991 resultados para Game world
Resumo:
A competitividade das nações é assunto relevante aos tomadores de decisão quando se trata da escolha do país que poderá render melhores resultados aos investimentos. Nessa linha, busca-se analisar a métrica de competitividade dos países utilizando conceitos da estatística multivariada, a fim de simplificar e evitar resultados dúbios quanto ao tema. Para isso, utilizaram-se as bases de dados de 2010 publicadas pelo World Economic Forum (WEF), que utiliza 12 pilares para estabelecer a condição competitiva de 133 países. Verificou-se que a métrica utilizada pelo WEF é redundante, já que utiliza pilares que representam o mesmo constructo. Verificou-se, ainda, que a prontidão tecnológica explica a competitividade do país em 86,5% e que a combinação entre estabilidade macroeconômica, qualidade do ensino superior e sofisticação dos negócios eleva esse percentual para 95,7%.
Resumo:
Este trabalho desenvolve um novo modelo Fuzzy-DEA-Game (FDG) para apoiar o estabelecimento de estratégias de produção. Esse modelo combina a Análise Envoltória de Dados (DEA) com conceitos da Teoria dos Conjuntos Fuzzy e do Jogo da Barganha de Nash. O modelo permite uma avaliação da eficiência produtiva e econômica dos produtos, o que pode resultar num portfólio de produtos mais rentáveis e de interesse do mercado consumidor. O modelo foi aplicado em uma empresa do segmento de energia. Os resultados obtidos com a aplicação do modelo FDG mostraram-se aderentes à realidade da empresa estudada e forneceram metas para a redução dos níveis de recursos (entradas) necessários para a fabricação dos produtos e para aumento dos níveis de resultados (saídas) oriundos da comercialização desses produtos. Como resultado adicional importante, o modelo FDG permitiu a identificação dos produtos do portfólio que são mais sensíveis à ocorrência de incerteza.
Resumo:
In this article we argue that digital simulations promote and explore complex relations between the player and the machines cybernetic system with which it relates through gameplay, that is, the real application of tactics and strategies used by participants as they play the game. We plan to show that the realism of simulation, together with the merger of artificial objects with the real world, can generate interactive empathy between players and their avatars. In this text, we intend to explore augmented reality as a means to visualise interactive communication projects. With ARToolkit, Virtools and 3ds Max applications, we aim to show how to create a portable interactive platform that resorts to the environment and markers for constructing the games scenario. Many of the conventional functions of the human eye are being replaced by techniques where images do not position themselves in the traditional manner that we observe them (Crary, 1998), or in the way we perceive the real world. The digitalization of the real world to a new informational layer over objects, people or environments, needs to be processed and mediated by tools that amplify the natural human senses.
Resumo:
Th The purpose of this article is to share the implementation of workgroup activities: a game of learning supported by web technology; Effective educational strategies that encourage a dynamic combination of being flexible, individualized and personalized must be the aim of every school; The blended-learning plays an important role; In this article we describe an online collaborative game which uses an inside and outside collaboration in order to promote the motivation and effective learning; Pedagogical strategies, that use technologies appropriately, in higher education, can promote active learning, centered on students and thus valuing their personal experiences and participation;
Resumo:
This essay sees “through” an object produced by Portuguese folklore: the moliceiro boat of Ria de Aveiro, whose most original characteristic is the group of four different panels painted on each boat. These unique panels have echoed national mythologies and have undergone influence from institutional channels of instruction and propaganda for much of the twentieth century. We will analyse how this boat expresses the inventory of a community’s identity, imagination, and practices.
Resumo:
In this paper is presented a Game Theory based methodology to allocate transmission costs, considering cooperation and competition between producers. As original contribution, it finds the degree of participation on the additional costs according to the demand behavior. A comparative study was carried out between the obtained results using Nucleolus balance and Shapley Value, with other techniques such as Averages Allocation method and the Generalized Generation Distribution Factors method (GGDF). As example, a six nodes network was used for the simulations. The results demonstrate the ability to find adequate solutions on open access environment to the networks.
Resumo:
The idea behind creating this special issue on real world applications of intelligent tutoring systems was to bring together in a single publication some of the most important examples of success in the use of ITS technology. This will serve as a reference to all researchers working in the area. It will also be an important resource for the industry, showing the maturity of ITS technology and creating an atmosphere for funding new ITS projects. Simultaneously, it will be valuable to academic groups, motivating students for new ideas of ITS and promoting new academic research work in the area.
Resumo:
Dissertação apresentada à Escola Superior de Comunicação Social como parte dos requisitos para obtenção de grau de mestre em Jornalismo.