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O corpo no Kinect: um estudo sobre os processos comunicacionais corpo-mente nos jogos de dança / The body in Kinect: a study of communication processes in the mind-body dance gamesAprobato, Valéria Cristiane 18 December 2013 (has links)
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Previous issue date: 2013-12-18 / Each new technology creates impacts on communication processes, way of life,
values, daily life, perception and cognition. This research aims to study, conduct
qualitative field research and develop a training system customized body using fun
games dancing Kinect application and analyze the complexities of interaction with
this system interface body. Created for the video game device Microsoft Xbox 360,
Kinect has attracted research interest in various fields of knowledge (Mazalek). In
this research, the Kinect will be understood as a system of communication "bodymind-
virtual environment." Due to their playful and interactive features, our
hypothesis is that, through the mediation of the Kinect, the interactor can develop
and / or improve their physical abilities,emotional, mental and enhance their
intelligence. The research is based on the theories of Flusser in mediation theory of
Martin - Barbero and the materiality of communication (Gumbrecht). To discuss the
game as language the reasoning involves Feitoza, Fantin and Corrêa, Vaguetti and
Botelho, Hansen, Galloway, Leo and Tavares. And to discuss the reading of the body
and the five senses, fundamented in Serres. The methodology of a theoretical and
practical, is comprised of literature review and qualitative field research. Practice
trials (tests), development of training, monitoring students, questionnaires and nondirective
interviews constituted stages of the investigative process. For the
development of interviews, this research relied on the procedures of qualitative
research (Alami) which provided the data for the analysis of the complexities of
interaction with the Kinect. We observed that, after a journey of trial and error, the
participants became more agile, precise, dynamic and visible improvement of their
minds, because there was a considerable increase in their motor and cognitive skills,
due to stimulation by Kinect device in a pyramid in increasing levels of difficulty in
implementation throughout the research / Cada nova tecnologia gera impactos nos processos comunicacionais, modo de vida,
valores, cotidiano, percepção e cognição. A presente pesquisa visa estudar, realizar
pesquisa de campo qualitativa e desenvolver um sistema de treinamento corporal
personalizado utilizando jogos lúdicos de dança do aplicativo Kinect e analisar as
complexidades da interação com esse sistema de interface corporal. Criado para o
dispositivo de videogame da Microsoft Xbox 360, o Kinect tem despertado interesse
de pesquisa nos mais variados campos de conhecimento (Mazalek). Nessa pesquisa,
o Kinect será compreendido enquanto um sistema de comunicação corpo-menteambiente
virtual . Devido às suas características lúdicas e interativas, nossa
hipótese é que, através da mediação do Kinect, o interator pode desenvolver e/ou
melhorar suas habilidades físicas, emocionais, mentais e aprimorar sua inteligência.
A pesquisa se fundamenta nas teorias de Flusser, na teoria da mediação de Martin-
Barbero e na materialidade da comunicação (Gumbrecht). Para discutir o videogame
enquanto linguagem a fundamentação envolve Feitoza, Fantin e Corrêa, Vaguetti e
Botelho, Hansen, Galloway, Leão e Tavares. E para discutir a leitura do corpo e dos
cinco sentidos, fundamentamo-nos em Serres. A metodologia, de caráter teóricoprático,
é composta por revisão bibliográfica e pesquisa de campo qualitativa.
Experimentações práticas (testes), desenvolvimento de treinos, acompanhamento
de alunos, questionários e entrevistas não-diretivas constituíram etapas do processo
investigativo. Para o desenvolvimento das entrevistas, a presente investigação se
apoiou nos procedimentos da pesquisa qualitativa (Alami) que forneceu os dados
para a análise das complexidades da interação com o Kinect. Pudemos observar
que, ao fim de uma jornada de tentativas e erros, os participantes se tornaram mais
ágeis, precisos, dinâmicos e com uma melhora visível de suas inteligências, pois
houve um aumento considerável de suas habilidades motoras e cognitivas, devido
ao estímulo dado pelo dispositivo Kinect, em uma pirâmide crescente em níveis de
dificuldade de execução ao longo da pesquisa
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Experiências coletivas com tecnologias digitais : um encontro entre videogames e a cultura da mobilidadeKroeff, Renata Fischer da Silveira January 2016 (has links)
A presente pesquisa se constitui na intersecção entre os estudos da cognição propostos por Humberto Maturana e Francisco Varela, a cultura dos videogames e a mobilidade das tecnologias de informação e comunicação. Considerando que tal intersecção constitui espaços híbridos físico-digitais, o estudo aborda processos de produção de sentido em oficinas com adolescentes e com professoras de uma escola de ensino fundamental do município de Porto Alegre, nas quais os participantes jogaram um jogo digital baseado em localização. A compreensão dos processos de produção de sentido é sugerida a partir de três modulações performáticas da cognição que se constituem como pistas que movem a pesquisa: (1) a existência de afetos e disposições para a ação, (2) as coordenações de ações e a dinâmica de acoplamentos estruturais e (3) a emergência da função observador e a produção de distinções. Ao longo de três meses, foram realizados cinco encontros no formato de oficinas com o jogo “Um Dia no Jardim Botânico”, desenvolvido pelo Núcleo de Ecologias e Políticas Cognitivas (NUCOGS) da Universidade Federal do Rio Grande do Sul. Os encontros tiveram a participação de 33 estudantes (18 meninas e 15 meninos) que tinham entre 11 e 15 anos e frequentavam o 4º e 5º ano; e cinco professoras do 1º ao 5º ano do ensino fundamental. A partir da análise dos registros, o estudo sugere que a experiência emocional exerce uma função importante em processos de produção de sentidos relacionados às práticas de jogo compartilhadas pelos jogadores, assim como para a composição de espaços percebidos como híbridos físico-digitais. / The following research brings forth the intersection between cognitive studies proposed by Humberto Maturana and Francisco Varela, videogame culture and the mobility of communication and information technologies. Considering that such intersection consists of hybrid physical-digital spaces, this paper aims to investigate sense-making processes by school teenagers and teachers from Porto Alegre during workshops in which participants play a locative digital game. Comprehension of the sense-making processes is brought to light from three performatic modulations of cognitive sense-making that provide clues and push the research forward: (1) the existence of affects and dispositions for action, (2) action coordination and structural dynamic coupling and (3) the emergent function of observer and the creation of distinctions. Across three months, five workshop meetings were arranged where participants would play the game “A Day in the Botanic Garden”, developed by the Federal University of Rio Grande do Sul’s Cognitive Policy and Ecology Nucleus (Núcleo de Ecologias e Políticas Cognitivas – NUCOGS). With a total of 33 participant students (18 girls and 15 boys), between the ages of 11 and 15 years old as well as five 4th and 5th elementary grade school teachers. From the analysis of the workshop’s records our study suggests that emotional experience plays an important role in sense-making processes related to play activities shared between players just as well as for the creation of spaces perceived as physical-digital hybrids.
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Prostor u videoigrama kao novi oblik scenske arhitekture / Space in videogames as new form of scene architectureMičkei Karl 23 April 2019 (has links)
<p>Ovaj rad ima za cilj da ispita prisutnost i značaj videoigara u<br />kontekstu scenske arhitekture i da ukaže na rastući značaj jedne mlade<br />discipline, a to je kreiranje prostora u videoigrama. Teorijski i<br />naučno-istraživački deo rada ukazuju, svaki na svoj način, na već<br />postojeće i nove moguće oblike primene koncepata prostora i vizuelnih<br />percepcija iz oblasti arhitekture i urbanizma u oblasti kreiranja<br />videoigara. Od Vitruvijevog trojnog načela, preko trojnog načela<br />ključnih odrednica videoigara i problematike prostornih situacija,<br />do uloge i položaja korisnika/igrača u kontekstu sadejstva sa datim<br />prostorom, u radu je predočen niz načina na koje elementi<br />arhitektonskog teorijskog nasleđa, pre svega elementi i principi<br />scenske arhitekture, mogu biti implementirani u proces kreiranja<br />prostora u videoigrama.</p> / <p>The goal of this thesis is to examine the presence and significance of<br />videogames in the context of scene architecture and to indicate a growing<br />importance of a young field – level design in videogames. Theoretical and<br />scientific research portions of the paper point, each in their own manner, to<br />existing as well as new modes of applying concepts of space and visual<br />perception from the domain of architecture and urbanism in the field of<br />videogame design. This paper offers a significant number of methods of<br />implementing aspects of architectural theory heritage, primarily elements and<br />principles of scene architecture, in the process of designing space in<br />videogames - starting with Vitruvius’s triple principle, followed by the triple<br />principle of key features of videogames and the issue of spatial situations, to<br />the role and position of user/player in the context of cooperation with a given<br />space.</p>
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Les bienfaits de l’entrainement en exergames sur le vieillissement cognitif : étude du transfert d’apprentissage / The effects of exergames training on cognitive aging : a study of learning transferMaillot, Pauline 27 June 2012 (has links)
Depuis de nombreuses années, la littérature s’attache à mettre en évidence que, malgré les déficits cognitifs liés à l’avancée en âge, chaque individu peut bénéficier de ses expériences afin de les réinvestir quotidiennement à travers une optimisation de ses comportements, via le maintien d’un certain niveau de plasticité cognitive (i.e., théorie de l’enrichissement cognitif). Dans cette perspective, ce travail vise à appréhender l’étendue de la plasticité comportementale des seniors via l’étude du transfert d’apprentissage issu des exergames. Son ambition est d’établir quels peuvent être les bienfaits de la pratique des exergames afin de lutter contre les effets délétères du vieillissement cognitif normal. Il s’agit, au travers de deux études d’entrainement, d’identifier le potentiel de transférabilité de nouvelles acquisitions cognitives et motrices via cet outil d’entrainement virtuel. La première étude a mis en évidence qu’un programme d’entrainement en exergames de trois mois permet l’amélioration des fonctions exécutives et de la vitesse de traitement de l’information chez des personnes âgées sédentaires. Ces résultats suggèrent que ces améliorations cognitives pourraient prendre leurs sources explicatives, d’une part, via la sollicitation physique se traduisant ici par des améliorations physiques notamment au niveau de l’endurance cardiorespiratoire, et d’autre part, via l’intermédiaire de la stimulation cognitive induite par le jeu qui, grâce à la diversité des tâches et des interactions, a engendré un transfert vers les tests neuropsychologiques. La seconde étude a pour objectif d’identifier l’occurrence d’un transfert virtuel-réel au travers d’un contexte de similarité entre les éléments constituant nos deux tâches expérimentales, à partir d’une tâche de putting au golf. La comparaison de performances des deux groupes d’âges entrainés selon deux contextes d’apprentissage (réel versus virtuel) a mis en évidence que les adultes jeunes étaient parvenus à réinvestir les habiletés acquises issues du virtuel dans le contexte réel, à la différence des adultes âgés qui, bien qu’ils aient atteint une réelle acquisition motrice en contexte virtuel, n’ont pas réussi à réengager de façon optimale leur acquisition antérieure. Ce travail doctoral atteste que les exergames peuvent, à travers une stimulation à la fois physique et cognitive, être un moyen efficace de lutter contre les effets délétères liés à l’avancée en âge. / For years, research literature has underlined that, notwithstanding the cognitive deficits related to advancing age, individuals may continue to benefit from their prior experiences in the optimization of their behavior, aided by the maintenance of a certain level of cognitive plasticity (i.e., concept of enrichment effects). The present research aims to understand the extent of seniors’ behavioral plasticity and establish how exergames may assist them in countering the deleterious effects of normal cognitive aging. This research consists of two studies which aim to identify the potential for cognitive and motor acquisitions via the use of virtual training devices. The first study highlights that a three month exergame training program improved both executive functions and the speed of processing in sedentary seniors. These results suggest that such cognitive improvements may be explained by (1) physical solicitation resulting in improved cardiorespiratory endurance, and (2) by the game-related cognitive stimulation (due to the variety of tasks and interactions) further transferring to neuropsychological tests. The second study is designed to identify the occurrence of a virtual-real transfer through context similarity between our two experimental tasks, both based on a golf-putting task. Compared performances between the two age groups, having trained in one of two learning conditions (real versus virtual) underlined that young adults were able to reinvest the acquired skills from the virtual to the real context, in contrast to older adults. Even though the latter acquired actual motor skills in virtual context, they failed to optimally re-engage prior acquisitions. This doctoral research attests that exergames, through both physical and cognitive stimulation, may be an effective means to counter the deleterious effects related to advancing age.
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Persuasive Kommunikation in ComputerspielenValtin, Georg, Pietschmann, Daniel 27 October 2008 (has links) (PDF)
Seit Menschen miteinander kommunizieren gibt es Persuasion, also das Bestreben, den Kommunikationspartner zu beeinflussen. Bereits in der Antike wurde dieses Handwerk in Form der klassischen Rhetorik systematisiert und gezielt eingesetzt. In den vergangenen Jahren gab es Versuche, diese etablierten Konzepte auf interaktive Medien zu übertragen, was aber nur ansatzweise gelang. Um den Besonderheiten interaktiver Medien gerecht zu werden, sollten ihre prozesshafte Natur und ihre Wechselwirkungen mit den Aktionen des Nutzers im Mittelpunkt stehen. Genau das ist beim Konzept der prozeduralen Rhetorik von Ian Bogost der Fall, weshalb dieser Ansatz als Grundlage der hier vorgenommenen Untersuchungen zu persuasiven Computerspielen dient. Im Rahmen der Arbeit werden zudem die unterschiedlichen Formen der Rhetorik vorgestellt und die Notwendigkeit der Berücksichtigung prozeduraler Rhetorik dargelegt. Anhand der Beispiele The McDonald's Videogame und America's Army verdeutlichen die Autoren den Einsatz verschiedener persuasiver Techniken aus klassischer und prozeduraler Rhetorik.
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8.BIT.BROSSalinas, Rogelio Manuel 03 February 2012 (has links)
The following report describes the pre-production, production, and post-production of the short film, 8.BIT.BROS, designed from its inception to fully exploit the years-developed, cumulative and varied skills of its director. The fantastical narrative focuses on the strained emotional dynamic between two adult brothers that have yet to come to terms with having witnessed their father’s death as children. Their trauma is dramatized and encapsulated in the videogame-themed psychotic hallucinations of the film’s protagonist. The director’s specialized skill-set was put to practical use in both the creation of animatronic creature effect, “Commander Gorgo,” and during the post-production phase of the film, wherein green screen compositing, animation, and motion graphics were used at length to bring the narrative life. / text
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日本遊戲平台企業的網路服務策略:任天堂與索尼之比較研究 / The Network Service Strategy of Japanese Video Game Platformer: A Comparative Case Study of Nintendo and Sony賴裕強, Lai, Yu Chiang Unknown Date (has links)
日本遊戲產業歷史悠久,自1980年代成立以來,培養眾多具備經驗與獨特內容的企業群聚,至今仍在全球遊戲市場扮演要角。但隨著市場全球化以及產業風向的轉變,日本遊戲產業的優勢已經大不如前。不僅遊戲企業的研發能力下滑、遊戲平台銷售萎縮,國內的遊戲市場也發生「質變」。
任天堂、索尼過去曾以產業龍頭之姿,領導遊戲平台的商業模式。在遊戲產業的平台與市場走向多元化以後,則經由次世代遊戲平台與網路服務的發展,嘗試複合的商業模式。如何把握並理解這一系列現象,成為本研究的出發點。
本論文討論任天堂、索尼的網路服務策略,自帳戶、下載、媒體、連線等使用政策檢視其策略內容,並從資源、價值、競爭與需求等角度分析策略因素的影響。以共同結構聚焦之方法,設計比較研究分析。研究過程參考專家學者的研究專書、期刊論文等文獻;同時援引日本智庫統計的遊戲產業數據,經深度訪談法參考企業與學者的意見,提高本論文的參考價值。
本研究發現,不同的策略因素考量,塑造了日本遊戲產業的兩種網路服務策略,本論文將之歸納為「任天堂模式」與「索尼模式」的網路服務策略。任天堂模式的網路服務,以遊戲內容為主,以遊戲玩家的需求為優先,以網路服務提升遊戲的耐玩性與互動性,重視高品質的獨創內容與娛樂體驗的創新。索尼模式的網路服務策略,是以整合娛樂內容為方向,同時滿足遊戲、社群、媒體等使用需求,以跨裝置、雲端儲存等技術為基礎,追求軟硬體相乘的商業模式。 / Nintendo and Sony, major platform holder of console game, leading the business model of video game industry since 1980s. With their know-how and unique game software, Japanese video game industry had been the major of global video game market. However, due to the globalization of markets and industrial innovation, Japanese platform holders and game developers are losing their dominance.
In recent years, Japanese video game industry is taking downturn in marketing and development. On the other hand, Japanese domestic market is getting a “qualitative transformation”. Since the transformation of market is on the way to Multi-platform and Cross-device, Nintendo and Sony are trying to develop their own network services with next-generation game platform for a complex business model.
Finding the way to describe these phenomena is the research question in this thesis. In this research, we have analyzed the network service strategy of Nintendo and Sony with a comparative study in their using-policy. Contents of strategy were observed from their management of accounts, digital distribution, multi-media and connection between devices. The Affect of strategic factors was inspected through the resources, capabilities, competition and needs in the market.
The results show that the dissimilarity of vision and core values leads to different network service and strategies. We summarized them as “Nintendo model” and “Sony model”. The “Nintendo model” is focus on the needs of gaming, in order to improve the user experience of game software and console. In contrast, the “Sony model” is based on the cross-device integration of entertainment contents, pursuing the hardware-software synergy.
Keywords: Japanese Videogame Industry, Network Services, Strategy, Nintendo, Sony.
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Obra-jogo: processos, visualidades e tessituras / Work-game: processes, visual arts and weavingsAldene Rocha da Silva Junior 24 April 2013 (has links)
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior / Esta dissertação trata das visualidades buscadas no campo da arte contemporânea utilizando como linguagem o videogame e sua estética, que se formam como transfigurações das ideias de um mundo estruturado em códigos, uma informação entre os signos que convivem no cotidiano do homem comum. Neste caráter, o trabalho artístico aliado ao videogame propõe estados de percepção estética e interação com o espectador como forma estrutural da obra, como a obra em si. Unir a arte com o videogame para alcançar a mistura entre artista, obra e espectador / This dissertation deals with visualities sought in the field of contemporary art, using as the videogame as language and its aesthetics, formed as ideias of a visual transfigurations of a world structured in codes, an information between signs in daily living of the common man. In this character, the artwork coupled with videogame proposes levels of aesthetic perception and interaction with the viewer as a structural form of the work, like the work itself. Linking the art with the videogame achieve the combination between artist, work of art and the viewer
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Études narratologiques des jeux vidéo à partir de Final Fantasy VI, Street Fighter II : The World Warrior et Gradius IIISirois, Catherine 09 1900 (has links)
No description available.
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Experiências coletivas com tecnologias digitais : um encontro entre videogames e a cultura da mobilidadeKroeff, Renata Fischer da Silveira January 2016 (has links)
A presente pesquisa se constitui na intersecção entre os estudos da cognição propostos por Humberto Maturana e Francisco Varela, a cultura dos videogames e a mobilidade das tecnologias de informação e comunicação. Considerando que tal intersecção constitui espaços híbridos físico-digitais, o estudo aborda processos de produção de sentido em oficinas com adolescentes e com professoras de uma escola de ensino fundamental do município de Porto Alegre, nas quais os participantes jogaram um jogo digital baseado em localização. A compreensão dos processos de produção de sentido é sugerida a partir de três modulações performáticas da cognição que se constituem como pistas que movem a pesquisa: (1) a existência de afetos e disposições para a ação, (2) as coordenações de ações e a dinâmica de acoplamentos estruturais e (3) a emergência da função observador e a produção de distinções. Ao longo de três meses, foram realizados cinco encontros no formato de oficinas com o jogo “Um Dia no Jardim Botânico”, desenvolvido pelo Núcleo de Ecologias e Políticas Cognitivas (NUCOGS) da Universidade Federal do Rio Grande do Sul. Os encontros tiveram a participação de 33 estudantes (18 meninas e 15 meninos) que tinham entre 11 e 15 anos e frequentavam o 4º e 5º ano; e cinco professoras do 1º ao 5º ano do ensino fundamental. A partir da análise dos registros, o estudo sugere que a experiência emocional exerce uma função importante em processos de produção de sentidos relacionados às práticas de jogo compartilhadas pelos jogadores, assim como para a composição de espaços percebidos como híbridos físico-digitais. / The following research brings forth the intersection between cognitive studies proposed by Humberto Maturana and Francisco Varela, videogame culture and the mobility of communication and information technologies. Considering that such intersection consists of hybrid physical-digital spaces, this paper aims to investigate sense-making processes by school teenagers and teachers from Porto Alegre during workshops in which participants play a locative digital game. Comprehension of the sense-making processes is brought to light from three performatic modulations of cognitive sense-making that provide clues and push the research forward: (1) the existence of affects and dispositions for action, (2) action coordination and structural dynamic coupling and (3) the emergent function of observer and the creation of distinctions. Across three months, five workshop meetings were arranged where participants would play the game “A Day in the Botanic Garden”, developed by the Federal University of Rio Grande do Sul’s Cognitive Policy and Ecology Nucleus (Núcleo de Ecologias e Políticas Cognitivas – NUCOGS). With a total of 33 participant students (18 girls and 15 boys), between the ages of 11 and 15 years old as well as five 4th and 5th elementary grade school teachers. From the analysis of the workshop’s records our study suggests that emotional experience plays an important role in sense-making processes related to play activities shared between players just as well as for the creation of spaces perceived as physical-digital hybrids.
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