaches. The basis collect happened through games specially manufactured to these research- video-games, board games, memory games, puzzles, scramble, searching words and iterative basics. There were semi-structured interviews, direct and structured observations and focus in-groups. It was noticed the efficiency of educativenutritional games in the learning process, which lead to a changing of attitude towards the eating choices. These games gave similar results in relation to the compared variations preferences, experience and attitudes, theses attitudes were observed through the game; and the categories to compare the possibility of learning by playing, the fantasy in the learning process, learning concepts of nutritional education and the need of help in the learning process (mediation). It was proved that educativenutritional games could be used to teach nutritional concepts, in an inter-subjective action of Occupational Therapy and Nutrition in schools. The simultaneous application of these games lead to the optimization of child s learning process. It should be emphasized the need of studies about the adaptation of tools used in a child s Nutritional Education, with the help of inter-subjective action. Because just one subject, in a fractionated way can give an answer to complex problems and help to a change of the reality with effectiveness and resolution
Resumo:
In this work we developed a computer simulation program for physics porous structures based on programming language C + + using a Geforce 9600 GT with the PhysX chip, originally developed for video games. With this tool, the ability of physical interaction between simulated objects is enlarged, allowing to simulate a porous structure, for example, reservoir rocks and structures with high density. The initial procedure for developing the simulation is the construction of porous cubic structure consisting of spheres with a single size and with varying sizes. In addition, structures can also be simulated with various volume fractions. The results presented are divided into two parts: first, the ball shall be deemed as solid grains, ie the matrix phase represents the porosity, the second, the spheres are considered as pores. In this case the matrix phase represents the solid phase. The simulations in both cases are the same, but the simulated structures are intrinsically different. To validate the results presented by the program, simulations were performed by varying the amount of grain, the grain size distribution and void fraction in the structure. All results showed statistically reliable and consistent with those presented in the literature. The mean values and distributions of stereological parameters measured, such as intercept linear section of perimeter area, sectional area and mean free path are in agreement with the results obtained in the literature for the structures simulated. The results may help the understanding of real structures.
Resumo:
Several lines of evidence indicate that sleep is beneficial for learning, but there is no experimental evidence yet that the content of dreams is adaptive, i.e., that dreams help the dreamer to cope with challenges of the following day. Our aim here is to investigate the role of dreams in the acquisition of a complex cognitive task. We investigated electroencephalographic recordings and dream reports of adult subjects exposed to a computer game comprising perceptual, motor, spatial, emotional and higher-level cognitive aspects (Doom). Subjects slept two nights in the sleep laboratory, a completely dark room with a comfortable bed and controlled temperature. Electroencephalographic recordings with 28 channels were continuously performed throughout the experiment to identify episodes of rapid-eye-movement (REM) sleep. Behaviors were continuously recorded in audio and video with an infrared camera. Dream reports were collected upon forced awakening from late REM sleep, and again in the morning after spontaneous awakening. On day 1, subjects were habituated to the sleep laboratory, no computer game was played, and negative controls for gamerelated dream reports were collected. On day 2, subjects played the computer game before and after sleep. Each game session lasted for an hour, and sleep for 7-9 hours. 9 different measures of performance indicated significant improve overnight. 81% of the subjects experienced intrusion of elements of the game into their dreams, including potentially adaptative strategies (insights). There was a linear correlation between performance and dream intrusion as well as for game improval and quantity of reported dreaming. In the electrophysiological analysis we mapped the subjects brain activities in different stages (SWS 1, REM 1, SWS 2, REM 2, Game 1 and Game 2), and found a modest reverberation in motor areas related to the joystick control during the sleep. When separated by gender, we found a significant difference on female subjects in the channels that indicate motor learning. Analysis of dream reports showed that the amount of gamerelated elements in dreams correlated with performance gains according to an inverted-U function analogous to the Yerkes-Dodson law that governs the relationship between arousal and learning. The results indicate that dreaming is an adaptive behavior
Resumo:
Brazil is going through the process from analogical transmission to digital transmission. This new technology, in addition to providing a high quality audio and video, also allows applications to execute on television. Equipment called Set-Top Box are needed to allow the reception of this new signal and create the appropriate environment necessary to execute applications. At first, the only way to interact with these applications is given by remote control. However, the remote control has serious usability problems when used to interact with some types of applications. This research suggests a software resources implementation capable to create a environment that allows a smartphone to interact with applications. Besides this implementation, is performed a comparative study between use remote controle and smartphones to interact with applications of digital television, taking into account parameters related to usability. After analysis of data collected by the comparative study is possible to identify which device provides an interactive experience more interesting for users