835 resultados para Games with music.


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We determine the endogenous order of moves in a mixed pricesetting duopoly. In contrast to the existing literature on mixed oligopolies we establish the payo equivalence of the games with an exogenously given order of moves if the most plausible equilibrium is realized in the market. Hence, in this case it does not matter whether one becomes a leader or a follower. We also establish that replacing a private firm by a public firm in the standard Bertrand-Edgeworth game with capacity constraints increases social welfare and that a pure-strategy equilibrium always exists.

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Ordinary type spaces (Heifetz and Samet, 1998) are essential ingredients of incomplete information games. With ordinary type spaces one can grab the notions of beliefs, belief hierarchies and common prior etc. However, ordinary type spaces cannot handle the notions of finite belief hierarchy and unawareness among others. In this paper we consider a generalization of ordinary type spaces, and introduce the so called generalized type spaces which can grab all notions ordinary type spaces can and more, finite belief hierarchies and unawareness among others. We also demonstrate that the universal generalized type space exists.

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Des recherches au Québec (Garon, 2009), en France (Donnat, 2011) et aux États-Unis (Kolb, 2001) confirment un état de fait général: le vieillissement du public de la musique classique. Si le public du répertoire est reconnu pour posséder un haut niveau d’études, pourquoi les étudiants universitaires de nos jours ne sont-ils pas plus présents dans les salles de concert ? Cette étude explore cette problématique d’abord par une recherche historique et par des entrevues auprès de certains des organismes de musique classique à Montréal, et ce afin de comprendre leurs stratégies de développement des publics concernés de 2004 à 2014. Ensuite, par un sondage auprès de 555 étudiants universitaires de la ville, pour faire un portrait de leur relation avec la musique à l’heure actuelle. Notre analyse, appuyée par une bibliographie en sociomusicologie et en sociologie des pratiques culturelles, confirme des tendances comme celle de l’«omnivorisme culturel» et l’éclectisme musical des jeunes universitaires. Elle nous montre aussi une réception positive des œuvres classiques, quoiqu’incompatible avec les critères esthétiques des genres musicaux favoris. À partir de ce paradoxe, nous étudions la force des motivations extramusicales qui les amènent aux concerts, leurs formats préférés, l’impact de l’éducation musicale, l’influence des parents, de l’internet, des nouvelles technologies. Finalement, nous constatons le nombre peu élevé d’initiatives des organismes musicaux dans le milieu universitaire à Montréal qui, pourtant, se montre un bassin au grand potentiel pour le renouvellement des publics de la musique classique.

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We consider linearly weighted versions of the least core and the (pre)nucleolus and investigate the reduction possibilities in their computation. We slightly extend some well-known related results and establish their counterparts by using the dual game. Our main results imply, for example, that if the core of the game is not empty, all dually inessential coalitions (which can be weakly minorized by a partition in the dual game) can be ignored when we compute the per-capita least core and the per-capita (pre)nucleolus from the dual game. This could lead to the design of polynomial time algorithms for the per-capita (and other monotone nondecreasingly weighted versions of the) least core and the (pre)nucleolus in specific classes of balanced games with polynomial many dually esential coalitions.

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Exergames are digital games with a physical exertion component. Exergames can help motivate fitness in people not inclined toward exercise. However, players of exergames sometimes over-exert, risking adverse health effects. These players must be told to slow down, but doing so may distract them from gameplay and diminish their desire to keep exercising. In this thesis we apply the concept of nudges—indirect suggestions that gently push people toward a desired behaviour—to keeping exergame players from over-exerting. We describe the effective use of nudges through a set of four design principles: natural integration, comprehension, progression, and multiple channels. We describe two exergames modified to use nudges to persuade players to slow down, and describe the studies evaluating the use of nudges in these games. PlaneGame shows that nudges can be as effective as an explicit textual display to control player over-exertion. Gekku Race demonstrates that nudges are not necessarily effective when players have a strong incentive to over-exert. However, Gekku Race also shows that, even in high-energy games, the power of nudges can be maintained by adding negative consequences to the nudges. We use the term "shove" to describe a nudge using negative consequences to increase its pressure. We were concerned that making players slow down would damage their immersion—the feeling of being engaged with a game. However, testing showed no loss of immersion through the use of nudges to reduce exertion. Players reported that the nudges and shoves motivated them to slow down when they were over-exerting, and fit naturally into the games.

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The richness of dance comes from the need to work with an individual body. Still, the body of the dancer belongs to plural context, crossed by artistic and social traditions, which locate the artists in a given field. We claim that role conflict is an essential component of the structure of collective artistic creativity. We address the production of discourse in a British dance company, with data that spawns from the ethnography ‘Dance and Cognition’, directed by David Kirsh at the University of California, together with WayneMcGregor-Random Dance. Our Critical Discourse Analysis is based on multiple interviews to the dancers and choreographer. Our findings show how creativity in dance seems to be empirically observable, and thus embodied and distributed shaped by the dance habitus of the particular social context.

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This deliverable outlines the implementation plan for each of the first-round studies of the RAGE pilots. The main goal of these pilots is to perform a small-scale test of the RAGE games with end-users and intermediary stakeholders in five different non-leisure domains to guide the further development of the games for the final validation studies. At the same time the pilots implement the pre-testing of the research instruments and methodology for answering the main evaluation questions in the five areas of investigation identified in D8.1: 1) usability, 2) game experience, 3) learning effectiveness, 4) transfer effect and 5) pedagogical costs and benefits. Finally, the pilots are aimed at collecting preliminary results for a first formative evaluation of the games and game technologies, with the goal of feeding back useful information to development for the final versions of games and assets. The results of the first pilot will be compared with the results of the final evaluation studies to demonstrate improvements of the game and game effects from first to final version. A revision of the deliverable will be done in the next few months to produce the final arrangement document (D5.1, due at M21).

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This deliverable is a confirmation and update of 'D5.5 - First Version Scenario Arrangement Document – round 1' after a revisions with game developers. It outlines the implementation plan for each of the first-round studies of the RAGE pilots. The main goal of these pilots is to perform a small-scale test of the RAGE games with end-users and intermediary stakeholders in five different non-leisure domains to guide the further development of the games for the final validation studies.

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O presente estudo pretendeu desenvolver o capital lexical de crianças a frequentar a Educação Pré-Escolar a partir da exploração de campos lexicais com recurso a obras da literatura infantil e de jogos. Paralelamente, realizamos com as crianças atividades centradas no reconhecimento de palavras, na divisão silábica e na exploração da correspondência grafema-fonema. Recolhemos dados relativos ao desempenho das crianças, a partir das atividades em que estas participaram. A análise de conteúdo dos dados recolhidos revelou que as crianças tinham efetivamente adquirido novo vocabulário, que procuravam utilizar em novos contextos, e desenvolvido algumas competências no domínio da consciência fonológica.

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O presente trabalho está vinculado ao Programa de Pós-Graduação em Educação Ambiental - PPGEA/FURG e tem como tema a Educação Ambiental, a Educação Física e os Jogos Cooperativos no contexto escolar, com o objetivo de repensar a prática de Educação Física na escola a partir do desenvolvimento dos jogos cooperativos. A Educação Física é uma disciplina inserida no espaço escolar caracterizada pela presença dos esportes competitivos como conteúdo dominante e a Educação Ambiental é uma prática social que considera outros modos de constituição de relações sociais que estejam para além da lógica perspectivada pelo capitalismo e tão presente na prática dos jogos competitivos realizada nas aulas de Educação Física. A pesquisa insere-se numa perspectiva qualitativa tendo como suporte metodológico a pesquisa-ação. Ocorreu na Escola Municipal de Ensino Fundamental Mate Amargo, onde a pesquisadora possui vínculo. Os sujeitos da pesquisa foram os alunos de uma turma da referida escola e a partir do questionamento ?quais os significados atribuídos aos jogos cooperativos pelos estudantes da turma 71 - sétima série (no ano de 2012 e oitava série em 2013) da Escola Municipal de Ensino Fundamental Mate Amargo, desenvolveu-se esta pesquisa. A produção dos dados ocorreu por meio da proposição de jogos cooperativos e semi-cooperativos com registros escritos dos sujeitos da pesquisa após as vivências, escrita no diário de campo da pesquisadora e a produção de uma história das aulas de Educação Física realizada pelos referidos alunos. Como instrumento de análise foi utilizado a análise textual discursiva (ATD) proposta por Moraes e Galliazzi (2007) o qual se constitui por diversas etapas num movimento recursivo de compreensão do fenômeno investigado. A partir dos dados analisados emergiram duas categorias de análise: a primeira intitula-se ?Jogos e suas múltiplas faces: o resgate do lúdico? onde foi possível analisar as percepções dos alunos diante de tais jogos, os sentimentos que surgiram, suas opiniões e aprendizados. Evidenciouse ainda o potencial lúdico existente nestes jogos propostos. A segunda denomina-se "Entre a competição e a cooperação", e são expressas suas percepções acerca destes dois elementos no jogo, demonstrando que em alguns momentos a competição se evidencia revelando talvez, as próprias vivências dos alunos em seu cotidiano, e por vezes a cooperação se anuncia confirmando a possibilidade desses jogos em impulsionar e desenvolver sentimentos de coletividade, cooperação e sentido de grupo nos sujeitos da pesquisa permitindo o encaminhamento do significado atribuído por eles aos jogos cooperativos como atividades que propiciaram momentos de diversão e prazer, acompanhados de situações em que possibilitou o exercício da cooperação, percepção do outro e da coletividade. Como aporte teórico, deu-se ênfase a autores como Loureiro (2006; 2009), Guimarães (1995;2007), Bracht (1992;2009), Orlick (1978) Brown (2002) Brotto (2001). A pesquisa mostrou que os jogos cooperativos propiciaram a emergência de atitudes cooperativas e a percepção do outro, como também foi possível apreender pelas análises um clima de diversão e prazer sentido e expressado por eles confirmando o potencial lúdico existente nestes jogos.

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The recent staging of Glasgow 2014 drew universal praise as the ‘Best Games Ever’. Yet the substantial undertaking of hosting the Commonwealth Games (CWG) was sold to the nation as more than just eleven days of sporting spectacle and cultural entertainment. Indeed, the primary strategic justification offered by policymakers and city leaders was the delivery of a bundle of positive and enduring benefits, so-called ‘legacy’. This ubiquitous and amorphous concept has evolved over time to become the central focus of contemporary hosting bids, reflecting a general public policy shift towards using major sporting mega events as a catalyst to generate benefits across economic, environmental and social dimensions, on a scale intended to be truly transformative. At the same time, the academy has drawn attention to the absence of evidence in support of the prevailing legacy rhetoric and raised a number of sociological concerns, not least the socially unequitable distribution of purported benefits. This study investigated how young people living in the core hosting zone related to, and were impacted upon, by the CWG and its associated developments and activities with reference to their socio-spatial horizons, the primary outcome of interest. An ‘ideal world’ Logic Model hypothesised that four mechanisms, identified from official legacy documents and social theories, would alter young people’s subjective readings of the world by virtue of broadening their social networks, extending their spatial boundaries and altering their mind sets. A qualitative methodology facilitated the gathering of situated and contextualised accounts of young people’s attitudes, perceptions, beliefs and behaviours relating to Glasgow 2014. In-depth interviews and focus groups were conducted before and after the Games with 26 young people, aged 14-16 years, at two schools in the East End. This approach was instrumental in privileging the interests of people ‘on the ground’ over those of city-wide and national stakeholders. The findings showed that young people perceived the dominant legacy benefit to be an improved reputation and image for Glasgow and the East End. Primary beneficiaries were identified by them as those with vested business interests e.g. retailers, restaurateurs, and hoteliers, as well as national and local government, with low expectations of personal dividends or ‘trickle down’ benefits. Support for Glasgow 2014 did not necessarily translate into individual engagement with the various cultural and sporting activities leading up to the CWG, including the event itself. The study found that young people who engaged most were those who had the ability to ‘read’ the opportunities available to them and who had the social, cultural and economic capital necessary to grasp them, with the corollary that those who might have gained most were the least likely to have engaged with the CWG. Doubts articulated by research participants about the social sustainability of Glasgow 2014 underscored inherent tensions between the short-lived thrill of the spectacle and the anticipated longevity of its impacts. The headline message is that hosting sporting mega events might not be an effective means of delivering social change. Aspirant host cities should consider more socially equitable alternatives to sporting mega events prior to bidding; and future host cities should endeavour to engage more purposefully with more young people over longer time frames.

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Dissertação (mestrado)—Universidade de Brasília, Instituto de Artes, Departamento de Música, Programa de Pós-graduação em Música, 2015.

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Dissertação de Mestrado apresentada no Instituto Superior de Psicologia Aplicada para obtenção de grau de Mestre na especialidade de Psicologia Social e das Organizações

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Com esta dissertação pretende-se estudar a construção dos habitatus musicais nos projetos musicais amadores, com base, sobretudo, na teoria da prática de Pierre Bourdieu, procurando-se igualmente compreender o papel da reflexividade e dos quadros de interação ao longo das trajetórias musicais. Entende-se que os músicos amadores assumem uma relação específica com a música, ainda que entre si seja heterogénea e, desta forma, tomou-se como objetivos centrais apreender as matrizes e os modos de socialização, analisar o papel da reflexividade na produção musical e também comparar os habitatus musicais dos músicos amadores. Para tal, utilizou-se uma metodologia qualitativa, dado o cariz analítico do estudo, através da aplicação de entrevistas semidiretivas e, complementarmente, de observação direta não participante; ABSTRACT: With this dissertation it is intended to study the construction of the musical habitatus in amateur musical projects, based, especially, in the Theory of Practice of Pierre Bourdieu, looking for to understand, as well, the role of reflexivity and the interaction settings along the musical trajectories. It is considered that the amateur musicians assume a specific relation with music, even if it’s heterogeneous between them and, therefore, it was taken as the main objectives to learn the pattern and methods of socializing, to analyze the role of reflexivity in the musical production and to compare the musical habitatus between amateur musicians. For such, was used a qualitative methodology, given the analytical nature of the study, through the application of semi directive interviews and, complementarily, of the nonparticipating direct observation.

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O trabalho que iremos apresentar pretende ser um instrumento de reflexão e aprofundamento crítico sobre uma prática, que vai demonstrar como, de uma forma lúdica e cativante, se pode utilizar a Literatura Infantil nos seus mais variados géneros e a Expressão Musical, em atividades de exploração, aprendizagem e criatividade. A partir dessas atividades, que devem ser motivadoras de forma a envolver o grupo de crianças do Jardim de Infância de Valdossos, pretendemos promover a aquisição de diversas competências associadas ao desenvolvimento da linguagem, nomeadamente no que se refere à oralidade. A questão que orientou a nossa pesquisa foi: “ Como construir, implementar e avaliar um Projeto Artístico-Pedagógico com enfoque na Literatura Infantil e na Expressão Musical, que contribua para o desenvolvimento da oralidade das crianças do Jardim de Infância de Valdossos?” O trabalho empírico vai assentar numa metodologia qualitativa. A partir da análise de toda a informação recolhida da observação direta, das gravações, fotografias, diálogos e registos das crianças, pudemos constatar que ambientes educativos que promovam o acesso à Expressão Musical e a Literatura Infantil nas suas mais diversas modalidades farão com que as crianças desenvolvam vários conhecimentos e adquiram competências importantes para a sua formação como um todo integrado. Constatámos também, que o contacto precoce com a Música e a Literatura interferem positivamente na aquisição e desenvolvimento de competências relacionadas com o desenvolvimento da oralidade, permitindo-nos verificar a relevância deste projeto.