Game Development Process
Mostrando 25-36 de 48 artigos, teses e dissertações.
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25. 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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26. 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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27. BODIES THAT HAVE INTERRUPTED THE SILENCE AND (RE) SIGNIFIED AN EXPERIENCE: THE THEATER IN TEACHERS INITIAL FORMATION / CORPOS QUE ROMPERAM O SILÊNCIO E (RES) SIGNIFICARAM UMA EXPERIÊNCIA: O TEATRO NA FORMAÇÃO INICIAL DE PROFESSORAS
This work fits on the research line Professional Formation, Knowledge and Development and has as an objective to investigate some representations that college students of daytime Pedagogy Course had in relation to theater both before and after they experience the theatrical language in the subjects Theatrical Game I and Theatrical Game II. The choice for thi
Publicado em: 2008
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28. Self-empowerment - jornada de transformação: um método transpessoal de personal coaching via internet / Self-empowerment - journey of transformation: a transpersonal method for personal coaching through internet
The general aim of this study is to participate in the debate between Transdisciplinarity, Transpersonal and Humanistic Psychology, including the Person-Centered Approach, with E-learning and Information Technology in Internet, as new branch of psychology with new methods to counseling, self-knowledge mediated by computer, through e-learning. The research in
Publicado em: 2008
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29. Relações Brasil-índia (1947-1964): a descolonização dos enclaves portugueses
The purpose of this dissertation is to analyze the first period of the relations between Brazil and India. A preliminary historical observation of the relations between the two countries allows its division in two main theme periods: the first, started after the Indian independence, in 1947, characterized by the diplomatic tension caused by the discussions a
Publicado em: 2008
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30. Proposta e implementação de uma interface para motores de jogos interativa e centrada no usuário. / Proposal and implementation of an interactive user-centered interface for game engines.
Game engines are tools to aid the development of computer and video games through software reuse. Once born in a technological environment, present game engines, either commercial or not, are normally worried more about the number of implemented features than usability issues. These characteristics may extend the period of learning-time. To address the goal
Publicado em: 2007
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31. El éxito del Mercosur posible
The success of the possible Mercosur. Mercosur can be observed from two different perspectives. One from an ideal integration project, whose reference is the European Union. The other, based in the profound prevailing asymmetries within the region and the progress achieved since the founding bilateral agreements of presidents Alfonsin and Sarney, in 1985. Fr
Brazilian Journal of Political Economy. Publicado em: 2007
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32. Um software educativo de exercÃcio-e-prÃtica como ferramenta no processo de alfabetizaÃÃo infantil / An educational exercise and practice software used as a tool in the process of child literacy
There exists a growing concern among educators when it comes to the use of new information and communication technologies (ICTâs) in the practical day-to-day contact with students. Through its low cost and public policy rules, the computer has shown itself to be a means by which this proposal could be realized. Therefore the objective has been the developme
Publicado em: 2007
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33. Um study on the processes interativos of children of 2 the one 4 years in the play situations from the "Net of Meanings / Um estudo sobre os processos interativos de crianças de 2 a 4 anos em situação de brincadeira a partir da noção de Rede de Significações RedSig
The current work had as aim to analyze from an empirical study how the processes of building and negotiating the meanings occur in a way to understand the ocurrence of repetition and the emergency of novelty presents in the interactions of children in their plays. The research is orientated by the theoretical methodology proposed by Net of Meanings (CINDEDI-
Publicado em: 2007
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34. Cascatas de incertezas, impactos climáticos perigosos e negociações internacionais sobre mudança de clima global - um modelo exploratório / Cascatas de Incertezas, Impactos Climáticos Perigosos e Negociações Internacionais sobre Mudança de Clima Global : Um Modelo Exploratório
The problem of the global climate change only can to be solved through a long term process of international political coordination which the principal actors are the governments of the National States. The Kyoto Protocol is the first international agreement to control the greenhouse gas (GHG) emissions, and the others rounds of negotiations will happen throu
IBICT - Instituto Brasileiro de Informação em Ciência e Tecnologia. Publicado em: 19/06/2006
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35. Adapting multiuser 3D virtual environments to heterogeneous devices
With the growing dissemination and reliability of wireless networks and the emergence of devices with increasing processing and communication power, applications that up to now were restricted to the PCs are being envisaged to run on devices as heterogeneous as wrist clocks, refrigerators with access to the internet, mobile phones, PDAs, set-top-boxes, game
Journal of the Brazilian Computer Society. Publicado em: 2006-06
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36. SharpLudus: improving game development experience through software factories and domainspecific languages / SharpLudus: improving game development experience through software factories and domainspecific languages
Digital games are one of the most profitable industries in the world, being a match even for the movie and music industries. However, software development industrialization, an upcoming tendency entailed by the exponential growth of the total global demand for software, will present many new challenges to game development. Studies reveal that there is eviden
Publicado em: 2006