1,720,954 research outputs found
A INFLUÊNCIA DO DESIGN DE COMPONENTES ANALÓGICOS EM JOGOS DE TABULEIRO
Este projeto de investigação foca-se no papel dos componentes analógicos na experiência promovida pelos jogos de tabuleiro e, mais concretamente, na forma como um designer de produto pode contribuir, através desses mesmos componentes, para melhorar essa experiência.
Os jogos de tabuleiro encontram-se numa indústria em claro crescimento e são uma atividade cada vez mais procurada pelas pessoas não só pelo ambiente de lazer que proporcionam, mas também pela procura, cada vez mais exigente, pela interação física, que se tem vindo a perder por conta da desmaterialização. Os componentes analógicos têm vindo a ser cada vez mais considerados na experiência de jogo, mas não existem designers de produto especializados na indústria, que explorem o seu potencial.
Foram realizados vários testes nos quais os participantes interagiram com jogos de tabuleiro e os seus componentes, de forma a validar hipóteses relacionadas com a avaliação quantitativa da experiência de jogo e o papel dos componentes nessa experiência. Analisados os resultados dos testes, que demonstraram que os componentes analógicos influenciam a experiência de jogo, foram desenvolvidos novos componentes tridimensionais para um jogo de tabuleiro, tendo em conta toda a informação recolhida anteriormente, de forma a validar o impacto de componentes tridimensionais, desenvolvidos e pensados do ponto de vista do design de produto, na experiência de jogo.
Os resultados dos testes realizados com este jogo revelaram que os componentes são um aspeto crucial na experiência de jogo e que componentes analógicos tridimensionais dotados de detalhe geométrico promovem uma melhor experiência de jogo. Assim, este projeto resulta num conjunto de componentes analógicos tridimensionais desenvolvidos para melhorar a experiência de jogo, e cujo planeamento teve como base conhecimento gerado por um método recente de avaliação quantitativa da experiência de jogo
Meraki - Virtual reality system for application in pediatric oncology
O cancro pediátrico continua a ser a maior causa de morte nas crianças em Portugal. Por ano
registam-se cerca de 400 novos casos. Os tipos de cancro mais comuns são Leucemia e
Linfoma de Hodgkin. A média de idades com mais casos é entre os 10 e 12 anos. O período
de tratamento pode variar entre meses a anos, consoante o caso. A quimioterapia é um dos
tratamentos mais utilizados para tratar estes dois tipos de cancro. A duração e o número de
sessões é ajustada consoante a gravidade da doença e pode durar entre 10 minutos a várias
horas por sessão. Uma das queixas mais frequentes das crianças é a fatiga e a duração dos
tratamentos.
As atividades mais frequentes durante este período de tratamento incluem brinquedos, jogos
de consola e televisão. Contudo, a criança não consegue abstrair-se do ambiente hospitalar
e está alerta para todos os sinais sonoros e visuais que ocorrem à sua volta.
Nesta dissertação, proponho a criação de um jogo em realidade virtual como método de
distração da dor. A utilização de um “head-mounted display” sem fios permite que a criança
passe a estar num ambiente virtual distinto do ambiente do tratamento, que tenha liberdade
de movimentos e uma vez que o aparelho inclui colunas de som embutidas permite, também,
a abstração dos sons característicos do ambiente hospitalar. Este estudo tem como objetivo
a criaçãp de um ambiente em realidade virtual, pensado para utilização em Occulus Go,
recorrendo a uma experiência com a duração mínima de 20 minutos onde, para progredir no
jogo, é necessário completar tarefas.Pediatric cancer remains the leading cause of death in children in Portugal. There are about
400 new cases per year. The most common types of cancer are Leukemia and Hodgkin's
Lymphoma. The average age among most cases is between 10-12 years. The treatment
period can vary from months to years, depending on the case. Chemotherapy is one of the
most used treatments to treat these two types of cancer. The duration and number of sessions
are adjusted depending on the disease’s severity and can last from 10 minutes to several
hours per session. One of the most frequent complaints of children is fatigue and the duration
of treatments.
The most frequent activities during this treatment period include toys, console games, and
television. However, the child cannot abstract himself from the hospital environment and is
alert to all the audible and visual signals.
In this thesis, I propose creating a virtual reality game as a method of pain distraction. A
wireless head-mounted display that allows the child to be in a virtual environment distinct from
the treatment environment, with freedom of movement. Since the device includes built-in
speakers, it also enables the abstraction of the hospital environment’s sounds. This study aims
the creation of a virtual reality system, using unity 3d, designed for Occulus Go. Resorting to
an experience lasting at least 20 minutes where along the way it is necessary to fulfill tasks to
progress
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
Dispelling the Myths Behind First-author Citation Counts
We conducted a full-scale evaluative citation analysis study of scholars in the XML research field to explore just how different from each other author rankings resulting from different citation counting methods actually are, and to demonstrate the capability of emerging data and tools on the Web in supporting more realistic citation counting methods. Our results contest some common arguments for the continued
use of first-author citation counts in the evaluation of scholars, such as high correlations between author rankings by first-author citation counts and other citation
counting methods, and high costs of using more realistic citation counting methods that are not well-supported by the ISI databases. It is argued that increasingly available digital full text research papers make it possible for citation analysis studies to go beyond what the ISI databases have directly supported and to employ more
sophisticated methods
koamabayili/VECTRON-author-checklist: VECTRON author checklist
We have done our best to complete the author checklist relating to the use of animals in the hut study. Note that the objective for the hut study was to evaluate the IRS treatment applications for residual efficacy against Anopheles mosquitoes, including the local An. coluzzii mosquito population. Cows were only used to attract mosquitoes into the huts and no tests were carried out directly on the cows. The author checklist is intended for use with studies where experiments are carried out on animals, which is why we have had such difficulty in completing this for the hut study, as many of the questions do not relate to how the cows were used
Author-wise bibliometric analysis based on entropy.
Author-wise bibliometric analysis based on entropy.</p
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