• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 99
  • 31
  • 18
  • 18
  • 11
  • 9
  • 3
  • 2
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • 1
  • Tagged with
  • 215
  • 69
  • 43
  • 40
  • 34
  • 29
  • 27
  • 24
  • 23
  • 22
  • 20
  • 19
  • 18
  • 18
  • 18
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
181

Da sala de estar à sala de aula: Educação Musical por meio de jogos eletrônicos / From the living room to the classroom: Music Education through electronic games

Faria, Luciana Carolina Fernandes de 04 February 2014 (has links)
Made available in DSpace on 2016-07-18T17:54:23Z (GMT). No. of bitstreams: 1 Luciana Faria-Mestrado2 - versao final.pdf: 7674852 bytes, checksum: ce4b64ec4648d3c6d8c780b64dc7677e (MD5) Previous issue date: 2014-02-04 / A presente dissertação foi desenvolvida no Programa de Mestrado em Educação, na linha de pesquisa Formação e Prática Pedagógica do Profissional Docente , da Universidade do Oeste Paulista. Esse trabalho tem como objetivo analisar o uso de jogos eletrônicos como recurso pedagógico para promover, por meio da Educação Musical, o desenvolvimento da percepção auditiva do aluno. Partindo da sensibilidade auditiva quanto aos parâmetros sonoros (Altura, Duração, Intensidade e Timbre), analisamos o uso dos Jogos Eletrônicos Wii Music (com a modalidade Pitch Perfect) e Let s Tap (com a modalidade Rhythm Tap), ambos para o console Wii da Nintendo (2006), como ferramentas metodológicas no estudo de música no contexto da Educação Básica. Buscamos, também, verificar a possibilidade de, por eles, oferecer um ambiente rico, envolvente e prazeroso de aprendizagem, além de possibilitar uma percepção auditiva aguçada para reconhecer e compreender os referidos parâmetros sonoros. Foram participantes 12 alunos, de 12 a 14 anos, que cursaram, em 2012, o sexto ano do ensino fundamental de uma escola pública na cidade de Presidente Prudente. A pesquisa teve a característica de uma investigação qualitativa, do tipo descritivo-interpretativa. Como procedimento metodológico, contou com 4 fases. Na primeira fase, foi utilizado um questionário inicial com questões abertas para diagnosticar a capacidade auditiva e possíveis conhecimentos musicais dos alunos. Nas segunda e terceira fases, respectivamente, os alunos estiveram em contato com cada um dos jogos, jogando em duplas e individualmente, mediante observação de sistema aberto. Por fim, na quarta fase, foi realizado um questionário final, o mesmo aplicado na primeira fase, a fim de determinar a presença e a natureza das mudanças conseguidas após a prática dos jogos. Como resultado, constatamos que as respostas dos alunos foram mais precisas e apresentaram melhor qualidade de detalhes, indicando-nos desenvolvimento cognitivo e perceptivo em relação aos parâmetros do som. Assim, verificamos que o ato de jogar um jogo eletrônico na escola produziu aprendizagem musical e grande prazer e interesse. Usar o jogo eletrônico como ferramenta metodológica se mostrou uma forma de envolver o aluno em seu processo de aprendizagem, possibilitando, assim, uma formação autônoma.
182

Avaliação do dispêndio de energia e fadiga muscular em pacientes com doença pulmonar obstrutiva crônica após atividade física com o videogame / Energy expenditure and muscle fatigue evaluation in patients with chronic obstructive pulmonary disease after physical activity with videogame

Tobelem, Daysi da Cruz 17 December 2015 (has links)
Submitted by Nadir Basilio (nadirsb@uninove.br) on 2018-06-18T22:25:55Z No. of bitstreams: 1 Daysi da Cruz Tobelem.pdf: 1498311 bytes, checksum: e7c9ce151a253837daf56eae060b6139 (MD5) / Made available in DSpace on 2018-06-18T22:25:55Z (GMT). No. of bitstreams: 1 Daysi da Cruz Tobelem.pdf: 1498311 bytes, checksum: e7c9ce151a253837daf56eae060b6139 (MD5) Previous issue date: 2015-12-17 / Introduction: Chronic obstructive pulmonary disease (COPD) is characterized by both pulmonary manifestations as systemic. To maintain or improve the functional capacity and quality of life is already proven the role of physical exercises for these patients as a mechanism to delay the onset of symptoms of this disease limiting. Justified study the feasibility of the use of an interactive video game, as an auxiliary resource for rehabilitation of these patients. Objective: to analyze the energy expenditure and muscle fatigue of the rectus femoral muscle of patients with COPD and elderly people matched by age after performing an activity with the Videogame Xbox-360. Method: We conducted a study of type randomized clinical trial, which was attended by 13 volunteers both with COPD as of 13 healthy individuals (matched for age). The study was conducted in the laboratory of Functional Respiratory Assessment (LARESP) on three different days, respiratory function and strength assessment, functional capacity and quality of life. In the remaining days, intervention protocols were applied, which featured the electromyographic assessment of the Rectus Femoris and the implementation of the proposed activity along with the analysis of the training intensity and energy expenditure. Results: It was observed significantly greater energy expenditure after physical activity both for patients with COPD (3,72±1,04 vs 5,22 ±1,21, treadmill and videogame) as by healthy individuals (2,87±0,62 vs 3,49±0,75). Regarding the evaluation of heart rate during training, there was no significant difference as heart rate (HR) training, average and peak even while performing the activities, by all study participants. Regarding the electromyographic evaluation of the rectus femoris muscle, it can be observed reduction of the variable median frequency (MF) after conducting both activities and both the groups, however, in relation to the healthy elderly, it can be seen higher reduction in MF after carrying out the activity on the treadmill, the same did not occur in patients with COPD. Conclusions: These results allowed us to conclude that the practice of physical activities using the video game may be an alternative applied both in the rehabilitation of patients with COPD as the training of healthy elderly. / Introdução: A Doença Pulmonar Obstrutiva Crônica (DPOC) é caracterizada por manifestações tanto pulmonares quanto sistêmicas. Para manutenção ou melhora da capacidade funcional e qualidade de vida, já está comprovado o papel da realização de exercícios físicos por estes pacientes como mecanismo de retardar o aparecimento dos sintomas limitantes dessa doença. Justificou-se estudar a viabilidade da utilização de um vídeo game interativo, como um recurso auxiliar da reabilitação desses pacientes. Objetivo: Analisar o gasto energético e a fadiga muscular do músculo reto femoral de pacientes com DPOC e de idosos pareados por idade, após a realização de uma atividade com o Videogame Xbox- 360. Método: Foi realizado um estudo do tipo ensaio clínico randomizado, que contou com a participação de 13 voluntários com DPOC e 13 indivíduos saudáveis (pareados por idade), este foi desenvolvido no Laboratório de Avaliação Funcional Respiratória (LARESP) em três diferentes dias, foram realizadas avaliação de função e força respiratória, capacidade funcional e qualidade de vida. Nos demais dias, foram aplicados os protocolos de intervenção, que contou com a avaliação eletromiográfica do músculo reto femoral e a execução da atividade proposta juntamente com análise do gasto energético e intensidade do treinamento. Resultados: Foi observado maior gasto energético após a realização da atividade física, tanto por pacientes com DPOC (3,72±1,04 vs 5,22 ±1,21, esteira e videogame respectivamente) quanto pelos indivíduos saudáveis (2,87±0,62 vs 3,49±0,75), mas não da frequência cardíaca (FC) de treinamento, nem da média e de pico da FC. Em relação a avaliação eletromiográfica de do músculo reto femoral, pode-se observar redução da variável frequência mediana (FM) após a realização de ambas as atividades e por ambos os grupos avaliados, porém, em relação aos idosos saudáveis, pode-se constatar maior redução da frequência mediana após a realização da atividade na esteira, o mesmo não ocorreu nos pacientes com DPOC. Conclusões: Estes resultados nos permitiram concluir que a realização de atividades físicas utilizando o videogame pode ser uma alternativa aplicada tanto na reabilitação de pacientes com DPOC quanto ao treinamento de idosos saudáveis.
183

Un modèle narratif pour les jeux vidéo émergents / A narrative model for emergent videogames

Chauvin, Simon 27 November 2019 (has links)
Cette thèse a pour objectif de créer et évaluer un modèle narratif pour les jeux vidéo émergents dont une part importante du contenu est générée de façon procédurale. Elle propose pour cela une application dans le jeu vidéo Minecraft. L'approche classique de la narration dans les jeux vidéo s'adaptant difficilement à des expériences de jeu plus libres nous proposons de donner au joueur les moyens de transformer le récit en temps réel et de manière explicite grâce à une forme narrative modulaire et adaptative au contexte de jeu courant. Dans un premier temps, la thèse explore les liens entre narration et interaction par le biais de l'étude des rôles de la narration dans les jeux vidéo. Puis, dans un deuxième temps, nous identifions les propriétés qui caractérisent les jeux vidéo émergents afin d'exposer les enjeux narratifs de ce type d'expérience de jeu. Dans un troisième temps, nous détaillons notre proposition d'un modèle narratif adapté aux jeux vidéo émergents ainsi que l'architecture logiciel permettant au joueur de transformer le récit en temps réel. Finalement, nous présentons deux expérimentations visant à vérifier nos hypothèses et à évaluer notre modèle narratif. / This thesis aims to create and evaluate a narrative model for emergent videogames that make extensive use of procedurally generated content. As such, an application of this model is presented within the videogame Minecraft. The usual approach to narratives in videogames can hardly be applied to experiences of play that involve more freedom from the player's perspective, such as what offer emergents videogames. Thus, we aim to provide players with the means to explicitly alter the story in real time, thanks to a context sensitive and modular narrative form. First, we explore the relationship betweenstorytelling and interactivity by studying the various roles held by narratives in videogames. Then, we identify the properties that define emergent videogames to better expose the narrative challenges they represent. Next, we detail our proposal of a narrative model suitable for emergent games as well as the architecture allowing players to transform the story in real time. Finally, we present an experiment in which we evaluate the validity of our narrative model in the context of emergent videogames.
184

El estilo visual utilizado en videojuegos indie modernos y su efecto en el jugador peruano. Caso de estudio: Summon Hat y Tunche / The visual style used in modern indie video games and its effect on the Peruvian gamer. Case Study: Summon Hat and Tunche

Kukurelo Cruz, Dominique 14 December 2020 (has links)
La investigación busca reconocer el estilo visual en los videojuegos indie modernos más atrayentes para el jugador, al analizar aspectos visuales de videojuegos peruanos y explicar el contexto en el que se desarrollan. La hipótesis inicial fue que el estilo visual de los videojuegos indie peruanos modernos, como Summon Hat y Tunche, tiene efectos en el momento de la elección de un juego del jugador peruano. La metodología se desarrolló con un alcance exploratorio y descriptivo, con un enfoque cualitativo. Busca describir características de Summon Hat y Tunche para reconocer aspectos visuales influyentes. Se realizaron tres muestreos, dos seleccionados por conveniencia y otro por bola de nieve. Para la primera muestra se escogió dos videojuegos independientes peruanos; la segunda, de jóvenes que juegan videojuegos y la tercera, de expertos involucrados en la industria de videojuegos peruana. Los resultados más resaltantes encontrados fueron que muchos de los videojuegos desarrollados en el país tardan mucho en ser terminados por falta de financiamiento para cumplir con los requerimientos necesarios. Los videojuegos indie peruanos suelen ser de multijugador local, pues hacerlo de manera online precisa de herramientas y habilidades que actualmente no se pueden tener en las pequeñas empresas que producen videojuegos. Se concluyó que, la mayoría de jugadores peruanos consideran que el estilo visual es un factor secundario, pues lo primero que les atrae son la jugabilidad y la historia que pueden tener los videojuegos a elegir. Sin embargo, están más atraídos por el estilo visual que se asemeja más a la realidad. / The research seeks to recognize the visual style in the most attractive modern indie video games for the player, by analyzing visual aspects of Peruvian video games and explaining the context in which they are developed. The initial hypothesis was that the visual style of modern Peruvian indie games, such as Summon Hat and Tunche, effects at the time of the Peruvian player's choice of a game. The methodology was developed with an exploratory and descriptive scope, with a qualitative approach. Seeks to describe characteristics of Summon Hat and Tunche to recognize influential visual aspects. Three samplings were carried out, two selected for convenience and the other by snowball. For the first sample, two independent Peruvian videogames were chosen; the second, of young people who play video games and the third, of experts involved in the Peruvian video game industry. The most outstanding results found were that many of the video games developed in the country take a long time to be completed due to lack of financing. Peruvian indie video games tend to be local multiplayer, since doing it online requires tools and skills that currently cannot be had in small companies that produce video games. It was concluded that most Peruvian players consider visual style to be a secondary factor, since the first thing that attracts them is the gameplay and the story that the video games can have to choose from. However, they are more attracted to the visual style that more closely resembles reality. / Trabajo de investigación
185

Estetická dimenze hraní počítačových her / The Aesthetic Dimension of playing Videogames

Rubášová, Veronika January 2019 (has links)
The Aesthetic Dimension of playing Videogames Abstract The Thesis is divided into two main parts. The first part follows the beginning of the discussion which considers computer games as Art. Selected theories are analyzed and critically reviewed. Specifically, these are theories considering the emotional potential of games, their narativity, or their cluster definition. In the second part are computer games seen as aesthetic experiences. In a short diversion the similarities between computer games and sport are shown. Also the role of winning and rules is contemplated. Subsequently, John Dewey's theory is used to interpret the phenomenon. The text is interwoven with examples of old and current computer games. Key words: Videogames, Aesthetics of Everyday life, New Media Art, an Experience, Pragmatism, John Dewey
186

Moderní technologie využívané ve fyzioterapii u dětí s dětskou mozkovou obrnou / Modern technologies used in physiotherapy at children with cerebral palsy

Hoskovcová, Tereza January 2021 (has links)
Title: Modern technologies used in physiotherapy at children with cerebral palsy Objectives: The goal of this diploma thesis is evaluate the effect of robotic and virtual therapy on motor functions of lower limbs at children with cerebral palsy. Furthermore, the work is focused on summarizing current knowledge about cerebral palsy, robotic and virtual technologies. Methods: The diploma thesis is processed as a literature review from available literary resources. First part of thesis contains all theoretical bases and knowledge's about cerebral palsy, robotic and virtual technologies use in physiotherapy lower limbs at children with this diagnosis. Second part has a descriptive - analytical character and contains analysis of studies, which was used treatment with robotic and virtual technologies. The thesis is concluded with a discussion, which focused mainly on three basic research questions of the diploma thesis. Results: A total of 8 randomized controlled trials that met the criteria for inclusion in this thesis were described. When making recommendations for using robotics and virtual technologies, is necessary to take into account the type of cerebral palsy, the degree of disability according to GMFCS, age, motor deficit and individual abilities and goals of the therapy. Studies show that the...
187

La influencia de los factores culturales latinoamericanos en el diseño y arte conceptual de personajes femeninos en videojuegos / The influence of Latin American culture on the design and concept art of female video game characters

Vega Morin, Miriam Elizabeth 09 July 2020 (has links)
Esta investigación tiene como objetivo comprender la influencia de los factores culturales latinoamericanos en el diseño y arte conceptual de los personajes femeninos de videojuegos. Por esta razón, se planteó como hipótesis que el diseño y la caracterización de los personajes femeninos en videojuegos latinoamericanos se ven influenciados por la imagen de la mujer que tienen estas sociedades y que ha ido transformándose en la última década tras la llegada de la cuarta ola del feminismo a Latinoamérica. Se optó por revisar un muestreo de videojuegos representativos de cuatro países latinoamericanos desarrollados en los últimos cinco años, analizando sus elementos gráficos y culturales. Asimismo, se entrevistó a cuatro desarrolladores especialistas que participaron en la creación de los videojuegos analizados para tener un mejor entendimiento de su proceso creativo. Los resultados del análisis documental evidenciaron un uso frecuente de recursos gráficos referenciados del canon de belleza norteamericano y asiático, así como cuerpos femeninos estereotípicamente estilizados. Sin embargo, se evidenció que el diseño narrativo y la historia bajo los que se desarrollan estos personajes también influyeron en su caracterización, personalidad y diseño, y les dieron un sentido mucho más complejo y congruente. Finalmente, se puede concluir que hay una estrecha relación entre el contexto, realista o fantástico y futurista, en el que se desenvuelven los personajes y el nivel de representación de cada una de sus culturas. / This research aims to understand the influence of Latin American cultural factors on the design and concept art of female video game characters. For this reason, it was hypothesized that the design and characterization of female characters in Latin American video games are influenced by the image of women that these societies have and that has been transforming in the last decade after the arrival of the fourth-wave feminism to Latin America. It was decided to review a sample of representative video games from four Latin American countries developed in the last five years, analyzing their graphic and cultural elements. Likewise, four specialist developers who participated in the creation of the analyzed video games were interviewed to have a better understanding of their creative process. The results of the documentary analysis evidenced a frequent use of referenced graphic resources of the North American and Asian beauty canon, as well as stereotypically stylized female bodies. However, it was evident that the narrative design and the story under which these characters are developed also influenced their characterization, personality, and design, and gave them a much more complex and consistent meaning. Finally, it can be concluded that there is a close relationship between the context, realistic or fantastic and futuristic, in which the characters operate and the level of representation of each of their cultures. / Trabajo de investigación
188

El Engagement en los Livestreaming de Facebook en relación con el proceso de decisión de compra de videojuegos, en hombres y mujeres jóvenes de Lima / The Engagement in the Facebook Livestreaming in relation to the videogame purchase decision process, in young men and women of Lima

Pariona Palomino, Alejandro Alfonzo 04 July 2019 (has links)
El objetivo de este trabajo es investigar si el Engagement del Livestreaming tiene relación y puede llegar a influenciar el proceso de decisión de compra de videojuegos de la categoría FPS en PC en hombres y mujeres de 20 a 30 años de edad en la zona 7 de Lima Esta investigación describe y correlaciona elementos modernos digitales como el Livestreaming y bases del Marketing como lo es el proceso de decisión de compra, buscando una relación entre ambas variables, para llegar al resultado se saber si la primera puede influir en la segunda. Para esto se realizará una investigación a profundidad de los temas que conforman ambas variables. Además de un estudio cualitativo de campo para comparar la teoría con la realidad. Por otro lado, el análisis cuantitativo nos ayudo a ver como se esta aplicando estos conceptos en la ciudad donde se realizo el estudio. En lo que concierne a lo cualitativo, se empleara la entrevista a profundidad con consumidores de videojuegos FPS y que también sean espectadores constantes del Livestreaming, y también se buscara a la opinión de expertos en el tema. Por otro lado, en lo cuantitavo se realizaron encuestas para conocer más sobre los consumidores y como reaccionan frente al Livestreaming. / The objective of this thesys is to investigate if the engagement of the livestreaming is related to the influence the decision – making process of videogames for men and women in Lima. This research describes and correlates modern digital elements such as Livestreaming and the marketing process of decision of purchase a product, and trying to bet a correlation between this to variables and to know if the first con influence the second one. For this we realize a qualitative research with deep interviews to the customers and interviews with expert in the subject. In the other hand the quantitative research was based on polls with questions related to the subject and to know if the two main subjects of the team are related. / Trabajo de investigación
189

TV-spel i nöjesjournalistiken : En undersökning om tv-spel och recensioner utifrån ett genusperspektiv / Videogames in entertainment journalism : A study on videogames and reviews from a gender perspective

Söderberg, André January 2013 (has links)
This study is about how videogamecompanies and Swedish newspapers represent masculinity and femininity in the covers of the games Assassins Creed 3, Grand Theft Auto 5, Bayonetta and Tomb Raider along with the reviews being done in conjunction with the game. The reviews has been published in the following newspapers: Aftonbladet, Svenska Dagbladet, Expressen and Göteborgsposten. The image that is formed in our society about how a man and a woman should be and behave will be the basics of this study. The covers of the games often represent what the game itself is about and what it contains and the reviews also conveys what the consumer who buys the game gets. The video game industry has grown in recent years to become one of the largest entertainmentindustries, but despite this, there has not been many studies on how this media represents masculinity and femininity. This is why this topic is both relevant and interesting to study. The method that will be used for this essay is a content analysis with semiotics studies as a basis, along with the terms denotation, connotation and stereotypes as tools for the above mentioned method. A couple of gender-related theories have also been used since the essay’s basic idea is to study how the video game industry and the swedish press presents the traditional gender roles and gender issues. The theories that have been chosen are: gender, power, interpreting bodies, gender perspectives in media and mass culture, massmedia and journalism and finally the theory of the media market. The purpose of this study can be summarized into how the gaming industry and the related reviews in the Swedish press present masculinity and femininity. The result of the analysis shows that the video game industry presents masculinity and femininity according to the traditional and stereotypical ideals that exist in today's society. The analysis of the reviews in Swedish press shows that in most cases feminist struggle is not discussed and gender issues are in general not addressed.
190

Game publishers and their constant need for damage control : A Content Analysis of Activision Blizzard's communication during their public-relations crises / Game publishers and their constant need for damage control : A Content Analysis of Activision Blizzard's communication during their public-relations crises

Moberg, Albin January 2024 (has links)
Big organisations and companies in game development and distribution have in recent years become involved in public-relations crises. In the past you could see that dissatisfied consumers have an impact on the image for organisations. To find out how an organisation can stop or mitigate a bad image, an analysis was conducted of Activision Blizzard’s communication to the public during their Public-relations crises, with a connection to strategic communications theories. The method used in the study was a Content analysis with a deductive approach to critically analyse the messages that was communicated during the public-relations crises the organisation had. The results of the analysis gave information for both Successful communication and communication that could have been improved with the strategic communications theories. With this information there is another source for crisis managers to construct messages during a crisis to either stop or mitigate a bad image. The study also gives an example on how to analyse an organisations crisis communication critically.

Page generated in 0.7513 seconds