916 resultados para Arcade games in art


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This research deals with obstacles and opportunities with respect to creativity. It mainly focuses on the author's most meaningful discoveries as an individual and a professional in the field of theatre during the past two years of her education. The research is a description of that transitional phase in her life. Firstly, the research discusses creativity and presence. Secondly, it describes the author personally and professionally and compares her earlier and current ways of working. It contemplates the obstacles and opportunities considering her self-knowledge and creativity, and disucsses the problems she has faced on the way to freedom and well-being. Following this, the author presents the tools for increasing her creativity, self-knowledge and body awareness in theatre work: the Gestalt Method, Acting with the Inner Partner and the Authentic Movement. She discusses the relativity between overall well-being in life and the quality of theatre work. The final section of the present research discusses the process of directing the play Suurin on rakkaus in 2006. It deals with issues such as self-knowledge in directing, group management, the importance of terror and excitement in directing and ways of enduring both. The conclusion explanes the reasons behind the author's capability of working with small groups, with creative and passionate theatre workers. It also lists the benefits of exploring one's passions, cooperating with enthusiastic and creative artists and the pursuit for balance in art and in everyday life.

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We provide robust examples of symmetric two-player coordination games in normal form that reveal that equilibrium selection by the evolutionary model of Young (1993) is essentially different from equilibrium selection by the evolutionary model of Kandori, Mailath and Rob (1993).

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We provide robust examples of symmetric two-player coordination games in normal form that reveal that equilibrium selection bythe evolutionary model of Young (1993) is essentially different from equilibrium selection by the evolutionary model of Kandori, Mailath and Rob (1993).

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A digital game was created as a resource for cognitive learning and afterwards it was used in primary schools in order to survey its active users. The methods used to recollect data were observation, in-depth interviews and focus groups. The main target of this study is to collect points of view of different primary school teachers. Conclusions show us how the group of study members perceive the use of digital games in the classroom.

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Single-valued solutions for the case of two-sided market games without product differentiation, also known as Böhm-Bawerk horse market games, are analyzed. The nucleolus is proved to coincide with the tau-value, and is thus the midpoint of the core. Moreover a characterization of this setof games in terms of the assignment matrix is provided.

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Single-valued solutions for the case of two-sided market games without product differentiation, also known as Böhm-Bawerk horse market games, are analyzed. The nucleolus is proved to coincide with the tau-value, and is thus the midpoint of the core. Moreover a characterization of this setof games in terms of the assignment matrix is provided.

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The Summer Olympic Games constitute the biggest concentration of human sports and activities in a particular place and time since 776 BCE, when the written history of the Olympic Games in Olympia began. Summer and Winter Olympic anti-doping laboratories, accredited by the International Olympic Committee in the past and the World Anti-Doping Agency in the present times, acquire worldwide interest to apply all new analytical advancements in the fight against doping in sports, hoping that this major human event will not become dirty by association with this negative phenomenon. This article summarizes the new analytical progresses, technologies and knowledge used by the Olympic laboratories, which for the vast majority of them are, eventually, incorporated into routine anti-doping analysis.

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El jocs populars i tradicionals són un element educatiu i cultural molt important. Des de sempre han estat una font d’activitat física i comporten tota una sèrie de components motors i de valors que haurien de ser tinguts en compte a l’hora d’incloure’ls a les sessions d’educació física. Aquest estudi té com a objectiu conèixer la situació d’aquesta tipologia de jocs a les sessions d’educació física de dos centres educatius del municipi de San Juan la Laguna. Alhora es pretén comparar el paper que tenen els jocs populars i tradicionals en un centre de primària i en un de secundària de la població esmentada. A través de l’anàlisi dels currículums, de l’observació de les sessions d’educació física i de les entrevistes amb diversos docents, s’arriba a la conclusió que les pràctiques lúdiques populars i tradicionals tenen poca presència a l’educació física guatemalenca.

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Video games in a learning environ-ment and their application to the educational world has become a common study between researchers because the use of videogames in the classroom is coherent with a compe-tence-based education theory. A social science approach to video-games allows an exhaustive under-standing of the video games and of the game experience in the classroom. When a video game gives to the user a high level of immersion, all his interest and energy is focused in the game, this fact together with the motivation in the video game is the basis of interest for educators and researchers in the potentiality of the video games as learning environ-ments. In this presentation, we will show and analyze the importance of the video games in an educational context, using a case study: the video game "Monturiol el joc". In the paper, we describe the video game structure, the instructional function, the practice application and the future work. Also, we discuss the impor-tance of the video games as a learning immersive environment, and we conclude our report with a brief analysis of the importance of the study of video games.

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[cat] En aquest treball es demostra que en el domini dels jocs d’assignació equilibrats multisectorials (Quint, 1991), el core és l’única solució no buida que satisfà derived consistency i projection consistency. També es caracteritza el core en tota la classe dels jocs d’assignació multisectorials amb els axiomes de singleness best, individual antimonotonicity i derived consistency. Com a casos particulars, s’obtenen dues noves axiomàtiques del core per als jocs d’assignació bilaterals (Shapley and Shubik, 1972).

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[cat] En aquest treball es demostra que en el domini dels jocs d’assignació equilibrats multisectorials (Quint, 1991), el core és l’única solució no buida que satisfà derived consistency i projection consistency. També es caracteritza el core en tota la classe dels jocs d’assignació multisectorials amb els axiomes de singleness best, individual antimonotonicity i derived consistency. Com a casos particulars, s’obtenen dues noves axiomàtiques del core per als jocs d’assignació bilaterals (Shapley and Shubik, 1972).

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O objetivo principal desse artigo é analisar o jogo social CityVille criado pela empresa Zynga, uma das últimas tendências do Facebook encontrado e disponível na web. A escolha do corpus game CityVille deve-se ao interesse de buscar compreender o por que esse jogo obteve tamanho sucesso e seja atualmente um dos jogos sociais/digitais de maior destaque e adeptos da rede social Facebook. Busca-se dessa maneira depreender de que maneira os jogos sociais tem evoluído e transformado as relações comunicacionais entre os usuários da rede. As redes sociais têm se tornando cada vez mais importantes e estão vinculadas a vida das pessoas. Com o desenvolvimento da linguagem digital, a forma com que as pessoas passaram a interagir se transforma, pois essas se comunicam através do computador em tempo real. O estudo busca fazer uma análise plural do jogo CityVille destacando distintos pontos de vista do jogo social. Propomos verificar as relações entre: o uso e os usuários, e a tecnologia e o conteúdo do jogo. Nas conclusões explicitaremos quais serão as direções possíveis do futuro dos jogos sociais da web.

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In contrast to other media like TV or cinema, digital games are unique and different because they offer a persuasive rhetoric. This investigation introduces the cases of two primary school teachers who use digital games as one of their teaching methods. Both cases are multimodal and show the teacher’s position in education. This work also explores the challenges faced by teachers as instructors, and the application of digital games in modern classes.From an ethnographic view, gathering information techniques are used, such as documentary analysis and interviews in order to collect data about each case with two teachers from the province of Barcelona. The obtained results raise important questions: what is the main role of a teacher using digital games in class, how teachers participate in learning based on digital games and how digital games are developed and combined with other teaching methodologies. The conclusions obtained by this research let us understand the reason why using digital games in class allows the students to learn and keep their motivation: digital games stimulate them so they can establish a personal connection.

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La següent memòria explica la creació del reportatge audiovisual titulat “Victòria i derrota, el sacrifici darrere les medalles”. En aquest s’explica la historia de tres joves esportistes que s’exerciten al Centre d’Alt Rendiment (CAR) de Sant Cugat del Vallès. Alberto, un jove gallec que juga a tenis taula i aspira a competir en les olimpíades paral•límpiques de Rio de Janeiro al 2016; Carles, un gimnasta intern al centre i Irene, una jove que practica waterpolo. Mitjançant la historia, comentaris i vivències dels tres protagonistes, es mostra al públic com és la vida d’un esportista al CAR.

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In this paper we study the presence of elements related to Roman games in the work of the bishop Paulinus of Nola (355-431 AD). References to shows in his work are not as abundant as they occurs among his contemporaries. Nevertheless, many of these references possess a great importance for us. Certainly, they are similar to other allusions made by his contemporaries; however they express the opinion of one of the most famous and prestigious bishops of the Late Antiquity about these popular exhibitions. In his writings we can see his criticism of the waste of wealth in the organization of the Roman games, and also the use of a metaphorical language with ludical reminiscences whose origins go back to Paul of Tarsu