999 resultados para Usuários de jogos em rede


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Pós-graduação em Engenharia Elétrica - FEIS

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Information retrieval is a recurrent subject in search of information science. This kind of study aim to improve results in both searches on the Web and in various other digital information environment. In this context, the Iterative Representation model suggested for digital repositories, appears as a differential that changes the paradigm of self-archiving of digital objects, creating a concept of relationship between terms that link the user thought the material deposited in the digital environment. The links effect by the Iterative Representation aided Assisted Folksonomy generate a shaped structure that connects networks, vertically and horizontally, the objects deposited, relying on some kind of structure for representing knowledge of specialty areas and therefore, creating an information network based on knowledge of users. The network of information created, called the network of tags is dynamic and effective a different model of information retrieval and study of digital information repositories.Keywords Digital Repositories; Iterative Representation; Folksonomy; Folksonomy Assisted; Semantic Web; Network Tags.

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With the advancement of the gaming industry in the market, became evident the need for professionals working in this area. With this in mind, this paper attempts to create an environment where aspirants and professionals in creating games can interact. To get to this point, was built one system based on current technologies, and parad igms of software engineering system. So throughout this monograph the process of the system development is studied, using different technologies, and showing how it can work, the exchange of information and knowledge among the games creation lovers

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The aim of this paper is to present the results of a research in the area of Discourse Analysis, to describe discourses found in the media about the identities constructed in the Second Life virtual communities network and, to find out what discursive strategies are produced by the profile “fashion in the soap operas” hosted in the Twitter micro-blogging as an attempt to have a significant number of logfiles and to discover what leads men, women and, teenagers to participate of this “fashion in the soap operas” interaction. Our corpus consists of printed media reportings that present users of Second Life and its avatars with a proposal of new identities, including the utterances produced by the profile “fashion in the soap operas” and their respective followers. The analysis of the reports and discourses are based on the work by Michel Pêcheux and Michel Foucault. The analysis have shown that the new identities, created in virtual communities network and, the profile of the followers of “fashion in the soap operas”, hosted in Twitter, are characteristically contemporary sensibilities, who take part in the truth games and in the social pressing experimented nowadays

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O ambiente virtual está cada vez mais presente na vida do ser humano e, por este motivo, não se pode negligenciar a perspectiva de que os jogos eletrônicos possam ser encampados no contexto das aulas de Educação Física, com as devidas adaptações, proporcionando novas práticas, as quais sejam atraentes, no sentido de ampliar as perspectivas de adesão ao movimento e minimizar as condições do sedentarismo. Desta forma, este trabalho, de natureza qualitativa, teve como objetivo propor a adaptação de alguns jogos eletrônicos, os quais puderam ser aplicados corporalmente, como novas possibilidades de atividades a serem vivenciadas em aulas de Educação Física, bem como, investigar os níveis de estado de ânimo e de satisfação dos alunos frente às aulas que utilizaram esses jogos eletrônicos adaptados. O estudo foi desenvolvido por intermédio da união de pesquisas bibliográfica e exploratória. Para tanto, fizeram parte deste estudo uma amostra intencional, composta por 60 alunos, de ambos os sexos, compreendendo a faixa etária de 10 a 15 anos, pertencentes a uma escola da rede oficial de ensino da cidade de Rio Claro/SP, selecionada por conveniência, a qual participou de uma aula, ministrada pela pesquisadora, composta por três jogos eletrônicos adaptados. Para se verificar o estado de ânimo dos alunos, foi aplicada a Lista de Estados de Ânimo Reduzida e Ilustrada (LEA-RI), desenvolvida por Volp (2000), antes e após as aulas. Foi aplicado, ainda, um questionário contendo perguntas abertas, com o intuito de se verificar o nível de satisfação dos alunos em relação aos jogos eletrônicos adaptados. Os dados foram analisados por meio da Técnica de Análise de Conteúdo Temático. Os resultados apontaram que os jogos eletrônicos, vinculados à aula de Educação Física, influenciam positivamente na motivação dos alunos... (Resumo completo, clicar acesso eletrônico abaixo)

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In this research, we analyzed the use of manipulative materials and games as motivators tools that facilitate the comprehension of fractions content when presented to a class of students from the 9th grade from a public school in Guaratinguetá-SP city. The students are 14 and 17 years old. Initially we presented the benefits that could bring manipulative materials for teaching and learning with understanding, followed by historical accounts of the Tangram material. We show the advantages of the games, when properly used in activities classroom. The game titled Dominoes fractions using the Tangram was applied in order to check if students retook properly the fractions contents. This research was motivated students to participate in math classes and this motivation may have promoted the understanding of the contents worked

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Tendo em vista as inúmeras possibilidades de utilização dos recursos tecnológicos, como computadores, internet e jogos eletrônicos, em todos os contextos da vida humana, o campo de educação não pode ficar alheio às vantagens desses recuros. Entretanto, esta inserção de jogos eletrônicos como estratégias no contexto da educação, seja no âmbito formal, quanto no informal ainda precisa vencer algumas barreiras. Torna-se importante que os educadores busquem aliar esses dispositivos e jogos ao ensino, com o intuito de atender às demandas e expectativas crescentes sobre o uso cada vez mais constante desses recursos em todos os âmbitos da sociedade. Assim, este estudo teve por objetivo analisar o uso do jogo eletrônico não-didático e de entretenimento Zoo Tycoon® 2 para o ensino de Ciências e Biologia, observando-se a autenticidade dos conteúdos de Ciências e Biologia presentes no mesmo e, também, a forma como esse conteúdo é apresentado aos usuários. Para tanto, foi realizado um levantamento bibliográfico acerca do significado do ensino formal, não-formal e informal e a inserção do jogo Zoo Tycoon® 2 no contexto da aprendizagem, no que tange ao ensino de Ciências e Biologia. Os dados obtidos foram analisados com base na técnica de análise de conteúdo temático e classificados em três categorias, de acordo com o modo que aparecem no jogo, tal como interagem com o jogador. As categorias de classificação foram referentes aos conteúdos Meramente Ilustrativos (MI), Simplesmente Informativos (SI) e Educativos (E), estando cada uma relacionada, gradativamente, com o maior conteúdo de informações e a maior interação do jogador para com as informações, representando um acesso mais fácil e direto ao conteúdo. Os resultados apontam que este jogo transmite, efetivamente, conteúdos educativos, e também funciona como uma ferramenta despertadora e embasadora, isto é, ele estimula a busca por conhecimento e dá base...

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The social networking sites have experienced a large and rapid growth in recent years and bring together millions of users in Brazil and worldwide. Such networks allow adding groups of people with common interests or relationships, enabling members of this group to communicate and exchange information. Some social networks have specific goals, for example, aggregate individuals with common interests and professional relationships. However, they all share information in some way, whether in the form of short texts, photos, videos, among others. Sharing information in files is also a growing activity on the Internet and can be done in various ways, from sending files via email to multiple contacts to make available areas shared by the same contacts. However, applications are not yet available to enable file sharing on Facebook, considered the premier social network today. Given the growing demand for sharing files over the Internet, and a large number of users familiar with the use of these integrated applications for Facebook there is a demand for applications that allow users to share files with their contacts in this social network. This study aims to investigate how users use Facebook, and their practices for file sharing. It is believed that the results will substantiate future projects to develop software for file sharing on Facebook. Due to the exploratory nature of this research, the choice was made for a survey to collect data, applied through the web. From the results obtained, was possible to observe a frequent use of file sharing, but no interest in paid services. Regarding Facebook, was possible to observe their extensive use in both the frequency of access as the hours spent, as well as an increased use of applications (games, quiz, etc.). The full set of results shows a favorable environment for developing applications for sharing files on Facebook.

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Although leisure physical activity has been investigated in general population, there is absence of data in Brazilian Public Health System about this issue. Thus, the purpose of this study was to analyze in patients attended by Public Health System the prevalence of leisure physical activity, as well as, to identify its correlates and associated diseases. Sample was composed by 963 patients (707 female and 256 male) randomly selected at five basic healthcare units. Leisure physical activity was assessed by Baecke’s questionnaire and subjects with ≥180 and ≥240 minutes per week were classified as sufficiently active. General and central obesity were assessed by body mass index and waist circumference, respectively. Diseases of high occurrence were classified according CID-10. There was low rate of physically active subjects in leisure time (14.8%),but high rate of abdominal obesity (70.1%) and orthopedic diseases (72.1%). Physically active subjects in leisure time had lower occurrence of orthopedic diseases (OR= 0.60 [OR95%CI: 0.37 – 0.98]). The same pattern of association was observed for central obesity (OR= 0.35 [OR95%CI: 0.19 – 0.65]). It is low the rate of physically active in leisure time at Brazilian Public Health System, which is associated with orthopedic diseases.

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

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES)

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Pós-graduação em Matemática em Rede Nacional - IBILCE

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It reflects about the role of public libraries in users' education to the knowledge of cyberviolence. This phenomenon is expressed through of the Information and Communication Technology (ICT), which are used to cause damage to victims. The work is based on three cases of cyberviolence: a murder, an extortion and one of pedophilia. The cases help to reflect about the necessity of intervention activities of the public libraries. The theoretical table that supplies to the analysis is aided by theoretical contributions of Information Science, Sociology and Anthropology. The results show the need of involvement of the public libraries in combating of cyberviolence, because they function as users' attraction center to access information on the Internet