20 resultados para Electronic games industry

em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"


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The games are a worldwide fever, since 80's is becoming more popular and featured in the media, in the culture and economy. The sector fits in creative economy, a sector of economy that is growing gaining prominence for being a driver for economic, cultural and environmental development. The producing process, competition and logic of cultural games industry differ from traditional economy. The article seeks to show what is necessary to the game industry be able to establish and remain on the market, and what is the obstacles that this industry will face in Brazil, a potential creative economy country

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With the advancement of the gaming industry in the market, became evident the need for trained professionals working in this area. This paper tries to study and report the process of creating a game for professional and aspirants game developers. For this reason, throughout this monograph will describe how was the process of creating a digital game developed by students at the Universidade Estadual Paulista-UNESP Bauru. The project tries to explore current mechanical created along with an emotional storyline

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With the advancement of the gaming industry in the market, became evident the need for professionals working in this area. With this in mind, this paper attempts to create an environment where aspirants and professionals in creating games can interact. To get to this point, was built one system based on current technologies, and parad igms of software engineering system. So throughout this monograph the process of the system development is studied, using different technologies, and showing how it can work, the exchange of information and knowledge among the games creation lovers

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute

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OBJETIVO: Revisar estudos que abordam as práticas alimentares atuais e o padrão de atividade física como contribuintes do excesso de peso na infância. FONTES DE DADOS: Ovid Journals, Highwire e SciELO, com seleção de artigos originais e de revisão nos últimos dez anos (1997 a 2007), na língua portuguesa e inglesa. SÍNTESE DE DADOS: O acompanhamento do estado nutricional de crianças permite diagnosticar seu estado de saúde atual, bem como predizer parcialmente seu prognóstico na vida adulta. A prevalência de obesidade infantil, no Brasil, apresenta aumento progressivo em todas as classes sociais e sua freqüência varia entre cinco a 18%, dependendo da região estudada. A associação da transição epidemiológica, demográfica e comportamental e a alteração do hábito alimentar são apontadas como fatores causais do aumento progressivo da obesidade infantil. Práticas alimentares caracterizadas por elevado teor de lipídios, sacarose e sódio e por reduzido consumo de cereais integrais, frutas e hortaliças associadas à inatividade física decorrente do uso de computadores, jogos eletrônicos e televisores influenciam parte considerável de crianças. Este estilo de vida reflete os hábitos familiares e pode ser influenciado pelo ambiente escolar no qual a criança está inserida. CONCLUSÕES: Os dados sugerem influência considerável dos fatores ambientais, principalmente hábitos alimentares e inatividade física, no crescente aumento da prevalência de excesso de peso na população pediátrica.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Educação Matemática - IGCE

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O texto trata do impacto dos videojogos na cultura e na sociedade contemporâneas. Procura demonstrar que nas experiências vivenciadas, através desses jogos e acessórios (óculos, capacetes, joysticks), há uma espécie de simbiose entre a sensação física real e a representação virtual, que permite criar um simulacro da realidade que funciona como um bálsamo para as desesperanças. Para orientar a discussão abordar-se-á dois temas-eixo dos jogos eletrônicos – a violência e o mito do herói – não só por serem recorrentes ou suscitarem polêmica e inquietação particularmente entre não-jogadores, mas por serem reveladores de algumas particularidades da sociabilidade contemporânea.

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The applications market is heated and has grown in the recent years, every day thousands of apps are downloaded and many of these are electronic games and are intended for smartphones and tablets. The electronic games are often integrated with an online system which has the function of providing extra functionality to the players. This project proposes the development of online support system to a game designed for mobile devices, consisting of a website and a database which has the function of storing data online beyond a system called the back end which has the function to integrate all the modules mentioned previously

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This work aims to investigate more deeply the concept of Newsgame in order to map essencial features for this new type of media product. Based on several examples, we will analyze the different ways in which a game can behave journalistically. We shall seek the author who coined the term “newsgame”, Gonzalo Frasca, and other international authors, based or not on the first, that attempt to point out limits for these electronic games that aspire Journalism. Some models are harsh, while others are more embracing, but all are intended to achieve a new paradigm in communication that releases itself from static representation stemmed from analog media and ventures into the potential of simulation brought from the digital platform. Examples of newsgames and its theories set forth herein also include Brazilian cases, which we will try to prove to be the most laymen on the subject

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It is a fact that childhood is a period of play and it is through them that the child meets their interests, express their way to organize, disorganize, build, think, making new discoveries. Therefore, the playful stands as one of the most important and effective in children's learning process forms, as it enables the development of imagination, feelings and fantasies, helping the child progress in their motor, psychomotor, cognitive, and physical skills emotional. This gives her the exercise of attention and memory to play activities adults engage, thus expanding their knowledge about the world. The teacher's role in this process is essential, where it can bring to everyday life of the child in various situations themes, turning the simple play on continuous learning and not just using the play as a complementary activity to the child because they provide pleasure and relaxation which do interact with the new learning and the group operates. The psychology emphasizes that play is essential to the balanced development of the psychosocial human being, because when in childhood, the relationship with the toy and gaming in general develops affectivity, creativity, and reasoning ability. Playing, the child increases their independence by building their knowledge. The aim of this work is to make a theoretical study based on a literature search, aiming to understand the play within the child development process, where it is recognized as very important in a child's learning starting from the theoretical conceptions of thinkers such as Piaget, Vygotsky, Wallon among others. With this, it can also be possible to recover the importance of the play that is being extracted from the infant universe due to new reasons to experience the modern world brings, as the excess number of activities assigned to the child, electronic games, etc. Finally, a playful approach to provide a reflection for parents and educators, bringing children's learning...

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The advantages offered by the electronic component LED (Light Emitting Diode) have caused a quick and wide application of this device in replacement of incandescent lights. However, in its combined application, the relationship between the design variables and the desired effect or result is very complex and it becomes difficult to model by conventional techniques. This work consists of the development of a technique, through artificial neural networks, to make possible to obtain the luminous intensity values of brake lights using LEDs from design data.

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This paper presents a novel isolated electronic ballast for multiple fluorescent lamps, featuring high power-factor, and high efficiency. Two stages compose this new electronic ballast, namely, a new voltage step-down isolated Sepic rectifier, and a classical resonant Half-Bridge inverter. The new isolated Sepic rectifier is obtained from a Zero-Current-Switching (ZCS) Pulse-Width-Modulated (PWM) soft-commutation cell. The average-current control technique is used in this preregulator stage in order to provide low phase displacement and low Total-Harmonic-Distortion (THD) at input current, resulting in high power-factor, and attending properly IEC 61000-3-2 standards. The resonant Half-Bridge inverter performs Zero-Voltage-Switching (ZVS), providing conditions for the obtaining of overall high efficiency. It is developed a design example for the new isolated electronic ballast rated at 200W output power, 220Vrms input voltage, 115Vdc dc link voltage, with rectifier and inverter stages operating at 50kHz. Finally, experimental results are presented in order to verify the developed analysis. The THD at input current is equal to 5.25%, for an input voltage THD equal to 1.63%, and the measured overall efficiency is about 88.25%, at rated load.

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This paper presents a new model for the representation of the electrodes filaments of fluorescent lamps, during their preheating, and an analysis capable to guide the design of the preheating process in electronic ballasts. The main improvement obtained with the lamp model is the accurate theoretical reproduction of the behavior of the Rh/Rc ratio during the preheating process. In addition, using the proposed methodology based on the lamp model, it is possible to set a proper preheating process to the electrodes filaments, without the necessity of exhaustive empirical adjustments in the prototype, reducing time and costs involved in the design of ballasts with preheating capabilities. © 2006 IEEE.