927 resultados para Computer games -- Programming


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This is the official report of the ICGA's 2015 World Chess Software Championship held in Leiden, The Netherlands.

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For the last few years, I have been working on an extensive digital model of ancient Rome as it appeared in the early 4th Century AD. This sort of visualisation lends itself to many applications in diverse fields: I am currently using it for research work into illumination and sightlines in the ancient city, have licensed it for broadcast in TV documentaries and publication in magazines, and am working with a computer games studio to turn it into an online game where players will be able to walk round the streets and buildings of the entire city (when not engaged in trading with or assassinating one another). Later this year I will be making a free online course, or MOOC, about the architecture of ancient Rome, which will largely be illustrated by this model.

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A current topic in Swedish schools is the use of computer games and gaming. One reason is because computers are becoming more and more integrated into the schools, and the technology plays a large role in the everyday lives of the pupils. Since teachers should integrate pupils’ interests in the formal teaching, it is of interest to know what attitudes teachers have towards gaming. Therefore the aim of this empirical study is to gain an insight into the attitudes Swedish primary teachers have towards online and offline computer games in the EFL classroom. An additional aim is to investigate to what extent teachers use games. Five interviews were conducted with teachers in different Swedish schools in a small to medium-sized municipality. After the interviews were transcribed, the results were analyzed and discussed in relation to relevant research and the sociocultural theory. The results show that teachers are positive towards games and gaming, mostly because gaming often contains interaction with others and learning from peers is a main component in sociocultural theory. However, only one out of the five participants had at some point used games. The conclusion is that teachers are unsure about how to use games in their teaching and that training and courses in this area would be valuable. More research is needed within this area, and it would be of value to investigate what suggested courses would contain and also to investigate exactly how games can be used in teaching.

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The sleep is an active brain process that allows the efficient realization of daily tasks. The changes on sleep patterns may influence the different cognitive processes performance. Many recent studies show the possibility of cognitive performance improvement, through the cognitive training with the use of computer games. The question is if these interventions may be influenced by the sleep quality. Thus, we evaluated the sleep quality effect about the efficacy of an intervention with computers games based on the working memory and attention for a cognitive performance training of elementary school students. The sample was constituted by 42 students with average age of 10,43 years old (SD=1,23), with 22 male participants and 20 female participants. We used to evaluate the sleep with the parents a sleep questionnaire, a sleep diary and the Sleep Behavior Questionnaire. In regard to intervention, the subjectives were distributed in an experimental and in a control group, both with 21 participants. In the first group occurred the intervention that consisted in the working memory and attention training with two cognitive tasks (Safari e Brain Workshop) during 30 daily minutes, for a 6 weeks period. In an equal period, the students from the control group should reproduce an artwork using drawing software. To evaluate the cognitive performance we applied before and after the intervention period the Wechsler Intelligence Scale for Children (WISC-III). The results showed that in both the groups the performance of the intelligence, working memory, attention and visuospatial skills was below of the mean. The cognitive processes evaluated after of intervention in the experimental group had a performance significantly higher in the Perceptual Reasoning Index (t = -6,24; p < 0,01) and in the Full Scale IQ (t = -5,09; p < 0,01) and Performance IQ (t = -6,52; p < 0,01), suggesting a improvement on the visuospatial skills, attention, working memory and processing speed. On the control group, the performance was significantly higher in the Coding subtest (t = -5,38; p< 0,01) and in the Perceptual Reasoning Index (t = -3,66; p = 0,01), suggesting a improvement on the visuospatial skills and attention. The mean obtained with the Sleep Behavior Questionnaire was 53,76 (SD=14,96) for an experimental group and 61,19 (SD=12,82) for a control group, indicating tendency for a bad sleep quality in that last one. Not only during the first days, but also in the last fifteen days of the intervention we verified in the two groups an adequate time to sleep, duration and regularity, in the weekdays and on the weekends. We didn t find significant differences between the two groups in none of the sleep variables. We verified statistically meaningful improvement on the performance of the experimental group with the intervention in the two games. We didn t verify significant correlations between the games performance index and in the sleep variables of the experimental group individuals. We verified significant correlations among the performance on the Brain Workshop and the Cubes subtest, the Perceptual Reasoning Index and the Scale Performance IQ, suggesting that the significant improvement of the visuospatial skills and of the attention was correlated with the performance in the Brain Workshop. Although the absence of correlations with the performance in the Safari, possibly it also has relieved in the improvement of the cognitive performance. The findings support the hypothesis that the computer games might be a satisfactory tool for the improvement of the performance in visuospatial skills and attention. This can be resulted of the insertion of visuospatial stimulations in the task, for example, graphical elements with thematic for children that increase the interest. The IQ below mean the individuals might have influenced the improvement absence on the cognitive processes like the working memory with games. Moreover, it wasn t verified a relation between the sleep quality and the intervention efficacy. It might have been influenced by the n of the sample. Future studies must focalize in the improvement of the effect of the interventions with games

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There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant

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IEEE 1451 Standard is intended to address the smart transducer interfacing problematic in network environments. Usually, proprietary hardware and software is a very efficient solution to in planent the IEEE 1451 normative, although can be expensive and inflexible. In contrast, the use of open and standardized tools for implementing the IEEE 1451 normative is proposed in this paper. Tools such as Java and Phyton programming languages, Linux, programmable logic technology, Personal Computer resources and Ethernet architecture were integrated in order to constructa network node based on the IEEE 1451 standards. The node can be applied in systems based on the client-server communication model The evaluation of the employed tools and expermental results are presented. © 2005 IEEE.

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This article presents considerations about viability on reutilize existing web based e-Learning systems on Interactive Digital TV environment according to Digital TV standard adopted in Brazil. Considering the popularity of Moodle system in academic and corporative area, such system was chosen as a foundation for a survey into its properties to create a specification of an Application Programming Interface (API) for convergence to t-Learning characteristics that demands efforts in interface design area due the fact that computer and TV concepts are totally different. This work aims to present studies concerning user interface design during two stages: survey and detail of functionalities from an e-Learning system and how to adapt them for the Interactive TV regarding usability context and Information Architecture concepts.

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BAIUKA é um jogo educativo voltado para despertar a consciência ecológica baseado em lendas amazônicas. Este trabalho teve como objetivo central construir um jogo educativo infantil baseado nas Inteligências Múltiplas, voltado para a cultura amazônica, gerando automaticamente avaliações sobre o comportamento do jogador, a partir de agentes autônomos, auxiliando o professor em sala de aula. Teve como objetivos específicos oferecer um instrumento de motivação da aprendizagem a partir do uso de jogos educativos na web, além de desenvolver um modelo para avaliar jogos educacionais. A caminhada metodológica teve como principal base de análise a metodologia qualitativa e envolveu, além de pesquisas documentais e bibliográficas, a pesquisa de campo na Escola Ipiranga, com aplicação de um checklist a professores devidamente selecionados, assim como especialistas que, de alguma forma, atuam nessa realidade. Os resultados da pesquisa indicam a boa aceitação por parte dos professores de proporcionar momentos de atividade lúdica para as crianças. Infelizmente, também constatamos a dificuldade em se criar um jogo educacional que seja interessante ao jovem, aliando metodologias pedagógicas ao poder dos jogos computacionais. Porém, não obstante essa triste constatação, a pesquisa aponta com esperança que os jogos computadorizados possam ser considerados o estado da arte para o desenvolvimento de ambientes de aprendizagem motivadores. A produção desta nova geração de jogos didáticos requer times interdisciplinares, criativos e capazes de trabalharem cooperativamente.

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With the advent of technology, many repetitive processes before now was be simplified with the support of a simple computer. Therefore programming has been developed and new softwares appear every day. For the development of this project was used the Microsoft Visual Studio 2010, and with it the program was made in C # Windows Form mode. This work aims to develop a program that can read, send and receive data via the Universal Serial Bus (USB) to the computer, and thereby perform the processing. Thus the milk producer will possess the knowledge of the amount of milk produced by the animal. With the processing of data it is possible to generate graphs of herd production or a specific animal and you can also generate the required report date

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In a world that is increasingly working with software, the need arises for effective approaches that encourage software reuse. The reuse practice must be aligned to a set of practices, procedures and methodologies that create a stable and high quality product. These questions produce new styles and approaches in the software engineering. In this way, this thesis aims to address concepts related to development and model-driven architecture. The model-driven approach provides significant aspects of the automated development, which helps it with produced models built in the specification phase. The definition of terms such as model, architecture and platform makes the focus becomes clearer, because for MDA and MDD is important to split between technical and business issues. Important processes are covered, so you can highlight the artifacts that are built into each stage of model-driven development. The stages of development: CSM, PIM, PSM and ISM, detailing the purpose of each phase in oriented models, making the end of each stage are gradually produced artifacts that may be specialized. The models are handled by different prospects for modeling, abstracting the concepts and building a set of details that portrays a specific scenario. This retraction can be a graphical or textual representation, however, in most cases is chosen a language modeling, for example, UML. In order to provide a practical view, this dissertation shows some tools that improve the construction of models and the code generate that assists in the development, keeping the documentation systemic. Finally, the paper presents a case study that refers to the theoretical aspects discussed throughout the dissertation, therefore it is expected that the architecture and the model-driven development may be able to explain important features to consider in software engineering

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This research studies the use of digital games as a playful tool approach of knowledge in architecture heritage. We emphasize the potential of digital games as a tool and importance of digital drawing combined with programming language, the means by which the making of the games became possible. The models developed are based on the properties of historical and cultural interest in the city of São Carlos, Brasil.

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Copyright infringements on the Internet affect all types of media which can be used online: films, computer games, audio books, music, software, etc. For example, according to German studies, 90% of all copyright violations affecting film works take place on the Internet. This storage space is made available to such infringers, as well as to others whose intentions are legal, by hosting providers. To what extent do hosting providers have a duty of care for their contribution to the copyright infringements of third parties, i.e. their users? What duties of care can be reasonably expected of hosting providers to prevent such infringements? These questions have been heavily debated in Germany, and German courts have developed extensive case law. This article seeks to examine these questions by assessing German jurisprudence against its EU law background.

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Introduction: The United States is currently experiencing increased prevalence of obesity. This is a particular problem amongst children who require dietary and activity behavioral change to mitigate this problem. The use of computer games as channels to motivate health behavior in children is increasing. Casual games are a subset of computer games that are simple in design, easy to access and play, popular with children, and have the potential to be effective for drill and practice learning. [See PDF for complete abstract]

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Computerspiele sind ein religionswissenschaftlich relevanter Forschungsgegenstand. Durch ihre weite gesellschaftliche Verbreitung und die häufige Vermittlung religiöser Inhalte sind sie Beispiele der medialen Kommunikation über Religion sowie Agenten der religiösen Sozialisation. Bislang fehlen Methoden, um Computerspiele auf relevante Inhalte und deren Bedeutungen hin zu lesen. Auf der Grundlage der Zeichenlehre von Charles S. Peirce und der Theorie der Spielelemente nach Aki Järvinen wird eine Methode zur Feststellung und Analyse von religiösen Inhalten in Computerspielen vorgestellt und am Beispiel des erfolgreichen Strategiespiels Civilization V: Gods & Kings veranschaulicht. Der Beschreibung und Inhaltsanalyse folgt eine Interpretation in Anlehnung an medienspezifische Theorien und Beobachtungen.

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Issued also as thesis, University of Illinois.