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Entrando na partida : a formulação de políticas de comunicação e cultura para jogos digitais no Brasil entre 2003 e 2014 /Zambon, Pedro Santoro. January 2015 (has links)
Orientador: Juliano Maurício de Carvalho / Banca: Maria Eugênia Porem / Banca: Cristiano Max Pereira Pinheiro / Resumo: Esta pesquista tem como objetivo descrever de que forma se deu o processo de formulação das políticas de comunicação e cultura para jogos digitais no Brasil nos primeiros 12 (doze) anos de governo do PT (Partido dos Trabalhadores). Foi estabelecida a trajetória dos games enquanto objeto de políticas públicas - partindo de sua origem nas políticas software, passando pelo tratamento enquanto política cultural até a inclusão como política de comunicação para conteúdos. Os processos políticos que subsidiaram a transição de uma agenda sistêmica para a governamental foram identificados, seguidos por mapeamento e sistematização das leis, projetos, editais, comissões e programas governamentais em âmbito federal. Partindo do ciclde políticas, foi observada a etapa de formulação - a qual se inclui o processo de tomada de decisão - sob ótica do modelo incrementalsta de Lindblom (1959). Entendendo a centralidade do ajuste mútuo de interesses e o papel dos atores governamentais e grupos de interesse na formulação, foram observadas as arenas decisórias como meio de identifica-los. Complementando com entrevistas interpretativas as informações não dispostas em documentos oficiais e mídia, as políticas formuladas pelos atores governamentais foram caracterizados segundo a tipologia de Wilson (1983), identificando os custos e benefícios entre os diversos setores da cadeia de valor de jogos digitais. A aplicação dessa tipologia nos permitiram perceber que, além das iniciativas serem desenvolvidas incrementalmente com base em dispositivos e políticas de outros setores, os grupos de interesse demonstram ter um papel atuante na tomada de decisão, sendo o setor da cadeia mais beneficiado no período o de desenvolvimento / Abstract: This research aims to describe how was the process for the formulation of public policies concerning the communication and culture for the digital games in Brazil, along the first twelve (12) years of PT (Workers Party) government. The trajectory of games as an object of public policies has been established - starting from their origin of those policies in software related ones, including their treatment a cultural policy, to finally include them in the category of communication policy content. The political processes that supported such transition from a systemic agenda for the government has been identified, followed by a process of mapping and systematization of laws, projects, tenders, comissions and government programs, in a federal level. Starding from the policies cycle, it has been observed the formulation stage - which includes the decision-making process - under the perspective of the incrementalist model, from Lindblom (1959). Understanding the adjustment of interests centrally, the role of both state actors and stakeholding groups in the formulation, the decision-making arenas has been seen as a way to identify them. Complementing those processes with interpretations of interviews that sometimes reveal information which is not presented in official documents and media, policies formulated by the government actors were characterized according to the typology of Wilson (1983), identifying costs and benefits among different sectors in the string value of digital games. The application of this typology has enabled us to realize that in addition to initiatives being that have been developed incrementally, based on devices and policies of other sectors, stakeholding groups have demonstrated an active role in decision making, and the chain industry most benefited in the development cycle / Mestre
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Arquitetura para construção de gêmeos digitais com foco na Indústria 4.0 /Rolle, Rodrigo Pita. January 2019 (has links)
Orientador: Eduardo Paciência Godoy / Banca: Denis Borg / Banca: Marilza Antunes de Lemos / Resumo: A evolução da computação e das ferramentas de simulação possibilita o uso de virtualização no ambiente industrial, de forma que os modelos em software transcendam a mera função de etapa de projeto, tornando-se provedores de informações relevantes para a avaliação do desempenho dos processos industriais. Os Gêmeos Digitais são uma abordagem para integração de sistemas físicos e virtuais, cujo principal objetivo é elevar o desempenho do sistema real através da informação gerada no ambiente virtual, que replica o funcionamento das partes físicas. Este trabalho consiste no desenvolvimento de uma arquitetura para construção de gêmeos digitais aderente à Indústria 4.0, considerando alguns dos principais requisitos do ambiente industrial tais como ganho de desempenho, aumento da flexibilidade dos processos, redução de tempos de parada e reprogramação, entre outros. A arquitetura desenvolvida para a implementação do gêmeo digital é composta por cinco módulos integrados através de redes Ethernet/IP utilizando os protocolos TCP e UDP. O primeiro é o OpenPLC, elemento central de controle de processos em conformidade com a norma IEC 61131-3, que é um software que incorpora as funcionalidades de um Controlador Lógico Programável (CLP), capaz de se comunicar com hardware de E/S remoto e com aplicativos de virtualização. O segundo é o processo de automação real, no qual é incorporado hardware apropriado para controle via OpenPLC. O terceiro é o modelo matemático do processo de automação em ... (Resumo completo, clicar acesso eletrônico abaixo) / Abstract: The evolution of computing science and simulation tools enables the usage of virtualization in the industrial environment, so that software models transcend the mere function of project step and become relevant information providers for the evaluation of field equipment. Digital Twins are an approach for intercommunicating physical and virtual systems, whose main aim is to improve performance of the real system by using information generrated on the virtual system that replicates the work of physical parts. This work presents the development of an architecture for buiding digital twins in the context of the Industry 4.0, considering some of the main requisites of the industrial environment, such as performance gains, increase of process flexibility, decrease of setup time, among others. The developed architecture for implementing the digital twin is composed by five modules integrated through Ethernet/IP networks utilizing TCP and UDP protocols. The first one is OpenPLC, central process control element in conformity with IEC 61131-3 standard, central element of process control that incorporates the functionalities of a Programmable Logic Controller (PLC), that is a software capable of communicating with I/O hardware and virtualization applications. The second one is the real automation process, in which it is included appropriate hardware for enabling control via OpenPLC. The third one is the mathematical model of the automation process in virtual environment, that in this wo... (Complete abstract click electronic access below) / Mestre
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The Effectiveness of Electronic Games (Atari) Reinforcers for Increasing Appropriate Behavior in Handicapped ChildrenPayant, James M. 01 May 1981 (has links)
Ten subjects ranging from 9 to 16 years in age wi.th IQ's ranging from 23 to 62 were randomly selected as contingent or noncontingent subjects for two experiments. Five subjects received contingent access to two electronic games for performance within a specified learning session, while five subjects received noncontingent access to the games. These experiments were designed to determine the effect on performance, attending, and compliance skills in the classroom, when contingent access to the electronic games was based on performance. The development of fine motor skills and/or eye-hand coordination skills as a result of game usage was examined. The generalization of any effect to the remainder of the classroom day was also evaluated.
The experimental design for these experiments was a single subject multiple baseline design for data on performance with the additional collection of attending and compliance data in a multiple baseline fashion. Probes were utilized to assess generalization effects.
A change in performance related to experimental manipulation was noted in three of five of the contingent subjects, while support for subsequent change in attending and compliance was demonstrated by fewer subjects (one subject in regard to attending; three subjects in regard to compliance) . No changes in performance, attending, or compliance related to experimental manipulation were demonstrated by subjects receiving noncontingent access to the games. Nine of ten subjects (contingent and noncontingent) demonstrated gains in age equivalencies on the Upper Limb Coordination subtest of the Bruininks-Oseretsky Test of Motor Proficiency in excess of the duration of the experiment. In addition, six of ten subjects demonstrated gains on the Fine Motor Composite of this test.
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The interpretive spiral: an analytical rubric for videogame interpretationWhitson, Robert Henry 09 April 2012 (has links)
In this work, I propose an analytical rubric called the Interpretive Spiral designed to examine the process through which players create meaning in videogames, by examining their composition in three categories, across four levels of interaction.
The most familiar of the categories I propose is the Mechanical, which refers to the rules, logic, software and hardware that composes the core of videogames. My second category, which I call the Thematic, is a combination of Arsenault and Perron's Narrative Spiral of gameplay, proposed in their Magic Cycle of Gameplay model (accounting for embedded text, videos, dialog and voiceovers) and Jason Begy's audio-visual level of his Tripartite Model of gameplay (accounting for graphics, sound effects, music and icons), though it also accounts for oft-neglected features such as interface and menu design. The third category, the Affective, refers to the emotional response and metaphorical parallels inspired by the combination of the other two levels.
The first level of interaction I explore actually precedes gameplay, as it is common for players to begin interpreting games before playing them, and is called the Pre-Play Level of interpretation. Next I examine the Fundamental Level of interpretation, which entails the learning phase of gameplay. The Secondary Level of gameplay is the longest level of play and describes the shift from learning the game to informed, self-conscious play. The Third and final, elective level of interpretation, is where the player forms connections between his gameplay experience, and other concepts and experiences that exist outside of the game artifact.
To put my model through its paces, I apply the model in its entirety to three influential and critically acclaimed videogames, and in part to several other titles.
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The Impact of Data Collection Methodology and Warning Labels on Adolescents’ Response FactorsWright, Beverly Darlene 15 August 2005 (has links)
An experiment is conducted among male adolescents to assess the impact of data collection methodology toward response quality factors, including completeness of answers, response distortion, response time, and item omissions. Data collection methodologies include in-person interviews, self-administered questionnaires, and use of an electronic form. Results suggest that personal interviews are generally the most effective method for collecting quality data from adolescent males. The impact of warning labels toward product evaluations was also tested using psychological reactance (Brehm 1966) to underpin hypotheses. Results indicate that adolescents rate their preference for entertainment products with restrictive labels higher than products with non-restrictive labels. Implications for public policy makers and both academic and managerial researchers are presented.
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Playing with audio the relationship between music and games /Havryliv, Mark. January 2005 (has links)
Thesis (M.C.A.-Res.)--University of Wollongong, 2005. / Typescript. Includes CD-ROM in back pocket. Includes bibliographical references: leaf 66-75.
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Paper One: Learning to play, playing to learn: Using electronic games as educational tools. Paper Two: "What's a journal like you doing in a class like this?": writing in mathematics class. Paper Three: An introduction to ethnomathematics /Searwar, Nicole, January 1998 (has links)
Thesis (M. Ed.), Memorial University of Newfoundland, 1998. / Includes bibliographical references.
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L337 soccer moms conceptions of "hardcore" and "casual" in the digital games medium /Boyer, Steven Andrew. January 2009 (has links)
Thesis (M.A.)--Georgia State University, 2009. / Title from title page (Digital Archive@GSU, viewed July 20, 2010) Ted Friedman, committee chair; Alisa Perren, Greg Smith, committee members. Includes bibliographical references (p. 156-169).
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Accuracy and fairness in dead reckoning based distributed multiplayer gamesBanavar, Hemant. Aggarwal, Sudhir. January 2005 (has links)
Thesis (M.S.)--Florida State University, 2005. / Advisor: Dr. Sudhir Aggarwal, Florida State University, College of Arts and Sciences, Dept. of Computer Science. Title and description from dissertation home page (viewed Sept. 22, 2005). Document formatted into pages; contains xi, 115 pages. Includes bibliographical references.
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The games people play : a political economic analysis of video games and their production /Nichols, Randall James, January 2005 (has links)
Thesis (Ph. D.)--University of Oregon, 2005. / Typescript. Includes vita and abstract. Includes bibliographical references (leaves 225-252). Also available for download via the World Wide Web; free to University of Oregon users.
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