993 resultados para applied game
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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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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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Esta pesquisa tem como objetivo documentar o processo de redução de riscos e incertezas de um jogo eletrônico em desenvolvimento por meio da aplicação de métodos de avaliação de Usabilidade. Foi realizado um estudo de caso da utilização de métodos e técnicas de avaliação de Usabilidade durante a produção do jogo eletrônico Dungeonland, conduzido entre 2010 a 2013 ao longo de diversas iterações do produto, da pré-produção ao lançamento. Foram utilizados os métodos de observação direta baseada em problemas, avaliação cooperativa, questionário e entrevista semi-estruturada. Os dados coletados demonstram a evolução do design do jogo, as diferentes metodologias empregadas em cada estágio de desenvolvimento, e o impacto da avaliação no projeto. Apesar de problemas e limitações no emprego dos testes de Usabilidade no produto em questão, o impacto da avaliação foi visto como muito grande e muito positivo pelos desenvolvedores - através de dados qualitativos como protocolos verbais e de gameplay de usuários, e de dados quantitativos sobre suas experiências com o produto que possam ser comparados estatisticamente, os desenvolvedores de jogos têm à sua disposição poderosas ferramentas para estabelecer processos de Design claros, centrados no usuário, e que ofereçam um ambiente onde problemas são rapidamente identificados e soluções são validadas com usuários reais.
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A generalized Bayesian population dynamics model was developed for analysis of historical mark-recapture studies. The Bayesian approach builds upon existing maximum likelihood methods and is useful when substantial uncertainties exist in the data or little information is available about auxiliary parameters such as tag loss and reporting rates. Movement rates are obtained through Markov-chain Monte-Carlo (MCMC) simulation, which are suitable for use as input in subsequent stock assessment analysis. The mark-recapture model was applied to English sole (Parophrys vetulus) off the west coast of the United States and Canada and migration rates were estimated to be 2% per month to the north and 4% per month to the south. These posterior parameter distributions and the Bayesian framework for comparing hypotheses can guide fishery scientists in structuring the spatial and temporal complexity of future analyses of this kind. This approach could be easily generalized for application to other species and more data-rich fishery analyses.
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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
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Background: In contrast with the recommendations of clinical practice guidelines, the most common treatment for anxiety and depressive disorders in primary care is pharmacological. The aim of this study is to assess the efficacy of a cognitive-behavioural psychological intervention, delivered by primary care psychologists in patients with mixed anxiety-depressive disorder compared to usual care. Methods/Design: This is an open-label, multicentre, randomized, and controlled study with two parallel groups. A random sample of 246 patients will be recruited with mild-to-moderate mixed anxiety-depressive disorder, from the target population on the lists of 41 primary care doctors. Patients will be randomly assigned to the intervention group, who will receive standardised cognitive-behavioural therapy delivered by psychologists together with usual care, or to a control group, who will receive usual care alone. The cognitive-behavioural therapy intervention is composed of eight individual 60-minute face-to face sessions conducted in eight consecutive weeks. A follow-up session will be conducted over the telephone, for reinforcement or referral as appropriate, 6 months after the intervention, as required. The primary outcome variable will be the change in scores on the Short Form-36 General Health Survey. We will also measure the change in the frequency and intensity of anxiety symptoms (State-Trait Anxiety Inventory) and depression (Beck Depression Inventory) at baseline, and 3, 6 and 12 months later. Additionally, we will collect information on the use of drugs and health care services. Discussion: The aim of this study is to assess the efficacy of a primary care-based cognitive-behavioural psychological intervention in patients with mixed anxiety-depressive disorder. The international scientific evidence has demonstrated the need for psychologists in primary care. However, given the differences between health policies and health services, it is important to test the effect of these psychological interventions in our geographical setting.