5 resultados para user behavior

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


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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Pós-graduação em Ciência da Informação - FFC

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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC

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With the deployment of Digital TV in Brazil, there is a need to foment the development and production of interactive audiovisual quality content, especially for programs that present educational messages from the entertainment concept - defined as Edutertainment. The objective of this study is to propose application of the gamification as a link of communication to encourage and modify user behavior, through a narrative that encourages intrinsic motivation for learning and entertainment in this media. This paper points out that there are few models of screenplays for applications production, particularly educational, with simultaneous interactive applications for television flow or complementary programming content offered. For this reason, a special attention is given to the screenplay, by virtue of inserting in its construction, the elements that make up the mechanics and dynamics of games. As a result, is shown the entry "Gamification-iDTV", which defines these two scenarios, as well as the development of a modeling methodology of a content and process, supported by conceptual maps, wireframes and roadmaps, substantiating the conception and elaboration of screenplay's prototype with elements of gamification for educational programs and its interaction applications.

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This paper presents a study based on bibliographic research on LTE technology, chosen for the fourth generation of mobile phones, and the current status of implementation of 4G network in Brazil. The change in user behavior, which now uses data over the voice services, requires transmission networks to be increasingly robust and fast to enable the viewing of videos and use of other platforms that require internet connection. The retrospective of the development of mobile technologies, from 1G up to 4G that is currently used, shows the long road until it came to appliances and how the phone is used nowadays. Finally, the popularity of smartphones and hence the growing number of people with access to 4G networks, demanded new researchs for the development of future generations technologies in order to achieve the demand for speed enabling significant changes in user experience