851 resultados para GAMES


Relevância:

10.00% 10.00%

Publicador:

Resumo:

Dissertação apresentada à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Educação Artística, na Especialização de Teatro na Educação

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Actualmente, os smartphones e outros dispositivos móveis têm vindo a ser dotados com cada vez maior poder computacional, sendo capazes de executar um vasto conjunto de aplicações desde simples programas de para tirar notas até sofisticados programas de navegação. Porém, mesmo com a evolução do seu hardware, os actuais dispositivos móveis ainda não possuem as mesmas capacidades que os computadores de mesa ou portáteis. Uma possível solução para este problema é distribuir a aplicação, executando partes dela no dispositivo local e o resto em outros dispositivos ligados à rede. Adicionalmente, alguns tipos de aplicações como aplicações multimédia, jogos electrónicos ou aplicações de ambiente imersivos possuem requisitos em termos de Qualidade de Serviço, particularmente de tempo real. Ao longo desta tese é proposto um sistema de execução de código remota para sistemas distribuídos com restrições de tempo-real. A arquitectura proposta adapta-se a sistemas que necessitem de executar periodicamente e em paralelo mesmo conjunto de funções com garantias de tempo real, mesmo desconhecendo os tempos de execução das referidas funções. A plataforma proposta foi desenvolvida para sistemas móveis capazes de executar o Sistema Operativo Android.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Relatório de Estágio apresentado à Escola Superior de Educação de Lisboa para obtenção de grau de mestre em Ensino do 1.º e 2.º Ciclo do Ensino Básico

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The systemization and organization of ideas and concepts is an integral part of science. In chemistry, the organization of the periodic table of the chemical elements in the 1860s was one of the greatest scientific breakthroughs ever made and in fact during the 20th century it became a universally recognized scientific icon (1). The periodic table is the fundamental classificatory scheme of the elements and summarizes the realm of chemistry (2). Simply knowing the position of an element in the periodic table tells us about its properties and is usually enough to predict how the element will behave in a wide variety of different situations or reactions (1). Based on this potential mine of information, it is possible to make reliable predictions of the properties of the compounds that each element forms. Nowadays, the concept of the periodic table is starting to interact with other sciences and reports of periodic tables of amino acids (3), genetic codes (4), protein structures (5), and biology (6) can be found in the specialized literature. Symbiosis between science and art, for example, “The Periodic Table of The Elephants” (7), can also be seen. To appeal to a better understanding of the periodic table, the Instituto Superior de Engenharia do Instituto Politécnico do Porto and the Centro de Química da Universidade do Porto promoted a contest and exhibit with the goal of stimulating a wide and heterogeneous audience, ranging from young children and their parents to graduate students from several disciplines, to explore the nature of this icon. Imaginative educational activities such as contests (8–10), games (11, 12), and puzzles (13–15) provided a way to communicate with the general public with the goal of attracting students to science. This also constituted an interesting, informative, and entertaining alternative to non-interactive lectures. Simultaneously, artistic creativity was combined with scientific knowledge.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

The TIMEMESH game, developed in the scope of the European Project SELEAG, is an educational game for learning history, culture and social relations. It is supported by an extensible, online, multi-language, multi-player, collaborative and social platform for sharing and acquiring knowledge of the history of European regions. The game has been already used, with remarkable success, in different European countries like Portugal, Spain, England, Slovenia, Estonia and Belgium.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Serious games are games where the entertainment aspect is not the most relevant motivation or objective. TimeMesh is an online, multi-language, multiplayer, collaborative and social game platform for sharing and acquiring knowledge of the history of European regions. As such it is a serious game with educational characteristics. This article evaluates the use of TimeMesh with students of 13 and 14 years-old. It shows that this game is already a significant learning tool about European citizenship.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Relatório da Prática Profissional Supervisionada Mestrado em Educação Pré-Escolar

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper suggests an analysis of "Inanimate Alice" by Kate Pullinger, Chris Joseph and Ian Harper as an example of a transmedia narrative that triggers a new reading experience whilst proposing a literary alterity between reading and performance. Narrative experiences that elect the visual plasticity, interchanging games and tactility as drivers of the creative process are not new. Yet, narrative experiences, which have been created in the gap between reality and fiction, have found on the digital realm the perfect environment to multiple hybrid experiences. Bearing in mind Walter Benjamin’s concept of Erlebnis and Erfahrung, a critical analysis of this digital fiction tries to illustrate how literary art finds its space and time in a metamorphosed continuum only activated by the “patient reader”. All the multimedia hybrids, which this digital literary work may have, challenge readers to interpret different signals and poetic structures that most of readers might not be accustomed to; however even among a cognitive dissonance, meaning is found and reading happens only if time, space and attention are available. All possible transmedia literacies can only respond to this experience of online reading, if they are able to focus and draw attention not to a simple new behaviour or a single new practice, but to a demanding state of affairs that assemble different objective and subjective value forms.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

OBJETIVO Analisar a prevalência e fatores associados aos comportamentos sedentários em adolescentes. MÉTODOS Estudo transversal com adolescentes de 10 a 17 anos de idade, de ambos os sexos, pertencentes a uma coorte de nascimentos entre 1994-1999 na cidade de Cuiabá, Mato Grosso, Brasil. Para o levantamento dos dados, foi utilizado um questionário contendo informações sociodemográficas, econômicas e de estilo de vida e aferição de dados antropométricos. Determinou-se como comportamento sedentário o uso de televisão e/ou computador/vídeo games por um tempo igual ou superior a 4 horas/dia. Avaliou-se a associação de comportamentos sedentários com o índice de massa corporal, tanto na infância quanto na adolescência, e com variáveis sociodemográficas e comportamentais por meio de regressão logística hierarquizada. RESULTADOS A prevalência global de comportamentos sedentários foi de 58,1%. Dos 1.716 adolescentes estudados, 50,7% (n = 870) eram do sexo masculino. Na análise multivariada, após ajuste para fatores de confusão, as variáveis que permaneceram associadas com os comportamentos sedentários foram: idade (14 anos ou mais) (OR = 3,51; IC95% 2,19;5,60); classe econômica elevada (OR = 3,83; IC95% 2,10;7,01); maior nível de escolaridade da mãe (OR = 1,81; IC95% 1,09;3,01); residir no interior (OR = 0,49; IC95% 0,30;0,81); atividade física insuficiente (OR = 1,25; IC95% 1,02;1,53); experimentação de bebidas alcoólicas (OR = 1,34; IC95% 1,08;1,66) e excesso de peso na adolescência (OR = 1,33; IC95% 1,06;1,68). CONCLUSÕES A elevada proporção de adolescentes em atividades sedentárias e a não associação dessas atividades na adolescência com o excesso de peso na infância indicam a necessidade de intervenções para redução de vários comportamentos de risco. O incentivo à prática de atividade física como forma de reduzir os comportamentos sedentários e consequentemente o excesso de peso entre os jovens torna-se fundamental.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

OBJECTIVE To evaluate the exploratory relationship between determinants of health, life satisfaction, locus of control, attitudes and behaviors and health related quality of life in an adult population. METHODS Observational study (analytical and cross-sectional) with a quantitative methodological basis. The sample was composed oy 1,214 inhabitants aged ≥ 35 in 31 civil parishes in the County of Coimbra, Portugal, 2011-2012. An anonymous and voluntary health survey was conducted, which collected the following information: demographic, clinical record, health and lifestyle behaviors; health related quality of life (Medical Outcomes Study, Short Form-36); health locus of control; survey of health attitudes and behavior, and quality of life index. Pearson’s Linear Correlation, t-Student, Wilcoxon-Mann-Whitney; One-way ANOVA; Brown-Forsythe’s F; Kruskal-Wallis; Multiple Comparisons: Tukey (HSD), Games-Howell and Conover were used in the statistical analysis. RESULTS Health related quality of life was shown to be lower in females, in older age groups, in obese/overweight individuals, widows, unassisted, those living alone, living in rural/suburban areas, those who did not work and with a medium-low socioeconomic level. Respondents with poor/very poor self-perceived health (p < 0.0001), with chronic disease (p < 0.0001), who consumed < 3 meals per day (p ≤ 0.01), who were sedentary, who slept ≤ 6 h/day and had smoked for several years revealed the worst health results. Health related quality of life was positively related with a bigger internal locus, with better health attitudes and behaviors (physical exercise, health and nutritional care, length of dependence) and with different areas of life satisfaction. CONCLUSIONS Better health related quality of life was associated with certain social, psychological, family and health characteristics, a satisfactory lifestyle, better socioeconomic conditions and a good internal locus of control over health attitudes and behaviors.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This article presents a dynamical analysis of several traffic phenomena, applying a new modelling formalism based on the embedding of statistics and Laplace transform. The new dynamic description integrates the concepts of fractional calculus leading to a more natural treatment of the continuum of the Transfer Function parameters intrinsic in this system. The results using system theory tools point out that it is possible to study traffic systems, taking advantage of the knowledge gathered with automatic control algorithms. Dynamics, Games and Science I Dynamics, Games and Science I Look Inside Other actions Export citation About this Book Reprints and Permissions Add to Papers Share Share this content on Facebook Share this content on Twitter Share this content on LinkedIn

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Trabalho apresentado no âmbito do Mestrado em Engenharia Informática, como requisito parcial para obtenção do grau de Mestre em Engenharia Informática

Relevância:

10.00% 10.00%

Publicador:

Resumo:

We show that a self-generated set of combinatorial games, S. may not be hereditarily closed but, strong self-generation and hereditary closure are equivalent in the universe of short games. In [13], the question "Is there a set which will give a non-distributive but modular lattice?" appears. A useful necessary condition for the existence of a finite non-distributive modular L(S) is proved. We show the existence of S such that L(S) is modular and not distributive, exhibiting the first known example. More, we prove a Representation Theorem with Games that allows the generation of all finite lattices in game context. Finally, a computational tool for drawing lattices of games is presented. (C) 2014 Elsevier B.V. All rights reserved.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

When considering time series data of variables describing agent interactions in social neurobiological systems, measures of regularity can provide a global understanding of such system behaviors. Approximate entropy (ApEn) was introduced as a nonlinear measure to assess the complexity of a system behavior by quantifying the regularity of the generated time series. However, ApEn is not reliable when assessing and comparing the regularity of data series with short or inconsistent lengths, which often occur in studies of social neurobiological systems, particularly in dyadic human movement systems. Here, the authors present two normalized, nonmodified measures of regularity derived from the original ApEn, which are less dependent on time series length. The validity of the suggested measures was tested in well-established series (random and sine) prior to their empirical application, describing the dyadic behavior of athletes in team games. The authors consider one of the ApEn normalized measures to generate the 95th percentile envelopes that can be used to test whether a particular social neurobiological system is highly complex (i.e., generates highly unpredictable time series). Results demonstrated that suggested measures may be considered as valid instruments for measuring and comparing complexity in systems that produce time series with inconsistent lengths.