82 resultados para Virtual Breeding Environment


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This study based on moral culture research and the theoretical Piagetian perspective aims to investigate the relation between virtue and rules in the procedures of participants in the Internet game Colheita Feliz (Happy Harvest) – an Orkut application. By means of descriptive qualitative analysis, the behavior of 60 participants in the game was observed during two months. The participants’ performance ranking was analyzed according to the procedures they used. The results showed predominance of the crop stealing procedure in comparison with the crop cultivation procedure and allowed to consider that the action of stealing of the participants was not guided by the universal principles of virtue, honesty or lack of it (moral domain) but by the playing convention for the game (social domain) favoring the stealing procedure, and also by personal domain (choices) and mutual agreement among the subjects participating in the game. The data did not indicate connections between the participants’ actions inside and outside virtual and real fields with regard to stealing, and reinforced the idea that rules are conventionalized in the domain of a group and depend on social interactions by which mutual respect among peers must prevail. The data also shows that morality is not the regulatory actions in the game. The results also showed the importance of carrying out research on procedures used by computer game players since such procedures can demonstrate cognitive, moral, affective and social aspects perceived during playful interaction situations.

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The aim of this study was to assess the occurrence of genotype-environment interaction, as well as its effects on the magnitude of genetic parameters and the classification of Nellore breeding bulls for the trait adjusted weight at 205 days (W205) on Southern Brazil. The components of (co)variance were estimated by Bayesian inference, using a linear-linear animal model in a bi-trait analysis. The proposed model for the analyses considers as random the direct additive genetic and maternal effects and residual effects, and as fixed effects the contemporary groups, sex, season of birth and weighing, and calving age as covariable (linear and quadratic effects). The a posteriori mean estimates of the direct heritabilities for W205 in the three States varied from 0.24 in Paraná (PR) to 0.34 in Santa Catarina (SC). The estimates of maternal heritability varied from 0.23 in SC and Rio Grande do Sul (RS) to 0.28 in PR. The a posteriori mean distributions of the genetic correlation varied from 0.52 between SC and RS, to 0.84 between PR and RS, suggesting that the best breeding bulls in SC are not the same as in RS.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Virtual Reality it's present in our personal and professional daily life. Currently it comes been tested in many parameters. An example is, as an intervention mode related to healthy and rehabilitation field ( since phobias to physical problems ) due to dynamic interactive between human being and virtual reality, was able to be designed by a hardware and software integrated system. His appearance was in 1950s, through NASA's flight simulators in order to train astronauts in epoch (TORI et al.,2006).Subsequently, this began to expand to entertainment industry, where due to consumerism, only increasing his capacity to become so much more realist and reliable with the real environment. Because of this, beyond of your capacity be accessible which is low-cost, was used in scientific researches (motor area, physical aptitudes, cognitive, health, among others). The projected interactivity in this system type, in general, seek act according to people answers about the elements of virtual reality. Using the capacity that the reality is able to act of integrated way for human being. Following these concepts about virtual reality, the present study of literature revision, it comes as an purpose see humanity development. Since its birth, going on that point until your actuation and direct and indirect interplay in today's society from maturational form. Taking the concept of researchers' theory like Piaget. Following this line, the study will analyse how virtual reality might come to modify and act in social construction of society nowadays

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This paper explores the benefits of using immersive and interactive multiprojection environments (CAVE) to visualize molecules, and how it improves users’ understanding. We have proposed and implemented a tool for teachers to manipulate molecules and another to edit molecules and assist students at home. The contribution of the present research project are these tool that allows investigating structures, properties and dynamics of a molecular system which are extremely complex and comprises millions of atoms. The experience is enriched through multimedia information associated with parts of the model; for example, videos and text can be linked to specific molecule, demonstrating some detail. This solution is based on a teaching-learning process.

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Pós-graduação em Direito - FCHS