862 resultados para Olimpic Games 2016


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La cultura, es importante para el reconocimiento de una Potencia Emergente. Brasil con el Mundial de Fútbol 2014 y los Juegos Olímpicos 2016 busca consolidar su proyecto político de consolidarse como Potencia Emergente, e insertarse definitivamente como un grande del Sistema Internacional.

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Brazil is under political and financial crises where the end seems far away. Because of that, researchers argue that the hotel rooms offered by Rio de Janeiro, built to host the Olympic Games 2016, will be difficult to occupy after the event. It is then necessary for the hotels to understand how guests perceive the service quality in order to adapt to this new era. If guests’ perceptions meet or exceed their expectations, they will be satisfied and will probably return. Thus based on the SERVQUAL approach, this paper aims to study the impact of the service dimensions on the guests’ overall satisfaction at hotels of Rio de Janeiro. Two hotels were considered representative of the city in terms of service quality and customers’ profile. Interviews to the hotel managers were performed, and questionnaires to the guests were administered. Among the five SERVQUAL dimensions – Reliability, Tangibles, Responsiveness, Assurance, and Empathy – the Empathy dimension appears to be the only one that affects the guests’ overall satisfaction. The study could also identify that gender, country of residence, home country and family income have an impact on guests’ satisfaction. This study has no intention of generalization, but rather of refining the theory about services and the SERVQUAL model.

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Background: Digital forensics is a rapidly expanding field, due to the continuing advances in computer technology and increases in data stage capabilities of devices. However, the tools supporting digital forensics investigations have not kept pace with this evolution, often leaving the investigator to analyse large volumes of textual data and rely heavily on their own intuition and experience. Aim: This research proposes that given the ability of information visualisation to provide an end user with an intuitive way to rapidly analyse large volumes of complex data, such approached could be applied to digital forensics datasets. Such methods will be investigated; supported by a review of literature regarding the use of such techniques in other fields. The hypothesis of this research body is that by utilising exploratory information visualisation techniques in the form of a tool to support digital forensic investigations, gains in investigative effectiveness can be realised. Method:To test the hypothesis, this research examines three different case studies which look at different forms of information visualisation and their implementation with a digital forensic dataset. Two of these case studies take the form of prototype tools developed by the researcher, and one case study utilises a tool created by a third party research group. A pilot study by the researcher is conducted on these cases, with the strengths and weaknesses of each being drawn into the next case study. The culmination of these case studies is a prototype tool which was developed to resemble a timeline visualisation of the user behaviour on a device. This tool was subjected to an experiment involving a class of university digital forensics students who were given a number of questions about a synthetic digital forensic dataset. Approximately half were given the prototype tool, named Insight, to use, and the others given a common open-source tool. The assessed metrics included: how long the participants took to complete all tasks, how accurate their answers to the tasks were, and how easy the participants found the tasks to complete. They were also asked for their feedback at multiple points throughout the task. Results:The results showed that there was a statistically significant increase in accuracy for one of the six tasks for the participants using the Insight prototype tool. Participants also found completing two of the six tasks significantly easier when using the prototype tool. There were no statistically significant different difference between the completion times of both participant groups. There were no statistically significant differences in the accuracy of participant answers for five of the six tasks. Conclusions: The results from this body of research show that there is evidence to suggest that there is the potential for gains in investigative effectiveness when information visualisation techniques are applied to a digital forensic dataset. Specifically, in some scenarios, the investigator can draw conclusions which are more accurate than those drawn when using primarily textual tools. There is also evidence so suggest that the investigators found these conclusions to be reached significantly more easily when using a tool with a visual format. None of the scenarios led to the investigators being at a significant disadvantage in terms of accuracy or usability when using the prototype visual tool over the textual tool. It is noted that this research did not show that the use of information visualisation techniques leads to any statistically significant difference in the time taken to complete a digital forensics investigation.

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Para Brasil, actualmente una de las 10 economías más grandes del mundo, los Juegos Olímpicos y Paralímpicos de 2016 representan una oportunidad única. El artículo contrasta Río de Janeiro 2016 con México 1968, los primeros juegos en América Latina, y provee una mirada de cómo los juegos deberían proveer regeneración urbana así como un mejoramiento de la imagen de la ciudad, una imagen constantemente dañada, para una audiencia internacional.

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Brazilians greeted the long-awaited decision of making Rio de Janeiro the host of the 2016 Olympic Games with tremendous exhilaration. Although Rio’s fantastic natural beauty certainly added to its attraction in hosting the games, its alarming rates of urban crime and violence largely associated with drug trafficking immediately triggered worldwide criticism, and put at issue its ability to guarantee the security for the games. Brazilians have been vying for a position as an emerging global economy and understand the importance of the Games for international prestige. This makes the stakes very high when hosting the Olympic Games in the wake of the 2014 Soccer World Cup, which will also be held in Brazil. This paper explores these criticisms and assesses Rio’s ability to prepare for this important event. The paper further explores the consensus that Brazilians will be more equipped to address actions taken by organized crime capable of affecting the Olympic Games than to face a terrorist attack. Brazil – and Rio – does not figure in the “terrorism map” as a region particularly linked to terrorism. Aside from uncorroborated suspicions of activities by terrorist organizations on the Tri-Border region (Argentina, Brazil, and Paraguay), Brazil does not elicit many concerns regarding terrorism.1 Yet, there is no way to guarantee that terrorist organizations will not try to make use of the 2016 Rio Olympic Games to advance their agenda. This being in mind, Rio and Brazil in general face a long road ahead to prepare, prevent, protect and respond to a possible terrorist attack during the 2016 Olympics. It is clear that prevention and preparation towards potential threats to the Games must necessarily include cooperation and exchange of best practices with other countries. 1 U.S. Department of State has confirmed that this area may have been used to transport weapons and conduct financial affairs in the past. This type of activity has been made more difficult with the fortification of border controls in more recent times.

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The expansion of creative and cultural industries has provided a rich source for theoretical claims and commentary. Much of this reproduces and extends the idea that autonomy is the defining feature of both enterprises and workers. Drawing on evidence from research into Australian development studios in the global digital games industry, the article interrogates claims concerning autonomy and related issues of insecurity and intensity, skill and specialisation, work–play boundaries, identity and attachments. In seeking to reconnect changes in creative labour to the wider production environment and political economy, an argument is advanced that autonomy is deeply contextual and contested as a dimension of the processes of capturing value for firms and workers.

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In this chapter, we pay full attention to the structural conditions and human cost of precarious labor in a particular local instance of the games industry. But at the same time, we attempt to shift the debate on precarity from the existential (the creative individual attracted to industries promising autonomy and meaningful work and finding only casualization, no work/life balance, and poor management) and the totalizing (all work under regimes of neoliberal hypercapitalism is increasingly characterized by precarity; indeed a whole new class—the precariat1—is posited as emerging) to a focus on analysis for actionable reform.

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Public referenda have gained momentum as a democratic tool to legitimize public mega projects such as hosting the Olympic Games. Interest groups in favour of hosting the Olympics therefore try to influence voters through public campaigns that primarily focus on economic benefits. However, recent studies find no or hardly any economic impact of hosting the Olympics, instead providing evidence for a positive social impact. This raises the question whether citizens consider economic or social factors when deciding on hosting the Olympics. Based on representative survey data from 12 countries, our results suggest that economic factors can influence voting behaviour, although the influence of social factors is stronger.

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A cidade do Rio de Janeiro foi eleita sede dos Jogos Olímpicos e Paraolímpicos de 2016 e são previstos impactos significativos em investimento e na geração de emprego, atrelados a isto existe a preocupação com as questões ambientais e a sustentabilidade do evento. No dossiê de candidatura do Rio de Janeiro a sede dos Jogos Olímpicos de 2016, existia o compromisso com a gestão dos resíduos sólidos. As grandes linhas de ações foram definidas quando do lançamento da candidatura do Rio de Janeiro a sede do evento, fato este que se concretizou em 02 de outubro de 2009. A gestão dos resíduos para 2016 é ainda carente de informações quantitativas de sua geração, das necessidades de adaptações das instalações para o período de realização do evento, bem como da definição de metas para que a gestão dos resíduos devidamente alinhadas com os preceitos do desenvolvimento sustentável. O objetivo deste estudo é avaliar sub o conceito de desenvolvimento sustentável a gestão de resíduos sólidos durante a realização dos Jogos Olímpicos de 2016 na cidade do Rio de Janeiro. A metodologia consiste no levantamento histórico dos Jogos Olímpicos com especial detalhamento nas questões ligadas ao conceito de desenvolvimento sustentável e gestão de resíduos, análise dos Jogos Pan-americanos do Rio de Janeiro, levantamento em campo da preparação dos Jogos Olímpicos de Londres, observações em campo na cidade do Rio de Janeiro e a análise de dados para o cálculo da estimativa de geração de resíduos durante a realização dos Jogos de 2016. As comparações com outros eventos demonstraram semelhanças e diferenças com os Jogos Olímpicos de 2016 e possibilitou a apresentação de proposições para a gestão de resíduos sólidos. A projeção de geração de resíduos durante o evento é significativa e aponta a necessita de atenção para potencializar as ações como coleta seletiva, reciclagem e compostagem. São indicados estudos futuros sobre a gestão dos resíduos, em especial da construção civil durante as obras das futuras instalações, algumas delas já em curso.

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The purpose of this study was to compare the effects of Small-Sided Games (SSG) vs. Interval Training (IT) in soccer training on aerobic fitness and physical enjoyment in youth elite soccer players during the last 8 weeks of the season. Seventeen U-16 male soccer players (age = 15.5 +/- 0.6 years, and 8.5 years of experience) of a Spanish First Division club academy were randomized to 2 different groups for 6 weeks: SSG group (n = 9) and IT group (n = 8). In addition to the usual technical and tactical sessions and competitive games, the SSG group performed 11 sessions with different SSGs, whereas the IT group performed the same number of sessions of IT. Players were tested before and after the 6-week training intervention with a continuous maximal multistage running field test and the counter movement jump test (CMJ). At the end of the study, players answered the physical activity enjoyment scale (PACES). During the study, heart rate (HR) and session perceived effort (sRPE) were assessed. SSGs were as effective as IT in maintaining the aerobic fitness in elite young soccer players during the last weeks of the season. Players in the SSG group declared a greater physical enjoyment than IT (P = 0.006; ES = 1.86 +/- 1.07). Coaches could use SSG training during the last weeks of the season as an option without fear of losing aerobic fitness while promoting high physical enjoyment.

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This paper presents a role-play game designed by the authors, which focuses on international climate negotiations. The game has been used at a university with students all drawn from the same course and at summer schools with students from different levels (undergraduate, master’s and doctoral students and post-doctoral researchers) and different knowledge areas (economics, law, engineering, architecture, biology and others). We discuss how the game fits into the process of competence-based learning, and what benefits games, and role-play games in particular, have for teaching. In the game, students take on the role of representatives of national institutions and experience at first hand a detailed process of international negotiation concerned with climate change.

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We introduce and analyze a new solution concept for TU games:The Surplus Distributor Prekernel. Like the prekermel, the new solu- tion is based on the an alternative motion of complaint of one player against other with respect to an allocation. The SD-prekernel contains the SD-prenucleolus and they coincide in the class of convex games. This result allows us to prove that in bankruptcy problems the SD-prekernel and the Minimal Overlapping rule select the same allocation.

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Esta tese tem como questão central investigar de que forma as propostas de legados apresentadas pelos realizadores dos megaeventos esportivos brasileiros Jogos Pan-Americanos de 2007, Copa do Mundo de Futebol de 2014 e Jogos Olímpicos Rio 2016 respondem aos interesses das políticas públicas. Para tanto, os objetivos consistiram em: a) verificar na história recente de três megaeventos esportivos ações de boas práticas ligadas aos possíveis legados dos seguintes eventos: Copa Mundo/2010 África do Sul, Jogos Sul-Americanos/2010 Medellín/Colômbia e Jogos Olímpicos/2012 Londres / Inglaterra; b) verificar, diante dos legados do evento Jogos Pan-Americanos Rio-2007, como se instituíram as relações entre Governo Federal e o órgão de administração nacional do esporte olímpico brasileiro (COB) na definição das ações do evento; c) verificar em que medida se dão as relações entre o atual Governo Federal e os órgãos de administração nacional do esporte (CBF e COB), responsáveis pela organização da Copa do Mundo de Futebol de 2014 e pelos Jogos Olímpicos do Rio de Janeiro de 2016, no que tange aos possíveis legados a serem deixados pelos referidos eventos, se eles se aproximam ou se afastam dos encontrados nos Jogos Pan-Americanos Rio-2007. O procedimento metodológico utilizado neste estudo foi realizado em quatro fases: a) revisão bibliográfica sobre o tema; b) levantamento e análise de documentos referentes aos eventos estudados; c) realização de sete entrevistas semiestruturadas, que foram gravadas, transcritas e categorizadas; d) categorização e análise dos documentos e das entrevistas levando em consideração os objetivos propostos na pesquisa. Os resultados demonstraram que as ações de boas práticas ligadas aos possíveis legados dos megaeventos verificados na história recente se posicionam no campo dos legados tangíveis para os Jogos de 2010 e 2012 e intangíveis para a Copa do Mundo de 2010. Quanto à relação entre Governo Federal e COB nas tomadas de decisão, com base nos legados, do Pan de 2007, os dados mostram que o processo se baseou em um planejamento frágil, um modelo de governança inadequado e a assinatura tardia da matriz de responsabilidade do evento. Com relação ao desenvolvimento de legados dos eventos de 2014 e 2016, observamos que o de imagem é que aparece de maneira mais relevante na pesquisa. Finalmente, para responder à questão central da presente pesquisa, chegamos à demonstração de que a base das propostas de legados do Pan de 2007 pouco se aproxima dos interesses das políticas públicas. Já para a Copa do Mundo de 2014 e para os Jogos de 2016, as propostas de legados se direcionam para ações que, se bem-executadas, podem de forma direta ou indireta atender os interesses das políticas públicas.

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Real-time adaptive music is now well-established as a popular medium, largely through its use in video game soundtracks. Commercial packages, such as fmod, make freely available the underlying technical methods for use in educational contexts, making adaptive music technologies accessible to students. Writing adaptive music, however, presents a significant learning challenge, not least because it requires a different mode of thought, and tutor and learner may have few mutual points of connection in discovering and understanding the musical drivers, relationships and structures in these works. This article discusses the creation of ‘BitBox!’, a gestural music interface designed to deconstruct and explain the component elements of adaptive composition through interactive play. The interface was displayed at the Dare Protoplay games exposition in Dundee in August 2014. The initial proof-of- concept study proved successful, suggesting possible refinements in design and a broader range of applications.