991 resultados para Game world
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No mundo da publicidade existem diferentes formas de publicitar marcas/produtos, as formas mencionadas como tradicionais são os anúncios televisivos e radiofónicos, os outdoors junto a autoestradas e meios mais movimentados, meios de comunicação impressos, entre outros. Com a evolução e o crescimento da Internet, surgiram novas possibilidades de publicidade e marketing, direcionadas principalmente aos jovens, pois são que mais utiliza a Internet. Um dos usos principais da Internet é o entretenimento, existindo diversos sites com esse propósito. No entanto existem jogos, designados sérios, com o objetivo não só de entreter mas também de transmitir uma mensagem. Nesta dissertação falamos concretamente de jogos direcionados para a publicidade, os chamados Advergames. Estes jogos permitem associar o divertimento à publicidade, permitindo criar uma relação entre a marca e o seu possível consumidor. Nesta tese pretende-se estudar a forma como os jogos poderão ser uma boa forma de auxílio no ramo do marketing de uma marca/produto. Para isso foi desenvolvido um jogo com o objetivo de recolher dados que comprovassem (ou não) o impacto sobre os jogadores da mensagem transmitida por uma marca/produto através desse jogo. Após o estudo foi possível perceber, que a maioria de utilizadores receberam a mensagem transmitida, reconhecendo vários elementos relacionados com a marca distribuídos ao longo de todo o cenário de jogo.
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Dissertação para obtenção do Grau de Doutor em Informática
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We consider a quantity-setting duopoly model, and we study the decision to move first or second, by assuming that. the firms produce homogeneous goods and that. there is some demand uncertainty. The competitive phase consists of two periods, and in either period, the firms can make a production decision that is irreversible. As far as the firms are allowed to choose (non-cooperatively) the period they make the decision, we study the circumstances that favour sequential rather than simultaneous decisions.
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Waves of globalization reflect the historical technical progress and modern economic growth. The dynamics of this process are here approached using the multidimensional scaling (MDS) methodology to analyze the evolution of GDP per capita, international trade openness, life expectancy, and education tertiary enrollment in 14 countries. MDS provides the appropriate theoretical concepts and the exact mathematical tools to describe the joint evolution of these indicators of economic growth, globalization, welfare and human development of the world economy from 1977 up to 2012. The polarization dance of countries enlightens the convergence paths, potential warfare and present-day rivalries in the global geopolitical scene.
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Inspired in dynamic systems theory and Brewer’s contributions to apply it to economics, this paper establishes a bond graph model. Two main variables, a set of inter-connectivities based on nodes and links (bonds) and a fractional order dynamical perspective, prove to be a good macro-economic representation of countries’ potential performance in nowadays globalization. The estimations based on time series for 50 countries throughout the last 50 decades confirm the accuracy of the model and the importance of scale for economic performance.
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The trend to have more cooperative play and the increase of game dynamics in Robocup MSL League motivates the improvement of skills for ball passing and reception. Currently the majority of the MSL teams uses ball handling devices with rollers to have more precise kicks but limiting the capability to kick a moving ball without stopping it and grabbing it. This paper addresses the problem to receive and kick a fast moving ball without having to grab it with a roller based ball handling device. Here, the main difficulty is the high latency and low rate of the measurements of the ball sensing systems, based in vision or laser scanner sensors.Our robots use a geared leg coupled to a motor that acts simultaneously as the kicking device and low level ball sensor. This paper proposes a new method to improve the capability for ball sensing in the kicker, by combining high rate measurements from the torque and energy in the motor and angular position of the kicker leg. The developed method endows the kicker device with an effective ball detection ability, validated in several game situations like in an interception to a fast pass or when chasing the ball where the relative speed from robot to ball is low. This can be used to optimize the kick instant or by the embedded kicker control system to absorb the ball energy.
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To date few studies have been undertaken in Portugal dealing with the attitudes, motivations, and profile of tourists who visit World Heritage Sites. Also, few studies have dealt with destination image (e.g., Agapito, Mendes & Valle, 2010; Lopes, 2011). As far as it is known, none have approached the issue of gender differences in the choice of a Portuguese heritage destination. Since cultural tourism destinations need to differentiate themselves from each other, appropriate market segmentation must be based on a deep understanding of the customers’ motivations and preferences. Keeping in mind results from empirical literature (e.g., Silberberg, 1995; Beerli & Martin, 2004; Richards, 2004; Pérez, 2009; Sheng, Shen, & Chen, 2008), gender seems to be a possible approach to market segmentation, whether for Guimarães or for other cultural tourism destinations around the world. Located in the north-western region of Portugal, Guimarães is a city of strong symbolic and cultural significance, and the nomination of its historical centre as a World Heritage Site in 2001 enhanced its tourism potential. This study analyses the possible relation between gender and attitudes and motivations towards a World Heritage Site, such as Guimarães. Additionally, the empirical approach used in the study tries to capture differences in the perceived attributes of the city. Commonalities and distinctions within and between groups of tourists, by focusing on the specific characteristic of gender, were analysed. The study addressed two main questions: first, whether males and females have similar or different preferences in choosing the city as their destination; and, second, whether there are gender differences in the perception of the attributes of Guimarães. A better understanding of the gendered nature of the destination is a valuable cue for shaping products and services according to visitors’ preferences.
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Paper presented at the 5th European Conference Economics and Management of Energy in Industry, Vilamoura, Algarve. Apr. 14-17, 2009, 11p. URL: http:// www.cenertec.pt/ecemei/
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Dissertação apresentada como requisito parcial para obtenção do grau de Mestre em Gestão de Informação
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Smart Grids (SGs) have emerged as the new paradigm for power system operation and management, being designed to include large amounts of distributed energy resources. This new paradigm requires new Energy Resource Management (ERM) methodologies considering different operation strategies and the existence of new management players such as several types of aggregators. This paper proposes a methodology to facilitate the coalition between distributed generation units originating Virtual Power Players (VPP) considering a game theory approach. The proposed approach consists in the analysis of the classifications that were attributed by each VPP to the distributed generation units, as well as in the analysis of the previous established contracts by each player. The proposed classification model is based in fourteen parameters including technical, economical and behavioural ones. Depending of the VPP strategies, size and goals, each parameter has different importance. VPP can also manage other type of energy resources, like storage units, electric vehicles, demand response programs or even parts of the MV and LV distribution network. A case study with twelve VPPs with different characteristics and one hundred and fifty real distributed generation units is included in the paper.
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This paper presents a decision support methodology for electricity market players’ bilateral contract negotiations. The proposed model is based on the application of game theory, using artificial intelligence to enhance decision support method’s adaptive features. This model is integrated in AiD-EM (Adaptive Decision Support for Electricity Markets Negotiations), a multi-agent system that provides electricity market players with strategic behavior capabilities to improve their outcomes from energy contracts’ negotiations. Although a diversity of tools that enable the study and simulation of electricity markets has emerged during the past few years, these are mostly directed to the analysis of market models and power systems’ technical constraints, making them suitable tools to support decisions of market operators and regulators. However, the equally important support of market negotiating players’ decisions is being highly neglected. The proposed model contributes to overcome the existing gap concerning effective and realistic decision support for electricity market negotiating entities. The proposed method is validated by realistic electricity market simulations using real data from the Iberian market operator—MIBEL. Results show that the proposed adaptive decision support features enable electricity market players to improve their outcomes from bilateral contracts’ negotiations.
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The last 40 years of the world economy are analyzed by means of computer visualization methods. Multidimensional scaling and the hierarchical clustering tree techniques are used. The current Western downturn in favor of Asian partners may still be reversed in the coming decades.
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Dissertação para obtenção do Grau de Mestre em Engenharia Informática
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This cross-sectional study assessed the grade of physical impairments in 61 individuals with leprosy receiving multidrug therapy (MDT) under the Brazilian Unified Health System (SUS), and residing in Campina Grande, Paraíba State, Brazil. Impairments were assessed using the disability grade (DG) standardized by the WHO, and the EHF score (Eye-Hand-Foot sum of impairment scores). Impairments were detected in 25 (41%) of the subjects. A total of 14 (23%) patients scored DG 1, while 11 (18%) were assigned DG 2. The EHF score ranged from 1 to 10 points in the group of patients with physical impairments, with a mean score of 3.6 points. The majority of individuals with impairments were affected in at least two sites. We conclude that the EHF score showed overlapping impairments in the segments examined and may be more appropriate than the DG classification system for describing the degree of physical impairment of leprosy patients.
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O desenvolvimento e proliferação de equipamentos e produtos multimédia, permitindo a combinação de som, imagem e texto despoletou a emergência de novos estímulos que se associam a sensações, novas formas de interagir, de comunicar e também de brincar e aprender. Jogar e brincar são excelentes fontes de estímulos, principalmente para as crianças, pois potenciam a evolução da lógica, do raciocínio, das associações e da capacidade de escolha. No contexto dos jogos, decorrente da evolução tecnológica, o mercado dos jogos digitais tem vindo a expandir-se consideravelmente, nomeadamente na área dos jogos educativos. Os jogos educativos baseados em contos infantis permitem um enriquecimento de experiências, de capacidades sequenciais de lógica e promovem a apetência da criança para fantasiar num mundo paralelo. No entanto, do nosso ponto de vista, o mercado dos jogos digitais ainda tem um longo caminho a percorrer para fornecer de forma equilibrada este tipo de jogos educativos. Com este trabalho abordam-se as potencialidades que os jogos educativos baseados em contos infantis podem ter no desenvolvimento de algumas competências das crianças, nomeadamente através da análise das suas vantagens e dos seus aspetos negativos. O mercado dos jogos digitais é também analisado para determinar os seus contributos e as ideias principais presentes. A componente prática deste trabalho de mestrado contempla a criação de um jogo educativo baseado em contos infantis que corresponda aos interesses das crianças entre os 3 e os 5 anos de idade, e que fomente o desenvolvimento de algumas das suas competências a nível da linguagem. Os testes feitos com o protótipo do jogo permitem aferir a recetividade por parte das crianças. A simplicidade no manuseamento da aplicação e o facto de integrar histórias do imaginário infantil consideram-se fatores positivos e motivadores à utilização do jogo “Contos Baralhados: Brinca com as Histórias”.