Electronic Game
Mostrando 13-24 de 36 artigos, teses e dissertações.
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13. Midia e cultura: Machinima, produto da contemporaneidade / Media and culture: Machinima
This research investigates a new type of digital media: Machinima (the combining machine and animation), a new way of making films within a real-time virtual environment. Also, Machinima can be thought as a new product, which was born in the hybrid systems, providing new poetics and converging to the aesthetics of interactivity, incorporation and imm
Publicado em: 2009
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14. Gamearte
This dissertation is the result of practical-theoretical studies in the area of art and technology and focuses mainly Gameart, an artistic movement that is characterized by the fusion of videogame with the art in order to promote a poetic interactive between the public and the work, to show it as one of the artistic expression that stands out most in Cyberar
Publicado em: 2009
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15. Objetos de aprendizagem interativos : ferramenta de apoio a disciplinas teóricas
Os recursos computacionais disponíveis aos alunos poderiam ser mais bem utilizados, e sistemas instrucionais de apoio às disciplinas teóricas podem ser desenvolvidos para proporcionar a interatividade (learn-by-doing) e, assim, aproveitar a fluência e interesse da Geração Digital pelas mídias digitais a favor da educação. Com base teórica para os f
Publicado em: 2009
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16. Instituições eletrônicas nos desenvolvimento de jogos de empresa para a capacitação de coordenadores de cursos de graduação
A gestão de cursos de graduação, no âmbito da coordenação de curso, está relacionada à execução de práticas que visam à melhoria da qualidade de ensino, pesquisa e extensão. No entanto, o que se observa, na maioria dos casos, é que os gestores não apresentam conhecimento aprofundado sobre os processos que estão sob sua responsabilidade, no qu
Publicado em: 2009
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17. A INSERÇÃO DO DESIGNER DE GAMES NA INDÚSTRIA BRASILEIRA DE JOGOS ELETRôNICOS / THE GAME DESIGNERS INSERTION IN THE BRAZILIAN INDUSTRY OF ELECTRONIC GAMES
O presente trabalho trata da inserção do Designer de Games na indústria brasileira de jogos eletrônicos que, como um setor em amadurecimento e crescimento no Brasil, apresenta-se como um campo de atuação ainda pouco investigado, no que se relaciona a esse profissional. O Designer de Games tem um papel central no processo de desenvolvimento de um jogo e
Publicado em: 2009
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18. A STUDY ON FRAUDSTER IDENTIFICATION IN ELECTRONIC MARKETS THROUGH HUMAN COMPUTATION / UM ESTUDO DE IDENTIFICAÇÃO DE FRAUDADORES EM MERCADOS ELETRÔNICOS ATRAVÉS DA COMPUTAÇÃO HUMANA
Fraudulent behavior is an increasing problem for electronic markets, in particular for online auction sites, causing several types of loss. Fraud loss reduction measures generally have as an undesirable by-product the harassment and even exclusion of bona fide users, creating a difficult trade- off between losses with fraudsters and losses due to excessive c
Publicado em: 2008
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19. Robot ARena: an infrastructure for game development with spatial augmented reality. / Robot ARena: uma infra-estrutura para o desenvolvimento de jogos com realidade aumentada espacial.
Nowadays Electronic Games have a great importance in the economic sector, in computing and in academic research, not limited only to entertainment applications. In the search for innovation in gameplay and in the interactive interfaces of electronic games, Augmented Reality is one of the new frontiers to be explored. This work presents the research, developm
Publicado em: 2008
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20. Estratégias colaborativas na indústria brasileira de jogos eletrônicos
This study was developed based on the concepts of collaborative strategies having, as the empirical field of analysis, the Brazilian electronic games industry. The main goal of this study was to identify in which activities collaborative strategies are present among game developers, based on the orientation of the CPC Matrix (CHILD et al., 2005). The empiric
Publicado em: 2008
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21. Conception and accomplishment of a computational model of interactive games in the context of collaborative learning. / Concepção e realização de um modelo computacional de jogos interativos no contexto da aprendizagem colaborativa
For a long time, games were associated to entertainment activities, limited to recreation. The electronic games have as pioneer Willy Higinbotham, a physicist from Brookhaven National Laboratories that created in 1958 a simple game of tennis that was implemented in an oscilloscope. Since then, some failures occurred in the acceptance of such products. Howeve
Publicado em: 2008
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22. On-line discussions: argumentative strategies in debates on the internet / Discussões on-line: estratégias argumentativas em debates na internet
This investigation aims to describing and analysing how debates carried out by means of the worldwide computer web operate. The corpus encompasses three discussions collected at the Internet, covering different discursive genres (the discussion list, the chat with invited guests and the electronic forum), developed by two large providers used in Brazil, i.e.
Publicado em: 2008
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23. A autoridade conselheira e o discurso contemporâneo sobre a crise da/na família. / Adviser authority and the contemporary discourse about family crisis.
This work is about the about the contemporary family authority cisis discoursive production, taking as a source of analysis the self-help literature which discusses this subject.The books selected are, among others, "Pais brilhantes, filhos fascinantes" (Bright parents, fascinating children), by Augusto Cury and "Quem ama educa" (The one who loves educates),
Publicado em: 2008
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24. Narrativa e Interatividade em meios audiovisuais / Narrativa e Interatividade em meios audiovisuais
In Narrative Discourse Gérrard Genette makes an analyze of À La Recherche du Temps Perdu by Proust, breaking apart the poetic narrative and bringing new effective elements to comprehend and study any other kind of narrative. Genette suggests that this analyze should be taken by three basic keys: Time (could be divided in Order, Duration and Frequency), Mod
Publicado em: 2007