Literatura científica selecionada sobre o tema "Jeu vidéo actifs"
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Artigos de revistas sobre o assunto "Jeu vidéo actifs"
Roure, Cédric, Guillaume Girod, Vanessa Lentillon-Kaestner e Patrick Fargier. "Quels sont les effets d’un jeu vidéo actif compétitif inter-équipes Play Lü sur l’intérêt en situation et l’activité physique des adolescents ?" L'Education physique en mouvement, n.º 5 (18 de dezembro de 2022): 27–29. http://dx.doi.org/10.26034/vd.epm.2021.3523.
Texto completo da fonteChaput, J. P., C. Schwartz, Y. Boirie, M. Duclos e D. Thivel. "O39: Exercice physique vs. jeu vidéo actif : réponses nutritionnelles chez l’adolescent obèse et normo-pondéré". Nutrition Clinique et Métabolisme 28 (dezembro de 2014): S50. http://dx.doi.org/10.1016/s0985-0562(14)70615-6.
Texto completo da fonteLentillon-Kaestner, Vanessa, Patrick Fargier e Valérian Cece. "Apprendre tout en jouant". L'Education physique en mouvement, n.º 9 (21 de junho de 2023). http://dx.doi.org/10.26034/vd.epm.2023.4100.
Texto completo da fonteTeses / dissertações sobre o assunto "Jeu vidéo actifs"
Tordo, Frédéric. "Subjectivation, intersubjectivité et travail du lien dans le jeu vidéo de rôle en ligne massivement multijoueur". Thesis, Paris 10, 2012. http://www.theses.fr/2012PA100155/document.
Texto completo da fonteVideo games propose a new form of subjectivity concerning action in motion, which motor appears in fantasy organization. Auto-empathy will deploy: process by which a subject puts himself instead of the other-in-self, producing an internalized view of self in order to represent his subjective world. The mediation of self-empathy process in virtual worlds will allow the subject to identify with the figure that represents him in the virtual worlds, so that his attention and empathy for this figure are turned indirectly towards himself. This second stage of virtual empathy for a self-figure, which we call self-empathy mediated by an avatar or virtual self-empathy, favors in a third time the development of empathy for oneself. Finally, in a fourth step in the multi-player online role-playing games, the development of a new form of intersubjective relationship work is favored: differentiating rather than sexual, engaging the action in proto-conversations rather than emotions between players and emerging from fantasy domain, the other player being always represented by the subject before being seen creates between players a desire for intersubjectivity through which the desire for a meeting in the real world of another player by putting in a fantasy in which imaginary representations are turned into figuration, also imaginary, of a real subject behind another avatar
Schmoll, Laurence. "Concevoir un scénario de jeu vidéo sérieux pour l'enseignement-apprentissage des langues ou comment dominer un oxymore". Thesis, Strasbourg, 2016. http://www.theses.fr/2016STRAC014.
Texto completo da fonteThis research examines the use of video games in foreign language classrooms. It investigates the integration of this digital medium, originating as an informal leisure activity, in a formal language learning classroom setting. The ‘learning video game’, which refers to both the act of learning and the act of play, can be seen as an oxymoron encompassing seriousness as well as fun. This work focuses on the fun aspect. This work is motivated by the following research question: how can the use of a learning video game foster a playful attitude, hypothetically conducive to a greater involvement of the learner, while also potentially leading to increaseand complexification in student foreign language production and interaction? As a part of the Eveil 3D-project, this study analyses reception from a sample of learners to two learning games which have the same scenario but were completed according to two different game design models. The findings provide both a game design model and a scenario template in order to support foreign language learning through the use of the video game
Meyer, Svetlana. "Conception et évaluation d'Evasion, un logiciel éducatif d'entraînement des capacités d'attention visuelle impliquées en lecture". Thesis, Université Grenoble Alpes (ComUE), 2019. http://www.theses.fr/2019GREAS002/document.
Texto completo da fonteLearning to read is a complex activity that relies on different cognitive abilities, including visual attention. The role of visual attention in learning to read is widely documented in the scientific literature but absent from school curricula. In this thesis work, we designed an original educational software, called Evasion, for visual attention training in the classroom and we evaluated its impact on beginning readers' performance.A literature review was first conducted to identify the dimensions of visual attention that are involved in reading and how best to train them. We then propose a conceptual framework which allows us to interpret these results. We conclude that the dimensions to be targeted are the total amount of visual attention resources and attention spatial dispersion. These two facets of attention seem to be particularly well driven by action video games, whose effect on visual attention has also been characterized in our model.To train visual attention resources and dispersion as well as possible within Evasion, we have mixed the tasks known to improve these attentional dimensions with the properties of action video games. Our software includes four training mini-games and an adaptive difficulty algorithm developed by our team to adjust the game properties online to the child needs. The training program was provided in classroom over a period of ten weeks at a rate of three 20-minute sessions a week. It was proposed to a large sample of 730 beggining readers for reading difficulty prevention.The impact of Evasion was assessed before and after training as compared to a control group that used an intervention program conceived to improve oral comprehension in English. The results of this ecological experiment show that visual attention and reading did not improve more following Evasion than control training. Additional analyses revealed that training time was poorly respected while this factor relates to the magnitude of improvement in the attentional dimensions we targeted. The analyses further suggest a problem in the level of difficulty of the mini-games. Overall, our work opens up new perspectives on the improvements to be made to our software and, above all, on the conditions for successful implementation of ecological experiments
Schueller, William. "Active control of complexity growth in Language Games". Thesis, Bordeaux, 2018. http://www.theses.fr/2018BORD0382/document.
Texto completo da fonteSocial conventions are learned mostly at a young age, but are quite different from other domains, like for example sensorimotor skills. The first people to define conventions just picked an arbitrary alternative between several options: a side of the road to drive on, the design of an electric plug, or inventing a new word. Because of this, while setting a new convention in a population of interacting individuals, many competing options can arise, and lead to a situation of growing complexity if many parallel inventions happen. How do we deal with this issue?Humans often exhert an active control on their learning situation, by for example selecting activities that are neither too complex nor too simple. This behavior, in cases like sensorimotor learning, has been shown to help learn faster, better, and with fewer examples. Could such mechanisms also have an impact on the negotiation of social conventions ? A particular example of social convention is the lexicon: which words we associated with given meanings. Computational models of language emergence, called the Language Games, showed that it is possible for a population of agents to build a common language through only pairwise interactions. In particular, the Naming Game model focuses on the formation of the lexicon mapping words and meanings, and shows a typical burst of complexity before starting to discard options and find a final consensus. In this thesis, we introduce the idea of active learning and active control of complexity growth in the Naming Game, in the form of a topic choice policy: agents can choose the meaning they want to talk about in each interaction. Several strategies were introduced, and have a different impact on both the time needed to converge to a consensus and the amount of memory needed by individual agents. Firstly, we artificially constrain the memory of agents to avoid the local complexity burst. A few strategies are presented, some of which can have similar convergence speed as in the standard case. Secondly, we formalize what agents need to optimize, based on a representation of the average state of the population. A couple of strategies inspired by this notion help keep the memory usage low without having constraints, but also result in a faster convergence process. We then show that the obtained dynamics are close to an optimal behavior, expressed analytically as a lower bound to convergence time. Eventually, we designed an online user experiment to collect data on how humans would behave in the same model, which shows that they do have an active topic choice policy, and do not choose randomly. Contributions from this thesis also include a classification of the existing Naming Game models and an open-source framework to simulate them
Roustan, Mélanie. "Sous l'emprise des objets ? : une anthropologie par la culture matérielle des drogues et dépendances". Phd thesis, Université René Descartes - Paris V, 2005. http://tel.archives-ouvertes.fr/tel-00201317.
Texto completo da fonteThériault, Pascale. "L’héroïne d’action dans le jeu vidéo et ses représentations de personnages féminins : une figure et ses variations". Thèse, 2016. http://hdl.handle.net/1866/18750.
Texto completo da fonteThis master thesis focuses on the action heroine trope in video games. The video game culture, which glorifies militarized masculinity, tends to sexualize female characters and to neglect the preferences of female players by targeting men and boys. The action heroine trope is born from the desire to include women in the video game culture. These female protagonists are often sexualized, such as the famous Lara Croft, but they also have a subversive potential by invading a traditional masculine space. This master thesis analyzes a few characters that are modeled and reshaped on the action heroine trope.
Deslongchamps-Gagnon, Maxime. "Un poids sur la conscience : la culpabilité du joueur pour ses actions vidéoludiques". Thèse, 2016. http://hdl.handle.net/1866/18739.
Texto completo da fonteThis master’s thesis focuses on player’s guilt based on gameplay actions. The objective is to target video games situations and psychosociological conditions leading to this emotion. The first chapter compares the spectator’s emotional experience with that of the player mainly in their relations with characters. The second chapter offers a detailed study of guilt as ordinarily experienced, especially of its cognitive process and its social functions. The third chapter introduces a theoretical model of the player’s guilt process which includes variables related to the experience of video games and game design. The model is applied to the analysis of a corpus of single-player narrative games that intent to provoke the player to commit wrongdoings and to make him aware of them.
Livros sobre o assunto "Jeu vidéo actifs"
Gabriel, Evelyne Esther. Que faire avec les jeux vidéo? Paris: Hachette, 1994.
Encontre o texto completo da fonteVideo Game Bible, 1985-2002. Victoria, Canada: Trafford Publishing, 2002.
Encontre o texto completo da fonteThe 13th floor. North Mankato, MN: 12-Story Library, 2015.
Encontre o texto completo da fonteThe multiplayer classroom: Designing coursework as a game. Boston, Mass: Course Technology, Cengage Learning, 2012.
Encontre o texto completo da fonteJet Force Gemini: Prima's Official Strategy Guide. Rocklin, USA: Prima Games, Prima Publishing, 1999.
Encontre o texto completo da fonteNintendo 64 Complee Solution: Jet Force Gemini. Bournemouth, England: Paragon Publishing Limited, 1999.
Encontre o texto completo da fonteWelvaert, Scott R. The 13th Floor. 12-Story Library, 2015.
Encontre o texto completo da fonteN64 Magazine Double Game Guide +, No. 20: Jet Force Gemini & Super Smash Bros. Bath, England: Future Publishing, 2000.
Encontre o texto completo da fonteMindwar. Thomas Nelson, 2014.
Encontre o texto completo da fonteSheldon, Lee. Multiplayer Classroom. Taylor & Francis Group, 2020.
Encontre o texto completo da fonteCapítulos de livros sobre o assunto "Jeu vidéo actifs"
Le Pape, Steven, Marjorie Bernier, Cyril Bossard e Gilles Kermarrec. "Intérêt en situation et jeux vidéo actifs pour promouvoir l'activité physique". In Psychologie du Sport et de L'activité Physique, 181–90. Elsevier, 2023. http://dx.doi.org/10.1016/b978-2-294-78220-6.00016-0.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Jeu vidéo actifs"
Karimi, Abdullah, Manikanda Rajagopal e Razi Nalim. "Traversing Hot-Jet Ignition in a Constant-Volume Combustor". In ASME Turbo Expo 2013: Turbine Technical Conference and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/gt2013-95797.
Texto completo da fonteUchiyama, Yuta, Yutaka Abe, Akiko Kaneko, Hideki Nariai, Makoto Yamagishi, Eiji Matsuo, Kazuya Koyama e Kazuhiro Itoh. "Experimental Study on Influence of Interfacial Behavior on Jet Surface Fragmentation". In 17th International Conference on Nuclear Engineering. ASMEDC, 2009. http://dx.doi.org/10.1115/icone17-75307.
Texto completo da fonteAbe, Yutaka, Shunsuke Shibayama, Akiko Kaneko, Chikako Iwaki, Tadashi Narabayashi e Michitsugu Mori. "Operating Condition of Steam Injector as a Passive Cooling System at Severe Accident of Nuclear Power Plant". In 2012 20th International Conference on Nuclear Engineering and the ASME 2012 Power Conference. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/icone20-power2012-54868.
Texto completo da fonteHourmouziadis, Jean, Norbert Schroeder, Klaus Biegi, Klaus-Juergen Schmidt, Stephan Servaty e Wolfgang Gärtner. "A Multimedia Aeroengine Design Course With Industry Support". In ASME Turbo Expo 2000: Power for Land, Sea, and Air. American Society of Mechanical Engineers, 2000. http://dx.doi.org/10.1115/2000-gt-0585.
Texto completo da fonteNarushima, Yuki, Yutaka Abe, Akiko Kaneko, Tetsuya Kanagawa e Hiroyuki Yoshida. "Development of Numerical Simulation for Jet Break Up Behavior in Complicated Structure of BWR Lower Plenum (7) Measurement of Fragment Diameter by Image Processing Technique". In 2016 24th International Conference on Nuclear Engineering. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/icone24-60623.
Texto completo da fonteYañez Gonzalez, A., C. C. Pilgrim, J. P. Feist, P. Y. Sollazzo, F. Beyrau e A. L. Heyes. "On-Line Temperature Measurement Inside a Thermal Barrier Sensor Coating During Engine Operation". In ASME Turbo Expo 2014: Turbine Technical Conference and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/gt2014-25936.
Texto completo da fonte