49 resultados para Braid.
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Typewritten.
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Mode of access: Internet.
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What the dissertation proposes is a reading of Romanticism through its symbols, through the elements that literally shape it and how they are repeated, transformed and reinterpreted according to their new environments; the thesis proposes a kind of semiotic, hermeneutic braid, to account for the evolution and literary influences of these symbols in America: a metaphorical corkscrew. It must be emphasized that this is, above all, an English dissertation and its main theme is British Romanticism, from its origins in the late eighteenth century. It́s not my intention to propose a thesis that exposes or discusses the Romantic Movement; that has been done already and, in some cases, quite unfortunately; but the fact is that the critical literature on the subject overflows the libraries. I do not care for a thesis that is limited to establish a relationship between the English Romantic movement and the movement in the United States or Latin American countries. Although it will be necessary to resort to certain philosophical approaches, I do not care pose a thesis that focuses on the philosophical Romanticism (such as the German one). Finally, I do not wish to propose a thesis that is dedicated to establish the implications of a political Romanticism as it was lived mainly in the Bolivarian countries...
Resumo:
The pace at which challenges are introduced in a game has long been identified as a key determinant of both the enjoyment and difficulty experienced by game players, and their ability to learn from game play. In order to understand how to best pace challenges in games, there is great value in analysing games already demonstrated as highly engaging. Play-through videos of four puzzle games (Portal, Portal 2 Co-operative mode, Braid and Lemmings), were observed and analysed using metrics derived from a behavioural psychology understanding of how people solve problems. Findings suggest that; 1) the main skills learned in each game are introduced separately, 2) through simple puzzles that require only basic performance of that skill, 3) the player has the opportunity to practice and integrate that skill with previously learned skills, and 4) puzzles increase in complexity until the next new skill is introduced. These data provide practical guidance for designers, support contemporary thinking on the design of learning structures in games, and suggest future directions for empirical research.