997 resultados para Jogos de computador


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Performance of cyclical and discrete movements executed in Fitts task simulated by computer Abstract This study compared the performance of cyclical and discrete movements in Fitts task simulated by a computer. Twenty male adults, between 25 and 30 years old, participated as volunteers in the study. The software Discrete Aiming Task (v.2.0) simulated the Fitts task, in the discrete and cyclical conditions, and provided the movement time (TM). It was manipulated 4 target widths and 3 distances between the targets to provide index of difficulties (ID) from 1 to 6 bits. The ANOVA TWO WAY, 3 (Conditions) x 6 (ID), with repeated measures in the last factor, compared the TM in the different conditions. Regression analysis verified the relationship between TM x ID. There were no significant differences between the conditions; the virtual environment and the mouse were used to explain such results. All movement conditions showed a straight relationship between TM x ID with R>0.990. Therefore, Fitts law showed to be consistent, independently of the movement strategy performed.

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Apresentamos neste trabalho experincias obtidas na aplicao de um dos jogos desenvolvidos como parte do projeto de Extenso Ensinado Matemtica atravs de Jogos, Modelos Geomtricos e Informtica, o qual tem como objetivo desenvolver entre os alunos do ensino fundamental e mdio o estmulo pelo interesse em Matemtica e o aprimoramento de seus conhecimentos nesta rea, o que propiciado atravs do contato com problemas desafiantes e da interao com outros colegas e docentes, despertando o gosto e interesse pela investigao matemtica, atravs dos jogos, modelos geomtricos e softwares. O Ensinando Matemtica atravs de jogos, modelos geomtricos e informtica conta com a colaborao de 3 docentes do departamento de Matemtica da UNESP-Bauru e envolve a cidade de Bauru com vrias escolas pblicas de ensino mdio, participando as trs sries deste nvel. Um dos objetivos dos departamentos de Matemtica das universidades brasileiras estimular o interesse dos graduandos ingressantes pelo raciocnio lgico. Outro ngulo buscar meios de incentivo para alunos e professores, na tentativa de colaborar para a melhoria do quadro brasileiro que se coloca. Com este projeto estamos estimulando o gosto pela Matemtica, propiciando uma maior interao professor / aluno, e promovendo uma aproximao comunidade / universidade, fazendo com que o aluno tenha uma nova viso da Matemtica atravs dos jogos. Assim, de forma ldica, estamos fazendo com que este aluno pense nos conceitos aprendidos na sala de aula, questione a lgica usada para fazer o pensamento, fazendo com que este estudante crie conexes entre as vrias reas da matemtica. Dentre os jogos aplicados, o fecha a caixa tem nos proporcionado atingir este objetivo, como apresentamos no decorrer do nosso texto.

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The use of computer-assisted technologies such as CAD - Computed Aided Design, CAM - Computed Aided Manufacturing, CAE - Computed Aided Engineering and CNC - Computed Numerical Control, are priorities in engineering and product designers. However, the dimensional measurement between the virtual and the real product design requires research, and dissemination procedures among its users. This work aims to use these technologies, through analysis and measurement of a CNC milling machine, designed and assembled in the university. Through the use of 3D scanning, and analyzing images of the machined samples, and its original virtual files, it was possible to compare the sizes of these samples in counterposition to the original virtual dimensions, we can state that the distortions between the real and virtual, are within acceptable limits for this type of equipment. As a secondary objective, this work seeks to disseminate and make more accessible the use of these technologies.

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With the advancement of computer technology and the availability of technology computer aided design (CAD) errors in the designs are getting smaller. To this end the project aims to assess the reliability of the machine (CNC), which was designed by students of mechanical engineering college engineering - UNESP Bauru, by designing, modeling, simulation and machining an airfoil automotive. The profile template selected for the study will be a NACA 0012 machined plates in medium density fiberboard (MDF) and will be performed with a structural analysis simulation using finite elements and a software CFD (Computational Fluid Dynamics), and test the real scale model in a wind tunnel. The results obtained in the wind tunnel and CFD software will be compared to see the error in the machining process.

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Ps-graduao em Letras - FCLAR

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Coordenao de Aperfeioamento de Pessoal de Nvel Superior (CAPES)

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Coordenao de Aperfeioamento de Pessoal de Nvel Superior (CAPES)

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Having in sight the current inertia found on the school physical environments as well as on the High School learning methods used, digital games appear as a different tool to build the individuals'/students' knowledge and becomes a driving factor for this research. The usage of this media resource tries to rescue a stimulant type of learning focused on the students' experiences while getting them closer to Science, Technology and Society (STS). The usefulness of this method falls short, however, without the capacitated guidance of a teacher. A literature review has been made about the possible schooling that electronic/digital games provide; it also brings the opinions of students and teachers to help comprehend how the insertion of this new tool in the classroom happens, as well as its efficiency and acceptance. Having in sight the relationship between individuals and the preoccupations about the future of mankind, components of humanity's destiny have been evidenced in the teaching of Chemistry. It is possible to conclude that these games can, indeed, help in the teaching process, although it is necessary that they develop a main didactic role, linked to the teaching of concepts and content, or else become only educational for that matter. Using the tools given by digital games it is possible, for example, through playfulness, to teach the theory of many abstract models, mathematical equations and chemical formulas, making it possible then to grab the students' attention, to thrill them and to develop their participation based on the experience they so often already have with cell phones and personal computers

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Lateral asymmetries are in everywhere as well as in all movements made by man, which become more evident in movements of sport. The asymmetry is particularly pointed out in futsal when players, even with clear opportunity of making use of their non-preferred foot, try to place the ball in order to execute the action with their preferred foot. The study of asymmetry in futsal is quite relevant, once ambidextrous players present advantages in their performances during a match, which can help futsal athletes not only in their performance improvement but also with the prescription of training. For this reason, the present study had questioned: is there symmetry/asymmetry at the performance of lower contralateral limbs during actions with the possession ball (pass, receiving a ball and kick into the goal) during a futsal match? Thus, the aim of this study was to analyze the symmetry/asymmetry using the preferred and non-preferred foot in actions with the possession ball (pass, receiving and shoot) in adult Futsal's players (professional). The winner team of eight matches of the 2012 FIFA Futsal World Cup was analyzed. An average of 75 players had all their actions (pass, receiving a ball and shot on goal) using their lower limbs during the match analyzed. However, their actions with the head and torso were not analyzed. The games were acquired through a television broadcast. All eight matches were followed by an appraiser through a computer. The Skout software was used to collect the data, taking notes of the player involved, the type of action (pass, receiving a ball and shot on goal), its foot used (preferred or non-preferred foot) and if the execution was correct or wrong. These data were saved in a text file, in the form of a matrix and imported into the Matlab software, where was analyzed the following parameters: frequency of occurrence of each action with each foot and quantity of correct and wrong occurrences performed with...

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Coordenao de Aperfeioamento de Pessoal de Nvel Superior (CAPES)

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Conselho Nacional de Desenvolvimento Cientfico e Tecnolgico (CNPq)

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Ps-graduao em Desenvolvimento Humano e Tecnologias - IBRC