1000 resultados para Qualidade do jogo


Relevância:

30.00% 30.00%

Publicador:

Resumo:

O presente estudo aborda a temática do jogo e da sua importância no desenvolvimento da criança. Com ele pretendeu-se perceber como estão organizados os Jardim de Infância e qual a importância do jogo na ação da criança, certificar que os Educadores de Infância se preocupam por realizar um trabalho diário de qualidade, utilizando as estratégias e atividades adequadas às características das crianças com quem trabalham, bem como esclarecer o que pensam sobre o jogo no desenvolvimento da criança, perceber o que pretendem os encarregados de educação do Jardim de Infância e como encaram o que os seus filhos realizam durante o dia no mesmo. Assim sendo, realizou-se um estudo em que se começou por estudar a importância do jogo no desenvolvimento infantil, para fundamentar as razões da sua importância, para, a seguir, observar e verificar a importância atribuída pelo Educador de Infância ao jogo e saber o que pensam da sua relação com o desenvolvimento da criança, observar a forma como se organizam os Jardins de Infância e a intencionalidade das atividades estipuladas pelo Educador de Infância e analisar a conceção que os encarregados de educação têm sobre as atividades realizadas no Jardim de Infância, o jogo e o desenvolvimento da criança. Com base nos resultados obtidos, concluiu-se que as instituições escolares, Educadores de Infância e encarregados de educação vão tendo alguma consciência de que o jogo pode proporcionar múltiplos desenvolvimentos na criança, sendo por isso essencial na vida da mesma. Contudo será importante referir que, embora exista consciência, a inclusão do jogo na vida da criança nem sempre é a ideal e muitas vezes esquecida é preterida em função de outras atividades mais estruturadas pelos responsáveis.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

O mundo dos jogos é extremamente vasto e muito apreciado pela maior parte dos jovens e também adultos. Os computadores, as consolas e agora também os telemóveis acabam por se tornar os maiores companheiros das pessoas no que ao entretenimento diz respeito. No entanto, existem algumas lacunas a nível de jogos para telemóvel e pretendeu-se então criar um jogo, que se baseia num acontecimento real muito apreciado por toda uma população e que permitiu explorar a ferramenta Flash, que tem vindo a retirar protagonismo ao Java, por se revelar uma ferramenta mais simples de utilizar. No início apenas era usada para simples animações, mas entretanto passou a ser utilizada para criar aplicações para diversas plataformas e dispositivos. Neste momento, o Flash já chegou aos dispositivos móveis e são cada vez mais aqueles que suportam estas aplicações, que podem variar dos simples utilitários aos jogos ou ainda a complexos sistemas.

Relevância:

30.00% 30.00%

Publicador:

Resumo:

There is a need for multi-agent system designers in determining the quality of systems in the earliest phases of the development process. The architectures of the agents are also part of the design of these systems, and therefore also need to have their quality evaluated. Motivated by the important role that emotions play in our daily lives, embodied agents researchers have aimed to create agents capable of producing affective and natural interaction with users that produces a beneficial or desirable result. For this, several studies proposing architectures of agents with emotions arose without the accompaniment of appropriate methods for the assessment of these architectures. The objective of this study is to propose a methodology for evaluating architectures emotional agents, which evaluates the quality attributes of the design of architectures, in addition to evaluation of human-computer interaction, the effects on the subjective experience of users of applications that implement it. The methodology is based on a model of well-defined metrics. In assessing the quality of architectural design, the attributes assessed are: extensibility, modularity and complexity. In assessing the effects on users' subjective experience, which involves the implementation of the architecture in an application and we suggest to be the domain of computer games, the metrics are: enjoyment, felt support, warm, caring, trust, cooperation, intelligence, interestingness, naturalness of emotional reactions, believabiliy, reducing of frustration and likeability, and the average time and average attempts. We experimented with this approach and evaluate five architectures emotional agents: BDIE, DETT, Camurra-Coglio, EBDI, Emotional-BDI. Two of the architectures, BDIE and EBDI, were implemented in a version of the game Minesweeper and evaluated for human-computer interaction. In the results, DETT stood out with the best architectural design. Users who have played the version of the game with emotional agents performed better than those who played without agents. In assessing the subjective experience of users, the differences between the architectures were insignificant

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Pós-graduação em Educação - FCT

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Apesar de inúmeros estudos e pesquisas relatarem os benefícios da atividade física na qualidade do sono, pode-se observar que quando tratamos do esporte, principalmente o esporte de alto rendimento, seus praticantes nem sempre apresentam a mesma qualidade. Aspectos como estresse, medo, excesso de cargas de treinamento e, principalmente, a ansiedade podem alterar os padrões do ciclo sono-vigília e diminuir a qualidade do sono, podendo provocar grandes prejuízos na performance durante provas e competições. A presença de torcida, pais ou amigos em competições ou jogos, a participação de peneiras ou o simples fato de ser ou não convocado para o jogo, até a obrigação da vitória, a pressão exercida por técnicos e patrocinadores, entre outras características do esporte de rendimento, são contribuintes da aparição do sentimento ansioso. Alguns autores discutem a possibilidade de que esse sentimento apresenta-se com graus diferenciados entre atletas de modalidades individuais e coletivas. Nos esportes individuais, os atletas não compartilham responsabilidades, expondo-se sozinhos a uma avaliação direta dos expectadores, gerando uma pressão desproporcional à demonstração de excelência na performance. A partir disso, o objetivo deste estudo foi investigar a presença de alterações no sono de atletas, considerando a modalidade em que estão inseridos (individual ou coletiva) e suas possíveis diferenças. A pesquisa compreendeu um estudo de campo em adotamos os procedimentos das pesquisas qualitativas. Foi utilizado um questionário avaliando a percepção subjetiva da qualidade do sono de atletas das modalidades: handebol masculino, atletismo masculino, voleibol feminino e ginástica artística feminina. Os resultados encontrados levam à especulação de que existem alterações na qualidade do sono dos atletas principalmente nas noites que antecedem competições ...(Resumo completo, clicar acesso eletrônico abaixo)

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

Relevância:

30.00% 30.00%

Publicador:

Resumo:

Stroke is nowadays one of the main causes of death in Brazil and worldwide. During the rehabilitation process, patients undergo physioterapic exercises based on repetition, which may cause them to feel little progress is being made. Focusing on themes from the areas of Human-Computer Interaction and Motor Imagery, the present work describes the development of a digital game concept aimed at motor rehabilitation to the neural rehabilitation of patients who have suffered a stroke in a playful and engaging way. The research hypothesizes that an interactive digital game based on Motor Imagery contributes to patients' raised commitment in the stroke sequel rehabilitation process. The research process entailed the investigation of 10 subjects who live with sequels caused by stroke - it was further established that subjects were over 60 years old. Using as foundation an initial survey regarding target-users' specificities, where an investigation on subjectrelated aspects was carried out through Focus Group (n=9) and Contextual Analysis (n=3), having as subjects elderly individuals, a list with the necessary requirements for the conceptualization of a digital game was fleshed out. The initial survey also enabled the establishment of preliminary interactions for the formulation of game prototypes. At first, low-resolution prototypes were used, with two distinct interaction models for the game - one with a direct approach to the Motor Imagery concept, and another using a narrative with characters and scene settings. The goal was to verify participants' receptivity regarding the addition of playful activities into game dynamics. Prototypes were analyzed while being used by five patients, through the Cooperative Evaluation technique. The tests indicated a preference for option with elements in a playful narrative. Based on these results high fidelity prototypes were created, where concepts close to the game's final version were elaborated. The High Fidelity prototype was also evaluated with four patients through the Cooperative Evaluation technique. It was concluded that elderly individuals and patients were receptive to the idea of a digital game for the rehabilitation from sequels caused by stroke; that, for the success of devices aimed at these cohorts, their contexts, needs and expectations must be respected above all; and that user-centered design is an essential approach in that regard.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The individual affective-cognitive evaluations are important factors that control the way he feels the disease impact in his life. Then, the perception of seizure control is a more important factor to evaluate Quality of Life (QoL) than the illness characteristics, such as the severity, type, sickening period and seizure frequency. This study searched for the relationship among the subjective variables (perception of seizure control) and the illness characteristics to evaluate QoL. The sample consisted of 60 individuals with chronic epilepsy, aging 18 to 70 (M=37.05; SD=11.25), chosen at randon from the ambulatory of epilepsy - HC/UNICAMP, by the Questionnaire 65. The illness characteristics were not significant, except the seizures frequency, when associated to the impairment in QoL among controlled seizures and seizures with frequency higher than 10 per month (p=0.021). The perception of control was significantly associated to QoL (p=0.005).

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Seizures happen for brief periods of time, but the feelings of anxiety and helplessness, adaptation to the restrictions impose by the life-style and variety of other problems affect more the quality of life in epilepsy. This study proposes a protocol that regards the objectives of a quality of life assessment in health and is applied to a population that attends a university hospital. It contains 65 items and assesses the psychosocial performance, physical limitation, cognitive aspects, perception of control, self-concept, as well as perception of health and quality of life. The results of reliability and validity are discussed.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this paper a water quality index is developed to subsidize management actions in the Atibaia River for upon protection of aquatic organisms. This index is composed of two measurable environmental parameters normaly, ammonia and dissolved oxygen, the latter representing the contribution of organic matter. Concentrations of these two variables were normalized on a scale from 0 to 100 and translated into statements of quality (excellent, good, regular, bad and very bad). The index was applied to three monitoring points in the Atibaia River and compared to other indices used by the State of São Paulo Environmental Agency (CETESB). The results showed that the degradation in this watershed follows the urban population density. The developed index is more restricted than the other ones routinely used to infer water quality.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this work, the volatile chromatographic profiles of roasted Arabica coffees, previously analyzed for their sensorial attributes, were explored by principal component analysis. The volatile extraction technique used was the solid phase microextraction. The correlation optimized warping algorithm was used to align the gas chromatographic profiles. Fifty four compounds were found to be related to the sensorial attributes investigated. The volatiles pyrrole, 1-methyl-pyrrole, cyclopentanone, dihydro-2-methyl-3-furanone, furfural, 2-ethyl-5-methyl-pyrazine, 2-etenyl-n-methyl-pyrazine, 5-methyl-2-propionyl-furan compounds were important for the differentiation of coffee beverage according to the flavour, cleanliness and overall quality. Two figures of merit, sensitivity and specificity (or selectivity), were used to interpret the sensory attributes studied.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Edible mushroom are highly perishable foods. Drying is an alternative to provide safe storage. In this work, the effects of some drying parameters on the quality of Shiitake mushroom were investigated: geometry of the raw material (whole and sliced), drying temperature (50 °C and 70 ºC) and final moisture content (5% and 15% wb). Experimental kinetics of drying was built and color and texture analyses were done in fresh and in rehydrated dried product. The effect of parameters was evaluated by analysis of variance and test of multiple comparisons. Drying kinetics showed that drying happened in falling-rate period and sliced mushroom dried at 70 ºC required lesser drying time than other treatments. Mushroom dried at 70 ºC showed less darkening. Drying time affected mushroom quality, evaluated by great hardness, gummosis and darkening.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The present work aimed to create a methodology to evaluate the pulverization process with the use of quality tools. It was listed the primary factors, secondary factors, tertiary factors and, with the check list tool support, the list was elaborated. It was evaluated the factors labor, agriculture machine, material and method of 32 pulverization process before pesticide application, in that each factor received a punctuation, having as total sum of 750 points. The medium punctuation to the factors labor, agriculture machine, material and method was 78; 211; 49; 20 and 94 points, respectively. The sum of the factors points for the 32 processes, the minimum value found was 230 and maximum was 620 points. With the proposed methodology, can be identify which common causes of the processes can affect its result.