787 resultados para Reality Games


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Tendo em vista a importância do ambiente, das relações afetivas e dos efeitos negativos da privação materna nos primeiros anos de vida para o desenvolvimento infantil, a presente pesquisa buscou compreender a experiência de crianças em situação de abrigamento. Para tanto, foram observadas duas crianças, na faixa etária de 23 a 31 meses, de nomes fictícios João e Maria, cujas histórias de vida proporcionaram uma analogia com o conto “João e Maria” dos Irmãos Grimm. As observações foram realizadas em um abrigo estadual, que acolhe crianças de zero a seis anos de idade, na cidade de Belém-PA. As sessões ocorreram duas vezes por semana, com duração de uma hora, durante cinco meses, a partir da aplicação do Método Bick de Observação de Bebês, em seus três momentos distintos: observação, anotação e supervisão em grupo. Os resultados foram organizados em três categorias: 1) O ambiente de cuidado de João e Maria, 2) João e Maria revelados por suas peripécias, e 3) Encontros com a observadora-narradora, sendo esses três eixos analisados com base na perspectiva psicanalítica winnicottiana. Na primeira categoria, foram apresentados fragmentos da história de vida de João e Maria, além de aspectos referentes aos cuidados recebidos nesse contexto, que estiveram permeados, principalmente, por carência de afeto e ausência na priorização das necessidades reais, no tempo e ritmo das crianças, possivelmente em função da dinâmica institucional. Na segunda categoria, foram abordadas as brincadeiras de João e Maria, associadas especialmente ao contato corporal e à relação de cuidados envolvendo seus pares e a observadora, cuja temática mais frequente foi da alimentação. Na terceira e última categoria, foram apresentados os sentimentos, as dificuldades e o aprendizado da observadora, bem como, a sua mobilização interna diante da história de vida das duas crianças e das particularidades do ambiente. Portanto, foi constatado que João e Maria buscavam cuidar e serem cuidados, o que, em sua maioria, envolvia contato corporal e afetivo; mostraram-se disponíveis no contato com o outro e se permitiram criar vínculos afetivos, aspectos saudáveis e positivos para o desenvolvimento infantil. Indubitavelmente, o entendimento da teoria winnicottiana e a utilização do Método Bick de Observação de Bebês contribuíram para a compreensão da experiência de João e Maria e colaboraram significativamente para uma apreensão da realidade dessas crianças e dos seus contextos de desenvolvimento.

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O texto trata do impacto dos videojogos na cultura e na sociedade contemporâneas. Procura demonstrar que nas experiências vivenciadas, através desses jogos e acessórios (óculos, capacetes, joysticks), há uma espécie de simbiose entre a sensação física real e a representação virtual, que permite criar um simulacro da realidade que funciona como um bálsamo para as desesperanças. Para orientar a discussão abordar-se-á dois temas-eixo dos jogos eletrônicos – a violência e o mito do herói – não só por serem recorrentes ou suscitarem polêmica e inquietação particularmente entre não-jogadores, mas por serem reveladores de algumas particularidades da sociabilidade contemporânea.

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Pós-graduação em Letras - IBILCE

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The Brazilian Women's Artistic Gymnastics results in international championships are refl ecting the high level of the athletes in the modality and expressing the evolution of this sport in Brazil in the last 10 years. Therefore, this article has the goal to present data about such evolution since the fi rst participation of the Brazilian gymnasts in the Olympic Games (1980), and to refl ect the development of the modality in Brazil. The data have been collected through a bibliographic and documental research. The data analysis showed a unstructured and immature process of the development of this sport in Brazil, revealing a very different reality from what has been exposed in the media.

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The present study aimed to develop a methodology for the collection, transfer, storage and processing of vibration levels emitted in jobs occupied in agricultural machinery. The reason of this work is the study the vibration dose applied to operators of heavy vehicles and its relation to occupational health, linking the still high number of accidents involving farm machinery in relation to overturning (tipping). There is a need for the development and improvement of efficient tools in measuring vibration and tilt machine work, which minimize damage to health and accident risks for operators.

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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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Theoretical work that studies the alternate reality game, as well as their use for promotional purposes, to explore the convergence of media and encourage the participant to change between them. To do this analysis is plotted an overview of the concepts of transmedia storytelling and transmedia marketing to analyze a proposed game - Vivencie a Pandora - to promote a TV series - Nova Éden

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Pós-graduação em Engenharia de Produção - FEB

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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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Pós-graduação em Televisão Digital: Informação e Conhecimento - FAAC