854 resultados para Audio game


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This work has the aim of evince compositional tools used in the development of musical scores for role-playing videogames through the analysis of Yasunori Mitsuda’s music for Chrono Cross (1999). This research is divided in two main parts: the first traces a historic path of the RPG genre on videogame consoles, since its birth as a tabletop game in the decade of 1970 until its consolidation on 3D game machines released in the 1990’s. The focus of this historical study concentrates on the aesthetics of this kind of game and on the multiple relations it settles with sound throughout the years. The second part is an analytical work on an assortment of pieces by Mitsuda for the aforementioned game, bringing up the most interesting aspects of the connections established between these compositions and the whole game.

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The teaching of hearing physiology requires an knowledge integration of Human Anatomy, Biophysics, more precisely Bioacoustics and Bioelectrogenesis, as well as Neurophysiology. Students present difficulty to build knowledge about functional mechanisms of sound conduction and sensory transduction, especially if the elements are not visible forms, as the middle and inner ear structures. To make the teaching about hearing physiology and sensory perception easier, was produced a set of didactical materials about the subject. At first, a resin model that faithfully describes the anatomical relationship of the ossicles with the tympanic membrane was developed. Subsequently, a second model that, besides illustrates the mechanism of acoustic impedance overcoming, also reveals how acoustic sensorial transduction occurs in inner ear, was designed and produced. In the third didactical model, are visualized, through students interaction, areas of the cerebral cortex that interpret the different sensory modalities. In addition, were created three educational videos about hearing problems and a site on Human Hearing Physiology, available on Institute of Biosciences website. The results of this course conclusion monograph are presented in the form of articles that were submitted to Journal Physics in the School and the Journal of the Nucleus of Teaching

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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In this work a Nonzero-Sum NASH game related to the H2 and H∞ control problems is formulated in the context of convex optimization theory. The variables of the game are limiting bounds for the H2 and H∞ norms, and the final controller is obtained as an equilibrium solution, which minimizes the `sensitivity of each norm' with respect to the other. The state feedback problem is considered and illustrated by numerical examples.

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The teaching of acoustics has been characterized by a banking model that little contributes to the ideal training of citizens capable of understanding and acting to improve their environment soundscapes. Equally distant from the world of sound and musical culture, audio technology and acoustic environment, it is disconnected from the ever-increasing effort to raise awareness on hearing and sound education, as defended by the Canadian educator Prof. Raymond Murray Schafer. In order to provide elements for reflection on how Mathematics can be itself a language to compete in a sound education, we developed, in a dialogical and problematizing method applied to the technological and cultural world, one further research and teaching with Math students of UNEMAT in Barra do Bugres. This study pointed to the feasibility of educating consciences capable of of improving their acoustic environment, modifying the landscapes where we live, under our responsibility.

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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I guess the impetus for laws in our state, really was the action of the city of Boston in 1963, when the Parks and Recreation Department felt that it was time to do something about massive populations of pigeons on the Boston Commons and in the city. The Parks Department came to our agency to find out what could be done. We immediately found as a result of a reorganization and recodification of the laws some 20 years before, that it was illegal to use or apply poisons for the purpose of killing any birds or mammals in the Commonwealth of Massachusetts. Property owners were given the privilege to destroy animals that were doing damage to their property, but only through mechanical means, certainly not by the use of toxicants. We helped the city of Boston draft a bill in 1963, which allowed our agency, the Division of Fisheries and Game, the agency responsible for all wildlife species in the state, the opportunity to issue certain permits for the use of poison, giving full authority to the director of Fisheries and Game with, of course, approval of my board. This allowed certain discretion on our part.

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This paper discusses the power allocation with fixed rate constraint problem in multi-carrier code division multiple access (MC-CDMA) networks, that has been solved through game theoretic perspective by the use of an iterative water-filling algorithm (IWFA). The problem is analyzed under various interference density configurations, and its reliability is studied in terms of solution existence and uniqueness. Moreover, numerical results reveal the approach shortcoming, thus a new method combining swarm intelligence and IWFA is proposed to make practicable the use of game theoretic approaches in realistic MC-CDMA systems scenarios. The contribution of this paper is twofold: (i) provide a complete analysis for the existence and uniqueness of the game solution, from simple to more realist and complex interference scenarios; (ii) propose a hybrid power allocation optimization method combining swarm intelligence, game theory and IWFA. To corroborate the effectiveness of the proposed method, an outage probability analysis in realistic interference scenarios, and a complexity comparison with the classical IWFA are presented. (C) 2011 Elsevier B.V. All rights reserved.

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When a stable matching rule is used for a college admission market, questions on incentives facing agents of both sides of the market naturally emerge. This note states and proves four important results which fill a gap in the theory of incentives for the college admission model. Two of them have never been demonstrated but have been used along the years and are responsible for the success that this theory has had in explaining empirical economic phenomena.

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Abstract Background Educational computer games are examples of computer-assisted learning objects, representing an educational strategy of growing interest. Given the changes in the digital world over the last decades, students of the current generation expect technology to be used in advancing their learning requiring a need to change traditional passive learning methodologies to an active multisensory experimental learning methodology. The objective of this study was to compare a computer game-based learning method with a traditional learning method, regarding learning gains and knowledge retention, as means of teaching head and neck Anatomy and Physiology to Speech-Language and Hearing pathology undergraduate students. Methods Students were randomized to participate to one of the learning methods and the data analyst was blinded to which method of learning the students had received. Students’ prior knowledge (i.e. before undergoing the learning method), short-term knowledge retention and long-term knowledge retention (i.e. six months after undergoing the learning method) were assessed with a multiple choice questionnaire. Students’ performance was compared considering the three moments of assessment for both for the mean total score and for separated mean scores for Anatomy questions and for Physiology questions. Results Students that received the game-based method performed better in the pos-test assessment only when considering the Anatomy questions section. Students that received the traditional lecture performed better in both post-test and long-term post-test when considering the Anatomy and Physiology questions. Conclusions The game-based learning method is comparable to the traditional learning method in general and in short-term gains, while the traditional lecture still seems to be more effective to improve students’ short and long-term knowledge retention.

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O implante coclear (IC) tem sido indicado para crianças deficientes auditivas de grau severo e/ou profundo que não tem benefício com o aparelho de amplificação sonora individual (AASI), e que apresentem família adequada e motivada para o uso do dispositivo, bem como condições adequadas de reabilitação na cidade de origem. Atualmente, a procura pelo IC também ocorre por pais surdos, fluentes na Língua Brasileira de Sinais (LIBRAS), que recorrem a este tratamento para oferecer outra realidade para seus filhos. O ambiente destas crianças é bilíngue, dado pela LIBRAS dos pais e pela linguagem oral dos familiares próximos, do fonoaudiólogo e da escola. Neste sentido, o presente estudo visou acompanhar quatro crianças deficientes auditivas implantadas, sendo duas crianças filhas de pais deficientes auditivos fluentes na LIBRAS (expostas a ambiente bilíngue) e duas crianças filhas de pais sem alterações auditivas (expostas a ambiente oral). Para tanto, as habilidades de audição e de aquisição da linguagem oral foram comparadas nas quatro crianças implantadas. Foi possível observar que as quatro crianças apresentaram habilidades auditivas e de linguagem semelhantes ao longo do primeiro ano de uso do IC. Contudo, a partir disto, as crianças inseridas em ambiente bilíngue apresentaram melhor desempenho auditivo e linguístico, comparado ao desenvolvimento das outras crianças. As crianças inseridas em ambiente bilíngue podem se beneficiar do IC, desenvolvendo habilidades auditivas e de linguagem similares às das crianças inseridas em ambiente oral. Ressalta-se que os benefícios do dispositivo são obtidos a partir de aspectos multifatoriais, e estudos mais aprofundados são necessários.

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This study explores educational technology and management education by analyzing fidelity in game-based management education interventions. A sample of 31 MBA students was selected to help answer the research question: To what extent do MBA students tend to recognize specific game-based academic experiences, in terms of fidelity, as relevant to their managerial performance? Two distinct game-based interventions (BG1 and BG2) with key differences in fidelity levels were explored: BG1 presented higher physical and functional fidelity levels and lower psychological fidelity levels. Hypotheses were tested with data from the participants, collected shortly after their experiences, related to the overall perceived quality of game-based interventions. The findings reveal a higher overall perception of quality towards BG1: (a) better for testing strategies, (b) offering better business and market models, (c) based on a pace that better stimulates learning, and (d) presenting a fidelity level that better supports real world performance. This study fosters the conclusion that MBA students tend to recognize, to a large extent, that specific game-based academic experiences are relevant and meaningful to their managerial development, mostly with heightened fidelity levels of adopted artifacts. Agents must be ready and motivated to explore the new, to try and err, and to learn collaboratively in order to perform.

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Introdução: Síndrome de Ablefaro MAcrostomia (AMS) é uma condição rara que compreende pálpebras ausentes ou curto, orelhas anormais, macrostomia, genitália anômalo, pele redundante e cabelos ausente. Brancati et al (2004) relataram uma ocorrência estimada de perda auditiva em 70% desta população. Estudos específicos sobre a audição em AMS não estavam presentes nos jornais que compilados. Relato dos casos: Paciente 1 é o primeiro filho de um ano de idade, a mãe 23 anos e pai de 25 anos de idade, não consangüíneos. Suas características clínicas são pouco cabelo no couro cabeludo, orelhas em forma de taça, raiz nasal larga, narinas antevertidas, macrostomia, os dedos com membranas, pele redundante e hipoplasia mamilos e lábios. Ela não tem atraso no desenvolvimento neuropsicomotor e a fala é normal. A audição foi avaliada aos 15 anos com uma perda auditiva em 6 kHz. Paciente 2 é o terceiro filho do mesmo casal. Ela tem falta grave das pálpebras, uma ponte nasal baixa com narinas hipoplásica e anteversão, macrostomia, orelhas anormalmente modelados, a ausência de mamilos, um de 6 cm onfalocele, ânus anteriormente localizado, hipoplasia dos grandes lábios, unhas hipoplasia, atenuação distal de falanges e pele redundante. Ela está se desenvolvendo com atraso no desenvolvimento neuropsicomotor, fala normal e perda auditiva condutiva leve bilateral. A avaliação audiológica incluiu quatro procedimentos: história clínica audiológica, inspeção otológica, imitanciometria, audiometria tonal e discurso. Conclusões: Os pacientes estudados com AMS apresentaram perda auditiva leve e esta perda de audição pode ser considerado como uma parte do fenótipo AMS sendo compatível os achados com a literatura.