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1

Gillani, Syed Muhammad Farhan. „Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)“. Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
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2

Veron, Maxime Pierre Andre. „Scalable services for massively multiplayer online games“. Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goulots d'étranglement connus, et pourtant les implémentations actuelles restent centralisées. Cette thèse montre également qu'il est possible de concevoir un service d'arbitrage au-dessus d'un système de réputation. Le service résultant reste très efficace sur une grande échelle, à la fois en termes de performance et en termes de prévention de la fraude. Comme l'arbitrage est un problème similaire à la détection de fautes, cette thèse étend l'approche proposée pour surveiller les défaillances
Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
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BRANDÃO, Luis Rodrigo Gomes. „Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain“. Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2016-08-22T12:57:26Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5)
Made available in DSpace on 2016-08-22T12:57:26Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação - Rodrigo Brandão.pdf: 2163145 bytes, checksum: 8af388e9eb2a173f8b26e3c970b2202f (MD5) Previous issue date: 2016-01-29
Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
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4

Gerardi, Nicole. „Evaluation of computer-based simulation for pain management education“. Honors in the Major Thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/847.

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Effective pain management is an elusive concept in the acute care setting. Improving nurses' knowledge about optimal pain management is one way to improve the patient's pain experience. A computer-simulation game was developed as an alternative method of teaching the subject of pain management to nursing students. In the game, two patient scenarios are presented, one male and one female. Both patients present with acute pain and request help from the nurse. The player progresses through a series of nine questions as the scenarios unfold, each with one best or correct answer. The purpose of this study was to evaluate the game's potential as a teaching method compared to traditional methods of teaching, such as a lecture. A total of 30 nursing students participated in the study. After playing through the game, each student was asked to complete a post-game survey consisting of 10 standard 5-point Likert scale items and five open-ended questions. The survey was used to evaluate the students' enjoyment of the game, educational benefits, preference compared to traditional teaching methods, and perceived potential to change nursing practice. Results of the survey show that the majority of nursing students enjoyed playing the game and found it captured their attention more than traditional teaching methods. Nine out of the ten Likert scale items received universal high scores. Nursing students were receptive to the computer-simulation game as a teaching method and found it preferable to traditional methods.
B.S.N.
Bachelors
Nursing
Nursing
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5

Pühler, Simon. „Funny games“. Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.

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"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze und Félix Guattari, David Cronenberg, Michael Haneke, Kathryn Bigelow u.v.a. im Medienumfeld ihrer Zeit individuell erleben und auf ihre je eigene Art – meist sehr fantasiereich – bearbeiten. Der vorliegende Entwurf, medienarchäologische Spurensicherung und gleichsam Test-Spiel, ist vor allem eine Einladung zum Mitmachen: Beim obsessiven Durchschreiten virtueller (Alptraum-)Welten und realer Körper negative und positive Lust zu erfahren, sich neuen Sinnesreizqualitäten zu öffnen, um schließlich Mehr-Lust und -Wissen zu erwerben. Anti-Ödipus als interaktives Video(bei)spiel. Als Analysetools haben sich Erkenntnisse aus der (strukturalen) Psychoanalyse, der (technischen) Medienwissenschaft, (Film-)Philosophie, der Gender-, Gewalt-, Fetisch- und (kulturwissenschaftlichen) Spieltheorie als hilfreich erwiesen, um dem Geheimnis und Rätsel sadomasochistischer Schmerzlust – und ihrer crash-Medien – ein wenig näher zu kommen.
"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
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Her, Shyang-Kuen. „Improved I/O pad positions assignment algorithm for sea-of-gates placement“. PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4316.

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A new heuristic method to improve the I/O pad assignment for the sea-of-gates placement algorithm "PROUD" is proposed. In PROUD, the preplaced I/O pads are used as the boundary conditions in solving sparse linear equations to obtain the optimal module placement. Due to the total wire length determined by the module positions is the strong function of the preplaced I/O pad positions, the optimization of the I/O pad circular order and their assignment to the physical locations on the chip are attempted in the thesis. The proposed I/O pad assignment program is used as a predecessor of PROUD. The results have revealed excellent improvement.
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7

Alvares, Lorena Olímpio. „O BRINQUEDO EM INSTITUIÇOES PÚBLICAS DE EDUCAÇAO INFANTIL: OS SIGNIFICADOS ATRIBUÍDOS POR PAIS E PROFESSORAS“. Pontifícia Universidade Católica de Goiás, 2011. http://localhost:8080/tede/handle/tede/1026.

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This dissertation analyzes the meaning given the toy for parents and teachers at a public institution of education. The issue involved the need for a study about the importance of toys for child development, as well as the conceptualization that is attributed to terms such as play, game, toy and game. Another aspect investigated concerns the way parents and educators understand how children appropriate the toys to create play situations, as well as its importance in education. In order to proceed to this investigation, we sought a grounding in the theoretical framework that follows the socio-historical perspective of Vygotsky (1916-1934), which postulates the influence and interplay of social, cultural and the biological development of the individual. Also contributed to the construction of this theoretical framework, other authors, as Kishimoto (2008), Elkonin (1998), Huizinga (1999, 1993); by Brougère (1997,1999, 2004) and Rock (2005). For Vygotsky (2007), is the experience in the human environment, the activity that occurred in the interaction with other individuals that allow the development of a new and complex psychological system in children. This study about the meanings attributed by parents of young children and teachers from kindergarten through play and the toy can help us understand the social situation of children compared to adults. To perform this study, besides reviewing the literature, we conducted a field survey, a qualitative approach, whose main instrument of data collection was the interview, guided tours designed specifically for this purpose: a model for educators and another for parents. Analyzing the results obtained on how parents and teachers realize how children take ownership of the toy to create situations of play, we could see that they believe in development through interaction in everyday life, where the toy acts as a facilitator.
Esta dissertação analisa o significado atribuído ao brinquedo por pais e professoras de uma instituição pública de educação infantil. O tema implicou na necessidade de um estudo acerca da importância do brinquedo para o desenvolvimento infantil, assim como, da conceituação que se atribui a termos como lúdico, jogo, brinquedo e brincadeira. Outro aspecto investigado refere-se à forma como os pais e educadoras compreendem a maneira como crianças apropriam-se do brinquedo para criar situações lúdicas, bem como, sua importância na educação infantil. Com o fim de proceder-se a esta investigação, buscou-se embasamento em um referencial teórico que segue a perspectiva sócio-histórica de Vigotsky (1916-1934), que postula a influência e a inter-relação dos aspectos sociais, culturais e biológicos no desenvolvimento do indivíduo. Contribuíram, também, para a construção deste referencial teórico, outros autores, como Kishimoto (2008), Elkonin (1998), Huizinga (1999, 1993); Brougére (1997,1999,2004); e Rocha (2005). Para Vigotsky (2007), é a vivência no meio humano, na atividade ocorrida na interação com outros indivíduos que permitem o desenvolvimento de um novo e complexo sistema psicológico na criança. Este estudo acerca dos significados atribuídos por pais de crianças pequenas e professoras da educação infantil ao lúdico e ao brinquedo pode ajudar-nos a entender a situação social das crianças em relação aos adultos. Para realizar este estudo, além da revisão da literatura, realizamos uma pesquisa de campo, numa abordagem qualitativa, cujo principal instrumento de coleta de informações foi a entrevista, orientada por roteiros elaborados especificamente para este fim: um modelo para as educadoras e outro para os pais. Ao analisarmos os resultados obtidos acerca de como os pais e professoras percebem a forma como as crianças se apropriam do brinquedo para criar situações de brincadeira, pudemos perceber que eles acreditam no desenvolvimento a partir da interação no cotidiano, onde o brinquedo atua como facilitador.
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Grishchenko, Alice. „Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience“. The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492711773997784.

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9

Nikoloski, Zoran. „Graph-theoretic Approach to Modeling Propagation and Control of Network Worms“. Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3164.

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In today's network-dependent society, cyber attacks with network worms have become the predominant threat to confidentiality, integrity, and availability of network computing resources. Despite ongoing research efforts, there is still no comprehensive network-security solution aimed at controling large-scale worm propagation. The aim of this work is fivefold: (1) Developing an accurate combinatorial model of worm propagation that can facilitate the analysis of worm control strategies, (2) Building an accurate epidemiological model for the propagation of a worm employing local strategies, (3) Devising distributed architecture and algorithms for detection of worm scanning activities, (4) Designing effective control strategies against the worm, and (5) Simulation of the developed models and strategies on large, scale-free graphs representing real-world communication networks. The proposed pair-approximation model uses the information about the network structure--order, size, degree distribution, and transitivity. The empirical study of propagation on large scale-free graphs is in agreement with the theoretical analysis of the proposed pair-approximation model. We, then, describe a natural generalization of the classical cops-and-robbers game--a combinatorial model of worm propagation and control. With the help of this game on graphs, we show that the problem of containing the worm is NP-hard. Six novel near-optimal control strategies are devised: combination of static and dynamic immunization, reactive dynamic and invariant dynamic immunization, soft quarantining, predictive traffic-blocking, and contact-tracing. The analysis of the predictive dynamic traffic-blocking, employing only local information, shows that the worm can be contained so that 40\% of the network nodes are not affected. Finally, we develop the Detection via Distributed Blackholes architecture and algorithm which reflect the propagation strategy used by the worm and the salient properties of the network. Our distributed detection algorithm can detect the worm scanning activity when only 1.5% of the network has been affected by the propagation. The proposed models and algorithms are analyzed with an individual-based simulation of worm propagation on realistic scale-free topologies.
Ph.D.
School of Computer Science
Engineering and Computer Science
Computer Science
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Schlünz, Uwe. „Vergleich der Effektivität von rehabilitativen Trainingsformen im Wasser zu herkömmlichen Maßnahmen bei Patienten mit Low Back Pain“. Phd thesis, Universität Potsdam, 2002. http://opus.kobv.de/ubp/volltexte/2005/78/.

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Die wachsenden Kosten für die Behandlung chronischer lumbaler Rückenschmerzen stehen zunehmend in Diskrepanz mit den begrenzten Mitteln für das Gesundheitswesen.
Untersuchungen zeigen, dass aktive Trainingsprogramme, je früher sie eingesetzt werden, einen positiven Einfluss auf die Senkung von Kosten für die Gesellschaft haben. Ein rechtzeitiger Einsatz der medizinischen Kräftigungstherapie bei Rückenschmerzpatienten ist somit unter rehabilitativen Gesichtspunkten notwendig. Insbesondere das Training im Wasser gestattet gelenkschonende Übungen in frühen Phasen der Rehabilitation und lassen eine raschere Wiederherstellung erwarten.
Über die körperlichen Auswirkungen therapeutischer Trainingsmaßnahmen im Wasser sind bis dato wenige Studien verfügbar, welche die Wirkung des Mediums Wasser auf konditionelle Parameter objektiv quantifizieren und bewerten. Jedoch sind bislang die Möglichkeiten für ein gezieltes Krafttraining im Wasser begrenzt.

Eine gerätetechnische Entwicklung, die ein rumpfstabilisierendes Krafttraining im Warmwasser ermöglicht, lässt im Vergleich zu herkömmlichen Trainingsmöglichkeiten eine noch effizientere rehabilitative Behandlung erwarten.
Es wird die Fragestellung verfolgt, inwieweit aktive Trainingsformen im Wasser die Maximalkraft und die neuromuskuläre Funktion der Rumpfmuskulatur, sowie den Schmerz von Rückenpatienten beeinflussen. Ferner soll im Rahmen der Untersuchungen die Effektivität eines neu entwickelten Wassertrainingsgerätes geprüft werden.
Die Untersuchungen der Ergebnisse von 80 weiblichen Probanden (in fünf Gruppen aufgeteilt: Kontrollgruppe, Aquajogging, Aquarücken, Aquagerät und Rückengymnastik an Land) zeigen, dass durch aktive Interventionsmaßnahmen eine Verbesserung der Kraftfähigkeit und eine Reduzierung von Schmerzen erzielt werden kann. Hingegen kommt es in der Kontrollgruppe, ohne Trainingsanwendungen, zur Stagnation des chronischen Schmerzzustandes, sogar zur Verschlechterung der Kraftentwicklung der Rückenstreckmuskulatur.

In allen Trainingsgruppen konnten kurzfristig und mittelfristig weniger Muskelfunktionsstörungen nachgewiesen werden. Bei Betrachtung der Kraftentwicklung der unteren Rumpfmuskulatur fällt auf, dass die höchsten Zuwächse der Bauchmuskelkraft in den Gruppen Aquarücken und Aquagerät festzustellen sind. Die Kraft der Rückenstreckermuskulatur entwickelte sich in der Gruppe Aquagerät mit einer Steigerung von 55% nach der Intervention am stärksten. Es kann die Hypothese aufgestellt werden, dass das Training im warmen Wasser unter stabilisierten Voraussetzungen eine effizientere Methode zur Stärkung der unteren Rumpfmuskulatur zu sein scheint.
Bei der Entwicklung der Kraft der oberen Rücken- und Schultergürtelmuskulatur kommt es in den Gruppen Aquajogging und Aquarücken zu den größten Steigerungen. Dies könnte mit der höheren Aktivität der Arme im Übungsprogramm zusammenhängen.
Positiv ist die hohe Reduzierung der Schmerzen in allen Trainingsgruppen zu bewerten. Jedoch ist bei Betrachtung der Ergebnisse festzustellen, dass für eine weitere Manifestierung der Trainingserfolge ein weiterführendes Training bedeutsam ist.
Die Ergebnisse dieser Studie belegen, dass durch ein gezieltes Training im Wasser und an Land über 6 Wochen, je zweimal pro Woche, deutliche Verbesserungen in der Entwicklung von Kraft, Schmerzintensität, Funktionseinschränkung und Muskelfunktion möglich sind. Ferner werden in dieser Arbeit positive Zusammenhänge zwischen den Entwicklungen Schmerzintensität und Rückenstreckerkraft, sowie Schmerzintensität und Bauchmuskelkraft beobachtet. Zwischen den Versuchsgruppen im Wasser und der Versuchsgruppe an Land konnten nur geringe Unterschiede in den Ergebnissen nachgewiesen werden. Jedoch geben die Resultate Hinweis darauf, dass bei höheren Schmerzintensitäten die Intervention im Wasser die Therapie der Wahl zu sein scheint.
Die Resultate dieser Untersuchungen machen deutlich, dass der Einsatz eines Wassertrainingsgerätes in der Therapie chronischer Rückenschmerzpatienten eine effiziente Methode zur Senkung von Schmerzen und zur Steigerung der Kraft der Rücken- und Bauchmuskulatur ist.
Vorteile des Wassertraingsgerätes sind die gute Stabilisation des Beckens, trotz auftriebswirksamer Mechanismen im Wasser, die bedienerfreundliche Handhabung, der separat einstellbare Widerstand, die schnellen Therapieerfolge und die hohe Motivation der Kursteilnehmer. Diese Beobachtungen lassen eine effizientere Therapie und damit Kostenersparnisse vermuten.
Nachteile sind das hohe Gewicht des Wassertraingsgerätes und die relativ hohen Anschaffungskosten. Die hohe Reduzierung der Schmerzintensität bei den Probanden, die am Wassertrainingsgerät Interventionen durchführten, lassen vermuten, dass diese Geräteanwendungen für Patienten mit sehr schmerzhaften oder subakuten Verlaufsformen besonders geeignet ist.
Der schonende Charakter der Aquatherapie und der Einsatz eines neuen Wassertrainingsgerätes unterstützt in effektiver Weise die modernen Konzepte der Rehabilitation chronischer Rückenschmerzpatienten.
Question: Aim of the study was to evaluate the influence of different aquatic exercise programmes on trunk strength, pain level, neuromuscular function and functional ability for patients with low back pain. Another aim was to construct and implement of a new aquatic exercise machine.

Methods: 80 female subjects aged from 25 to 45 years with low back pain were randomized into a control group or one of the following training groups: aqua jogging, aqua gymnastics, aqua machine and gymnastics on land. The four training groups took part in a muscle strengthening program two times a week over 6 weeks. The control group did not receive any alternative physiotherapeutic treatment. All groups were tested at the beginning, after 6 weeks and 4 months later.

Results: The data obtained for the control group remained unchanged over all periods of investigation. The isometric maximum of trunk strength improved significantly in all exercise groups. Furthermore it was to be seen that there were less malfunction in all training groups after 6 weeks. The most significant improvements are in the exercise machine group concerning reduction of pain level and increase strength of lumbar extension.

Conclusions: The results of this study should be viewed as encouraging. The aquatic exercise machine is to be seen as an effective complement of treatment for low back pain.
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11

D\'Agostini, Marcela Mobiglia. „Serious game e-Baby-Família: tecnologia educacional digital direcionada a oxigenação de bebês pré-termo desenvolvida junto ao pais“. Universidade de São Paulo, 2015. http://www.teses.usp.br/teses/disponiveis/22/22134/tde-22122015-160529/.

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Mundialmente, estima-se que nasçam, por ano, 15 milhões de bebês pré-termo com alto risco de morbi-mortalidade neonatal, pós-neonatal e durante a infância, devido à imaturidade dos órgãos/sistemas, principalmente respiratório. Tanto que, re-hospitalizações, por afecções respiratórias, são comuns nesta população. Objetivou-se desenvolver uma tecnologia educacional digital, serious game, em e-learning e m-learning, que possua subsídios para suprir as necessidades de aprendizagem dos pais de bebês pré-termo. Utilizou-se o design participativo (DP), envolvendo os pais de pré-termo hospitalizados em unidade neonatal durante todo o desenvolvimento do game, da escolha da temática, roteiro à avaliação do game denominado e-Baby-Família. A oxigenação foi escolhida como tema principal, e todo o roteiro desenvolveu-se baseado nas necessidades elencadas pelos pais como necessárias ao aprendizado para a identificação de sinais de comprometimento respiratório e seus cuidados, a partir das questões norteadoras lançadas. Desse modo, a equipe técnica, programou um protótipo e as famílias avaliaram jogando, e por meio de suas sugestões e percepções da pesquisadora, o jogo foi aprimorado. As falas foram analisadas e categorizadas segundo Bardin: Categoria A: A aparência realística do cenário virtual e seu conteúdo do game e- Baby-Família e suas subcategorias: a aparência realística do bebê virtual no game e-Baby- Família; o realismo das situações do game e-Baby-Família se assemelham às experiências vividas pelos pais; o realismo das situações do game e-Baby-Família faz com que os pais se preparem para circunstancias que ainda não vivenciaram; aperfeiçoamento da aparência realística do bebê virtual do game e-Baby-Família. Categoria B Implicações da jogabilidade para o uso do game e-Baby-Família e suas subcategorias: satisfação dos pais de bebês pré- termo ao jogarem o e-Baby-Família; aperfeiçoamento no acesso e disponibilização do game e-Baby-Família; aquisição de conhecimento por meio do game e-Baby-Família. Portanto, pode-se concluir que, o e-Baby, família possui potencial para proporcionar ensino- aprendizagem mais flexível, atrativo, interativo, autônomo e real, principalmente por envolver os pais na fase de construção do design-jogo, visando diminuir ansiedade e insegurança da família na internação e alta hospitalar. Considera-se que o game trouxe satisfação e apreensão de conteúdos, remetendo-os ao vivido anteriormente, atualmente na unidade neonatal e despertando para a aprendizagem do que poderão vivenciar posteriormente no domicílio. O e-Baby-Família está adequado para uso dos pais, para um processo ensino-aprendizagem mais motivador, lúdico e eficaz
Globally, about 15 million preterm babies are born every year with high risk of neonatal, post neonatal and childhood morbi-mortality due to immaturity of organs/systems, mainly respiratory. Common re-hospitalizations caused by respiratory conditions reinforces this picture. The aim of this research was to develop a digital educational technology which is a serious game, approaching both e-learning and m-learning, to supplement learning needs of preterm newborn\' parents. The method of development was participative design (PD), involving the parents of hospitalized preterm in neonatal unit throughout the development of the game, the choice of theme, script evaluate this game named e-Baby-family. Oxygenation was chosen as the main theme, and the whole script was developed based on the needs identified by parents as needed when learning to identify signs of respiratory impairment and their care, from the guiding questions posted. In this way, the technical team, programmed a prototype and families assessed playing, and through your suggestions and insights of the researcher, the game has been enhanced. Speeches were analyzed and categorized according to Bardin: Category A: chainmail virtual scenery and its content of the game e-Baby-family and its subcategories: the realistic appearance of the virtual game e-Baby-Family; the realism of the game and situations e-Baby-Family resemble the experiences by the parents; the realism of the game and situations e-Baby-family causes the parents to prepare for circumstances that have not yet experienced; improvement of the chainmail game and virtual e-Baby-family. Category (B) Implications of the gameplay for the use of the game e-Baby- family and its subcategories: satisfaction of parents of preterm babies to play e-Baby-Family; improvement in access and availability of game e-Baby-Family; knowledge acquisition through the game e-Baby-family. Therefore, we can conclude that, e-Baby, family has potential to provide teaching and learning more flexible, attractive, interactive, and real, especially by involving parents in the construction phase of design-game, aiming to decrease anxiety and insecurity of the family. It is considered the game brought satisfaction and apprehension of contents, referring them to the lived previously, currently in the neonatal unit and arousing for learning which may experience later at home. E-Baby-family is suitable for the use of parents, to a teaching-learning process more motivating, playful and effective
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Ljung, Dennis. „Using Reinforcement Learning to Evaluate Player Pair Performance in Ice Hockey“. Thesis, Linköpings universitet, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-175928.

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A recent study using reinforcement learning with a Q-functions to quantify the impact of individual player actions in ice hockey has shown promising results. The model takes into account the context of the actions and captures internal dynamic features of the play which simple common metrics e.g., counting goals or assists, do not. It also performs look ahead which is important in a low scoring game like ice hockey. However, it does not capture the chemistry between the players i.e., how well the players play together which is important in a team sport like ice hockey. In this paper, we, therefore, extend this earlier work on individual player performance with new metrics on player pairs impact when on ice together. Our resulting top pairings are compared to NHL’s official statistics and extended analysis is performed that investigate the relationship with time on ice which provides insights that could be of relevance to coaches.
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Faivre, Quentin. „Estudo do impacto da utilização de vídeo jogos na disfunção do membro superior e da coluna cervical de indivíduos jovens“. Bachelor's thesis, [s.n.], 2020. http://hdl.handle.net/10284/9288.

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Projeto de Graduação apresentado à Universidade Fernando Pessoa como parte dos requisitos para obtenção do grau de Licenciado em Fisioterapia
Introdução: Os vídeos jogos constituem-se métodos recreativos populares e acessíveis, com diversas plataformas disponíveis para jogar. Objetivo: investigar o impacto da utilização de vídeo jogos na disfunção do membro superior e da coluna cervical de indivíduos jovens, analisar a prevalência e os fatores de riscos de queixas músculo esqueléticas do membro superior e da coluna cervical, assim como investigar a existência de “distúrbios associados ao jogo” em adolescentes. Metodologia: estudo observacional transversal, que incluíu 177 jogadores de ambos géneros. Foram utilizados o questionário sociodemográfico, o Dutch Handness Questionnaire, o Questionário Nórdico Músculo-esquelético, o Neck disability Index e o Internet Gaming Disorder Scale. Resultado: 61% dos jogadores presentam dor, a sintomatologia dolorosa é mais prevalente em indivíduos do sexo feminino. O uso do telemóvel está associado a maior proporção de sintomatologia dolorosa reportada (p=0,022). A prevalências de sintomas ao nível do pescoço e do punho/mão direito encontram-se associadas com o género feminino (p=0,001; p=0,001 respetivamente) e ao uso da tela de toque do telemóvel (p=0,047; p=0,008 respetivamente). Conclusão: O género e o uso do telemóvel para jogar são fatores de risco na ocorrência de sintomatologia dolorosa e músculo-esquelética.
Introduction: Video games are a popular and an accessible recreational method, with different platforms to play. Objective: to investigate the video games impact on the dysfunction and risk factors of skeletal muscle complaints on the upper limb and cervical spine of young individuals, as well as to investigate the existence of “gaming disorder” in adolescents. Methodology: cross-sectional observational study, in which 177 players of both sexes were included. The sociodemographic questionnaire, the Dutch Handness Questionnaire, the Nordic Musculoskeletal Questionnaire, the Neck disability Index and the Internet Gaming Disorder Scale were used. Result: 61% of the players present pain, painful symptoms are greater in females (72.3%) than males (41.6%). Only the use of the mobile phone is associated with pain (p = 0.022). Prevalence at the level of the neck and the wrist / right hand are associated with sex (p = 0.001; p = 0.001 respectively) and the use of the touch screen mobile phone (p = 0.047; p = 0.008 respectively). Conclusion: Sex and the use of mobile phones to play are risk factors for the occurrence of painful and musculoskeletal symptoms.
N/A
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Gauger, E. M. „Applications of quantum coherence in condensed matter nanostructures“. Thesis, University of Oxford, 2010. http://ora.ox.ac.uk/objects/uuid:fb792980-bfc4-4771-b5d5-b9ecc7d40cd8.

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This thesis is concerned with studying the fascinating quantum properties of real-world nanostructures embedded in a noisy condensed matter environment. The interaction with light is used for controlling and manipulating the quantum state of the systems considered here. In some instances, laser pulses also provide a way of actively probing and controlling environmental interactions. The first two research chapters assess two different ways of performing all-optical spin qubit gates in self-assembled quantum dots. The principal conclusion is that an `adiabatic' control technique holds the promise of achieving a high fidelity when all primary sources of decoherence are taken into account. In the next chapter, it is shown that an optically driven quantum dot exciton interacting with the phonons of the surrounding lattice acts as a heat pump. Further, a model is developed which predicts the temperature-dependent damping of Rabi oscillations caused by bulk phonons, finding an excellent agreement with experimental data. A different system is studied in the following chapter: two electron spin qubits with no direct interaction, yet both exchange-coupled to an optically active mediator spin. The results of this study show that these general assumptions are sufficient for generating controlled electron spin entanglement over a wide range of parameters, even in the presence of noise. Finally, the Radical Pair model of the avian compass is investigated in the light of recent experimental results, leading to the surprising prediction that the electron spin coherence time in this molecular system seems to approach the millisecond timescale.
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Freire, Mayra Jardim Medeiros. „Serious game E-baby- Família: avaliação de interface de tecnologia educacional digital junto aos pais de bebês pré-termo com foco no quadro respiratório“. Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/22/22134/tde-17082017-152001/.

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Mundialmente, estima-se que nasçam, por ano, 15 milhões de bebês pré-termo com alto risco de morbi-mortalidade neonatal, pós-neonatal e durante a infância, devido à imaturidade dos órgãos/sistemas, principalmente respiratório. A prematuridade é a principal causa de morte em recém-nascidos (especialmente nas primeiras 4 semanas de vida) e agora a segunda causa de morte após pneumonia em crianças com idade inferior a 5 anos. A re-hospitalizações, por afecções respiratórias, são comuns nesta população. No Brasil, 72,9% das pessoas no Brasil têm acesso à internet, seja por computador, celular ou tablet, esse dado reforça a relevância de introduzir novas tecnologias no campo da pesquisa e do processo de ensino- aprendizagem, em computadores (e-learning) e em dispositivos móveis (m-learning). Acreditando na importância da tecnologia adequada ao uso e em especial, respondendo de forma adequada à clientela, público alvo desta, elegeu-se, para este estudo como objetivo avaliar a interface de uma tecnologia educacional digital - jogo de computador, sobre a identificação e cuidado acerca do quadro respiratório do bebê pré-termo, junto à família, com base em critérios ergonômicos. Trata-se de um estudo metodológico, com avaliação embasada nos critérios ergonômicos estabelecidos pelo Ergolist (2008) junto aos pais de bebês pré-termo. A coleta de dados foi executada por meio da caracterização dos sujeitos, e avaliação objetiva sobre o game. Com base nos dados coletados através do questionário de avaliação ergonômica de interface do serious game E-Baby-Família, todos os itens do formulário de receberam mais de 70% de concordância com as afirmações realizadas quanto ao game. Com isso, podemos concluir que o serious game \"E- Baby-Família \" foi avaliado positivamente quanto à ergononomia de sua interface, demonstrando sua viabilidade para uso com os pais de bebês nascidos prematuros. Os pais, cada vez mais participativos no cuidado aos filhos pré-termo em unidades neonatais necessitam aprender sobre seus filhos e podem ser beneficiados pela tecnologia realística. Com esse estudo, reforçamos a ideia sobre a importância em incluir a família no suporte ao bebê pré-termo, preparando-os para os cuidados que deverão ser prestados no domicílio, amenizando suas inseguranças e prevenindo o bebê prematuro de possíveis complicações que possam acontecer após a alta hospitalar. Atrelado a isso, podemos ressaltar sobre a importância do uso de ferramentas tecnológicas em uma era onde os avanços na área da tecnologia só agregam valores às práticas do processo de ensino-aprendizagem
Globally, it is estimated that, every year, 15 million preterm babies are born with a high risk of neonatal and post-neonatal morbimortality, or even during childhood, because of the immaturity of the organs/systems, mainly the respiratory ones. Prematurity is the major cause of death in newborns (especially in the first 4 weeks of life), and now the second greatest cause of death after pneumonia in children under the age of 5. Re-hospitalizations because of respiratory disorders are common in this population. In Brazil, 72.9% of people in Brazil have access to the internet, whether by means of a computer, cell phone or tablet, and this data emphasizes the relevance of introducing new technologies in the field of research and of the teaching-learning process, on computers (e-learning) and on mobile devices (m- learning). By believing in the importance of the technology suited to the use and, in particular, responding in an appropriate way to the clientele, i.e., the target audience of this technology, the objective chosen for this study focused on the assessment of the interface of a digital educational technology - computer game, with respect to the identification and care of the respiratory condition of the preterm baby, together with the family, based on ergonomic criteria. This is a methodological study, with an assessment underpinned by the ergonomic criteria established by the Ergolist (2008), involving parents of preterm babies. Data collection was performed by means of the characterization of the subjects, in addition to an objective assessment of the game. Based on the data collected through the questionnaire for assessing the ergonomic interface of the \"E-Baby-Família\" serious game, all items of the form received over 70% agreement with the statements made with respect to the game. Accordingly, we can conclude that the \"E-Baby-Família\" serious game was positively assessed with regard to the ergonomics of its interface, which proves its feasibility to use with the parents of prematurely born babies. Parents, who are increasingly involved in the care of preterm children in neonatal units, should learn about their children, and therefore may be benefited from the realistic technology. With this study, we highlight the idea about the importance of including the family members in the support towards the preterm baby, thereby preparing them for the care that should be provided at home, mitigating their insecurities and preventing the premature baby from possible complications that may take place after hospital discharge. Coupled with this, we can point out the importance of the use of technological tools in an era in which the advances in the field of technology only add value to the practices of the teaching-learning process
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Hamard, Bruno. „L'occupation française de la ville de Szeged (1918-1920) : un exemple de gestion des gages territoriaux alliés en Hongrie, avant la signature de la paix de Trianon“. Paris 1, 1997. http://www.theses.fr/1997PA010676.

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L'occupation française de Szeged, deuxième ville de Hongrie, prend place dans le contexte de règlement du premier conflit mondial. Ennemie des forces de l'entente, la Hongrie fut vaincue par le sort des armes en octobre-novembre 1918 sous l'effet de l'offensive victorieuse menée par les troupes de l'armée alliée d'Orient débarquée à Salonique et lancée par Franchet d'Esperey à l'assaut de la péninsule balkanique (septembre 1918). Dans le cadre du règlement de la paix en Europe au lendemain de la défaite allemande (II novembre 1918), les alliés prirent un certain nombre de "gages" territoriaux chez les vaincus afin de les forcer à accepter les clauses politiques, financières et militaires de leur défaite. À ce titre Szeged resta sous l'autorité militaire directe du corps expéditionnaire français (76e DI) alors même que le pays était livré à la guerre civile (novembre 1918-aout 1919). Intervenant dans le conflit opposant les factions politiques hongroises rivales, les français s'efforcèrent de maintenir l'ordre public, de gérer au niveau local une situation de pénurie ainsi que les intérêts et ambitions divergents des différents états successeurs de la région
The french occupation of Szeged, second city of Hungary, take place in the allies plans of the first world war settlement. Being in touch against the entente's forces, hungary was defaited by the oriental army copps-between october and november 1918. This situation, worse for Budapest, was the effect of the victorious Franchet d'Esperey own initiative. In the context of peace settlement in europe at the end of the conflict, after the german capitulation was signed (IIth november 1918), many of allies occupation areas were decided. The object of those was to force the defeated central empires to accept the political, financial and military stipulations. In this way, the french army stated in Szeged during the period of the hungarian civil war (november 1918-august 1918). Present in all of the civil and military hungarian administration of the city, the french government try to well administrate the difficulties in a local aspect: penury, poverty and territorial ambition of the successor states
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Jannini, Suely Nobrega. „Dor, lesões e síndromes músculo-esqueléticas em adolescentes obesos versus eutróficos e sua relação com o uso de computadores e videogames“. Universidade de São Paulo, 2011. http://www.teses.usp.br/teses/disponiveis/5/5141/tde-01082011-160907/.

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Objetivo: Avaliar presença de dor, síndromes músculo-esqueléticas, alterações ortopédicas e uso de computador e videogame em adolescentes. Métodos: Um estudo transversal avaliou 100 adolescentes consecutivos com obesidade e 100 eutróficos a partir de um questionário confidencial, auto-aplicável, incluindo dados demográficos, prática esportiva, sintomas dolorosos do sistema músculo-esquelético e uso de computador e videogame. Pré-teste e re-teste do questionário foram realizados. O exame físico avaliou seis síndromes músculo-esqueléticas e sete alterações ortopédicas. Resultados: O índice de Kappa entre pré-teste e re-teste foi de 0,724. Dor e síndromes músculo-esqueléticas foram igualmente prevalentes nos dois grupos (44% vs. 56%, p=0,09; 12% vs. 16%, p=0,541; respectivamente). Entretanto, alterações ortopédicas (98% vs. 76%, p=0,0001), encurtamento de quadríceps (89% vs. 44%, p=0,0001) e geno valgo (87% vs. 24%, p=0,0001) foram significativamente mais evidenciados nos obesos versus controles. As medianas do tempo de uso do computador no dia anterior a pesquisa, nos sábados e domingos foram menores nos obesos (30 vs. 60minutos, p=0,0001; 1 vs. 60minutos, p=0,001; 0 vs. 30 minutos, p=0,02; respectivamente). Uso de minigame foi menor nos obesos (2% vs. 11%, p=0,003), não havendo diferença no uso de videogame nos dois grupos (p>0,05). Comparações entre obesos com e sem dor evidenciaram maior frequência no gênero feminino (59% vs. 39%, p=0,048) e maior mediana de tempo de uso nos domingos [0 (0-720) vs. 0 (0-240)minutos, p=0.028]. Conclusões: Obesidade pode causar danos ao sistema ósteo-articular no início da adolescência, principalmente nos membros inferiores. Programas específicos para adolescentes obesos do sexo feminino com dor músculo-esquelética precisam ser desenvolvidos
Objective: To evaluate the presence of pain, musculoskeletal syndromes and orthopedic abnormalities and the use of computers and videogames in adolescents. Methods: A cross-sectional study using a self-applicable questionnaire to assess 100 obese adolescents and 100 healthy controls included demographic data, sports, musculoskeletal painful symptoms and the use of computer and videogames. A pretest and its replication were performed. The physical examination evaluated six musculoskeletal syndromes and seven orthopedics alterations. Results: The Kappa index between the pretest and its replication was 0.724. Pain and musculoskeletal syndromes were similar in both groups (44% vs. 56%, p=0.09; 12% vs. 16%, p=0.541; respectively). However, orthopedics alterations (98% vs. 76%, p=0.0001), tight quadriceps (89% vs. 44%, p=0.0001) and genu valgum (87% vs. 24%, p=0.0001) were significantly observed in obese versus controls. The median time spent using computer on the prior to the research and on Saturdays and Sundays were lower in obese (30 vs. 60minutes, p=0.0001; 1 vs. 60minutes, p=0.001; 0 vs. 30minutes, p=0.02; respectively). Minigame use was lower in obese (2% vs. 11%, p=0.003), without any differences in the use of videogames in both groups (p>0.05). Comparisons between obese adolescents with and without musculoskeletal pain demonstrated higher frequency in females (59% vs. 39%, p=0.048). Conclusions: Obesity can induce damages to the osteoarticular system at the beginning of the adolescence, mainly in the inferior limbs. Specific programs for female obese adolescents with musculoskeletal pain should be established
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Queiroz, Ligia Bruni. „Dor e sí­ndromes musculoesqueléticas em adolescentes de uma escola particular e sua relação com o uso de mídias digitais“. Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/5/5141/tde-21022018-090449/.

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Objetivo: Avaliar o uso de dispositivos eletrônicos e televisão (TV) em adolescentes saudáveis de uma escola particular da cidade de São Paulo; avaliar possíveis associações entre a presença de dor e síndromes musculoesqueléticas e o uso de dispositivos eletrônicos e TV. Métodos: Trata-se de um estudo transversal com adolescentes de uma escola particular da cidade de São Paulo. 299 adolescentes (10 a 19 anos) responderam a um questionário individual, confidencial e autoaplicável, com perguntas sobre o uso isolado e simultâneo de dispositivos eletrônicos (computadores, videogames, celular) e TV; dados demográficos; prática de atividade física e esportiva; disponibilidade, padrão de consumo, tipos de mídia utilizados e sintomas dolorosos do sistema musculoesquelético. Além da aplicação do questionário, foi realizado exame físico específico do aparelho musculoesquelético nos adolescentes que apresentavam queixas álgicas nos últimos três meses, visando à avaliação das seguintes síndromes musculoesqueléticas idiopáticas crônicas e não inflamatórias: fibromialgia juvenil, síndrome de hipermobilidade articular benigna, síndrome miofascial, tendinite, bursite, epicondilite e síndrome de dor regional complexa. Resultados: O índice de Kappa entre o pré-teste e reteste foi de 0,83. Dor musculoesquelética e síndromes musculoesqueléticas foram encontradas em 183/299 (61%) e 60/183 (33%), respectivamente. As medianas de idade [15 (10-18) versus 14 (10-18) anos, p=0,032] e os anos de escolaridade [10 (5-12) vs. 9 (5-12) anos, p=0,010] foram significantemente maiores em adolescentes com dor musculoesquelética em comparação com aqueles sem essa condição. A frequência do gênero feminino foi maior no grupo de adolescentes com dor musculoesquelética comparado ao grupo sem essa condição (59% versus 47% p=0,019), assim como as frequências do uso do telefone celular (93% contra 81%, p=0,003) e do uso simultâneo de pelo menos dois dispositivos eletrônicos (80% vs. 67%, p=0,011) foram significantemente maiores no grupo de adolescentes com dor musculoesquelética. Em relação às comparações entre os grupos com e sem síndromes musculoesqueléticas: a frequência de gênero feminino foi significantemente maior no grupo de estudantes com síndromes musculoesqueléticas (75% versus 25%, p=0,002), e os adolescentes com síndromes musculoesqueléticas apresentaram uma mediana significantemente reduzida de horas de jogos eletrônicos aos finais de semana e feriados [1,5 (0-10) vs. 3 (0-17) horas/dia, p=0,006]. Conclusões: Uma alta prevalência de dor musculoesquelética e síndromes musculoesqueléticas foi observada em estudantes adolescentes de uma escola particular. A dor musculoesquelética foi relatada em idade mais avançada, sobretudo entre as meninas e os alunos que usavam telefone celular e dispositivos eletrônicos simultaneamente. O sexo feminino e o uso reduzido de jogos eletrônicos foram associados à presença de síndromes musculoesqueléticas
Objective: To evaluate television and simultaneous electronic devices use in adolescents with musculoskeletal pain and musculoskeletal pain syndromes. Methods: A cross-sectional study was performed in 299 adolescents of a private school. All students completed a self-administered questionnaire, including: demographic data, physical activities, musculoskeletal pain symptoms, and use of simultaneous television/electronic devices (computer, internet, electronic games and cell phone). Seven musculoskeletal pain syndromes were also evaluated: juvenile fibromyalgia, benign joint hypermobility syndrome, myofascial syndrome, tendinitis, bursitis, epicondylitis and complex regional pain syndrome. Results: Inter-rater agreement between pretest and retest was 0.83. Musculoskeletal pain and musculoskeletal pain syndrome were found in 183/299 (61%) and 60/183 (33%), respectively. The median of age [15 (10-18) vs. 14 (10-18) years, p=0.032] and years of education [10 (5-12) vs. 9 (5-12) years, p=0.010] were significantly higher in adolescents with musculoskeletal pain compared to those without this condition. The frequencies of female gender (59% vs. 47%, p=0.019), cell phone use (93% vs. 81%,p=0.003) and simultaneous use of at least two electronic devices (80% vs. 67%,p=0.011) were significantly higher in the former group. Further comparisons between adolescents with and without musculoskeletal pain syndromes revealed that the frequency of female gender was significantly higher in the former group (75% vs. 25%,p=0.002), and with significantly reduced median of weekends/holidays electronic games use [1.5 (0-10) vs. 3 (0-17) hours/day, p=0.006]. Conclusions: A high prevalence of musculoskeletal pain/syndromes were observed in female adolescents. Musculoskeletal pain was mostly reported at median age of 15 years and students were using cell phone and at least two electronic devices simultaneously. Reduced electronic games use was associated with musculoskeletal pain syndromes
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Castellanos, Aura Ligia Zapata. „Dor, síndromes e lesões músculo-esqueléticas em adolescentes e sua relação com computador e videogame“. Universidade de São Paulo, 2004. http://www.teses.usp.br/teses/disponiveis/5/5141/tde-29102004-120009/.

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Introdução: Os adolescentes usam freqüentemente Computador e videogame e podem estar expostos a desenvolver dores, lesões e síndromes do sistema músculo-esquelético. Objetivos: Avaliar e caracterizar a presença de dor, síndromes e lesões do sistema músculo-esquelético em adolescentes e relacioná-las com o uso de computador e videogame. Avaliar a ergonomia do uso do computador. Métodos: A população de estudo consistiu de 833 alunos de um colégio particular da cidade de São Paulo. Neles foi realizado um estudo transversal que incluiu: 1) Questionário com dados demográficos, características do uso dos aparelhos e sintomas dolorosos; 2) exame físico do aparelho músculo esquelético e 3) avaliação de alguns aspectos ergonômicos (postura e equipamentos) durante o uso do computador na escola. As seguintes doenças foram pesquisadas: fibromialgia juvenil, síndrome de hipermobilidade articular benigna, síndrome miofascial e lesões específicas dos membros superiores (tendinites, bursites e epicondilites). Na avaliação estatística foi realizada análise univariada por meio dos testes qui-quadrado, teste exato de Fischer, teste de Mann Whitney e análise multivariada por Regressão Logística. Os teste realizados foram bicaudais e o nível de significância adotado foi de 5% (p <= 0,05). Resultados: O estudo avaliou 791 alunos. A idade média foi de 14,17 ± 1,99 anos e a relação feminino:masculino foi de 1,1:1. 99% dos alunos utilizaram computador e 67% o usaram no dia anterior à pesquisa. 58% utilizaram videogame e 30% “minigame/gameboy”. A disponibilidade e o uso dos aparelhos foi maior no sexo masculino (p < 0,001). Os alunos entre 10 e 14 anos utilizaram mais o videogame e o “minigame/gameboy” (p < 0,001) e os entre 15 e 18 o computador (p < 0,05). A utilização do videogame foi menor que o computador. Dor músculo-esquelética foi relatada por 312 alunos. 23% relataram dor na coluna vertebral, 9% nos membros superiores, 4% no músculo trapézio e 4%dor difusa. 11% dos alunos mencionaram que alguma das suas dores era desencadeada pelo uso do computador. Não foi evidenciada correlação entre a presença dor e o uso dos aparelhos. 359 alunos realizaram o exame físico, nestes a síndrome de hipermobilidade articular benigna foi encontrada em 10%, síndrome miofascial em 5%, tendinites em 2% e fibromialgia juvenil em 1%. Não foi observada correlação estatística entre a presença das entidades com a utilização dos aparelhos. A avaliação da ergonomia foi realizada em 402 alunos. Todos esses alunos apresentaram ergonomia inadequada em um ou mais dos aspectos avaliados. Conclusões: Os adolescentes usam o computador com tempo e freqüência consideráveis. A presença de dor, síndromes e lesões músculoesqueléticas não apresentou correlação com uso de computador ou videogame.Todos os alunos avaliados apresentaram ergonomia inadequada durante o uso do computador.
Introduction: Adolescents frequently use computer and video game and this may cause increased risk of pain, musculoskeletal pain syndromes and soft tissue injuries. Objectives: To evaluate and identify the presence of pain, musculoskeletal pain syndromes and soft tissue injuries in adolescents and correlate to computer and video game use. To evaluate ergonomics during computer use. Methods: The study group consisted of 833 adolescents from one private school in São Paulo, Brazil. A cross-sectional study was carried out that was composed of: a questionnaire with demographic data, use of computer and video game and presence of pain; clinical examination of the locomotor system and ergonomic evaluation of computer use. Juvenile fibromyalgia, benign joint hypermobility syndrome, myofascial syndrome, tendonitis, bursitis and epicondilitis were studied. Statistical analysis was carried out with Fisher, chi-square, Mann Whitney tests and Logistic Regression. In all of the statistical tests the level of significance was set at 5% (p <= 0.05) and were two-tailed. Results: 791 adolescent students were evaluated. The mean age was 14.17 ± 1.99 years and female/male relation was 1/1.1. The computer was used by 99% and 67% used the day before the survey, video game by 58% and minigame/gameboy by 30%. Computer and video game are more available to males and used more frequently by them (p < 0.001). The adolescents from 10 to 14 years (p < 0.001) reported more use of video game and minigame/gameboy and adolescents from 15 to 18 reported more use of computer (p < 0.05). The adolescents reported more use of computer than video game and minigame/gameboy. Pain was reported by 312 adolescents: 23% complained of back pain, 9% upper limbs pain, 4% diffuse pain and 4% pain in trapezium muscle. Pain related with computer use was reported in 11%. Statistical correlation was not observed between presence of any pain and use of either computer or video game. The clinical examination was carried out in 359 students. The musculoskeletal pain syndromes and soft tissue injuries was present in 56 students: benign joint hypermobility syndrome in 10%, myofascial syndrome in 5%, tendinitis in 2% and juvenile fibromyalgia in 1%. Statistical correlation was not observed between presence of musculoskeletal pain syndromes or soft tissue injuries and use of computer and video game. Ergonomic evaluation of computer use was carried out in 402 adolescents. All of these students presented inadequate ergonomics of computer use at school during computer class. Conclusions: Adolescents use frequently and for a considerable period of time computer and video game. Statistical correlation was not observed between presence of any pain and use of computer and video game. The presence of musculoskeletal pain syndromes and soft tissue injuries were not correlated to computer or video game use. All of the students presented inadequate ergonomics during of computer use.
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Tseng, Hua-Jui, und 曾華銳. „The Era of Games Unplugged: The Joy and Pain of the People behind Taiwan''s Board Game Industry“. Thesis, 2019. http://ndltd.ncl.edu.tw/handle/8c3bam.

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碩士
國立臺灣大學
新聞研究所
107
In recently five decades, video game industry becomes a giant with global market revenue over hundreds of billion. Comparing with video game industry, board game industry, whose product lacks fancy computer graphics and background music, does not become outdated. Instead, it is getting popular in the last few years. The scale of Taiwan board game industry develops into over 30 game publishers and 300 board game shops in only 17 years. Also, Taiwan is the second biggest board game market in Asia. However, although most Taiwanese are aware of the development of board game industry, only few of them know how it develops, or they just focus on famous publishers. The study found that, the development of Taiwan board game industry is deeply related with Sunflower Movement in 2014. On one hand, Sunflower Movement made the masses familiar with crowdfunding, and crowdfunding infiltrated board games from subculture into mass culture. On the other hand, with local consciousness aroused by Sunflower Movement, board games with politic theme became popular. Moreover, practitioners’ passion is the key to the development of Taiwan board game industry. Without their enthusiasm, board game, as a foreign culture, would not have been rapidly popularized in Taiwan, and Taiwan board game industry would not have grown so fast. Therefore, the in-depth report highlights two core issues. The first issue finds out how board game industry prospers in Taiwan, thus leading readers to learn about the context of the development of this emerging industry. The second issue reports the sweets and bitters which only insiders know, letting people who intend to join this industry understand its routine works.
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Feng, Jian-yau, und 馮建堯. „The Relationship Among the Flow, Life Stress and Online Paid Game Addiction“. Thesis, 2009. http://ndltd.ncl.edu.tw/handle/30169132852169767095.

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碩士
義守大學
資訊管理學系碩士班
97
This thesis explores the relationships among individual life stress, game stress and online paid game addiction situation. We use the Flow Theory and the conception of Internet Addiction Disorder to construct this research model. We use the questionnaire-survey method to collect the data from the World of Warcraft players. There are 698 persons in this sampling survey. The regression analysis is used to analyze the data. The results of this research are shown below: 1.The stress of game has a positive effect on life stress. 2.The stress of game has a positive effect on flow experience, but the goodness of fit is low. 3.The stress of game has a positive effect on search behavior. 4.Flow experience has a positive effect on search behavior. 5.Flow experience has a positive effect on addiction experience. 6.About 5% of persons who fill out the flow experience part of this questionnaire get full score. 7.About 5% of persons who fill out the addiction experience part of this questionnaire get full score. These findings are coherence with the Flow Theory. In addition, we provide relevant suggestions for online game designer to develop new games. Meanwhile, players may check of the degree of flow and addiction experience of themselves as a warning, avoiding addicting to play online game for a long time.
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Ribeiro, Joana Margarida Alves. „Preferências lúdicas em contexto escolar: Perspectivas das crianças e dos pais“. Master's thesis, 2015. http://hdl.handle.net/10400.26/21572.

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A presente dissertação aborda a importância da atividade lúdica no desenvolvimento infantil e o papel que as novas tecnologias têm na vida das crianças em idade pré-escolar. No presente estudo, realizaram-se inquéritos a partir de dados de opinião, dirigidos a crianças e aos seus familiares mais próximos. A partir de uma metodologia qualitativa-interpretativa, pretende-se verificar as preferências lúdicas manifestadas pelas crianças e as preferências lúdicas na perspetiva dos pais. Através da análise dos dados, conclui-se que todas as crianças gostam de brincar e que estas consideram a brincadeira como importante. Para além disso, mais de dois terços das crianças inquiridas prefere brincar com os amigos. Na escolha da brincadeira que desejavam fazer durante a tarde, verificou-se que as crianças que escolheram atividades que envolvem uma relação com outros, escolheram menos brincadeiras que envolvem aparelhos eletrónicos e nas quais o gasto de energia envolvido é superior. Conclui-se ainda que mais de 59% das crianças brincam entre uma hora e uma hora e meia, por dia, com aparelhos eletrónicos, sendo os mais utilizados em casa o computador, a televisão e o tablet. No futuro, é preciso compreender sobre a importância da atividade lúdica e o seu significado, enquanto forma de representação mental. É igualmente necessário aprofundar o conhecimento sobre os brinquedos de ecrã e as novas formas de brincar com as novas tecnologias, tendo em conta os riscos e benefícios inerentes às mesmas.
The following dissertation addresses the importance of play on the development of children and the role of modern technologies on the lives of preschoolers. In this investigation, surveys were conducted regarding the opinions of children and their closest family. Through a qualitative and interpretative approach, it was attempted to ascertain the preferred playing activities of preschoolers, by inquiring about both their perspectives and their parents’. As a result of the data analysis, it can be concluded that all the children enjoy playing activities and that they consider playing as an important activity to their lives. Furthermore, more than two thirds of the inquired preschoolers prefer to play with their friends. Regarding the type of play they favored, it was possible to verify that children who prefer to play with other people choose fewer activities involving electronic devices than their counterparts. Additionally, their activities involve the expenditure of more energy. Another conclusion that can be drawn from the data analysis is that 59% of the preschoolers play from one hour to one hour and half with electronic devices, per day. The most used gadgets were computers, televisions and tablets. In the future, it is necessary to recognize the importance of play activities and their meaning as a cognitive representation. It’s equally important to deepen our knowledge about electronic games and the new interactions with modern technologies, due to its risks and benefits.
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Hung, Chia-Ling, und 洪佳鈴. „The Influence of Distraction on Pain Physiological Parameters for School-Aged Children with Leukemia undergoing Lumbar Punctures﹘the Application of Palm Operated Games“. Thesis, 2004. http://ndltd.ncl.edu.tw/handle/40343231892842788959.

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碩士
國防醫學院
護理研究所
92
A cross-over experimental design was carried out to investigate pain physiological parameters with palm operated games as the distractor. Eleven school-aged children with leukemia, receiving lumbar punctures from the outpatient hematology-oncology clinic or in-patient oncology unit in three medical centers were selected to participate in this study. Before lumbar puncture, Philips M1205A monitor was used to collect subjects’ heart rate and systolic blood pressure as baseline data. The palm operated game was employed from 2 minutes before implementing the lumbar puncture till the finish of puncture and then subjects naturally removed game by themselves. During the lumbar puncture procedure, the same physiological parameters were recorded every minute to analyze the influence of palm operated game as the distractor. Major findings of this study were as follows:1. The heart rate was higher than the baseline while puncture, and when the child received the palm operated game, the heart rate returned to baseline level was faster than that did not received(P<0.01).2. The systolic blood pressure was higher than the baseline while puncture and the systolic blood pressure of children received the palm operated game changed less than these did not received. Even though there were no significant differences, the experimental group still had smaller change than the control group. In sum, palm operated games as the distraction intervention may stabilize pain physiological reaction when children underwent lumbar puncture. Thus, it is hoped that using appropriate palm operated games as distraction intervention while implementing frequent punctures may provide better supportive care for not only cancer children but also other pediatric patients to distract pain sensation.
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Pereira, Rute Susana Pinto. „Vinculação e perturbação de jogos de internet em adultos emergentes : que links com a alexitimia e a comunicação parento-filial?“ Master's thesis, 2020. http://hdl.handle.net/10437/11612.

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Orientação: Ana Prioste
Apesar da escassez da literatura na área da perturbação de jogos de Internet, tem sido realçada a complexidade etiológica e expressiva desta perturbação e a relevância de estudos que permitam alargar os modelos de compreensão, diagnóstico e intervenção. No sentido de dar resposta a este problema, o presente trabalho pretendeu: (a) analisar a relação entre a perturbação de jogos de Internet, a vinculação, a alexitimia e a comunicação parento-filial; e (b) explorar o papel mediador da alexitimia e da comunicação parento-filial na relação entre a vinculação e a perturbação de jogos de Internet. Neste estudo, participaram 259 adultos emergentes, com idades compreendidas entre os 18 e os 30 anos (M = 23.12, DP = 3.34), através do preenchimento de um conjunto de questionários de autorrelato para avaliar as variáveis referidas. À semelhança do que é referido na literatura, os resultados sugerem que o estilo de vinculação segura e a comunicação parento-filial assumem um papel protetor e a alexitimia representa um fator de risco para o desenvolvimento da perturbação de jogos de Internet. Este estudo poderá ter utilidade no delineamento de programas de intervenção individuais e familiares, na adultez emergente e para a literatura nas áreas da Psicologia do Desenvolvimento e Psicologia da Família.
Despite the scarcity of literature in the area of Internet gaming disorder, the etiological and expressive complexity of this disorder and the relevance of studies that allow broadening the models of understanding, diagnosis and intervention have been highlighted. In order to respond to this problem, the present work intended to: (a) analyze the relationship between the Internet gaming disorder, attachment, alexithymia and communication between parents and young emerging adult children; and (b) explore the mediating role of alexithymia and parent-child communication in the relationship between attachment and Internet gaming disorder. This study involved 259 emerging adults, aged between 18 and 30 years old (M = 23.12, SD = 3.34), by completing a set of self-report questionnaires to assess the referred variables. Similar to what is reported in the literature, the results suggest that secure attachment style and parent-child communication plays a protective role and alexithymia represents a risk factor for the development of Internet gaming disorder. This study may be useful in the design of individual and family intervention programs, in emerging adulthood and for literature in the areas of Developmental Psychology and Family Psychology.
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Desjardins, Marie-Claire. „Les effets du lien social et du niveau de défense des ressources sur l’utilisation des tactiques producteur et chapardeur par les diamants mandarins“. Thèse, 2010. http://hdl.handle.net/1866/3872.

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Plusieurs espèces s’alimentant en groupe ont un comportement correspondant au jeu producteur-chapardeur (P-C). Même si à l’origine ce jeu ne prenait pas en compte plusieurs éléments susceptibles d’être présents dans un groupe social, certaines études récentes suggèrent que des facteurs, notamment le niveau de défense des ressources et les liens sociaux, pourraient affecter ses prédictions. Notre étude avait pour but d’étudier les effets de ces facteurs en exposant des groupes de diamants mandarins à quatre traitements expérimentaux faisant varier la taille du groupe et le degré d’attachement des oiseaux. Notre étude est la première à montrer que le niveau de défense des ressources a un réel effet sur les fréquences d’utilisation des tactiques producteur et chapardeur. De fait, contrairement à ce qui est prédit dans le jeu P-C original, nous avons trouvé que la fréquence des chapardeurs n’augmente pas avec la taille du groupe dans un contexte favorisant la défense des ressources. Par ailleurs, nous n’avons pas trouvé d’effet significatif du lien social sur les fréquences d’utilisation des tactiques. Cependant, nos résultats suggèrent que les liens de couple changent le comportement individuel des sujets en ce qui a trait au chapardage et à l’agressivité : bien que le résultat soit non significatif, les individus chapardent davantage leur partenaire social que les autres membres du groupe, mais avec une agressivité plus faible. Les résultats obtenus sont prometteurs et ouvrent la voie à de nombreuses autres études sur l’effet des liens sociaux et la défense des ressources chez les espèces grégaires.
Many species foraging in groups show behaviours in agreement with the producer-scrounger (PS) game. Originally, the PS game did not consider many elements likely to be found within feeding groups. However, recent studies suggest that some factors, namely resource defendability and social attachment, could indeed influence the predictions of the PS game. Thus, to investigate the effects of resource defendability and social bonds, we exposed flocks of zebra finches (Taeniopygia guttata), a monogamous species, to four different treatments intended to vary: (1) group size and, (2) degree of attachment among birds in a group. For the first time, we show that resource defendability has a true impact on the use of the two foraging tactics in the PS game. As a matter of fact, contrary to what is predicted in the original PS game, we found that the frequency of scrounger tactic did not increase with group size when tested in an economically defendable feeding context. On the other hand, even though pair bonding changed the individual scrounging and aggressive behaviours of the birds, we found no significant influence of this factor on the tactic use. Although the result was not significant, we found that scrounging was more frequent between social pairs than between experimental pairs, but individuals initiated aggressions towards their social partner with a lesser intensity. Thus, our results are promising and they call for many more studies on the effects of social bonds and resource defendability in gregarious species.
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