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Grand Prix race teams : mundo virtual multiutilizador de corridas de automóveis

Cardoso, Vitor; Cardoso, Catarina; Sorensen, Mogens
Fonte: Universidade Aberta Publicador: Universidade Aberta
Tipo: Artigo de Revista Científica
Publicado em //2006 Português
Relevância na Pesquisa
57.21827%
Grand Prix é um mundo virtual em ambiente 3D multiutilizador de corridas de automóveis. Criado inicialmente para demonstrar as potencialidades destas tecnologias aos estudantes de Informática e motivar a realização de projectos e investigação em realidade virtual, foi concebido em VRML/X3D, é visualizado num navegador Internet (browser) e está disponível on-line, via Web. A acção passa-se numa pista de corridas de automóveis com 3.7 km onde os visitantes escolhem um carro e se desafiam uns aos outros ou aos 2 carros robot sempre disponíveis para qualquer desafio.; Grand Prix is a 3D Multi-user Car Racing World. Initially created to demonstrate the technology’s potential to students and motivate investigation on virtual reality, conceived in VRML/X3D and navigated trough a browser (+plug-in) is available on-line, via Web. The action takes place is a race track with 3.7 km where visitors pick cars and challenge one another, participating in races, or against the 2 robot cars always ready for a defy.

"O lúdico e a aprendizagem na cibercultura: jogos digitais e internet no cotidiano infantil"; The playful and the learning at the cibercultura : digital games and Internet at the daily infantile

Viana, Claudemir Edson
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Tese de Doutorado Formato: application/pdf
Publicado em 25/04/2005 Português
Relevância na Pesquisa
47.234346%
estudos de recepção e representação infantil sobre jogos digitais gratuítos de acesso on-line, com o objetivo de entender os processos lúdico e de aprendizagem promovidas entre crianças de 8 a 10 anos; The studies of this research look for, the identification the main elements that characterize the playful interaction between the child the digital games and the Inter-net, from the ways and sensations promoted for this technology and the cultural prod-ucts of this support, observed in a group of children between 8 and 10 years of a par-ticular school in the city of São Paulo, with the objective to understand better the role played of these products in the infant-youthful public, consumers of a playful market in expansion.

Um algoritmo evolutivo para aprendizado on-line em jogos eletrônicos; An evolutionary algorithm to online learning in computer games

Crocomo, Márcio Kassouf
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 11/04/2008 Português
Relevância na Pesquisa
67.793174%
Este trabalho verifica a possibilidade de se aplicar Algoritmos Evolutivos no aprendizado on-line de jogos. Alguns autores concordam que Algoritmos Evolutivos não são aplicáveis na prática para se atingir o objetivo em questão. É com a intenção de contestar a veracidade desta afirmação que foi desenvolvido o presente trabalho. Para atingir o objetivo proposto, foi desenvolvido um jogo de computador, no qual o algoritmo de aprendizado gera estratégias inteligentes e adaptativas para os caracteres não controlados pelo jogador através de um algoritmo evolutivo. Desta forma, a função do algoritmo evolutivo é fazer com que a estratégia utilizada pelo computador se adapte à estratégia utilizada pelo usuário a cada vez que joga. É apresentada uma revisão bibliográfica a respeito de Computação Evolutiva e as técnicas utilizadas para implementar comportamentos inteligentes para os caracteres controlados por computador nos jogos atuais, esclarecendo suas vantagens, desvantagens e algumas possíveis aplicações. São também explicados o jogo e os algoritmos implementados, assim como os experimentos realizados e seus resultados. Por fim, é feita uma comparação do algoritmo evolutivo final com uma outra técnica de adaptação...

Palpigol : sistema web para criação de disputas em grupos com base em resultados de jogos esportivos; Palpigol - a Web system to creation of disputes into groups based on sports games results

Dapont, Pablo
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Trabalho de Conclusão de Curso Formato: application/pdf
Português
Relevância na Pesquisa
57.33118%
Os sistemas de entretenimento são cada vez mais comuns na Internet, muitos deles surgem e são amplamente aceitos pelo público, evoluindo e ganhando, assim, a cada dia, mais adeptos. Por esse motivo é possível afirmar que a grande rede oferece ótimas oportunidades para idéias boas e inovadoras. Portanto, no país do futebol, um sistema de entretenimento para a criação de bolões sobre jogos de futebol que oferece muitos diferencias em relação a todos atuais concorrentes tem grandes chances de obter sucesso. Assim, a partir disso, este trabalho propõe o projeto de um sistema inovador que permite a criação de bolões personalizados, onde o cliente tem a opção de criar as próprias competições, com times, jogos e regras de sua escolha. Para tanto, ao longo do texto, abordam-se todos os elementos presentes no decorrer do projeto, desde o planejamento inicial até os últimos detalhes da implementação. Ainda, realiza-se um comparativo entre o sistema proposto e quatro outros sistemas existentes visando avaliar e analisar a qualidade e os serviços oferecidos por cada um deles, destacando as diferenças e vantagens do sistema proposto.; Entertainment systems are increasingly becoming more common on the Internet. Many of them arise and are rapidly and widely accepted by the public...

Language competences in the new on-line sports information and betting business: Runningball (Aveiro); Competências linguísticas no novo negócio on-line de informação e apostas desportivas: Runningball (Aveiro)

Maksimova, Valentina
Fonte: Universidade de Aveiro Publicador: Universidade de Aveiro
Tipo: Dissertação de Mestrado
Português
Relevância na Pesquisa
67.57462%
This project evaluates the role of languages and intercultural competence in the new and growing sports business, namely one of the biggest sports events real-time data providers – Runningball. The company provides over 30 000 football games a year in more than 70 countries worldwide as well as basketball, volleyball, and ice-hockey games. The dissertation investigates how multicultural diversity is accepted and received in everyday work at this new type of sports data business and what role the languages play in helping to provide real-time data while using the second or third language to get the best instant results. Dimensions of business are explored, and data analysis made in order to realize how the company runs its business and how languages have become a crucial asset of Runningball. The field study reflected on the role of a lingua franca in the multilingual society of today. Furthermore it has been revealed in a field study that not only English has taken the place of the most important language in international business, but a mixture of various languages is the key to greater success.; O projeto apresentado para esta dissertação teve como principal objectivo analisar a influência global de várias línguas e a capacidade de mediar a comunicação intercultural num mercado desportivo on-line em ascenção. O objetivo foi alcançado em parceria com uma das maiores empresas fornecedoras de dados de eventos desportivos em tempo real - Runningball. Esta empresa oferece um enorme portofólio de eventos desportivos...

Updating Business Models: Innovation through Online Games

DE PRATO GIUDITTA; SIMON Jean Paul
Fonte: University of Tampere Publicador: University of Tampere
Tipo: Articles in books Formato: Online
Português
Relevância na Pesquisa
47.690166%
In less than 40 years, software games developed from scratch into an industry producing billions of profits and today, its revenues and investments give the video games industry a relevant position among other mainstream media industries. The growth of the video games software market is expected to be primarily driven by online and wireless game software, while hardware would proportionally decline in terms of revenues, changing hence the rules of the game. It is forecasted that especially the online space will substitute on the long run the currently available boxed product. The present paper is based on a comprehensive survey of the video games software industry with a focus on the EU competitiveness, and concentrates on one aspect of this research. The investigated research question is how and to what extent on line games transformed the structure of the video games industry with connectivity becoming permanent, products converting into (online) services, and the progressive integration of media services and technologies. By the same token looks at how online games themselves pave the way for experimenting and exploring innovative business models.; JRC.J.3-Information Society

Updating Business Models: Innovation through Online Games

DE PRATO GIUDITTA; SIMON JEAN-PAUL
Fonte: TRIM Research Report 7 Publicador: TRIM Research Report 7
Tipo: Contributions to Conferences Formato: Online
Português
Relevância na Pesquisa
48.034404%
—: In less than 40 years, software games developed from scratch into an industry producing billions of profits and today, its revenues and investments give the video games industry a relevant position among other mainstream media industries. In the period 2004 to 2013, the global video game market is expected to grow from less than 30 billion to over US$ 70 billion (PWC 2009). The growth of the video games software market is expected to be primarily driven by online and wireless game software, while hardware would proportionally decline in terms of revenues, changing hence the rules of the game. It is forecasted that especially the online space will substitute on the long run the currently available boxed product. The present paper is based on a comprehensive survey of the video games software industry with a focus on the EU competitiveness, and concentrates on one aspect of this research. The investigated research question is how and to what extent on line games transformed the structure of the video games industry with connectivity becoming permanent, products converting into (on-line) services, and the progressive integration of media services and technologies. By the same token looks at how on-line games themselves pave the way for innovative business models.; JRC.J.3-Information Society

Paving the way to e-services: Innovation through Online games

DE PRATO GIUDITTA; SIMON JEAN-PAUL
Fonte: ITS Publicador: ITS
Tipo: Articles in periodicals and books Formato: Online
Português
Relevância na Pesquisa
47.52386%
The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the broader realm of e-services. Section 1 opens with a brief review of literature. Section 2 proposes a description of the on-line games industrial ecosystem, the characteristics of the production process and the value chain in the online video games industry. The main techno-economic models for the production and distribution of online games are described in a third section with an emphasis on service creation, and illustrated by some case studies. The last part highlights the trend of innovative paths towards an economy of e-Services which are driven by the evolution of online games in a converged environment.; JRC.J.3-Information Society

Entre o jogo e a realidade: um estudo sobre redes de troca e parentesco em jogos online; Between Game and Reality: A Study on Relationships and Exchange Networks in Online Games.

Ceoni, Karina Trajano
Fonte: Biblioteca Digitais de Teses e Dissertações da USP Publicador: Biblioteca Digitais de Teses e Dissertações da USP
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 29/11/2012 Português
Relevância na Pesquisa
57.322417%
Recentemente, pesquisadores têm se dedicado a investigar a similaridade entre os mundos virtuais e o que se sabe sobre o comportamento social do mundo real (YEE et al., 2009; JIANG et al., 2009; JONSSON, F., et al., 2011). Muitas relações têm se mostrado apropriadas, dando indicativos de que a atividade on-line pode constituir um verdadeiro laboratório para as ciências sociais. O intuito da pesquisa aqui apresentada é justamente contribuir para essa investigação. Realizamos esforços para identificar aspectos do mundo on-line análogos aos observados em sociedades do mundo real. Estamos especialmente interessados em avaliar, segundo a teoria de Durkheim (1893), qual tipo de solidariedade, mecânica ou orgânica, pode ser observada no mundo on-line. Outro foco de interesse é a existência dos laços fracos, descritos por Granovetter (1973), e sua função no mundo on-line. Elegemos uma guilda1 do jogo "Zodiac Online" como o objeto de nossa investigação. Esse jogo foi escolhido devido às suas características sociais e demográficas. Optamos por usar duas metodologias paralelas para proceder a nossa coleta de dados. A primeira destas sendo a netnografia, método análogo à etnografia porem adaptado ao mundo on-line. A segunda coleta de dados é feita automaticamente pelo servidor do jogo que iremos estudar: um registro de toda a atividade de cada jogador é gerado simultaneamente a cada interação realizada dentro do jogo. Com os dados coletados...

First responder: weapons of mass destruction training using massively multiplayer on-line gaming

Richardson, Thomas J.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado Formato: xviii, 116 p. : ill. (some col.)
Português
Relevância na Pesquisa
57.51225%
CHDS State/Local; Approved for public release, distribution is unlimited; This thesis proposes the development of a Massively Multiplayer On-Line Game (MMOG) to deliver Weapons of Mass Destruction Training to the nation's first responders and civilians. MMOG technology offers a cost effective alternative to existing training methodologies. Existing first responder WMD training often uses traditional in-residence classes. These current training methods are expensive, lack standardization, and do not have provable outcomes. Scaling up existing training to meet the needs of millions of responders would be cost prohibitive. Modern information technologies such as MMOGs offer a safe, efficient, effective and fun alternative mechanism to deliver training. MMOGs could scale to meet the volume of training need at a fraction of the cost of traditional methods. The DoD has proven the effectiveness of simulation games as a training tool, and the use of gaming and simulations is recognized in academia.; Captain, Seattle Fire Department

Exploring Architectural Discourse and Form through Game-like On-line Learning Strategies

Scriver, P.; Wyeld, T.
Fonte: University of Sydney- Faculty of Architecture Publicador: University of Sydney- Faculty of Architecture
Tipo: Artigo de Revista Científica
Publicado em //2003 Português
Relevância na Pesquisa
67.327183%
This paper describes and interprets the use of game-like on-line learning strategies in an introductory course on the theories and histories of 20th Century Architecture and Landscape. Analogies between games and design have been observed by both design theorists and educators (Hubbard, 1980; Woodbury, 2001). The game/design analogy is a particularly useful conceptual framework for design learning, we argue here, because of its robustness as both a theory of design-thinking, and a heuristic representation through which design discourse and practice may be subjected to playful yet critical scrutiny. Game-like learning strategies described in this paper enabled students to develop a critical 'feel for the games' (Bourdieu, 1990) inherent in the form-making and theoretical discourses of recent architectural history. We discuss the game-like dynamics and objectives of two interrelated on-line components of the course's assessment scheme. We make some preliminary observations on student experience with these exercises. We also reflect on relevant sub-issues in the discursive dynamics of on-line design learning, with particular regard to the use of on-line discussion-boards and VRML as a modelling medium portable across the internet that can enable the exploration of spatial and narrative aspects of design discourse in real time.

The effect of family therapy on the changes in the severity of on-line game play and brain activity in adolescents with on-line game addiction

Han, Doug Hyun; Kim, Sun Mi; Lee, Young Sik; Renshaw, Perry F.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
57.412007%
We evaluated whether a brief 3-week family therapy intervention would change patterns of brain activation in response to affection and gaming cues in adolescents from dysfunctional families who met criteria for on-line game addiction. Fifteen adolescents with on-line game addiction and fifteen adolescents without problematic on-line game play and an intact family structure were recruited. Over 3 weeks, families were asked to carry out homework assignments focused on increasing family cohesion for more than 1 hour/day and 4 days/week. Before therapy, adolescents with on-line game addiction demonstrated decreased activity as measured by functional magnetic resonance imaging (fMRI) within the caudate, middle temporal gyrus, and occipital lobe in response to images depicting parental affection and increased activity of the middle frontal and inferior parietal in response scenes from on-line games, relative to healthy comparison subjects. Improvement in perceived family cohesion following 3 weeks of treatment was associated with an increase in the activity of the caudate nucleus in response to affection stimuli and was inversely correlated with changes in on-line game playing time. With evidence of brain activation changes in response to on-line game playing cues and images depicting parental love...

Differential regional gray matter volumes in patients with on-line game addiction and professional gamers

Han, Doug Hyun; Lyoo, In Kyoon; Renshaw, Perry F.
Fonte: PubMed Publicador: PubMed
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
47.1353%
Patients with on-line game addiction (POGA) and professional video game players play video games for extended periods of time, but experience very different consequences for their on-line game play. Brain regions consisting of anterior cingulate, thalamus and occpito-temporal areas may increase the likelihood of becoming a pro-gamer or POGA. Twenty POGA, seventeen pro-gamers, and eighteen healthy comparison subjects (HC) were recruited. All magnetic resonance imaging (MRI) was performed on a 1.5 Tesla Espree MRI scanner (SIEMENS, Erlangen, Germany). Voxel-wise comparisons of gray matter volume were performed between the groups using the two-sample t-test with statistical parametric mapping (SPM5). Compared to HC, the POGA group showed increased impulsiveness and perseverative errors, and volume in left thalamus gray matter, but decreased gray matter volume in both inferior temporal gyri, right middle occipital gyrus, and left inferior occipital gyrus, compared with HC. Pro-gamers showed increased gray matter volume in left cingulate gyrus, but decreased gray matter volume in left middle occipital gyrus and right inferior temporal gyrus compared with HC. Additionally, the pro-gamer group showed increased gray matter volume in left cingulate gyrus and decreased left thalamus gray matter volume compared with the POGA group. The current study suggests that increased gray matter volumes of the left cingulate gyrus in pro-gamers and of the left thalamus in POGA may contribute to the different clinical characteristics of pro-gamers and POGA.

Domination games played on line graphs of complete multipartite graphs

Tananyan, Hovhannes G.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 01/05/2014 Português
Relevância na Pesquisa
47.002534%
The domination game on a graph $G$ (introduced by B. Bre\v{s}ar, S. Klav\v{z}ar, D.F. Rall \cite{BKR2010}) consists of two players, Dominator and Staller, who take turns choosing a vertex from $G$ such that whenever a vertex is chosen by either player, at least one additional vertex is dominated. Dominator wishes to dominate the graph in as few steps as possible, and Staller wishes to delay this process as much as possible. The game domination number $\gamma _{{\small g}}(G)$ is the number of vertices chosen when Dominator starts the game; when Staller starts, it is denoted by $\gamma _{{\small g}}^{\prime }(G).$ In this paper, the domination game on line graph $L\left( K_{\overline{m}}\right) $ of complete multipartite graph $K_{\overline{m}}$ $(\overline{m}\equiv (m_{1},...,m_{n})\in \mathbb{N} ^{n})$ is considered, the exact values for game domination numbers are obtained and optimal strategy for both players is described. Particularly, it is proved that for $m_{1}\leq m_{2}\leq ...\leq m_{n}$ both $\gamma _{{\small g}}\left( L\left( K_{\overline{m}}\right) \right) =\min \left\{ \left\lceil \frac{2}{3}\left\vert V\left( K_{\overline{m}}\right) \right\vert \right\rceil ,\right.$ $\left. 2\max \left\{ \left\lceil \frac{1}{2}\left( m_{1}+...+m_{n-1}\right) \right\rceil ...

Lower bounds for on-line graph colorings

Gutowski, Grzegorz; Kozik, Jakub; Micek, Piotr; Zhu, Xuding
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
47.204395%
We propose two strategies for Presenter in on-line graph coloring games. The first one constructs bipartite graphs and forces any on-line coloring algorithm to use $2\log_2 n - 10$ colors, where $n$ is the number of vertices in the constructed graph. This is best possible up to an additive constant. The second strategy constructs graphs that contain neither $C_3$ nor $C_5$ as a subgraph and forces $\Omega(\frac{n}{\log n}^\frac{1}{3})$ colors. The best known on-line coloring algorithm for these graphs uses $O(n^{\frac{1}{2}})$ colors.

On-Line Difference Maximization

Kao, Ming-Yang; Tate, Stephen R.
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
47.34445%
In this paper we examine problems motivated by on-line financial problems and stochastic games. In particular, we consider a sequence of entirely arbitrary distinct values arriving in random order, and must devise strategies for selecting low values followed by high values in such a way as to maximize the expected gain in rank from low values to high values. First, we consider a scenario in which only one low value and one high value may be selected. We give an optimal on-line algorithm for this scenario, and analyze it to show that, surprisingly, the expected gain is n-O(1), and so differs from the best possible off-line gain by only a constant additive term (which is, in fact, fairly small -- at most 15). In a second scenario, we allow multiple nonoverlapping low/high selections, where the total gain for our algorithm is the sum of the individual pair gains. We also give an optimal on-line algorithm for this problem, where the expected gain is n^2/8-\Theta(n\log n). An analysis shows that the optimal expected off-line gain is n^2/6+\Theta(1), so the performance of our on-line algorithm is within a factor of 3/4 of the best off-line strategy.

Combining Peer-to-Peer and Cloud Computing for Large Scale On-line Games

Carlini, Emanuele
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 29/10/2015 Português
Relevância na Pesquisa
67.325596%
This thesis investigates the combination of Peer-to-Peer (P2P) and Cloud Computing to support Massively Multiplayer On- line Games (MMOGs). MMOGs are large-scale distributed applications where a large number of users concurrently share a real-time virtual environment. Commercial MMOG infrastructures are sized to support peak loads, incurring in high economical cost. Cloud Computing represents an attractive solution, as it lifts MMOG operators from the burden of buying and maintaining hardware, while offering the illusion of infinite machines. However, it requires balancing the tradeoff between resource provisioning and operational costs. P2P- based solutions present several advantages, including the inherent scalability, self-repairing, and natural load distribution capabilities. They require additional mechanisms to suit the requirements of a MMOG, such as backup solutions to cope with peer unreliability and heterogeneity. We propose mechanisms that integrate P2P and Cloud Computing combining their advantages. Our techniques allow operators to select the ideal tradeoff between performance and economical costs. Using realistic workloads, we show that hybrid infrastructures can reduce the economical effort of the operator, while offering a level of service comparable with centralized architectures.

Strategy correlations and timing of adaptation in Minority Games

Galla, Tobias; Sherrington, David
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 31/03/2005 Português
Relevância na Pesquisa
47.794414%
We study the role of strategy correlations and timing of adaptation for the dynamics of Minority Games, both simulationally and analytically. Using the exact generating functional approach a la De Dominicis we compute the phase diagram and the behaviour of batch and on-line games with correlated strategies, complementing exisiting replica studies of their statics. It is shown that the timing of adaptation can be relevant; while conventional games with uncorrelated strategies are nearly insensitive to the choice of on-line versus batch learning, we find qualitative differences when anti-correlations are present in the strategy assignments. The available standard approximations for the volatility in terms of persistent order parameters in the stationary ergodic states become unreliable in batch games under such circumstances. We then comment on the role of oscillations and the relation to the breakdown of ergodicity. Finally, it is discussed how the generating functional formalism can be used to study mixed populations of so-called `producers' and `speculators' in the context of the batch minority games.; Comment: 15 pages, 13 figures, EPJ style

Design and implementation of online game models

Palenzuela Reyes, Marc
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: info:eu-repo/semantics/bachelorThesis; Text Formato: application/pdf
Publicado em 11/02/2015 Português
Relevância na Pesquisa
57.99493%
Make good or even a playable on-line game is not easy. In this paper we explain what are the difficulties of on-line games designing and implementation and propose solutions to those difficulties. We also have made a new transport protocol suitable for those models and three proof of concept games to check the effectiveness of our new taxonomy. After reading this paper you will be able to sort out and design the different on-line models and have a slight idea of a transport protocol design.; Crear un buen juego on-line o incluso jugable no es fácil. En este artículo explicamos cuales son las dificultades a la hora de diseñar e implementar juegos on-line, y proponemos soluciones a esas dificultades. Además hemos creado un nuevo protocolo de transporte adecuado para estos modelos y tres juegos on-line como pruebas de concepto para comprobar la efectividad de nuestra nueva taxonomia. Tras leer este artículo el lector será capaz de clasificar y diseñar los diferentes modelos de juego on-line y tener una leve idea del diseño de un protocolo de transporte.; Crear un bon joc on-line o fins i tot jugable no es fàcil. En aquest article expliquem quines son les dificultats a l'hora de dissenyar i implementar jocs on-line, i proposem solucions a aquestes dificultats. A més a més hem creat un nou protocol de transport adequat per a aquests models i tres jocs on-line com a proves de concepte per a comprovar la efectivitat de la nostra nova taxonomia. Després de llegir aquest article el lector serà capaç de classificar i disenyar els diferents models de joc on-line i tenir una petita idea del disseny de un protocol de transport.

Estudi etnogràfic d'un grup híbrid online/off-line

Tomàs i Justribó, Santiago
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: Article; info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion Formato: application/pdf
Publicado em //2004 Português
Relevância na Pesquisa
77.680796%
L'estudi se centra en l'anàlisi dels patrons d'interacció social d'un grup concret de nois que juguen a jocs en línia en un cibercafè de Barcelona. Es tracta d'un grup que es podria qualificar com a híbrid –on-line/off-line– ja que, en ell, el contacte presencial alterna i se superposa amb la interacció virtual. Això fa que, només de forma molt limitada, s'hi doni la deslocalització que acompanya altres usos de les Noves Tecnologies de la Informació i la Comunicació (NTIC). El que sí que es produeix és una reinterpretació de les formes d'interacció social pròpies de qualsevol altre grup de joves, alhora que també una interpretació de les NTIC, adaptant-les a formes tradicionals de socialització. En el grup, en definitiva, es pot observar com s'uneixen i entrellacen de diverses maneres el lloc físic i el ciberlloc, l'experiència presencial i la ciberexperiència.; This research analyses the patterns of social interaction of a specific group of young people who play on-line games in a cybercafe in Barcelona. This group can be classified as a hybrid -on-line/off-line- since their face-to-face interaction alternates with, and is frequently superimposed on, their virtual interaction. This means that the delocalization that accompanies other uses of the Information and Communication Technologies (ICTs) occurs only in a limited way. What does take place is a reinterpretation of the forms of social interaction of whatever group of young people; at the same time...