935 resultados para Jogo protagonizado


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The market of digital games have grown in the last years, becoming popular between many ages, the number of smartphones and tablets users have also showed a recent increase, including the ones using Android as operational system. The main objective of a digital game is the ludic activity but also it can be used as a tool to education, learning and even simulation. This work proposes the development of a game for smartphones or tablet running on Android operational system, this game will simulate living beings in an environment, each one with different behaviors, based in the concepts of artificial live, cellular automata and emergence. This way simulating the behavior of a living being community with a computational base in artificial live and following concepts of game design. The game can represent visually some characteristics of living beings, as well behaviors and interactions between them, in a very simple way. The game can be upgraded in the future to represent better living beings using more details to the simulation of these

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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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Indoor soccer is a modality of sport similar to football, which is accompanying an increasing of the number of participants. With the growth of this sport, increased as well the number of injuries, which has been requiring greater attention and care from the health professionals. AIMS: To investigate the functional balance before and after an indoor soccer game and analyze the maximum force before and after the game, in order to verify if there is a great loss of muscle strength of knee flexors and extensors during the game. METHODS: The study included seven amateur soccer players. The isokinetic evaluation was made using the Biodex 3 isokinetic dynamometer at velocities of 60°/s and 180°/s with five repetitions at each velocity for each leg. Further, the study analyzed the peak torque of each leg at each speed of the extensor muscles and flexor concentric and eccentric. RESULTS: Compared to the peak torque before and after the game, there were no significant differences. At 60°/s in the non-dominant leg, peak torque decreased after the game of the extensor concentric and eccentric. In the dominant leg there was a decrease of peak torque in eccentric flexion at 60°/s and concentric flexion to 180°/s. Comparing the peak torque between dominance, there was any significant differences in speed. However, in eccentric flexion at 60°/s before the match there was a significant difference. The peak torque of the dominant leg showed better results than the non-dominant leg. Regarding the functional balance there was no statistically significant differences between the muscles involved. CONCLUSION: From the results achieved, it is possible to conclude that the peak torque of flexor eccentric decreases depending on the length of the exercise. This muscle is stronger in the dominant leg, comparing to the non-dominant leg

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Pós-graduação em Matemática em Rede Nacional - IBILCE

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Pós-graduação em Letras - IBILCE

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Relating the surface of a translated text to discourse is one of the focuses in the connection between Translation Studies and African- -American literature. In this respect, “Invisible Man”, by Ralph Ellison, and its Brazilian translation, by Márcia Serra, present themselves as material for analyzing contexts which evoke a sense of community and racial identity. Therefore, this paper centers precisely upon nuances in meaning of the linguistic displays of bonding and race. It could be noticed that these aspects were less marked in the translation, whereas the integrationist project featured in the novel was to a certain extent rewritten in words that called forth a sense of racial dichotomy. Thus, the translation displays at once the non-racialized perspective peculiar to the Brazilian view of race and assumptions in regard to the perspective of the African-American Other on race relations.

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This essay aims to analyze the book Engano geográfico Marília Garcia, published in 2012. It is a long narrative poem that recounts a trip through Spanish and French landscapes, and which allows to question various shifts of the poetic voice. One of them, marked by the duplicity between geographic and poetic journey which I could characterize as a be­ 76 Revista semestral do Programa de Pós-Graduação em Letras – UFES tween-place given by the sign of waiting. A second, through a dialogical instance that allows a process of depoetization of the language with its permeability to other voices. Finally, through the presence of several pronouns “I”, “he”, “she”, “you”, without explicit textual reference, and that would indicate a kind of closeness of the loving attention.

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Pós-graduação em Letras - FCLAS

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Pós-graduação em Engenharia de Produção - FEB

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The novel O passado (2003) by Alan Pauls presents many isotopies which would deserve to be investigated: there is a varied construction of loving relationships among the characters, who reveal different feelings, that would allow a mapping of passions to be studied; there is an activity of translation (role performed by Rimini and Carmen) that engenders a very rich reflection on the literary activity which is taking place. There is also the presence of a visual artist, Jeremy Riltse, revealing a poetic work which was created by this discourse. Due to the dimension that a research of this kind would require, it is not possible to deal with all the isotopies. Thus, the last one was chosen to be investigated, that is, to verify how the fictional visual artist and his singular work operate in the novel.

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Objective: The aim of this study was to develop an educational oral health digital game for 5-to-7-year-old children. Method: The game, called “Dr. Trata Dente”, was based on the approach to three different oral health-related topics: a) bacterial plaque and the main diseases caused by it; b) oral hygiene methods for bacterial plaque control; c) dental caries and preventive measures for this disease. These topics were discussed in sequential order in three different stages of the game. Dr. Trata Dente is represented by the figure of a little super-hero dentist, who talks to the children about oral health during the game. The game is sub-divided according to its propositions to the children, into an association game, a memory game and a coloring game. After its development, the game was evaluated by three professionals of each of the following areas: Dentistry, Pedagogy and Psychology (n=9), who verified the suitability of the concepts presented in the game as regards oral health, linguistic abilities worked with the children, fulfillment of the intended didactic criteria, and the playful aspect of the game. Results: According to the dentists, the dental concepts presented in the game are adequate. According to the pedagogues, the choice of a super-hero was correct and the given explanations are well elaborated, organized and have accessible language, although long. For the psychologists, the game has a potential positive effect on the children’s learning, but there should be more interaction of the character with the children. After this evaluation, changes were made in the game according to the professionals’ suggestions. Conclusion: It was concluded that in spite of the suggested alterations, the game is suitable for teaching oral health by means of children’s play.

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Pós-graduação em Educação Escolar - FCLAR

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It is a fact that between the child and the adult there is an adolescent being that experiments his experiences in a different way than those others. Therefore, in clinical care, the use of toys and play do not have the same value as for the children, and, on the other hand, the majority of adolescents are not ready, as the adult is, for the exclusive use of speech in the psychotherapy context. There is the need to introduce some specific strategy in order to give the adolescent conditions to express himself openly in the psychotherapy process. The mediator's resource introduces this variable to enable the expression of emotions for those who cannot find the available channels for that. This paper seeks to answer this question by presenting the Time Tunnel Game in the psychotherapy with young people, based, during several years, on its clinical use with patients during this period of their lives. Explaining, when it is a question of a demand for a game, that the youngster tries to respect the rules, therefore, expressing his experiences more at ease. By using the mentioned game, it is not the psychotherapist that questions or addresses the youngster, but it is through this playing that the questions arise, providing the youngster a facilitating context for his experiences, even for the more difficult ones. At the direct request of the psychotherapist, it is possible that the adolescent may have the imposing idea that he is being evaluated, which is inadequate when attending any youngster. It is understood that this facilitation also occurs because in a game the atmosphere of lucidity is less threatening to the patient to reveal himself as playing. It is the game that "interviews" and, therefore, the youngster has less to be afraid of when expressing his experiences.

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This study based on moral culture research and the theoretical Piagetian perspective aims to investigate the relation between virtue and rules in the procedures of participants in the Internet game Colheita Feliz (Happy Harvest) – an Orkut application. By means of descriptive qualitative analysis, the behavior of 60 participants in the game was observed during two months. The participants’ performance ranking was analyzed according to the procedures they used. The results showed predominance of the crop stealing procedure in comparison with the crop cultivation procedure and allowed to consider that the action of stealing of the participants was not guided by the universal principles of virtue, honesty or lack of it (moral domain) but by the playing convention for the game (social domain) favoring the stealing procedure, and also by personal domain (choices) and mutual agreement among the subjects participating in the game. The data did not indicate connections between the participants’ actions inside and outside virtual and real fields with regard to stealing, and reinforced the idea that rules are conventionalized in the domain of a group and depend on social interactions by which mutual respect among peers must prevail. The data also shows that morality is not the regulatory actions in the game. The results also showed the importance of carrying out research on procedures used by computer game players since such procedures can demonstrate cognitive, moral, affective and social aspects perceived during playful interaction situations.

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Pós-graduação em Educação - FFC