747 resultados para Games and theater laboratories


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This article reviews recent developments in the application of capillary electrophoresis (CE) for the analysis of foods and food components. CE has been applied to a number of important areas of food analysis and is fast becoming an established technique within food analytical and research laboratories. Papers are reviewed that were published during the two years to date following the previous review.

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Some 50,000 Win Studies in Chess challenge White to find an effectively unique route to a win. Judging the impact of less than absolute uniqueness requires both technical analysis and artistic judgment. Here, for the first time, an algorithm is defined to help analyse uniqueness in endgame positions objectively. The key idea is to examine how critical certain positions are to White in achieving the win. The algorithm uses sub-n-man endgame tables (EGTs) for both Chess and relevant, adjacent variants of Chess. It challenges authors of EGT generators to generalise them to create EGTs for these chess variants. It has already proved efficient and effective in an implementation for Starchess, itself a variant of chess. The approach also addresses a number of similar questions arising in endgame theory, games and compositions.

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This note defines what it means by the 'chess endgame' and looks at the frequency of sub-n-man and 'FinalGen' positions in games and studies and in the FIDE 2013 World Cup. It includes the exposition of the DTM-minimaxing line from one of the three DTM-deepest known (KQPKRBN) positions. It refines the definitions of 'longest game' and 'bionic game'. The games of the FIDE 2013 World Cup and the longest known decisive game are available here.

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A current topic in Swedish schools is the use of computer games and gaming. One reason is because computers are becoming more and more integrated into the schools, and the technology plays a large role in the everyday lives of the pupils. Since teachers should integrate pupils’ interests in the formal teaching, it is of interest to know what attitudes teachers have towards gaming. Therefore the aim of this empirical study is to gain an insight into the attitudes Swedish primary teachers have towards online and offline computer games in the EFL classroom. An additional aim is to investigate to what extent teachers use games. Five interviews were conducted with teachers in different Swedish schools in a small to medium-sized municipality. After the interviews were transcribed, the results were analyzed and discussed in relation to relevant research and the sociocultural theory. The results show that teachers are positive towards games and gaming, mostly because gaming often contains interaction with others and learning from peers is a main component in sociocultural theory. However, only one out of the five participants had at some point used games. The conclusion is that teachers are unsure about how to use games in their teaching and that training and courses in this area would be valuable. More research is needed within this area, and it would be of value to investigate what suggested courses would contain and also to investigate exactly how games can be used in teaching.

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O objetivo deste trabalho é contribuir para o entendimento do processo de inovação tecnológica nas empresas brasileiras de biotecnologia. Para isso, procurou-se: identificar os fatores mais críticos ao processo de inovação das empresas do setor; analisar a dinâmica do setor e a contribuição das universidades e incubadoras para o processo de inovação e; avaliar como esses elementos afetam o processo de gestão da inovação tecnológica dentro e fora da organização. Este estudo exploratório de natureza qualitativa baseou-se na metodologia de estudo de casos múltiplos e para interpretação dos resultados foi utilizada a técnica da análise de conteúdo, bem como com a análise de dados secundários. O estudo indicou que entre os muitos obstáculos à inovação, o acesso ao financiamento é o mais crítico. As parcerias, apontadas como uma alternativa para esse e outros problemas por proporcionar a redução do investimento e do risco e o acesso à mão-de-obra qualificada, equipamentos e laboratórios sofisticados, têm sido prejudicadas em função de uma série de fatores institucionais e regulatórios – a começar pela falta de leis e de regras claras relativas à propriedade intelectual. Somando-se a isso uma incipiente cultura colaborativa entre empresas. Os resultados do estudo indicam que as empresas de biotecnologia brasileiras buscam compensar essas barreiras conferindo agilidade aos seus processos internos, criando estruturas organizacionais flexíveis e um ambiente organizacional favorável à inovação, que é internalizada, como prática, de maneira tácita. O processo de gestão da inovação ocorre de maneira informal e pouco sistematizada. Por fim, os resultados mostram que o processo de inovação nas empresas brasileiras de biotecnologia beneficia-se de uma postura pró-ativa adotada por elas de gerenciar e aprender com as adversidades.

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Este estudo tem como objetivo verificar a influência dos jogos eletrônicos e do gênero sobre o comportamento social dos jovens da geração Y brasileira do ponto de vista da propensão a agir mais individualmente ou socialmente. E a forma como tal comportamento afeta os indivíduos no mercado de trabalho. Para atingir tal objetivo, além da bibliografia referente ao assunto foram utilizados dados de jovens brasileiros colhidos através de um questionário online. Ficou constatado, por meio da análise dos resultados, que o hábito de jogar não influencia o jovem a agir mais individualmente ou coletivamente. A internet e os jogos eletrônicos não interferiram nas atitudes da amostra pesquisada frente às relações de amizade, lealdade e ação coletiva. Porém, foi possível observar que o gênero dos jovens os faz terem comportamentos sociais diferentes.

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Esta dissertação foi desenvolvida da seguinte forma: No item I - Introdução, se mostra como foi constatado que os indivíduos, em experimentos, não se comportavam como simples maximizadores de quantidades, e são citadas as primeiras teorias explicativas dos comportamentos encontrados. Nos itens 11 e I1I, se mostra a evolução histórica da Teoria dos Jogos e da Economia Experimental, a partir da publicação de "Theory of Games and Economic Behavior". No item IV, são apresentados conceitos básicos de Teoria dos Jogos, formas de jogos, soluções e equilíbrio. No item V são apresentados conceitos de barganha e é discutido o equilíbrio em barganha. São apresentados, também, os Jogos do Ultimato e do Ditador, os quais servirão de base para comparação das duas teorias citadas, posteriormente, no item VIII. No item VI são apresentados as condições necessárias e os procedimentos adequados para a realização de experimentos em Economia. No item VII são relacionados alguns experimentos realizados, em condições distintas, com Jogos do Ultimato e Ditador e, seus resultados e conclusões são analisados. No item VIII são apresentados os Modelos de Preferências Sociais e, em especial, a Teoria da AversclO â Iniquidade e o Equilíbrio de Justiça Recíproca. No item IX é descrito o experimento proposto e sua motivação - réplica a uma assertiva de Chamess e Rabin (2002) quanto à possível igualdade de resultados em jogos realizados sob formas simultânea e seqüencial. No item X Conclusão, se faz uma comparação entre a Teoria da AversZío á Iniqüidade e a Teoria de Equilíbrio de Justiça Recíproca.

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Este artigo analisa os principais fatores que influenciam a percepção da população local em relação a megaeventos internacionais, buscando identificar possíveis ações que o Poder Público pode promover para aumentar o apoio e minimizar a resistência à realização desse tipo de evento. Com base no estudo de literatura teórica e empírica sobre o tema, avalia a experiência brasileira na preparação para a Copa do Mundo de 2014 e os Jogos Olímpicos de 2016, e busca retirar algumas lições para futuros megaeventos que venham a ocorrer no País, inclusive a Exposição Universal de 2020.

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Até recentemente, pesquisas sobre a relação do usuário com o uso de tecnologia focaram sistemas utilitários. Com a popularização dos PCs para uso doméstico e o surgimento da Internet, a interação dos usuários com tecnologia deixou de ser vista apenas de forma utilitária, e passou a ser orientada também ao atendimento de necessidades hedônicas, fazendo com que as pesquisas em Tecnologia e Sistemas de Informação (SI) extrapolassem os limites da empresa. As pesquisas no campo tem dado atenção cada vez maior ao uso de sistemas hedônicos, cujo objetivo é satisfazer necessidades como entretenimento e diversão, ao invés de um valor instrumental. Entre os sistemas hedônicos, um em particular recebe cada vez mais destaque, os videogames. Jogos digitais estão presentes por toda a sociedade, existindo uma crescente adoção, institucionalização e ubiquidade dos videogames na vida diária. A nova geração foi criada com jogos interativos e espera o mesmo tipo de interação nos demais SI. Por serem divertidos e envolventes, organizações de diversos setores estão tentando integrar características dos jogos digitais em sistemas organizacionais, com a expectativa de melhorar a motivação e desempenho dos funcionários e engajar consumidores online. Para analisar a relação do usuário com jogos digitais foram desenvolvidas três pesquisas. A primeira aborda os motivos pelos quais o indivíduo se engaja com o jogo, definindo Engajamento com base em desafio, imersão e curiosidade. Já as motivações dos indivíduos são analisadas pelo divertimento e a competição. A partir do momento em que o indivíduo está engajado, é necessário medir a experiência holística que ele experimenta desta interação. Para tanto, a segunda pesquisa analisa os dois construtos mais utilizados no campo para mensurar tal experiência, Flow e Absorção Cognitiva. A última pesquisa se utiliza dos conceitos explorados nas duas anteriores para desenvolver uma rede nomológica para a predição da intenção comportamental do indivíduo para o uso de jogos digitais. Como resultados temos um esclarecimento sobre os fatores que levam a um comportamento engajado dos jogadores, com maior importância do desafio de dominar o jogo e divertimento em relação a competição com outros jogadores. Outra contribuição é a conclusão que Flow e Absorção Cognitiva, dois dos principais construtos utilizados em SI para medir a experiência hedônica do usuário, não são adequados para mensurar tal experiência para videogames. Por fim existe a proposta de uma rede nomológica em um contexto de utilização de um sistema hedônico interativo, permitindo que novos trabalhos possam se beneficiar.

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Since the beginning of the National Program for Production and Use of Biodiesel in Brazil, in 2004, different raw materials were evaluated for biodiesel production, trying to combine the agricultural diversity of the country to the desire to reduce production coasts. To determine the chemical composition of biodiesel produced from common vegetables oils, international methods have been used widely in Brazil. However, for analyzing biodiesel samples produced from some alternative raw materials analytical problems have been detected. That was the case of biodiesel from castor oil. Due the need to overcome these problems, new methodologies were developed using different chromatographic columns, standards and quantitative methods. The priority was simplifying the equipment configuration, realizing faster analyses, reducing the costs and facilitating the routine of biodiesel research and production laboratories. For quantifying free glycerin, the ethylene glycol was used in instead of 1,2,4-butanetriol, without loss of quality results. The ethylene glycol is a cheaper and easier standard. For methanol analyses the headspace was not used and the cost of the equipment used was lower. A detailed determination of the esters helped the deeper knowledge of the biodiesel composition. The report of the experiments and conclusions of the research that resulted in the development of alternative methods for quality control of the composition of the biodiesel produced in Brazil, a country with considerable variability of species in agriculture, are the goals of this thesis and are reported in the following pages

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The epilepsy is one of the neurological disorders more common in the pediatric period, and which interferes significantly in the psycho and social life of children and teenagers. The objective of this study was analyzing the practice of sedentary practices, physicals, traditional infant fun and games of children and teenagers with and without epilepsy. The study was prospective, transversal descriptive, done with 60 children and teenagers with epilepsy (Epileptic Group - EG) patients from Pediatric Neurology Clinic of the Centre Integrated Health Lineu Araújo and 60 children and teenagers without epilepsy (Control Group - CG) students from municipal public school, both of the two groups paired with the same age (age group 7 to 14 years) of both the genders (female = 25/41,6% and male = 35/58,3%) of the Teresina city Piauí. It was done two pattern questionnaires, one applied to children and teenagers of the EG and CG to identify the sedentary activities, physical and traditional infant games and other to the parents/responsible of the EG about the clinical and demographic information. The results permitted the elaboration of two manuscripts: a) the first one titled The Practice of Sedentary and Physical Activities of Children and Teenagers with Epilepsy which showed significant difference in the sedentary activities of playing with car toy (p=0,021) to the EG and reading to the CG (p=0,001); in the physical activities the school physical education (p=0,001) and riding a bike (p=0,014) to the CG; b) the second one The Practice of Infant Games and Fun the children and teenagers with and without Epilepsy in this one the playing with marble presented significant difference (p=0,016) to the CG, despite the girls of the two groups don t do this activity. Observing the distribution of frequencies, it was verified that in the play catch-up and hide-and-seek and burn the EG plays more than the CG both in female and male gender. The girls of the EG play less skip, 60 while the boys of the two groups don t play. Elastic jump the girls of the two groups play in a same frequency and the boys don t participate of this fun. The seizures were found to occur during: soccer (23,3%); hide-and-seek (6,6%) and running (3,3%). In the sedentary activities, seizures were reported to occur: resting and watching TV (18,3%), sleeping (36,0%); sitting (13,3%) and lying down (11,7%). Our results showed that the epileptic group and the controls group engage in the same activities, although the epileptic group participates less than the controls. Although the EG had presented a bigger percentage of generalized attacks, they don t occur during the practice of formal physical activities. The research was developed by a multidisciplinary team, and this contributed a lot to the realization of this study

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Antonin Artaud, a name that reminds us of areas ranging from theater to poetry, linguistics to psychoanalysis, is a multipurpose name that transits as poet, painter, writer, actor, screenwriter, playwright and theater director. Artaud s route is raw material for researchers of various hues interested in a life and work that allows panning in different fields of knowledge. It raises the question of language and manipulation of signals in terms of magical forces and the relationship maintained through them with the cosmos and the divine. Artaud searches through a language of signals, gestures and objects that express themselves by objective forms and the use of words as solid objects. For him, the language of words must give way to the language of signals, whose objective aspect is what strikes us most immediately. Our work indicates the possibility of realization and recognition of the aesthetic of cruelty present in the writing drawings of artaudian s work, realizing thus, that art as a record of culture hence as double of life allows us a more critical and transforming look to the society, thinking about the aesthetics of cruelty as Artaud proposes and thinks cruelty: as appetite for life. Our dialogue held during the construction of this journey has the company, besides the one of Antonin Artaud, other authors such as Jacques Derrida, Gilles Deleuze and Felix Guatarri, among others which, during the hike and framing of this route help us to think about the aesthetics of cruelty in an Artaudian perspective

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The Thesis weaved in the (auto) biographical boarding studies the existence of existential teaching, in the scope of Superior Teaching, guided in the experience and the (auto) formative scope as a theoreticianmethodological support present in the classrooms, being three the essential questions: Which the way of (auto) formation traveled by professors of Superior Teaching, what is, for these citizens, the teaching in Superior Teaching and what they understand from existential teaching according to their narratives. The epistemology of this work, based on Program of After-Graduation in Education of Universidade Federal do Rio Grande do Norte, Support of Research: Professionalization and Formation Lecturing emerges, especially, of the studies and research realized by Ramalho and Nuñez (2005, 2006), Morosini (2001), Pimenta and Anastasiou (2002), Nóvoa (2000), Josso (2004), Dominicé (1988), Catani (2002), and Souza (2004), among other authors, yonder the educational practice exercised by researcher and involved citizens in inquiryformation, what it is confirmed from the three methodological tools that given support to the covered way: Eight topic narratives, a participantcomment and seven laboratories or parallel meeting of formation (EPF's) experimented with licensed teachers that actuate in superior teaching institutions (IES), public and private, localized in the city of Natal/RN. The Thesis points out, in this way, existential education in the guideline of viable and concrete methodological alternatives amongst the problematic of the (auto) formation faced for the professors in Superior Teaching

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The study investigated the possibility of organizing a didactics unit for formation of hability of identifying and explaining the popular traditional games in the process of licensed formation in physical education. Had basic premised, the thesis formulated by Piorte Yakovleviche Galperin that the fundamental condition that mode determines the student s way of thinking and the theoretical structures thought. Is given by the method of organization activity that form the basis of guiding skills assimilates from this assumption the study defended the thesis that the contents of popular traditional games can be organizeds according the systemic functional-structural focus. As a method to plan a didactics unit that contributes to development of theoretical thought and the professional development of graduates in physical education. In this sense the general goal was studied and develop a training proposal of ability to identify and explain the popular traditional games for physical education teachers oriented to contribute to the development of theoretical thought. In the construction process of the thesis in a first moment was determined the invariant conceptual of popular traditional games from the method of analysis of activity, after was organized the content of popular traditional games according to the structural-functional systems revealing the essential properties elements and levels of relationship.These procedures provided to the construction elements of the concept popular traditional games, and was the basis for planning a didactical unit to the formation of ability to study. These strategies enable to build a set of prepositions to argue, as a result of the increases in the knowledge of the professional formation in physical education. The study was introduced the fallowing contributions; formulated a teaching proposal to develop the ability to identify popular traditional games, as a cultural and historical contribution and the development of an individual, in initial formation of physical education teacher, attuned to the demands of training and use of knowledge that requires this level of education, defined and organized the knowledge of popular traditional games , this enables a teaching able to raise the cognitive abilities and the theoretical concept of personality of graduated in physical education

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The study investigated the possibility of organizing a didactics unit for formation of hability of identifying and explaining the popular traditional games in the process of licensed formation in physical education. Had basic premised, the thesis formulated by Piorte Yakovleviche Galperin that the fundamental condition that mode determines the student s way of thinking and the theoretical structures thought. Is given by the method of organization activity that form the basis of guiding skills assimilates from this assumption the study defended the thesis that the contents of popular traditional games can be organizeds according the systemic functional-structural focus. As a method to plan a didactics unit that contributes to development of theoretical thought and the professional development of graduates in physical education. In this sense the general goal was studied and develop a training proposal of ability to identify and explain the popular traditional games for physical education teachers oriented to contribute to the development of theoretical thought. In the construction process of the thesis in a first moment was determined the invariant conceptual of popular traditional games from the method of analysis of activity, after was organized the content of popular traditional games according to the structural-functional systems revealing the essential properties elements and levels of relationship.These procedures provided to the construction elements of the concept popular traditional games, and was the basis for planning a didactical unit to the formation of ability to study. These strategies enable to build a set of prepositions to argue, as a result of the increases in the knowledge of the professional formation in physical education. The study was introduced the fallowing contributions; formulated a teaching proposal to develop the ability to identify popular traditional games, as a cultural and historical contribution and the development of an individual, in initial formation of physical education teacher, attuned to the demands of training and use of knowledge that requires this level of education, defined and organized the knowledge of popular traditional games , this enables a teaching able to raise the cognitive abilities and the theoretical concept of personality of graduated in physical education