843 resultados para Ball games


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Estudar futebol nos proporciona compreender os embates e as construções culturais entre os diferentes sujeitos na sociedade. Dessa forma, o presente trabalho tem por objetivo analisar esse mundo no seu processo de passagem de um esporte mais aristocrático para a sua popularização através dos festivais futebolísticos na cidade de Belém do Pará durante os anos de 1905 a 1950. Festivais que foram muito mais do que diversão, pois, englobam uma série de segmentos sociais com sentimentos, paixões, lutas políticas que através dos seus interesses entram em conflitos que muitas vezes podem ser percebidos nos jogos suburbanos, nas suas respectivas festas e nos jogos entre Remo e Paysandú.

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Pós-graduação em Letras - IBILCE

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By a sequence of rollings without slipping or twisting along segments of a straight line of the plane, a spherical ball of unit radius has to be transferred from an initial state to an arbitrary final state taking into account the orientation of the ball. We provide a new proof that with at most 3 moves, we can go from a given initial state to an arbitrary final state. The first proof of this result is due to Hammersley ( 1983). His proof is more algebraic than ours which is more geometric. We also showed that generically no one of the three moves, in any elimination of the spin discrepancy, may have length equal to an integral multiple of 2 pi.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)

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Studies show the positive effects that video games can have on student performance and attitude towards learning. In the past few years, strategies have been generated to optimize the use of technological resources with the aim of facilitating widespread adoption of technology in the classroom. Given its low acquisition and maintenance costs, the interpersonal computer allows individual interaction and simultaneous learning with large groups of students. The purpose of this work was to compare arithmetical knowledge acquired by third-grade students through the use of game-based activities and non-game-based activities using an interpersonal computer, with knowledge acquired through the use of traditional paper-and-pencil activities, and to analyze their impact in various socio-cultural contexts. To do this, a quasi-experimental study was conducted with 271 students in three different countries (Brazil, Chile, and Costa Rica), in both rural and urban schools. A set of educational games for practising arithmetic was developed and tested in six schools within these three countries. Results show that there were no significant differences (ANCOVA) in the learning acquired from game-based vs. non-game-based activities. However, both showed a significant difference when compared with the traditional method. Additionally, both groups using the interpersonal computer showed higher levels of student interest than the traditional method group, and these technological methods were seen to be especially effective in increasing learning among weaker students.

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This artistic-scientific process aims to innovate the concept of Interactive Comics by adding them into the concept of RPG games and Single-Adventures. To make it properly done, there will be some issues about Interactivity, history of the Comic Strip and Mangas, and their techniques of use. Also, there will be other issues involving Electronic Comics and Interactive Comics, in addition to the concept of the RPG games and Single-Adventures, so that the reader of this paper could understand the practical result of every issue combined into one. The identification of these issues is made from a bibliographic and iconographic research, and it will also be displayed throughout the content. Some decisions will be thrown along this paper for the reader to decide and, therefore, understand the Interactivity process in a better way. The combined issues’ result will be presented in my interactive website, http://a3studios.com.br/iss/home (address not final) or http://amstarproductions.net (final address), where the readers will have to experience the “Play&Read” phenomenon. Furthermore, this work is inserted in the line of the research Artistic Processes and Procedures of the Department of Fine Arts from the Art Institute of UNESP, whose methodology used was the Freinet Educational Cybernetics, developed in the research group Media Arts and Videoclip leaded by the leading advisor for this Final Course Work. The result and discussion of artistic and scientific research were reported in monographs such as this that I present, with the following versions: PDF version for dissemination in the virtual repository of the Institute of Arts’ Library; hardcover version for physical collection at the Library of Institute of Arts; The Printed Version for the board of examiners; and an appropriated template version for submission to International Scientific Congress in the area of Arts.

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Não disponível

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In our experiments, we studied the classical dynamic of a particle in vertical motion subject to a constant gravitational field and the partial shock with an elastic wall with oscillatory motion located below the particle. The motion of the particle was confined to the vertical direction by a glass guide tube, which was initially evacuated, allowing viscous drag forces to be disregarded. The time between impacts, as well as the time between the reference phase of the movement of the base and the moment of impact and the period of oscillation of the base will be acquired by a hardware and software to obtain the phases space to be compared later with the description of the system through mapping discrete variables via the 'particle velocity immediately after shock 'and' phase of the movement of the base at the instant of shock 'obtained by computer simulation. This requires developing an electronic analog system followed by Digital implemented in reconfigurable logic, more specifically a sequential machine able to discriminate the impact with the metal base from the impacts of the glass guide tube, based on the frequency spectrum of the response of the microphone to these different impacts

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In the literature, it is possible to find a large number of studies directed toward athletic training in the physical, technical and tactical aspects of the Soccer game. In the other side, we are able to attest that there exists few instruments in the sport area of studies on evaluation of the athlete, in specific, rare are the instruments for assessment that takes into consideration the game situation. The most important aspect of an instrument of assessment is its validity. The present study has the objective to validate the “Instrument for Assessment of the Soccer Player” (IASP), proposed by Gama (2003). For the process of validation, participated nine university students, volunteers, four women and five men. The evaluators had a training period for acquaintance with the instrument and they analyzed, in individual basis, soccer games registered in video. This procedure was done via a 29 inches TV set, a DVD device and a voice recorder. Tests of reliability and objectivity were applied in order to measure intra and between observers consistency. As for the objectivity analysis, the results for each one of the soccer motor action with the ball in a game situation showed high correlation between possible score and obtained score. However these data did not allow for the validation of the IASP instrument as the criterion applied to the analyzed actions were different between observers even when of the observation of the same player in the same game. This problem was detected also in the evaluation of reliability. However, the present study was capable to point out inconsistencies within the Instrument for Assesment of the Soccer Player (IASP) so that after the needed changes being made, another validation will be done

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Peruvian carrot and cassava starches were ground in a ball mill for 4, 8, 16, and 32 h and their structural and physicochemical characteristics were determined. Results obtained from HPAEC-PAD, GPC, and amylose content indicated a breaking of hydrogen bounds and α-(1 [RIGHTWARDS ARROW] 6) linkages of the starch molecules after treatment. X-ray diffractograms showed that the milling provided a reduction in the crystalline area of the starch granules. Most of the starch granules displayed agglomeration after 4 h of milling, when observed under a scanning electron microscope, and after 16 h a shapeless mass was observed for Peruvian carrot starch. Solubility and water absorption capacity of the starches increased with an increase in the milling time, while RVA profiles showed a progressive reduction of peak, breakdown, and final viscosities, as well as the development of initial viscosity. Gelatinization temperatures and enthalpies were reduced. Prolonged ball milling accelerated the enthalpy relaxation in both starches. These results confirmed a partial gelatinization of the starches, which was 82.6% for Peruvian carrot and 65.4% for cassava starches after 32 h of milling. The Peruvian carrot starch was more affected by the ball milling because of both its lower amylose content and the defects in its crystalline structure

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The games are a worldwide fever, since 80's is becoming more popular and featured in the media, in the culture and economy. The sector fits in creative economy, a sector of economy that is growing gaining prominence for being a driver for economic, cultural and environmental development. The producing process, competition and logic of cultural games industry differ from traditional economy. The article seeks to show what is necessary to the game industry be able to establish and remain on the market, and what is the obstacles that this industry will face in Brazil, a potential creative economy country

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The goal of our article is build – including universes to support empirical research in communication – an educational matrix for a different order of analysis, incorporating new possibilities available for the advancement of Information and Communication Technologies (ICTs). For this goal we use the game, as a source of playful learning and formation of being. Introducing the interaction from game plataform as middle convergent, where it is possible the diffusion and expansion of knowled in constant way that enables education and information exchanges oustide the status quo of schools, increasing the e effectiveness of knowledge fixing and interest to acquire it.

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Fundação de Amparo à Pesquisa do Estado de São Paulo (FAPESP)

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Creative spaces need freedom. Any productions, especially with artistic content, need space to mistakes, that is, for an attempt away from the standard. The independent production environment is recognized in different artistic sectors as a space for innovation, to be free of the serial production logic. The major innovations in the international scenario of games came from the independent productions. Great classics revolutionized the aesthetics and functionality of this new media. This project aims to analyze the productive chains of Brazilian independent games, starting with a regional analysis. The goal is to observe the factors responsible for the innovation that these games can offer, the management aspects of creative processes, articulation of innovative agents and resources mobilized. Brazil currently has the fourth largest gaming market in the world with expectation of strong growth for years to come, but arises in the international market as a consumer. Given this regional demand is necessary to study the tools of production, even to help fill that need. Not only the production of games should be thought, the media coverage is also another important factor, in view of the economic importance of this segment. Understanding the mechanisms of innovation in the gaming universe, its impact on the formation of public and coverage of specialized journalism in this new media are possible outcomes of future studies and research that scientific research can contribute