30 resultados para Gamer


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Ce mémoire étudie la dynamique communicationnelle et interactionnelle entre un joueur et un système de jeu par l’entremise des théories de l’énonciation et de la cognition. Par une analyse des jeux vidéo d’horreur en perspective à la première personne, il s’agit de conceptualiser une spirale heuristique de l’énonciation à partir des principes théoriques du Cycle Magique (Arsenault et Perron, 2009). Le propos se focalise sur la manière dont le joueur expérimente et traite les propositions ludiques et les propositions ludodiégétiques. L’intérêt est d’observer comment la valeur réflexive des marques de jeu et des marques de jouabilité sert à départager des relations d’attribution entre des formulations énonciatives (textuelles, verbales, visuelles, sonores ou procédurales) et des agents énonciatifs. Cette recherche rend compte, d’une part, de la gestion cognitive des faits énonciatifs et, d’autre part, de la modulation de leurs valeurs d’immédiateté-hypermédiateté et de leurs rapports de liaison/déliaison avec les agents énonciatifs. Il est expliqué que cette activité cognitive du joueur dirige la schématisation d’attitudes interactionnelles servant à structurer la signification – ludique ou narrative – des propositions ludiques générées au cours de l’activité de jeu. L’analyse cible des processus de mise en phase performative et de mise en phase méta-systémique ludique permettant la détermination de vecteurs d’immersion. En fonction du caractère d’opacité ou de transparence des vecteurs, il est question d’indiquer comment la posture d’expérience du joueur oscille entre un continuum immersif qui polarise une expérience systémique et une expérience diégétisée.

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Travail réalisé à l'EBSI, Université de Montréal, sous la direction de M. Yvon Lemay dans le cadre du cours SCI6112 - Évaluation des archives, à l'hiver 2014.

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Användargränssnittsdesign är en stor del av en webbsidas intryck och förändras snabbt i takt med teknologins utveckling och trender. Men det gäller även att locka rätt användare. Hur lockar en webbsida till sig rätt målgrupp? Målet med rapporten var att analysera målgruppen gamers utifrån hur de upplever det grafiska användargränssnittet på en spelrelaterad webbsida. Rapporten behandlar även översiktitligt om aktuella trender för webbdesign tilltalar gamers. Undersökningen utfördes i två delar. I den första delen undersöktes 20 av de största spelrelaterade webbsidornas användargränssnitt. Under del två genomfördes en enkät och intervjuer med målgruppen gamers. I både enkäten och intervjuerna fick respondenterna ta ställning till olika mockups av en fiktiv webbsida. Det var stor skillnad på vad gamers ansåg vara tilltalande jämfört med hur de analyserade webbsidorna såg ut. Exempelvis var endast 25 % av de analyserade webbsidorna mörka medan 71,9 % av respondenterna föredrog en mörk layout.

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Abstract Originalsprache (englisch) Visual perception relies on a two-dimensional projection of the viewed scene on the retinas of both eyes. Thus, visual depth has to be reconstructed from a number of different cues that are subsequently integrated to obtain robust depth percepts. Existing models of sensory integration are mainly based on the reliabilities of individual cues and disregard potential cue interactions. In the current study, an extended Bayesian model is proposed that takes into account both cue reliability and consistency. Four experiments were carried out to test this model's predictions. Observers had to judge visual displays of hemi-cylinders with an elliptical cross section, which were constructed to allow for an orthogonal variation of several competing depth cues. In Experiment 1 and 2, observers estimated the cylinder's depth as defined by shading, texture, and motion gradients. The degree of consistency among these cues was systematically varied. It turned out that the extended Bayesian model provided a better fit to the empirical data compared to the traditional model which disregards covariations among cues. To circumvent the potentially problematic assessment of single-cue reliabilities, Experiment 3 used a multiple-observation task, which allowed for estimating perceptual weights from multiple-cue stimuli. Using the same multiple-observation task, the integration of stereoscopic disparity, shading, and texture gradients was examined in Experiment 4. It turned out that less reliable cues were downweighted in the combined percept. Moreover, a specific influence of cue consistency was revealed. Shading and disparity seemed to be processed interactively while other cue combinations could be well described by additive integration rules. These results suggest that cue combination in visual depth perception is highly flexible and depends on single-cue properties as well as on interrelations among cues. The extension of the traditional cue combination model is defended in terms of the necessity for robust perception in ecologically valid environments and the current findings are discussed in the light of emerging computational theories and neuroscientific approaches.

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Bone graft incorporation depends on the orchestrated activation of numerous growth factors and cytokines in both the host and the graft. Prominent in this signaling cascade is BMP2. Although BMP2 is dispensable for bone formation, it is required for the initiation of bone repair; thus understanding the cellular mechanisms underlying bone regeneration driven by BMP2 is essential for improving bone graft therapies. In the present study, we assessed the role of Bmp2 in bone graft incorporation using mice in which Bmp2 has been removed from the limb prior to skeletal formation (Bmp2(cKO)). When autograft transplantations were performed in Bmp2cKO mice, callus formation and bone healing were absent. Transplantation of either a vital wild type (WT) bone graft into a Bmp2(cKO) host or a vital Bmp2(cKO) graft into a WT host also resulted in the inhibition of bone graft incorporation. Histological analyses of these transplants show that in the absence of BMP2, periosteal progenitors remain quiescent and healing is not initiated. When we analyzed the expression of Sox9, a marker of chondrogenesis, on the graft surface, we found it significantly reduced when BMP2 was absent in either the graft itself or the host, suggesting that local BMP2 levels drive periosteal cell condensation and subsequent callus cell differentiation. The lack of integrated healing in the absence of BMP2 was not due to the inability of periosteal cells to respond to BMP2. Healing was achieved when grafts were pre-soaked in rhBMP2 protein, indicating that periosteal progenitors remain responsive in the absence of BMP2. In contrast to the requirement for BMP2 in periosteal progenitor activation in vital bone grafts, we found that bone matrix-derived BMP2 does not significantly enhance bone graft incorporation. Taken together, our data show that BMP2 signaling is not essential for the maintenance of periosteal progenitors, but is required for the activation of these progenitors and their subsequent differentiation along the osteo-chondrogenic pathway. These results indicate that BMP2 will be among the signaling molecules whose presence will determine success or failure of new bone graft strategies.

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In this issue...Big Butte, M Days, Thornton Hotel, Butte, Montana, Hennessy's, Anaconda Copper Mining Geological Department, Gamer's Cafe

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In this issue...M Club Dance, Rabbi Emanuel Sternheim, Women's Athletic Association, Men's Smoker, Gamer's Café, Anaconda Copper Mining Company

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In this issue...Volunteer Fire Departments, Butte, Montana, Coffee Shop, Glee Club, M Club, Pioneer's Club, Columbia Gardens, Gamer's, Dick Siguaw

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In this issue...Dr. A. E. Koenig, Magma Yearbook, Montana School of Mines Museum, M whitewash, Commencement, Anderson-Carlisle Technical Society, Gamer's Cafe

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Background. The parents of a sick child likely experience situational anxiety due to their young child being unexpectedly hospitalized. The emotional upheaval may be great enough that their anxiety inhibits them in providing positive support to their hospitalized child. Because anxiety affects psychological distress as well as behavioral distress, identifying parental distress helps parents improving their coping mechanisms. ^ Purpose. The study compared situational anxiety levels between Taiwanese fathers and mothers and focused on differences between parental anxiety levels at the beginning of the child's unplanned hospitalization and at time of discharge. The study also identified factors related to the parents' distress and use of coping mechanisms. ^ Methods. A descriptive, comparative research design was used to determine the difference between the anxiety levels of 62 Taiwanese father-mother dyads during the situational crisis of their child's unexpected hospitalization. The Mandarin version (M) of Visual Analog Scale (VAS-M), State-Trait Anxiety Inventory (STAI-M), and the Index of Parent Participation/Hospitalized Child (IPP/HC-M) were used to differentiate maternal and paternal anxiety levels and identify factors related to the parents' distress. Questionnaires were completed by parents within 24-36 hours of the child's hospital admission and within 24 hours prior to discharge. A paired t-test, two sample t-test, and linear mixed regression model were used to test and support the study hypothesis. ^ Results. The findings reveal that the mothers' anxiety levels did not significantly differ from the fathers' anxiety level when their child had a sudden admission to the hospital. In particular, parental state anxiety levels did not decrease during the child's hospital stay and subsequent discharge. Moreover, anxiety levels did not differ between parents regardless of whether the child's disease was acute or chronic. The most effective factor related to parental situational anxiety was parental perception of the severity of the child's illness. ^ Conclusions. Parental anxiety was found to be significantly related to changes in their perception of the severity of their child's illness. However, the study was not able to illustrate how parental involvement in the child's hospital care was related to parental perception of the severity of their child's illness. Future studies, using a qualitative approach to gamer more information as to what variables influence parental anxiety during a situational crisis, may provide a richer database from which to modify key variables as well as the instruments used to improve the quality of the data obtained. ^

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Educational games such as quizzes, quests, puzzles, mazes and logical problems may be modeled as multimedia board games. In the scope of the ADOPTA project1 being under development at the Faculty of Mathematics and Informatics at Sofia University, a formal model for presentation of such educational board games was invented and elaborated. Educational games can be modeled as special board mini-games, with a board of any form and any types of positions. Over defined positions, figures (objects) with certain properties are placed and, next, there are to be defined formal rules for manipulation of these figures and resulted effects. The model has been found to be general enough in order to allow description and execution control of more complex logical problems to be solved by several actions delivered to/by the player according some formal rules and context conditions and, in general, of any learning activities and their workflow. It is used as a base for creation of a software platform providing facilities for easy construction of multimedia board games and their execution. The platform consists of game designer (i.e., a game authoring tool) and game run-time controller communicating each other through game repository. There are created and modeled many examples of educational board games appropriate for didactic purposes, self evaluations, etc., which are supposed to be designed easily by authors with no IT skills and experience. By means of game metadata descriptions, these games are going be included into narrative storyboards and, next, delivered to learners with appropriate profile according their learning style, preferences, etc. Moreover, usage of artificial intelligence agents is planned as well – once as playing virtual opponents of the player or, otherwise, being virtual advisers of the gamer helping him/her in finding the right problem solution within given domain such as discovering a treasure using a location map, finding best tour in a virtual museum, guessing an unknown word in a hangman game, and many others.

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Adolf Hitler suscitó desde su entrada en la escena política alemana una fascinación perversa, un sentimiento que, con el tiempo, ha dado lugar a numerosas representaciones culturales sobre el Führer. La muestra, rica y variada tanto en el fondo como en la forma, nos permitirá trazar tres estadios en lo referente al proceso de construcción historiográfica del hitlerismo, iniciado con la caída del Tercer Reich. Estos responden en buena medida al devenir sociopolítico y cultural de la sociedad a escala global desde el final de la guerra y hasta nuestros días y pueden resumirse en tres: primero, la satanización; segundo, la humanización; tercero, el retrato caricaturesco. Proponemos un recorrido histórico por diversos productos culturales del dictador alemán cuyo propósito es desentrañar el retrato psicológico poliédrico que se ha construido en torno a la figura de Hitler.

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Do futuro do entretenimento a uma moda infantil temporária, e daí até se tornarem as principais ferramentas de entretenimento e até, em grande parte, de socialização: os videojogos, hoje, dizem-nos muito, enquanto sociedade fortemente digitalizada. Há no entanto uma faixa da sociedade – sobretudo a partir dos 55 anos de idade – que tem sido marginalizada deste fenómeno, seja por vontade própria, seja por negligência da indústria. Não obstante, numa sociedade cada vez mais envelhecida (a nível nacional e também global), torna-se pertinente a criação de um plano de expansão demográfica do mercado que englobe este grupo, grande e em crescimento, de potenciais consumidores. Esse é precisamente o objetivo deste estudo, que faz uso de variadas fontes bibliográficas e empíricas para a criação desse mesmo plano, visando estratégias de atração, inclusão, suporte e manutenção destes indivíduos no mercado dos videojogos.