870 resultados para Adventure stories.
Resumo:
Esta tese pretende levantar e problematizar a influência da televisão na investigação da agressividade infantil. Para esse objetivo selecionou-se dois grupos de crianças, um grupo experimental e outro de controle oriundos de dois estabelecimentos de ensino da cidade do Rio de Janeiro. As crianças que compuseram a população estudada variavam de idade entre cinco e sete anos. Projetaram-se dois filmes: ao grupo experimental, um filme de ação - aventura dado com frustração e ao outro grupo - grupo de controle - um filme neutro caracterizado pelo desenrolar de cenas da vida animal. A frustração ao grupo experimental foi introduzida através de três interrupções na projeção do filme, interrupções essas que, no contexto da programação infantil, seriam provenientes de anúncios, ou de quaisquer outros motivos. Os instrumentos utilizados foram questionários respondidos pelos professores e pelas crianças, anotados por dez auxiliares de pesquisa. O estímulo "diferencial foi introduzido através dos dois filmes. Seguiu-se a sessão lúdica onde predominaram brincadeiras de jogos e bola, sendo feito na ocasião um video-tape. As auxiliares de pesquisa anotavam também os itens que lhes foram solicitados.
Resumo:
Location aware content-based experiences have a substantial tradition in HCI, several projects over the last two decades have explored the association of digital media to specific locations or objects. However, a large portion of the literature has little focus on the creative side of designing of the experience and on the iterative process of user evaluations. In this thesis we present two iterations in the design and evaluation of a location based story delivery system (LBSDS), inspired by local folklore and oral storytelling in Madeira. We started by testing an already existing location based story platform, PlaceWear, with short multimedia clips that recounted local traditions and folktales, to this experience we called iLand. An initial evaluation of iLand, was conducted; we shadowed users during the experience and then they responded to a questionnaire. By analyzing the evaluation results we uncovered several issues that informed the redesign of the system itself as well as part of the story content. The outcome of this re design was the 7Stories experience. In the new experience we performed the integration of visual markers in the interface and the framing of the fragmented story content through the literary technique of the narrator. This was done aiming to improving the connection of the audience to the physical context where the experience is delivered. The 7Stories experience was evaluated following a similar methodology to the iLand evaluation but the user’s experience resulted considerably different; because of the same setting for the experience in both versions and the constancy of the most of the content across the two versions we were able to assess the specific effect of the new design and discuss its strengths and shortcomings. Although we did not run a formal and strict comparative test between the two evaluations, it is evident from the collected data how the specific design changes to our LBSDS influenced the user experience.
Resumo:
Objective. - To describe the distribution of frequency of the injuries during adventure competition.Material and methods. - Fifty-five participants who underwent to the second stage of the Caloi Adventure Camp competition answered to a questionnaire about their personal characteristics, training status and injuries.Results. - The age of the athletes was 32 +/- 10 years old and the body mass index (BMI) 23.3 +/- 2.2 kg/m(2). The most frequent injuries occurred during trekking (61%), followed by mountain bike (24%). Abrasions (36.7%) and cuts (24.5%) were the most frequent injuries mentioned. Tissue level lesions occurred in 61.2% of the episodes. The most frequent injuries were contusions (16.3%) at muscular level, and sprain (6.1%) and fracture (6.1%) at osteoarticular system. Related to the body structure, the lower limb was the most affected (49%), mainly ankle (14.3%) and knee (12.2%). In the upper limb (30.6%), arm and forearm were more affected with cuts and abrasions. Neck and trunk were responsible for 20.4% of the injuries. Cramps (31%) and tendinitis (11%) were also mentioned.Conclusion. - The data suggest that it is necessary to create one training approach including prevention and logistics for participants rescue and rapid attendance during the tournament. (C) 2008 Published by Elsevier Masson SAS.
Resumo:
The search for new non-routine emotions and sensations has become a decisive factor in taking part in adventure tourism. As Barros and Dines (2000) have pointed out, Brazil's natural resources are abundant and have been widely used to promote the nation's tourism. Empirical literature describes fear as one of the main emotions in adventure activities, and for this reason a questionnaire was designed to examine the presence of fear before and after three adventure activities (parachuting, white-water rafting, and rock-climbing). This study not only aimed to consolidate fear as a fundamental emotion in performing such activities but also to stimulate interest for further studies in this area. (C) 2009 Elsevier Ltd. All rights reserved.
Resumo:
Includes bibliography