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Utváření kolektivní inteligence v kyberprostoru na příkladu počítačových her / Shaping of Collective Intelligence in Cyberspace on the Example of Computer GamesChaloupková, Šárka January 2017 (has links)
The aim of the tehesis is to describe the formation of collective intelligence in cyberspace and focus on its use on the example of computer games. The idea is based on the works of Pierre Lévy, who believes that in the digital revolution is the value of the picture one of the most important. In this process plays an equally important role to increase the value of ideas, narratives, social communities and the development of new media tools and technologies. Along with that, in addition to the internal space of videogames (story progression, social interaction, building of the gaming space, gaming subculture, roleplay), shapes even the space beyond the game itself (transmedia storytelling, produsage - fan sites, content sharing, discussion forums). Thesis will be listed by concepts of collective intelligence, the progress of social memory, cyberspace and will be also inspired by other authors who works with collective intelligence, like Henry Jenkins, James Surowiecki or Derrick de Kerckhove. It should also provide an opposite view of the problem based on the work of opponents, which is eg. Cory Doctorow. Strategies and the use of the collective intelligence will be described by using the example of the specific games.
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Právní aspekty cloud computingu: GaaS (gaming as a service) jako nová forma cloudové služby / Law aspect of cloud computing: GaaS as a new form of cloud servisJanda, Petr January 2021 (has links)
Cloud gaming, also known as Gaming as a Service or GaaS is a quickly developing service with significant economic potential. Author follows this trend and focuses on the topic of providing videogames as a service through cloud environment. The goal of this work was to analyse and describe legal relations between authors of videogames, providers, and users of GaaS in the context of Czech copyright and to present practical consequences of these relations, mainly in contrast to SaaS. Firstly, the reader is acquainted with basic aspects of videogames with emphasis on classification and description of videogames and its parts, i.e. computer program and other elements, as a work of authorship. Author describes possible theoretical views on the protection of audio-visual components of videogames. It is then pointed out that no satisfactory classification of video game as a singular work of authorship can be provided under the Czech Copyright Act. Videogame legislation is also proposed. Subject of the second section of this thesis is cloud gaming technology. This segment is written as to be understandable even for non-experts in the field. At first basic types of cloud services are presented. Then, the technology behind cloud gaming is described, along with business models one can come across nowadays....
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Infinite Exceptionalism: The Role of the Divine in American Exceptionalism and its Implications in American PoliticsBentley, Mark L. 26 August 2014 (has links)
No description available.
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Language Learning Through Contextual Input in a Virtual Reality EnviromentCurrent, Daniel C. 13 December 2012 (has links)
No description available.
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Imaginário e design: resignificação do jogo eletrônico por meio da linguagem expressivaSato, Adriana Kei Ohashi 14 September 2007 (has links)
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Previous issue date: 2007-09-14 / This work intends to analyze design as the object that generates answers to the user's (gamer's) expectations based on the collective imaginarium. In turn, this imaginarium originates in a specific social-cultural context. Considering men as symbolic beings, they look for the reason of their existence by attribuing meaning to objects. Those meanings are interpreted by society, creating values, behaviors and
cultural references. This work presents fundamental concepts about design and its presence in the social-cultural context, being design the language that interprets and re-signify the electronic game based on the collective imaginarium. / A presente pesquisa procura analisar o design como objeto gerador de respostas às expectativas do usuário (jogador) a partir do imaginário coletivo. Por sua vez, este imaginário, tem a sua origem em um determinado contexto sócio-cultural. Considerando o homem como um ser simbólico, este busca o sentido para sua existência por meio da atribuição de significados aos objetos. Tais significados são interpretados pela sociedade criando seus valores, comportamentos e referenciais culturais. Ao longo deste trabalho são apresentados conceitos fundamentais sobre o design e sua presença no contexto sócio-cultural, sendo o design, a linguagem que interpreta e resignifica, a partir do imaginário coletivo, um jogo eletrônico.
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eSport im Kontext des SportsponsoringsDrews, Lucas 13 September 2012 (has links) (PDF)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen.
Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden.
Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.
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eSport im Kontext des SportsponsoringsDrews, Lucas 28 February 2012 (has links)
Die rasante Entwicklung von Computer- und Informationstechnologie in den letzten Jahrzehnten hat Gesellschaft und Wirtschaft entscheidend beeinflusst. Völlig neue Geschäftsfelder sind entstanden, wie z.B. das der Computerspiele. Computerspiele wiederum implizierten die Entstehung des eSports - eSport ist das Austragen von Wettkämpfen mittels Computerspielen.
Bisherige Beiträge oder Analysen zu dieser neuen Sportart sind kaum vorhanden.
Vorliegende Arbeit befasst sich mit einem Teilgebiet des eSports: dem Sponsoring. Ziel ist es, die Situation des eSport Marktes im Allgemeinen zu beschreiben sowie Schwierigkeiten und Entwicklungen für das Sponsoring herauszuarbeiten.:Abbildungsverzeichnis II
Abkürzungsverzeichnis III
1 Problemstellung und Zielsetzung 1
2 Sponsoring 3
2.1 Sponsoring - Begriff und Formen . . . . . . . . . . . . . . . . . . 3
2.2 Ziele . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
2.3 Vorteile und Nachteile . . . . . . . . . . . . . . . . . . . . . . . . 7
2.4 Sportsponsoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.5 Planungsprozess des Sportsponsorings . . . . . . . . . . . . . . . . 10
2.6 Erfolgskontrolle des Sportsponsorings . . . . . . . . . . . . . . . . 12
3 eSport 15
3.1 Definition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.2 Historische Entwicklung . . . . . . . . . . . . . . . . . . . . . . . 16
3.3 Aktuelle Analyse des eSports in Deutschland . . . . . . . . . . . . 23
3.3.1 Spielerzahlen und Spielerprofil . . . . . . . . . . . . . . . . 23
3.3.2 Clans . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
3.3.3 Veranstaltungformen und deren mediale Verwertung . . . . 26
3.3.4 Sponsorebene und Sponsormaßnahmen . . . . . . . . . . . 28
3.3.5 Sponsorenpool . . . . . . . . . . . . . . . . . . . . . . . . . 29
3.3.6 Besondere Einflussfaktoren auf das Sponsoring . . . . . . . 30
4 Qualitative Untersuchung zum Sponsoring im eSport 32
4.1 Untersuchungsmethode Experteninterview . . . . . . . . . . . . . 32
4.2 Darstellung und Interpretation der Ergebnisse . . . . . . . . . . . 33
5 Schlussbetrachtung 36
Literaturverzeichnis IV
Anhang VIII
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Exercise, visuospatial rotation performance and life satisfaction : A study of correlations between physical activity and some presumed benefitsLilja, Claes January 2017 (has links)
SourceURL:file://localhost/Users/ClaesAct/Dropbox/LNU%20psykologi/Uppsats/Examensarbete_ClaesLilja_HT16_2PS600.doc Physical exercise has been associated with various health benefits, including improved cognitive functioning, well-being and life satisfaction. Other variables that have been found to explain these areas include gender, age, dispositional optimism, meditation practice, and videogame habits. The aim of the present study was to explore whether physical exercise on its own has benefits for visuospatial rotation abilities and life satisfaction. It was also the intention to examine how other known factors of age, gender, dispositional optimism, meditation, and videogames may help predict visuospatial rotation abilities and satisfaction with life. The results showed no significant explanation for visuospatial performance while finding some exercise measurements and physical activity level to have significant correlations with life satisfaction. Dispositional optimism was found to be the strongest indicator of life satisfaction, while gender was determined to not hold explanatory power for either of the criterion variables.
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O videogame como representação histórica: narrativa, espaço e jogabilidade, em Assassin\'s Creed (2007-2015) / Videogames as Historical representation narrative, space and gameplay in Assassin\'s Creed (2007-2015).Bello, Robson Scarassati 29 August 2016 (has links)
O objetivo deste trabalho é investigar as relações entre a representação da História e os jogos eletrônicos (Videogames) através da análise dos jogos da série, produzidos entre 2007 e 2015, Assassins Creed. A série representou múltiplos tempos históricos em narrativas, jogabilidades e espaços virtuais que reconstituíram cenários do passado para exploração e interação de um jogador que controla o avatar de um Assassino. Nossa investigação pretende compreender este produto, ainda pouco estudado nas ciências humanas, em sua especificidade, estabelecendo sua posição dentro da Indústria Cultural em seus suportes materiais e distintos gêneros e em relação a outros jogos. Utilizamos um dos episódios em específico, Assassins Creed III (2012), para nos aprofundarmos sobre o desenvolvimento da narrativa de acontecimentos, a elaboração do espaço, a interatividade proposta, para então compreender como as várias temporalidades são sistematizadas em uma estrutura narrativa e lúdica no conjunto da série, que expressa uma determinada visão sobre o multiculturalismo e a História. / The goal of this work is to investigate relations between the representation of History and electronic games (Videogames) by analyzing the game series Assassins Creed (between 2007 and 2015), which has representations of multiple historic times in narratives, gameplays and virtual spaces that reconstitute sceneries of the past for a player to explore and interact controlling the character of an Assassin. Our investigation intends to understand this product, which has been very little studied in the Humanities, within its specificity, and to pinpoint its position within the Culture Industry with its material supports and many genres as well as in relation to other games. One specific episode of the game, Assassins Creed III (2012), has been used for in-depth analysis of the narrative development of events, the creation of space and the proposed interactivity, so as to understand how the many temporalities are systemized in a ludic and narrative structure throughout the whole series, which expresses a specific view on multiculturalism and History itself.
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Material didático para desenvolvimento de jogos digitais: experimento com kit de desenvolvimento para consoles de videogameRamos, Reinaldo Augusto de Oliveira 08 September 2016 (has links)
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Previous issue date: 2016-09-08 / Pontifícia Universidade Católica de São Paulo / With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic games / Com esta pesquisa pretendeu-se observar o mercado de jogos digitais e os cursos focados na formação de profissionais para esta área de atuação. Este trabalho acadêmico buscou revelar os desafios que são encontrados nos cursos que objetivam promover o ensino e a aprendizagem de produtos computacionais de entretenimento e que possuem práticas laboratoriais focadas em aspectos relativos à indústria dos jogos digitais. Esta pesquisa abordou os cursos técnicos e de graduação de nível tecnólogo, bem como as pós-graduações e os cursos de extensão universitários, além dos cursos livres nesta área de atuação. Pretendeu-se investigar e refletir sobre estratégias de ensino e aprendizagem e, principalmente, considerar a implementação de ferramentas e procedimentos práticos, particularmente os DevKits – Kits de Desenvolvimento de Jogos Digitais –, que visam implementar ambientes colaborativos para desenvolvimento de jogos eletrônicos digitais e, posteriormente, sua viabilização comercial. Abordaram-se aspectos educacionais e práticos como métodos de ensino relacionados à produção dos games e ferramentas que são utilizadas, bem com plataformas desenvolvimento: DevKit. Também se pretendeu realizar estudos sobre o domínio tecnológico envolvendo game engines, além de ferramentas de autoração, de produção de imagens tridimensionais e de edição gráfica. Por meio de pesquisas qualitativas e quantitativas secundárias (FEP Games e BNDES) e revisão bibliográfica, a metodologia empregada avaliou a utilização e integração de ferramentas alternativas que pudessem ser equiparadas às ferramentas do mercado de trabalho dos jogos eletrônicos. Pretendeu-se expandir a base de conhecimento em torno do domínio tecnológico das mesmas ferramentas, diminuindo, dessa maneira, a dependência das instituições de ensino e das empresas de jogos no país. Discutimos questões como: propriedade intelectual, autoria, dispositivos legais, gerenciamento do desenvolvimento, processos de produção, métodos de divulgação e disseminação do produto e métodos de avaliação.
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Partiu-se do processo criativo, observaram-se os aspectos relativos ao design de interação, as questões tecnológicas e compatibilidades sistêmicas, por fim, discutiram-se questões relativas aos meios de divulgação e distribuição e, como resultado, propôs-se um método de ensino e aprendizagem para jogos eletrônicos digitais
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