20 resultados para RPG
em Repositório Institucional UNESP - Universidade Estadual Paulista "Julio de Mesquita Filho"
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.
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This paper is intended to perform an analysis of the news published by the Website Ouropreto.com.br and the portals and Uai e Terra in news about the murder of the student Aline Silveira Soares and about its judgment. According with the news, the student's body was found in the cemetery of the church Nossa Senhora das Mercês e Misericórdia on 14th October 2001 in the city of Ouro Preto in Minas Gerais. The police and the media reverberated the hypothesis that Aline would had been killed during a Satanic ritual related to the RPG game(Role Playing Game) which is a game where players assume characters within a story. Our proposal is to analyze the coverage of vehicles of different ranges (local, regional and national) and evaluate how the case was shown focusing on its supposed relationship with the RPG game
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In implant therapy, a peri-implant bone resorption has been noticed mainly in the first year after prosthesis insertion. This bone remodeling can sometimes jeopardize the outcome of the treatment, especially in areas in which short implants are used and also in aesthetic cases. To avoid this occurrence, the use of platform switching (PS) has been used. This study aimed to evaluate the biomechanical concept of PS with relation to stress distribution using two-dimensional finite element analysis. A regular matching diameter connection of abutment-implant (regular platform group [RPG]) and a PS connection (PS group [PSG]) were simulated by 2 two-dimensional finite element models that reproduced a 2-piece implant system with peri-implant bone tissue. A regular implant (prosthetic platform of 4.1 mm) and a wide implant (prosthetic platform of 5.0 mm) were used to represent the RPG and PSG, respectively, in which a regular prosthetic component of 4.1 mm was connected to represent the crown. A load of 100 N was applied on the models using ANSYS software. The RPG spreads the stress over a wider area in the peri-implant bone tissue (159 MPa) and the implant (1610 MPa), whereas the PSG seems to diminish the stress distribution on bone tissue (34 MPa) and implant (649 MPa). Within the limitation of the study, the PS presented better biomechanical behavior in relation to stress distribution on the implant but especially in the bone tissue (80% less). However, in the crown and retention screw, an increase in stress concentration was observed.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)
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Pós-graduação em Odontologia - FOA
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Introdução: A síndrome do respirador bucal é caracterizada pelo indivíduo que substitui o padrão correto da respiração nasal por um padrão inadequado, de maneira bucal ou mista. É definida por um conjunto de sintomas que constitui um quadro geral de doenças e pelas alterações que podem acontecer nas vias aéreas superiores, modificando o padrão respiratório e levando a alterações faciais e corporais. Objetivo: Apresentar um caso e demonstrar o tratamento fisioterapêutico de um paciente com a síndrome do respirador bucal, permitindo possível melhora da condição respiratória, do padrão postural e das atividades de vida diárias do paciente. Método: Estudo de caso de uma paciente com 10 anos, sexo feminino, com síndrome do respirador bucal. A paciente foi submetida a uma avaliação inicial que constava de anamnese e exame físico, além de avaliação postural, índice de massa corpórea, manuvacuometria, peak-flow e espirometria. O tratamento constou de técnicas de reeducação postural global (RPG), exercícios respiratórios e orientações, com frequência de três vezes na semana, por 60 minutos, num período de dois meses, totalizando 20 sessões. Resultados: Na avaliação inicial a paciente apresentou mais alterações em fechamento – cadeia anterior, portanto no tratamento foram realizadas posturas para abertura. Após o tratamento observou-se melhora da postura; da condição respiratória com melhora nos testes de manuvacuometria, peak-flow e espirometria; melhora também das atividades diárias. Conclusão: O tratamento fisioterapêutico proposto, RPG e exercícios respiratórios, contribuiu para melhora global da condição respiratória, do padrão postural e das atividades diárias.
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Examine the effects Global Postural Reeducation, (GPR) in hyperkyphosis and respiratory variables in the elderly was the objective in the research. For this, two elderly participated, one is 62 years old (voluntary 1) and another is 66 years old (voluntary 2), without lung, heart, kidney and/or skeletal-muscle diseases diagnosed. The volunteer have been assessed for Quality of Life (QOL) through the questionnaire SF-36, the degree of toracic kyphosis, the muscular respiratory strength and the thoracic-abdominal mobility. The GRP treatment consisted in eight sessions applied, once one hour each session. After the eight sessions the volunteer were reevaluated. The data concerning assessments before and after treatment were analysed describly. According to the results there was an improvement in the degree of kyphosis in both volunteers, highlighting voluntary 2. Respiratory variables also improvements after treatment. In relation to the Quality of life in most areas there has been an increase in scores indicating improved QOL. These data showed that the GPR has been effective to decrease the level of kyphosis, improves respiratory variables and the quality of life in the elderly treated. However, further work with a greater number of subjects must be carried out to analyze the effectiveness of therapy in the elderly.
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This Final Course Work’s main subject comes from a study made on my previous Final Course Work titled “Artemídia Preferente: Fenômeno ‘Jogar&Ler’ nas Histórias em Quadrinhos Interativas (HQI) com os games do RPG”, and it is fed by the shortage of Electronical Comic publications, classes, courses and activities that could suit for educational purposes and experiences for a capable kind of audience to learn it and do it. Specific issues about Electronic Comic will be presented, based on Célestin Freinet’s Pedagogy, on some books about Methodology and on the Brazilian Curriculum Guidelines required for graduation. After that, a Lesson Plan will be developed for a 14 year-old-or-older kind of audience where they will be capable of making their own Electronic Comic, being it educational-themed or not. This study also cares about the participants’ influences on their lives to be completed. Furthermore, this work is inserted in the line of the research “Artistic Processes and Procedures” of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group “Media Arts and Videoclip” leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Art’s Library; hardcover version for physical collection at the Institute of Art’s Library; the printed version for the board of examiners, and an appropriated template version for submission to the International Scientific Congress in the area of Arts.
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This work has the aim of evince compositional tools used in the development of musical scores for role-playing videogames through the analysis of Yasunori Mitsuda’s music for Chrono Cross (1999). This research is divided in two main parts: the first traces a historic path of the RPG genre on videogame consoles, since its birth as a tabletop game in the decade of 1970 until its consolidation on 3D game machines released in the 1990’s. The focus of this historical study concentrates on the aesthetics of this kind of game and on the multiple relations it settles with sound throughout the years. The second part is an analytical work on an assortment of pieces by Mitsuda for the aforementioned game, bringing up the most interesting aspects of the connections established between these compositions and the whole game.
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The objective of this study was to compare different resins and determine their matching color with Vita shade, also investigating the possibility of substitution among them and the correlation between the visual and spectrophotometry methods of color selection. The composite resin Tetric N-Ceram® shade A1 was used as light-control and color A4 as dark-control. For each material were prepared five 10 x 2 mm disks. Analyses were performed in a metamerism box by volunteers who ordered the specimens from the lightest to the darkest. The spectrophotometry was carried out using the spectrophotometer Vita Easyshade®. ∆E values were subjected to analysis of variance with 5% significance level. The Fisher exact test showed that there was no color match among the materials and the reference Vita shade. The possibility of substitution among the composites could not be established. The two methods are able to correctly differentiate the control resin A4 as distinct from the other resins shade A2.
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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)