2 resultados para Programa Attention Game

em Universidade Federal de Uberlândia


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The number of overweight people has increased in the last few years. Factors such as attention to diet and changes in lifestyle are crucial in the prevention and control of obesity and diseases related to it. Experts believe that such actions are most effective when initiated during childhood, and that children raised in an environment that encourages physical activity ultimately become healthier adults. However, to arouse and maintain interest in such activities represent a major challenge, which are initially perceived as repetitive and boring, and, thus, soon abandoned. Computer games, traditionally seen as stimulants to a sedentary lifestyle are changing this perception using non-conventional controls that require constant movement of the player. Applications that combine the playfulness of such games to physical activity through devices, like Microsoft Kinect, might become interesting tools in this scenario, by using the familiarity of Natural User Interfaces along with the challenge and the fun of video games, in order to make attractive exercise routines for schoolchildren. The project carried out consists of an exergame composed of several activities designed and implemented with the participation of a Physical Educator, aimed at children between eight and ten years old, whose performance and progress can be remotely monitored by a professional via web interface. The application arising from this work was accompanied by tests with a group of graduating Physical Education students from the University of Rio Verde GO, and subsequently validated through questionnaires whose results are shown on this work.

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The formation of groups acquired new features with the arrival of the internet. The links before straitened between family, work groups and close friends today reach long distances through online communities. These communities represent groups that have affinities and common interests, and use the community space to discuss these. Examples of these communities are those related to franchise Game of Thrones, a literary phenomenon that has expanded by various media, including the social, television, and communities. This report aims to present the work steps and the theoretical reflection, necessary for the achievement of a final product in file format, which aimed to measure the engagement and participation of GOT fans on the Internet, especially in two Facebook GOT communities during the fifth season of the series aired on HBO.