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  • 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.
21

Inicia??o escolar: narrativas de pais sobre a entrada do filho na escola / School initiation: parent s narrative about the entrance of their kids in school

Tasca, Renata Cardoso 18 February 2014 (has links)
Made available in DSpace on 2016-04-04T18:28:14Z (GMT). No. of bitstreams: 1 Renata Cardoso Tasca.pdf: 1770107 bytes, checksum: 81c1ea7514178a5cc5a548a28c0e0902 (MD5) Previous issue date: 2014-02-18 / Contemporary life has demanded important changes in the parental psychodynamic. We have noticed parents more and more compromised with their work routine and, as a result, less available to their family life. In this context, in which the work has demanded an almost exclusive dedication, there comes the need of leaving their children at an even earlier age to the care of others, such as grandmother, babysitter, or school. Assuming that the way parents experience the enrolling of their children at school is one of the elements that contributes to the children s well-being at school, we have investigated the imaginative productions of parents about this process, in the search of affectiveemotional senses. We have used the Interactive Narrative as a procedure tool, which consists of a fictitious story made up by the researcher, in order to approach the parental imaginary about their children s school initiation, as an invitation to the participants to elaborate an overcome to the plot. The researcher has registered the encounters with the participants by means of a narrative that included her own impressions about the transferential movements. After the psychoanalytical consideration of the interactive narratives as well as the researcher s narrative, we found the following affectiveemotional fields: Motherhood doubt which embodies the mother s fears and doubts about the initiation process, and also the father s attitude in the face of maternal ambivalence. The field Not much necessary for you is related to the mother s difficulty in dealing with the child s autonomy. Daily bread , refers to the parental conflicts about the need of both, the father and mother to work, and the last one, Whas this the best moment? , which conveys the ambivalence between taking care and teaching. Considering the fields as a whole, we reach the complexity of the parent s feelings and the resulting ambivalence about being able to provide a good enough environment to the physical, psychological and social development of their children. / A vida contempor?nea tem demandado transforma??es importantes na din?mica da parentalidade. Percebemos pais cada vez mais comprometidos com seu cotidiano profissional e, consequentemente, menos dispon?veis para o conv?vio familiar. Nesse contexto em que o trabalho tem exigido uma dedica??o quase exclusiva, surge nos pais a necessidade de deixar os filhos cada vez mais precocemente aos cuidados de terceiros, como a av?, a bab?, a escola. Partindo do pressuposto de que o modo como os pais experimentam a inicia??o escolar de seus filhos seja um dos elementos que contribuem para o bem estar da crian?a na escola, investigamos as produ??es imaginativas de pais, em busca dos sentidos afetivoemocionais que acompanham esse processo de inicia??o. Como procedimento de investiga??o, utilizamos uma Narrativa Interativa, que consiste em uma hist?ria fict?cia elaborada pela pesquisadora, abordando o imagin?rio parental frente ? entrada do filho na escola, apresentada como um convite para que os participantes elaborassem um desfecho para a trama. A finaliza??o da narrativa interativa foi seguida de discuss?o sobre o tema investigado. A pesquisadora fez um registro narrativo dos encontros investigativos, acrescentando suas impress?es sobre os movimentos transferenciais que acompanharam o procedimento. Ap?s a considera??o psicanal?tica das Narrativas Interativas, em como do relato sobre os encontros entre participantes e pesquisadora, encontramos os seguintes campos de sentidos afetivoemocionais: D?vida materna que abarca os medos e d?vidas da m?e no que se refere ? inicia??o escolar, al?m do posicionamento do pai frente a ambival?ncia materna. Pouco necess?ria a voc? , ? um campo que se refere ? dificuldade da m?e em lidar com a autonomia do filho. O campo P?o nosso de cada dia nos coloca em contato com as ang?stias parentais despertadas pela necessidade de pais e m?es trabalharem. Finalmente, Era o melhor momento para voc?? que comunica o entrela?amento entre as tarefas de cuidar e educar. Tomados em conjunto esses quatro campos apontam para a complexidade de sentimentos parentais e a consequente ambival?ncia em rela??o ? pr?pria capacidade de prover um ambiente suficientemente bom para o desenvolvimento f?sico, emocional e social de seus filhos.
22

Imagin?rio Coletivo sobre o cuidado religioso na Igreja Cat?lica / Collective Imaginary about religious care in the Catholic Church

Paiva, Vanildo de 25 February 2014 (has links)
Made available in DSpace on 2016-04-04T18:28:15Z (GMT). No. of bitstreams: 1 Vanildo de Paiva.pdf: 2906519 bytes, checksum: 8c475345c1ef09f689a3759e9f6351a4 (MD5) Previous issue date: 2014-02-25 / Pontif?cia Universidade Cat?lica de Campinas / The search for the Sacred is intensified in periods with profound transformations and crises triggered by feelings of fear and insecurity as post modernity period, which is ruled by the economic logic and the fluidity of the personal relationships, producing the individualism and the destitution we are experiencing nowadays. Based on the presupposed that religion tend to occupy a significant role supporting the human vulnerability, we investigated the imaginary of a group of people who search for help in the Catholic Church, in terms of what they imagine about the reasons underlying those demands. Our group has three different kinds of people that are related to the Church, those who look for the Church but does not join any religious practice because they are arriving, those who join the Church for religious practice, and those who are religious caregiver. We presented for the participants an Interactive Narrative, a pre-conceived story by the researcher presenting the religious care theme. As the story is unfinished, it invites the participants to create and imagine the end that is understood as expression of the group imaginary and interpreted by the researcher in dialogue with his research group, inspired by Psychoanalysis, in order to find fields underlying affective- emotional senses. The material was discussed with specified theory, giving emphasis to Winnicott?s propositions about care, transitional space and the religion?s role. The result leads to motivations such as: counseling needs, spiritual comfort and support of the religious community in times of personal and family needs (diseases, drug addiction, death, matrimonial conflicts), God?s gratitude for received benefits, spirituality development, Sacramental needs, and the search for life meaning. Underlying emotional issues toward the search for religious care we found caregivers being demanded more than they are prepared to, who recognize their limitation and are being pushed to deal with emotional and psychological issues that demands professional and specialized care. The participants claim a relation between religion and psychology and suggest the Church to offer psychological care for the congregation. We expect that the knowledge produced by this paper benefits everyone involved in religious care, religious institutions or those who seek them - expanding the understanding of the role that religion has in the search for the meaning of human experience. / A busca pelo sagrado costuma se intensificar em per?odos marcados por grandes transforma??es e crises desencadeadoras de sentimentos de medo e inseguran?a, como ? o caso da p?smodernidade que, regida pela l?gica econ?mica e pela fluidez das rela??es pessoais, produz o individualismo e o consequente desamparo que hoje experimentamos. Baseando-nos no pressuposto de que as religi?es se prop?em ocupar um lugar significativo de suporte ?s vulnerabilidades humanas, propusemos a investiga??o do imagin?rio coletivo de um grupo de pessoas que buscam aux?lio na Igreja Cat?lica, mas ainda n?o se vincularam a ela; de um segundo grupo j? vinculado ?s pr?ticas religiosas, bem como de um terceiro grupo de cuidadores religiosos, em termos das motiva??es que imaginam orientar essa busca. Apresentamos aos participantes uma Narrativa Interativa, pr?-elaborada pelo pesquisador, versando sobre o tema do cuidado religioso. Uma vez que a narrativa se encontra inacabada, cada participante foi convidado a participar de sua constru??o, ampliando-a imaginativamente. As narrativas dos participantes foram tomadas como express?o daquele coletivo e interpretadas pelo pesquisador na interlocu??o com seu grupo de pesquisa, ? luz da Psican?lise, no intuito de levantar campos de sentidos afetivo-emocionais subjacentes ? sua elabora??o. Os resultados foram articulados teoricamente com literatura espec?fica, dando-se ?nfase ?s proposi??es winnicottianas de cuidado, espa?o transicional e o lugar que a religi?o a? pode ocupar. Os resultados apontaram para motiva??es variadas, tais como: necessidade de aconselhamento, conforto espiritual e amparo da comunidade religiosa em momentos de dificuldades pessoais e familiares (doen?as, drogadi??o, morte, desaven?as conjugais), gratid?o a Deus por benef?cios recebidos, cultivo da espiritualidade, necessidades sacramentais, bem como a atribui??o de sentido ? vida. Entreveem-se nas quest?es emocionais subjacentes ? busca de cuidado religioso exig?ncias que excedem o preparo dos cuidadores, que reconhecem n?o darem conta de uma demanda n?o raras vezes marcadas por fortes elementos emocionais e psicol?gicos, que exigem atendimento especializado. Os participantes postulam uma maior inter-rela??o da religi?o com a psicologia, e sugerem que servi?os especializados de psicologia sejam disponibilizados pelas igrejas aos seus fi?is. Esperamos que a produ??o desse conhecimento beneficie a todos os envolvidos no cuidado religioso - sejam as institui??es religiosas ou aqueles que as buscam - ampliando a compreens?o do lugar que a religi?o ocupa na busca de sentido para a experi?ncia humana.
23

Club Penguin: a produção de subjetividade capitalística na narrativa interativa nos videogames / Club Penguin: The production of capitalistic subjectivity in interactive narrative in video games

Maria Cecile Mahler Ferreira de Azambuja 10 September 2013 (has links)
Na pesquisa Club Penguin: a produção de subjetividade capitalística na narrativa interativa nos videogames vamos realizar a cartografia (Deleuze & Guattari) do gameplay do Club Penguin, em sua plataforma principal, online. É uma pesquisa em andamento, já que o jogo não tem um objetivo único a ser alcançado e sua narrativa não é conclusiva, pois depende integralmente do agenciamento entre formas de pensar, agir e sentir do usuário com a programação do jogo, produzindo um rizoma que nunca se fecha. Para poder verificar seus efeitos na produção da subjetividade capitalística das primeiras pistas que seguimos foi a presença das tecnologias de informação e comunicação, que, ao mesmo tempo em que permitem a autonomia do usuário, exercem uma vigilância e um controle consentidos, produzindo dados que servem de base para a manutenção e preservação da sociedade de controle (Gilles Deleuze). Nossa segunda pista está ligada às práticas e laços que se formam no decorrer do jogo, que refletem os efeitos das relações presentes no capitalismo contemporâneo, que tem como base o consumo e a produção de signos e afetos, tal como descritas por Hardt & Negri. O percurso da terceira pista está ligado às linhas de enunciação e visibilidade cujos efeitos se refletem nos processos de subjetivação das crianças que participam do jogo, visto que o público alvo deste jogo está na faixa dos 6 aos 14 anos de idade. / In the study "The production of capitalistic subjectivity in the Club Penguin games interactive narrative" we will map (Deleuze & Guattari) Club Penguins gameplay in its primary platform, which is online. This is an ongoing study, since the game does not have a single goal to be achieved and its narrative is inconclusive. Its narrative depends entirely on the users arrangement of his/her thinking, acting and feeling with the games programming, resulting in a rhizome that never closes. Therefore, in order to evaluate the games effects on the production of capitalist subjectivity, one of the first clues that we followed was the presence of information technologies and communication, which allow the users autonomy while exercising permitted vigilance and control, producing data that are the basis for the maintenance and preservation of the control society (Deleuze). Our second clue is linked to practices and bonds created during the course of the game, reflecting the effects of the relationships in contemporary capitalism, which is based on the consumption and production of signs and affections as described by Hardt & Negri. The course of the third clue is connected to the lines of enunciation and visibility effects, which are reflected in the processes of subjectification of children who participate in the game, since the target audience for this game are children between the ages of 6 to 14 years old.
24

Club Penguin: a produção de subjetividade capitalística na narrativa interativa nos videogames / Club Penguin: The production of capitalistic subjectivity in interactive narrative in video games

Maria Cecile Mahler Ferreira de Azambuja 10 September 2013 (has links)
Na pesquisa Club Penguin: a produção de subjetividade capitalística na narrativa interativa nos videogames vamos realizar a cartografia (Deleuze & Guattari) do gameplay do Club Penguin, em sua plataforma principal, online. É uma pesquisa em andamento, já que o jogo não tem um objetivo único a ser alcançado e sua narrativa não é conclusiva, pois depende integralmente do agenciamento entre formas de pensar, agir e sentir do usuário com a programação do jogo, produzindo um rizoma que nunca se fecha. Para poder verificar seus efeitos na produção da subjetividade capitalística das primeiras pistas que seguimos foi a presença das tecnologias de informação e comunicação, que, ao mesmo tempo em que permitem a autonomia do usuário, exercem uma vigilância e um controle consentidos, produzindo dados que servem de base para a manutenção e preservação da sociedade de controle (Gilles Deleuze). Nossa segunda pista está ligada às práticas e laços que se formam no decorrer do jogo, que refletem os efeitos das relações presentes no capitalismo contemporâneo, que tem como base o consumo e a produção de signos e afetos, tal como descritas por Hardt & Negri. O percurso da terceira pista está ligado às linhas de enunciação e visibilidade cujos efeitos se refletem nos processos de subjetivação das crianças que participam do jogo, visto que o público alvo deste jogo está na faixa dos 6 aos 14 anos de idade. / In the study "The production of capitalistic subjectivity in the Club Penguin games interactive narrative" we will map (Deleuze & Guattari) Club Penguins gameplay in its primary platform, which is online. This is an ongoing study, since the game does not have a single goal to be achieved and its narrative is inconclusive. Its narrative depends entirely on the users arrangement of his/her thinking, acting and feeling with the games programming, resulting in a rhizome that never closes. Therefore, in order to evaluate the games effects on the production of capitalist subjectivity, one of the first clues that we followed was the presence of information technologies and communication, which allow the users autonomy while exercising permitted vigilance and control, producing data that are the basis for the maintenance and preservation of the control society (Deleuze). Our second clue is linked to practices and bonds created during the course of the game, reflecting the effects of the relationships in contemporary capitalism, which is based on the consumption and production of signs and affections as described by Hardt & Negri. The course of the third clue is connected to the lines of enunciation and visibility effects, which are reflected in the processes of subjectification of children who participate in the game, since the target audience for this game are children between the ages of 6 to 14 years old.
25

Interactive narrative generation using computational verb theory

Smit, Marius 24 August 2010 (has links)
Interactive narrative extends traditional story-telling techniques by enabling previously passive observers to become active participants in the narrative events that unfold. A variety of approaches have attempted to construct such interactive narrative spaces and reconcile the goals of interactivity and dramatic story-telling. With the advent of the linguistic variable in 1972, a means was established for modelling natural language words and phrases mathematically and computationally. Over the past decade, the computational verb, first introduced in 1997, has been developed as a mathematical means of modelling natural language verbs in terms of dynamic systems, and vice versa. Computational verb theory extends the initial concept of the linguistic variable beyond being able to model adjectives, nouns, and passive states, into the realm of actions as denoted by natural language verbs. This thesis presents the framework and implementation of a system that generates interactive narrative spaces from narrative text. The concept of interactive narrative is introduced and recent developments in the area of interactive narrative are discussed. Secondly, a brief history of the development of the linguistic variable and the computational verb are provided. With the context of the computational verb (interactive) narrative generation (CVTNG) system presented, the underlying theoretical principles of the system are established. The CVTNG system principles are described in terms of fuzzy set, computational verb, and constraint satisfaction theory. The fuzzy set, computational verb, and constraint satisfaction principles are organised according to a CVTNG architecture. The CVTNG architecture is then described in terms of its subsystems, structures, algorithms, and interfaces. Each CVTNG system component is related to the overall design considerations and goals. A prototype of the CVTNG system is implemented and tested against a suite of natural language sentences. The behaviour and performance of the CVTNG system prototype are discussed in relation to the CVTNG system’s design principles. Results are calculated and stored as variable values that are dynamically and generically associated with representational means, specifically computer graphics, to illustrate the generation of interactive narrative spaces. Plans for future work are discussed to show the immense development potential of this application. The thesis concludes that the CVTNG system provides a solid and extendable base for the intuitive generation of interactive narrative spaces from narrative text, computational verb models, and freely associated media. Copyright / Dissertation (MSc)--University of Pretoria, 2009. / Computer Science / Unrestricted
26

THE EFFECT OF FACIAL EXPRESSION ASYMMETRY ON THE BELIEVABILITY, APPEAL, AND NATURALNESS OF VIRTUAL AGENTS

Klay Max Hauser (17543814) 04 December 2023 (has links)
<p dir="ltr">With the recent virtualization of our everyday lives and the development of intelligent AI technology, realistic virtual agents are becoming a useful tool for research, education, and entertainment. With virtual agents customized content can be created and individualized for specific users. However, virtual agents are only effective tools if they can form a connection with the individual. To form a connection the virtual agent must be believable.</p><p dir="ltr">The literature review evaluates topics of virtual agent believability, appeal, and naturalness and how they relate to asymmetry in facial expression animation. The literature suggests that asymmetries can affect the perception of virtual agents. Additionally, it suggests that emulating human behavior is beneficial to increasing perception of believability, appeal, and naturalness.</p><p dir="ltr">In this study we evaluated the effects of facial expression asymmetry on the believability, appeal, and naturalness of virtual agents. To do this we ran an online perception study with students at Purdue University. We found, in brief, that facial expression asymmetries do have significant effect on the believability, appeal, and naturalness of a virtual agent compared to animations that do not include facial expression asymmetries.</p>
27

Investigating the Use of Interactive Narratives for Changing Health Beliefs: A Test of the Model of Interactive Narrative Effects

Christy, Katheryn R. 11 August 2016 (has links)
No description available.
28

A m?e suficientemente boa: imagin?rio de m?es em situa??o de vulnerabilidade social / The good enough mother: imaginary of mothers in a situation of social vulnerability

Aching, Michele Carmona 10 December 2013 (has links)
Made available in DSpace on 2016-04-04T18:28:11Z (GMT). No. of bitstreams: 1 MICHELE CARMONA ACHING.pdf: 2677858 bytes, checksum: a44185e296eb554227ee42b1a1b6ed55 (MD5) Previous issue date: 2013-12-10 / The good enough mother is able to recognize, respect and meet the basic needs of her baby if she finds a holding environment for her own needs. When women are living in a vulnerable social situation, to investigate how maternal care is conceived becomes scientifically and socially relevant. With the aim to approach the maternal experience in precarious conditions, we have investigated the imaginary of a group of sheltered mothers about the good enough mother concept. Adopting a psychoanalytic methodological approach to establish a dialogical investigative ground, we created an Interactive Narrative, which is a story created by the researcher to present the theme we wanted to investigate. The narrative is interrupted as it reachs its climax, when the participants are invited to complete the story in the direction of a denouement. The second part of the procedure is a group discussion, conducted by the researcher, about the way the participants experience motherhood. To register this moment the researcher has written transferential narratives, which is an account about the participants? expressions and the researcher?s personal impressions as well. The interactive narratives and the transferential narratives were taken as a collective affective-emotional expression that underlies the maternal experience, to be discussed in the light of the winnicottian concept of the good enough mother. After psychoanalytic consideration of the imaginative constructions the following fields have emerged: Motherhood and Helplessness, which comprehends the motherhood as a social and psychological risk factor to women in social vulnerability contexts and an evidence of their destitution. The field What about me, alone with this child? points out to the experience of solitude and abandonment, which includes an absent father and all the parental care being attributed to the mother. The field Mother, who does everything! reveals the maternal strength as a way to overcome life adversities and protection against suffering. The last one, New mother, captures the maternal insecurity that mark the first pregnancy and the relationship with the first child. To conclude this paper we bring some ideas about the good enough mother in a context of social vulnerability. / A "m?e suficientemente boa" ? capaz de reconhecer, respeitar e atender as necessidades b?sicas de seu beb? ao encontrar um ambiente de acolhimento para as pr?prias necessidades. Quando mulheres vivem em situa??o de vulnerabilidade social, investigar como se concebem os cuidados maternos nesse contexto torna-se pertinente e socialmente relevante. A fim de abordar a experi?ncia materna em situa??o de precariedade, investigamos o imagin?rio de um grupo de m?es abrigadas sobre a "m?e suficientemente boa", fazendo uso de um procedimento psicanaliticamente orientado que visa a instaura??o de um campo investigativo dial?gico. A Narrativa Interativa ? uma hist?ria fict?cia pr?-elaborada pela pesquisadora de forma a apresentar o tema a ser investigado, at? o ponto em que a trama se interrompe, para que o participante a complete em dire??o a um desfecho. Como segunda etapa do procedimento ? disponibilizado um espa?o de discuss?o com o grupo de participantes, dando continuidade ? elabora??o da experi?ncia materna. O registro do encontro foi realizado pela pesquisadora sob a forma de narrativas transferenciais, relato que conjuga as express?es das participantes com as impress?es pessoais do pesquisador. As Narrativas Interativas e as narrativas transferenciais foram tomadas coletivamente como express?o dos sentidos afetivo-emocionais que fundamentam a experi?ncia materna, sendo discutidas ? luz do conceito winnicottiano da m?e suficientemente boa. Ap?s a considera??o psicanal?tica das produ??es imaginativas das participantes frente ? maternidade emergiram os seguintes campos de sentido afetivo-emocional: Maternidade e Desamparo que compreende a maternidade como fator de risco social e ps?quico, tendo em vista a condi??o de vulnerabilidade destas mulheres, evidenciando o decorrente desamparo. O campo E agora eu, com essa crian?a, sozinha? aponta para a experi?ncia de solid?o e abandono, bem como o lugar de aus?ncia do pai e o fato da responsabilidade parental recair exclusivamente sobre a m?e. No campo M?e ? quem faz e pronto! vislumbramos tanto a for?a materna como meio de supera??o de adversidades bem como o modo de se defender dos sofrimentos a que est?o expostas. Como ?ltimo campo, M?e de primeira viagem capta as inseguran?as maternas que costumam acompanhar a primeira gravidez e a rela??o com o primeiro filho. Para concluir fazemos uma reflex?o sobre a m?e suficientemente boa em contexto de vulnerabilidade social.
29

Narrativas parentais sobre os sentidos do diagn?stico de autismo do filho

Dester, La?s Lino 11 February 2015 (has links)
Made available in DSpace on 2016-04-04T18:28:19Z (GMT). No. of bitstreams: 1 Lais Lino Dester.pdf: 1353599 bytes, checksum: 76bf0f3d7a974b843f55a1ab89a0c88a (MD5) Previous issue date: 2015-02-11 / Considering that parents have an important role in the early diagnosis of autism and in the provision of special care to the child, this study has investigated the affective-emotional senses through the parental experience of two heterosexual couples and three mothers facing their child s diagnosis of autism. We have adopted a qualitative methodology and an investigative procedure called Interactive Narrative, which consists on a fictional story, created by the researcher. The story is interrupted and the participants are invited to complete it. The researcher made a register of each meeting that included the parents narratives, the researcher s notes about the setting and the environment and the researcher s impressions.The set of productions was considered in the light of winnicottian perspective on parental care, resulting in two fields of affective-emotional senses: A deep well, representing the impact of the child s diagnosis of autism, and its subfield Everything started to make sense, that aludes to the moment when the parents begin to understand what seemed meaningless; Whom to turn to?, field that express the vicissitudes of the parental search for professional assistance, and its subfield (Re)Planning the future, when the family reorganizes its expectations and its dynamics, with profissional help to accept the child s condition and developmental possibilities. It discusses the need to provide emotional care to these parents, rescuing them from the agony of falling into a deep well, and the proposal of an adaptative clinical support for an experience that can only be experienced if shared. / Tendo em vista que os pais t?m um importante papel no diagn?stico precoce do autismo e na provis?o de cuidados especiais ao filho, o presente estudo investigou os sentidos afetivo-emocionais que atravessam a experi?ncia parental de dois casais heterossexuais e tr?s m?es frente ao diagn?stico recente de autismo do filho. Para isso adotou-se metodologia qualitativa, fazendo uso de um recurso investigativo denominado Narrativa Interativa, a qual consiste em uma hist?ria fict?cia elaborada pela pesquisadora que se interrompe para que os participantes a completem em dire??o ao seu desfecho. Um registro narrativo de cada encontro foi realizado pela pesquisadora, de forma a conjugar as comunica??es feitas pelos participantes, as observa??es da pesquisadora sobre o contexto e local da pesquisa, al?m de suas impress?es pessoais. O material narrativo produzido foi considerado ? luz da perspectiva winnicottiana sobre o cuidado parental, resultando em dois campos de sentidos afetivo-emocionais: Um po?o profundo, representando o impacto do diagn?stico de autismo do filho, e seu subcampo Tudo come?ou a se encaixar, que alude ao momento em que os pais come?am a compreender o que antes parecia sem sentido; A quem recorrer?, campo que aborda as vicissitudes da busca parental por profissionais, e seu subcampo (Re)Planejando o futuro, quando a fam?lia se reorganiza em rela??o ?s suas expectativas e ? din?mica familiar, j? com a ajuda de profissionais, para acolher as limita??es e possibilidades de desenvolvimento do filho. Discute-se a necessidade de prover cuidado emocional a esses pais, resgatando-os da agonia de estar caindo em um po?o sem fundo, al?m de propor uma cl?nica diferenciada como suporte para uma experi?ncia que s? pode ser vivida se compartilhada.
30

Planification et modèle graphique pour la génération dynamique de scénarios en environnements virtuels / Planning and graphical models for the dynamic generation of scenarios in virtual environment

Lacaze-Labadie, Rémi 30 April 2019 (has links)
Nos travaux s’inscrivent dans le cadre de la formation à la gestion de crise en environnements virtuels. La scénarisation joue un rôle essentiel pour l’apprentissage humain en environnement virtuel. Cela permet à la fois de proposer et d’orchestrer des situations d’apprentissage personnalisées et également d’amener l’apprenant vers des scénarios pertinents et formateurs. Les travaux présentés dans cette thèse s’intéressent à la génération dynamique de scénarios et à leur exécution en environnements virtuels. Pour cette scénarisation, nous visons un ensemble d’objectifs qui sont souvent contradictoires : la liberté d’action de l’utilisateur, la génération de scénarios variés et fidèles à l’intention de l’auteur, le contrôle scénaristique et la résilience du système de scénarisation. Les différentes approches de la narration interactive favorisent plus ou moins certains de ces objectifs mais il est difficile de tous les concilier, et c’est là l’enjeu de nos travaux. En plus de ces objectifs, nous cherchons également à faciliter la modélisation du contenu scénaristique qui est encore de nos jours un réel enjeu lorsqu’il s’agit de scénariser des environnements complexes comme celui de la gestion de crise. Nous proposons une approche émergente dont le scénario vécu par l’apprenant va émerger des interactions entre l’apprenant, les personnages virtuels et notre système de scénarisation MENTA. MENTA est chargé du contrôle scénaristique en proposant un ensemble d’ajustements (sur la simulation) répondant à des objectifs scénaristiques choisis par le formateur (p. ex., faire travailler certaines compétences en particulier). Ces ajustements prennent la forme d’un scénario prescrit qui est généré par MENTA via un moteur de planification que nous avons couplé avec des cartes cognitives floues au travers d’un macro-opérateur FRAG. Un FRAG permet de modéliser des fragments de scénarios sous la forme de séquence d’actions/événements scriptés. L’originalité de notre approche repose sur un couplage fort entre planification et modèles graphiques qui permet de conserver les propriétés d’exploration et de puissance générative d’un moteur de planification (ce qui favorise la variabilité et la résilience du système), tout en facilitant la modélisation du contenu scénaristique ainsi que l’intention de l’auteur au travers de morceaux de scénario qui vont être scriptés par l’auteur et réutilisés dans la planification. Nous avons travaillé sur un exemple applicatif concret de scénarios portant sur la gestion d’un afflux massif de blessés, puis nous avons implémenté MENTA et généré des scénarios relatifs à cet exemple. Enfin, nous avons testé et analysé les performances de notre système. / Our work is related to the training of crisis management in virtual environments. The specification of possible unfoldings of events in a simulation is essential for human learning in a virtual environment. This allows both to propose and orchestrate personalized learning situations and also to bring the learner toward relevant and educative scenarios. The work presented in this thesis focuses on the dynamic generation of scenarios and their execution in a virtual environment. For that, we aim at a set of objectives that are often contradictory : the freedom of action of the user, the generation of various scenarios that respect the authorial intent, the narrative control and the capacity of the system to adapt to deviations fromthe learner. The different approaches of interactive storytelling tackle more or less some of these objectives, but it is difficult to satisfy them all, and this is the challenge of our work. In addition to these objectives, we also aim at facilitating the modeling of the narrative content, which is still a real issue today when it comes to model complex environments such as the ones related to crisis management. We propose an emergent approachwhere the scenario experienced by the learner will emerge fromthe interactions between the learner, the virtual characters and our narrative system MENTA. MENTA is in charge of the narrative control by proposing a set of adjustments (over the simulation) that satisfies narrative objectives chosen by the trainer (e. g., a list of specific skills). These adjustments take the form of a prescribed scenario that is generated by MENTA via a planning engine that we have coupled with fuzzy cognitive maps through a macro-operator FRAG. A FRAG is used to model FRAGment of scenario in the form of scripted sequences of actions/events. The originality of our approach relies on a strong coupling between planning and graphical models which preserves the exploration capability and the generative power of a planning engine (which contributes to the generation of various and adaptable scenarios), while facilitating the modeling of narrative content as well as the authorial intent thanks to fragments of scenario that are scripted by the author and used during the planning process. We have worked on a concrete application example of scenarios dealing with the management of a massive influx of victims. Then, we have implemented MENTA and generated scenarios related to this example. Finally, we have tested and analyzed the performance of our system.

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