885 resultados para Game writing


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O objetivo desta pesquisa é analisar as marcas linguísticas que compõem as relações de sentido no que diz respeito ao humor da crônica de Aldir Blanc. A partir da percepção da estrutura da Língua Portuguesa, verificar quais as ações na produção textual da crônica sejam estas morfológicas, gramaticais, lexicais, sintáticas, fonéticas, estilísticas ou semânticas que, ao aliar-se à práxis cotidiana (contexto) oferecida pelos jornais, propiciam o discurso humorístico do autor. Os pressupostos teóricos que corroboram as respectivas demarcações linguísticas terão ênfase no tocante aos aspectos semânticos, com Stephen Ullman, Pierre Guiraud e Edward Lopes. Os traços característicos da crônica, o humor e a ironia como recursos discursivos, a seleção lexical, as inferências, o jogo lúdico da grafia das palavras, as formas textuais serão inferidos dialogicamente em grande parte pelos estudos estilísticos de Marcel Cressot, Pierre Guiraud, Mattoso Câmara, Nilce SantAnna Martins e José Lemos Monteiro. Desse modo, apontamos para um estudo da língua sob uma ótica semântico-discursiva, levando em conta sua expressividade estilística. Dessa forma, à valorização do manuseamento linguístico, quer pela escritura, quer pela leitura, acrescenta-se o dado crítico da língua através do discurso presente no humor, tendo em vista o gênero textual que é a crônica e sua grande penetração social pelos jornais de grande circulação

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Sistemas Multiagentes estão recebendo cada vez mais a atenção de pesquisadores e desenvolvedores de jogos virtuais. O uso de agentes permite controlar o desempenho do usuário, adaptando a interface e alterando automaticamente o nível de dificuldade das tarefas. Este trabalho descreve uma estratégia de integração de sistemas multiagentes e ambientes virtuais tridimensionais e exemplifica a viabilidade dessa integração através do desenvolvimento de um jogo com características de Serious game. Este jogo visa estimular as funções cognitivas, tais como atenção e memória e é voltado para pessoas portadoras de diferentes distúrbios neuropsiquiátricos. A construção do jogo foi apoiada em um processo de desenvolvimento composto por várias etapas: estudos teóricos sobre as áreas envolvidas, estudo de tecnologias capazes de apoiar essa integração, levantamento de requisitos com especialistas, implementação e avaliação com especialistas. O produto final foi avaliado por especialistas da área médica, que consideraram os resultados como positivos.

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One of the most controversial inquiries in academic writing is whether it is admissible to use first person pronouns in a scientific paper or not. Many professors discourage their students from using them, rather favoring a more passive tone, and thus causing novices to avoid inserting themselves into their texts in an expert-like manner. Abundant research, however, has recently attested that negotiation of identity is plausible in academic prose, and there is no need for a paper to be void of an authorial identity. Because in the course of the English Studies Degree we have received opposing prompts in the use of I, the aim of this dissertation is to throw some light upon this vexed issue. To this end, I compiled a corpus of 16 Research Articles (RAs) that comprises two sub-corpora, one featuring Linguistics RAs and the other one Literature RAs, and each, in turn, consists of articles written by American and British authors. I then searched for real occurrences of I, me, my, mine, we, us, our and ours, and studied their frequency, rhetorical functions and distribution along each paper. The results obtained certainly show that academic writing is no longer the faceless prose that it used to be, for I is highly used in both disciplines and varieties of English. Concerning functions, the most typically used roles were the use of I to take credit for the writer’s research process, and also those involving plural forms. With respect to the spatial disposition, all sections welcomed first person pronouns, but the Method and the Results/Discussion sections seem to stimulate their appearance. On the basis of these findings, I suggest that an L2 writing pedagogy that is mindful not only of the language proficiency, but also of the students’ own identity may have a beneficial effect on the composition of their texts.

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This chapter studies multilingual democratic societies with highly developed economies. These societies are assumed to have two languages with official status: language A, spoken by every individual, and language B, spoken by the bilingual minority. We emphasize that language rights are important, but the survival of the minority language B depends mainly on the actual use bilinguals make of B. The purpose of the present chapter is to study some of the factors affecting the bilingual speakers language choice behaviour. Our view is that languages with their speech communities compete for speakers just as fi rms compete for market share. Thus, the con ict among the minority languages in these societies does not take the rough expressions such as those studied in Desmet et al. (2012). Here the con flict is more subtle. We model highly plausible language choice situations by means of choice procedures and non-cooperative games, each with different types of information. We then study the determinants of the bilinguals ' strategic behaviour with regard to language. We observe that the bilinguals' use of B is shaped, essentially, by linguistic conventions and social norms that are developed in situations of language contact.

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El trabajo consiste en el desarrollo del juego de los topos en HTML5. El objetivo del juego es golpear los topos antes de que se escondan para ir consiguiendo la mayor cantidad de puntos sin que se agoten las vidas.

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Writing computer-generated holograms has been achieved by using near infrared femtosecond laser selective ablation of metal film deposited on glass substrate. The diffraction features with data reconstruction of fabricated computer-generated holograms were evaluated. Both transmission and reflection holograms can be fabricated in a single process. The process required no mask, no pre- or post-treatment of the substrate. (C) 2005 Optical Society of America.

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A presente pesquisa tem como objetivo geral defender o ato de jogar como processo de leitura, concebida como construção de sentido(s), da qual o jogador participa como coautor. Para realização dessa tarefa, sugerimos uma descrição do game como gênero discursivo hipermodal. Teorias da área do estudo de games foram articuladas a teorias da área de Letras, a fim de respaldar com coerência teórica os objetivos aqui pretendidos. O corpus a ser estudado compõe-se de uma transcrição de uma jogada completa do game Heavy Rain e de gravações de cenas fílmicas e controláveis do mesmo jogo. Nesta pesquisa, defendemos a atividade lúdica como um processo de leitura bastante enriquecedor, que exige do jogador uma postura ativa, na qual ele precisa concretizar habilidades diversas para dar conta de construir sentidos a partir da multiplicidade semiótica do game

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Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.

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This paper presents a role-play game designed by the authors, which focuses on international climate negotiations. The game has been used at a university with students all drawn from the same course and at summer schools with students from different levels (undergraduate, master’s and doctoral students and post-doctoral researchers) and different knowledge areas (economics, law, engineering, architecture, biology and others). We discuss how the game fits into the process of competence-based learning, and what benefits games, and role-play games in particular, have for teaching. In the game, students take on the role of representatives of national institutions and experience at first hand a detailed process of international negotiation concerned with climate change.

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The ADAPTECC Climate Change Adaptation Game is a role-play game designed to enable players to experience the difficulties that arise at local and regional levels when authorities have to implement adaptation measures. Adaptation means anticipating the advert effects of climate change (CC) and taking measures to prevent and minimise the damage caused by its impacts. Each player takes the role of the mayor or a councillor of a town affected by CC who must decide what adaptation strategies and measures to take, or of a member of the Regional Environment Department which must distribute funding for adaptation among the various towns. At the end of the game, players should have a greater understanding of the challenges posed by adaptation to CC