962 resultados para DIGITAL GAMES
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This study collected a sample of YouTube videos in which parents recorded their young children utilizing mobile touchscreen devices. Focusing on the more frequently viewed and highly-discussed videos, the paper analyzes the ways in which babies’ ‘digital dexterity’ is coded and understood in terms of contested notions of ‘naturalness’, and how the display of these capabilities is produced for a networked public. This reading of the ‘baby-iPad encounter’ helps expand existing scholarly concepts such as parental mediation and technology domestication. Recruiting several theoretical frameworks, the paper seeks to go beyond concerns of mobile devices and immobile children by analyzing children’s digital dexterity not just as a kind of mobility, but also as a set of reciprocal mobilizations that work across domestic, virtual and publically networked spaces.
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Presented at Money and Games: 12th annual Game Research Lab Spring seminar, University of Tampere, Finland, on the 19th of April 2016.
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Alternate Reality Game (ARG) represent a new genre of transmedia practice where players hunt for scattered clues, make sense of disparate information, and solve puzzles to advance an ever-evolving storyline. Players participate in ARGs using multiple communications technologies, ranging from print materials to mobile devices. However, many interaction design challenges must be addressed to weave these everyday communication tools together into an immersive, participatory experience. Transmedia design is not an everyday process. Designers must create and connect story bits across multiple media (video, audio, text) and multiple platforms (phones, computers, physical spaces). Furthermore, they must engage with players of varying skill levels. Few studies to-date have explored the design process of ARGs in learning contexts. Fewer still have focused on challenges involved in designing for youth (13-17 years old). In this study, I explore the process of designing ARGs as vehicles for promoting information literacy and participatory culture for adolescents (13-17 years old). Two ARG design scenarios, distinguished by target learning environment (formal and informal context) and target audience (adolescents), comprise the two cases that I examine. Through my analysis of these two design cases, I articulate several unique challenges faced by designers who create interactive, transmedia stories for – and with – youth. Drawing from these design challenges, I derive a repertoire of design strategies that future designers and researchers may use to create and implement ARGs for teens in learning contexts. In particular, I propose a narrative design framework that allows for the categorization of ARGs as storytelling constructs that lie along a continuum of participation and interaction. The framework can serve as an analytic tool for researchers and a guide for designers. In addition, I establish a framework of social roles that designers may employ to craft transmedia narratives before live launch and to promote and scaffold player participation after play begins. Overall, the contributions of my study include theoretical insights that may advance our understanding of narrative design and analysis as well as more practical design implications for designers and practitioners seeking to incorporate transmedia features into learning experiences that target youth.
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This thesis explores the Modern Olympic Games to strategically design an Olympic Village for Washington D.C. that plans not just to house athletes, but to provide a vision for the post-Games city. Through discovery of the spirit and meaning behind one of the world’s biggest events and analysis of various post-Games Villages, the proposed Olympic Village will innovate the future of Washington D.C.’s Southeast region. Study of existing mixed-use architecture, urban planning, and adaptation will help formulate an Olympic Village design. It is the intention that the Olympic Village, much like its athletes, will emulate the Olympic motto “Citius, Altius, Fortius,” meaning “Faster, Higher, Stronger.” The objective is to establish a village that allows for a faster turnaround in post-Olympic design, utilizes higher standards, and uses stronger applications to building a more sustainable city.
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Numa sociedade onde a inovação é uma pedra basilar para o sucesso das empresas, a criatividade tornou-se num dos mais valiosos ativos intangíveis e um fator chave decisivo para a generalidade das organizações. Segundo a consultora Augusto Mateus & Associados, com o evoluir da sociedade, todas as indústrias serão “culturais e criativas” (Augusto Mateus & Associados, 2010). As Indústrias Criativas têm vindo a assumir um papel cada vez mais relevante na sociedade atual sendo, nos dias de hoje, uma forte fonte de riqueza e emprego. Uma das áreas que mais se tem revelado através do seu rápido e notório crescimento é o sector da animação e dos videojogos, sendo este atualmente uma das indústrias mais valiosas do mundo. Porém, e apesar desta realidade, a atuação nesta indústria é muitas vezes conturbada, pois o sector caracteriza-se pela elevada competitividade, pelos altos custos de produção e pela grande incerteza. As dificuldades vivenciadas no sector levam a uma crescente preocupação pela procura de métodos de gestão sustentáveis, que permitam reduzir os riscos e a elevada taxa de incerteza. Dado que a maioria das empresas desta área está estruturada por projetos, um dos métodos de gestão mais aplicados é o modelo de gestão de projetos. Contudo, verifica-se que ainda existe uma evidente dificuldade na implementação deste modelo de gestão, em particular, nas empresas pequenas e de estrutura achatada, pois este torna-se muitas vezes burocrático, pesado e difícil de aplicar. Este estudo teve como objetivo principal compreender de forma as empresas nacionais de animação e videojogos gerem os seus projetos, sendo que, para este efeito, foram estudados três casos nacionais: a Nerd Monkeys, a Battlesheep e a Nebula Studios através de uma investigação exploratória dos métodos de gestão de projetos aplicados nas empresas de animação e videojogos. De modo a permitir a recolha da informação necessária para dar respostas aos objetivos definidos para a investigação, foi realizado um questionário e realizadas entrevistas semiestruturadas aos representantes das empresas em estudo. Nesta investigação foi possível aferir que apesar das empresas em estudo aplicarem alguns instrumentos da gestão de projetos, não aplicam nenhum método oficial de forma integral. Apesar de se verificar a utilização de algumas ferramentas de gestão de projetos, os sistemas aplicados dependem na maior parte dos casos do tipo de projeto desenvolvido, existindo algumas variações nos métodos utilizados. Em projetos de tempo mais reduzido e maior simplicidade, verifica-se que a gestão de projetos perde relevância, acabando por muitas vezes não ser aplicada.
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Does a brain store thoughts and memories the way a computer saves its files? How can a single hit or a fall erase all those memories? Brain Mapping and traumatic brain injuries (TBIs) have become widely researched fields today. Many researchers have been studying TBIs caused to adult American football players however youth athletes have been rarely considered for these studies, contradicting to the fact that American football enrolls highest number of collegiate and high-school children than adults. This research is an attempt to contribute to the field of youth TBIs. Earlier studies have related head kinematics (linear and angular accelerations) to TBIs. However, fewer studies have dealt with brain kinetics (impact pressures and stresses) occurring during head-on collisions. The National Operating Committee on Standards for Athletic Equipment (NOCSAE) drop tests were conducted for linear impact accelerations and the Head Impact Contact Pressures (HICP) calculated from them were applied to a validated FE model. The results showed lateral region of the head as the most vulnerable region to damage from any drop height or impact distance followed by posterior region. The TBI tolerance levels in terms of Von-Mises and Maximum Principal Stresses deduced for lateral impact were 30 MPa and 18 MPa respectively. These levels were corresponding to 2.625 feet drop height. The drop heights beyond this value will result in TBI causing stress concentrations in human head without any detectable structural damage to the brain tissue. This data can be utilized for designing helmets that provide cushioning to brain along with providing a resistance to shear.
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We investigate the ways young children’s use of mobile touchscreen interfaces is both understood and shaped by parents through the production of YouTube videos and discussions in associated comment threads. This analysis expands on, and departs from, theories of parental mediation, which have traditionally been framed through a media effects approach in analyzing how parents regulate their children’s use of broadcast media, such as television, within family life. We move beyond the limitations of an effects framing through more culturally and materially oriented theoretical lenses of mediation, considering the role mobile interfaces now play in the lives of infants through analysis of the ways parents intermediate between domestic spaces and networked publics. We propose the concept of intermediation, which builds on insights from critical interface studies as well as cultural industries literature to help account for these expanded aspects of digital parenting. Here, parents are not simply moderating children’s media use within the home, but instead operating as an intermediary in contributing to online representations and discourses of children’s digital culture. This intermediary role of parents engages with ideological tensions in locating notions of “naturalness:” the iPad’s gestural interface or the child’s digital dexterity.
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String searching within a large corpus of data is an important component of digital forensic (DF) analysis techniques such as file carving. The continuing increase in capacity of consumer storage devices requires corresponding im-provements to the performance of string searching techniques. As string search-ing is a trivially-parallelisable problem, GPGPU approaches are a natural fit – but previous studies have found that local storage presents an insurmountable performance bottleneck. We show that this need not be the case with modern hardware, and demonstrate substantial performance improvements from the use of single and multiple GPUs when searching for strings within a typical forensic disk image.
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Several medical and dental schools have described their experience in the transition from conventional to digital microscopy in the teaching of general pathology and histology disciplines; however, this transitional process has scarcely been reported in the teaching of oral pathology. Therefore, the objective of the current study is to report the transition from conventional glass slide to virtual microscopy in oral pathology teaching, a unique experience in Latin America. An Aperio ScanScope® scanner was used to digitalize histological slides used in practical lectures of oral pathology. The challenges and benefits observed by the group of Professors from the Piracicaba Dental School (Brazil) are described and a questionnaire to evaluate the students' compliance to this new methodology was applied. An improvement in the classes was described by the Professors who mainly dealt with questions related to pathological changes instead of technical problems; also, a higher interaction with the students was described. The simplicity of the software used and the high quality of the virtual slides, requiring a smaller time to identify microscopic structures, were considered important for a better teaching process. Virtual microscopy used to teach oral pathology represents a useful educational methodology, with an excellent compliance of the dental students.
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Remotely sensed imagery has been widely used for land use/cover classification thanks to the periodic data acquisition and the widespread use of digital image processing systems offering a wide range of classification algorithms. The aim of this work was to evaluate some of the most commonly used supervised and unsupervised classification algorithms under different landscape patterns found in Rondônia, including (1) areas of mid-size farms, (2) fish-bone settlements and (3) a gradient of forest and Cerrado (Brazilian savannah). Comparison with a reference map based on the kappa statistics resulted in good to superior indicators (best results - K-means: k=0.68; k=0.77; k=0.64 and MaxVer: k=0.71; k=0.89; k=0.70 respectively for three areas mentioned). Results show that choosing a specific algorithm requires to take into account both its capacity to discriminate among various spectral signatures under different landscape patterns as well as a cost/benefit analysis considering the different steps performed by the operator performing a land cover/use map. it is suggested that a more systematic assessment of several options of implementation of a specific project is needed prior to beginning a land use/cover mapping job.
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Universidade Estadual de Campinas . Faculdade de Educação Física
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Universidade Estadual de Campinas. Faculdade de Educação Física
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Universidade Estadual de Campinas. Faculdade de Educação Física
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Universidade Estadual de Campinas. Faculdade de Educação Física
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Universidade Estadual de Campinas . Faculdade de Educação Física