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Autobiografia no jogo: a formação dos avatares e das histórias no jogo The Sims 3Leite, Danielle de Macedo 25 March 2015 (has links)
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Previous issue date: 2015-03-25 / Este trabalho conceitua o processo narrativo autobiográfico dentro dos jogos digitais. Atualmente, os jogos têm apresentado histórias nas quais cada vez mais os jogadores têm a possibilidade de alterar a sequência e o desfecho. Essa característica permite ao jogador construir a sua identidade ao longo do jogo, sentindo-se imerso neste espaço e atraído pelas diversas possibilidades de saciar desejos e prazeres. Com base nisso, o objetivo é buscar os elementos e ferramentas que permitem essa “imersão identitária” do jogador no jogo, analisando a formação dos avatares e as histórias criadas pelos personagens a partir do gênero autobiográfico. O jogo The Sims 3 foi escolhido por ser um jogo digital de simulação da vida cotidiana com um variado leque de opções de interação com outros avatares e personificações. A hipótese é: todas as histórias e avatares criados no The Sims 3 apresentam elementos autobiográficos, mesmo se passando em ambientes não reais e não cotidianos dos jogadores. Para analisar as histórias e os avatares a partir do gênero autobiográfico, escolhemos as ferramentas do jogo como opção de carreira, aspiração ou desejos. A verificação de como se dá a interação com essas opções no jogo será feita em vídeos que os jogadores postam no Youtube. Foram selecionados dez jogadores e cinco vídeos de cada um deles, com cerca de 30 minutos de duração, totalizando 50 vídeos. Concluindo, percebe-se que o gênero autobiográfico veio se modificando com o passar dos anos e a evolução tecnológica. Os primeiros conceitos sobre a autobiografia o relacionavam com o simples contar de histórias pessoais através da escrita. Hoje, observa-se, que a autobiografia passou a ser criada através da representação de si, através de avatares, sem necessidade de ter que escrever sobre si para que os outros identifiquem a sua personalidade. / This work defines the autobiographical narrative process within digital games. Currently, the games have presented stories in which more and more players have the ability to change the sequence and the outcome. This feature allows the player to build their identity throughout the game, feeling immersed in this space and attracted by the various possibilities of satisfying desires and pleasures. Based on this, the goal is to seek the elements and tools that allow this "identity immersion" player in the game, analyzing the formation of the avatars and stories created by the characters from the autobiographical genre. The game The Sims 3 was chosen because it is a digital simulation game of everyday life with a wide range of interaction options with other avatars and impersonations. The hypothesis is: the whole history and avatar created in The Sims 3 have autobiographical elements, even if not passing in real environments and not everyday players. To analyze the stories and avatars from the autobiographical genre, choose set tools as a career option, aspiration or desire. The check how is the interaction with these options in the game will be videos that players post on Youtube. We selected ten players and five videos of each of them, about 30 minutes long, totaling 50 videos. In conclusion, one can see that the autobiographical genre came to changing over the years, and technological developments. The first concepts of the autobiography related with the simple tell personal stories through writing. Today, it is observed that the autobiography has become created by representing themselves through avatars, without having to write about yourself for others identify your personality.
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Sociální sítě a možnosti jejich využití pro účely komerční prezentace firem / Social networking as a form of commercial presentation of companiesMňahončáková, Jana January 2008 (has links)
Commercial usage of social networking is one of the most discussed topic in marketing these days. There are two general ways how to use social network -- to built communities of social networks' users and to advertise in classic display advertising. Czech companies do not place social network to their communication mix so often as foreign ones. They still have to learn how to create the most effective strategy and how to communicate with users. The most important is the activity and interaction. Only then the campaign can reach the communication goals.
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A Simulator Tool for Human Activity RecognitionWestholm, Erik January 2010 (has links)
<p>The goal of this project was to create a simulator that was to produce data for research in the field of activity recognition. The simulator was to simulate a human entity moving around in, and interacting with, a PEIS environment. This simulator ended up being based on The Sims 3, and how this was done is described. The reader is expected to have some experience with programming.</p>
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A Simulator Tool for Human Activity RecognitionWestholm, Erik January 2010 (has links)
The goal of this project was to create a simulator that was to produce data for research in the field of activity recognition. The simulator was to simulate a human entity moving around in, and interacting with, a PEIS environment. This simulator ended up being based on The Sims 3, and how this was done is described. The reader is expected to have some experience with programming.
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