Página 15 dos resultados de 911 itens digitais encontrados em 0.006 segundos

Corpo joystick : cinema, videogames e estilo de vida ativo; Joystick body : movies, video games and active living lifestyle

Finco, Mateus David; Fraga, Alex Branco
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Artigo de Revista Científica Formato: application/pdf
POR
Relevância na Pesquisa
36.09%
Este ensaio trata do processo de inserção do videogame na cultura contemporânea, enfatizando as mudanças na interação humano máquina produzidas pelas diferentes gerações de jogos eletrônicos. O texto está dividido tem três grandes partes: (1) a primeira trata dos "suspenses de abdução virtual", uma série de filmes produzidos nos anos 1980 com enredo na linha “corpos reais transportados para dentro dos jogos virtuais”; (2) a segunda mostra o processo de incorporação da movimentação corporal aos consoles que leva ao surgimento dos exergames nos anos 1990; (3) e a terceira apresenta o jogo Wii Fit da Nintendo como um dos dispositivos eletrônicos mais bem sucedidos no processo de transformação dos exergames em produto de uso doméstico com vistas à introjeção de um estilo de vida ativo.; This essay deals with the process of the presence of videogame in the contemporary culture, emphasizing the changes in human-machine interaction produced by the different generations of electronic games. The text is divided into three major parts: the first (1) is "virtual abduction thrillers," a series of films produced in the 1980s with the main a plotlines centered around "real bodies being transported into the virtual games"...

Controle do cursor tridimensional via Wii Remote em ambiente de realidade virtual para o ensino de Física; Three-dimensional cursor controlled by Wii Remote for virtual reality environment to Physics teaching

Roberto Scalco
Fonte: Biblioteca Digital da Unicamp Publicador: Biblioteca Digital da Unicamp
Tipo: Dissertação de Mestrado Formato: application/pdf
Publicado em 21/01/2015 PT
Relevância na Pesquisa
36.09%
Como complemento aos laboratórios de Física do curso de graduação de Engenharia, este trabalho propôs-se ao desenvolvimento de um ambiente contextualizado que simula um laboratório virtual de Mecânica Clássica com uma interface tridimensional interativa similar ao usado em videogames. O controle Wii Remote foi escolhido como manipulador dos objetos desse ambiente por ser relativamente barato, além de possuir recursos que permitem obter a movimentação da mão do seu usuário no espaço. O Wii Remote se mostrou válido como controlador de um cursor 3D perante os testes de usabilidade realizados por um grupo de 27 alunos. O ambiente virtual desenvolvido representa um objeto de aprendizagem para auxiliar aos alunos com dificuldade em Física, mas sem perder o caráter lúdico do uso do controle de videogame. O professor pode criar cenas que reproduzam os experimentos realizados presencialmente no laboratório, mas introduzir variações em alguns parâmetros para que os alunos possam interagir com mais situações. Para realizar as simulações físicas foi utilizada a engine ODE, enquanto a renderização das cenas foi executada pela OpenGL. Questionários que foram aplicados aos alunos antes e depois de utilizarem o ambiente virtual contextualizado para o ensino de Física e seus resultados mostraram que o ambiente pode ser utilizado de maneira complementar...

Citizen Zelda : um modelo de referência; Citizen Zelda : a reference model

Gonçalves, Anibal; Zagalo, Nelson
Fonte: CETAC Publicador: CETAC
Tipo: Artigo de Revista Científica
Publicado em //2009 POR
Relevância na Pesquisa
36.11%
“Se tivesse a sua disposição todos os videojogos alguma vez criados, qual escolheria para jogar neste momento?”. Esta pergunta foi feita aos utilizadores da revista inglesa de cultura dos videojogos, EDGE, e o vencedor foi um videojogo do ano de 1998, The Legend of Zelda: Ocarina of Time. O presente artigo analisa os principais aspectos do gameplay do jogo, enquanto tenta perceber o que leva um videojogo com onze anos a manter o seu apelo e estar ainda bem vivo na memória dos jogadores. A análise vai desde o comando inovador da consola Nintendo 64, à utilização de uma narrativa de duplo enredo, ou a forma inteligente como a música funciona como elemento de gameplay. Legend of Zelda: Ocarina of Time será assim analisado e dissecado enquanto o possível Citizen Kane (1940) dos Videojogos.; “If you had at your disposal all the videogames ever created, which would choose to play right now?”. This question was made to the users of the English videogames culture magazine, EDGE, and the winner was a video game of 1998, the legend of Zelda: Ocarina of time. This article examines the main aspects of the gameplay of the game, while trying to understand what makes a videogame with eleven years to maintain his appeal and to remain alive in the memory of players. The analysis goes from the innovative controller of the Nintendo 64 console...

Teaching the Blind to Find Their Way by Playing Video Games

Merabet, Lotfi B.; Connors, Erin C.; Halko, Mark A.; Sánchez, Jaime
Fonte: Public Library of Science Publicador: Public Library of Science
Tipo: Artigo de Revista Científica
Publicado em 19/09/2012 EN
Relevância na Pesquisa
36.09%
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

Brain training with non-action video games enhances aspects of cognition in older adults: a randomized controlled trial

Ballesteros, Soledad; Prieto, Antonio; Mayas, Julia; Toril, Pilar; Pita, Carmen; Ponce de León, Laura; Reales, José M.; Waterworth, John
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Publicado em 14/10/2014 EN
Relevância na Pesquisa
36.09%
Age-related cognitive and brain declines can result in functional deterioration in many cognitive domains, dependency, and dementia. A major goal of aging research is to investigate methods that help to maintain brain health, cognition, independent living and wellbeing in older adults. This randomized controlled study investigated the effects of 20 1-h non-action video game training sessions with games selected from a commercially available package (Lumosity) on a series of age-declined cognitive functions and subjective wellbeing. Two groups of healthy older adults participated in the study, the experimental group who received the training and the control group who attended three meetings with the research team along the study. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. All participants were assessed individually before and after the intervention, or a similar period of time, using neuropsychological tests and laboratory tasks to investigate possible transfer effects. The results showed significant improvements in the trained group, and no variation in the control group, in processing speed (choice reaction time), attention (reduction of distraction and increase of alertness)...

A randomized controlled trial of brain training with non-action video games in older adults: results of the 3-month follow-up

Ballesteros, Soledad; Mayas, Julia; Prieto, Antonio; Toril, Pilar; Pita, Carmen; Laura, Ponce de León; Reales, José M.; Waterworth, John A.
Fonte: Frontiers Media S.A. Publicador: Frontiers Media S.A.
Tipo: Artigo de Revista Científica
Publicado em 14/04/2015 EN
Relevância na Pesquisa
36.09%
This randomized controlled study (ClinicalTrials.gov NCT02007616) investigated the maintenance of training effects of 20 1-hr non-action video game training sessions with selected games from a commercial package on several age-declining cognitive functions and subjective wellbeing after a 3-month no-contact period. Two groups of cognitively normal older adults participated in both the post-training (posttest) and the present follow-up study, the experimental group who received training and the control group who attended several meetings with the research team during the study but did not receive training. Groups were similar at baseline on demographics, vocabulary, global cognition, and depression status. Significant improvements in the trained group, and no variation in the control group had been previously found at posttest, in processing speed, attention and visual recognition memory, as well as in two dimensions of subjective wellbeing. In the current study, improvement from baseline to 3 months follow-up was found only in wellbeing (Affection and Assertivity dimensions) in the trained group whereas there was no change in the control group. Previous significant improvements in processing speed, attention and spatial memory become non-significant after the 3-month interval. Training older adults with non-action video games enhanced aspects of cognition just after training but this effect disappeared after a 3-month no-contact follow-up period. Cognitive plasticity can be induced in older adults by training...

Teaching the Blind to Find Their Way by Playing Video Games

Merabet, Lotfi B.; Connors, Erin C.; Halko, Mark; Sánchez, Jaime
Fonte: Public Library of Science Publicador: Public Library of Science
Tipo: Artigo de Revista Científica
EN_US
Relevância na Pesquisa
36.09%
Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naïve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

Scalable multi-threaded games engines using transactional memory

Silverman, Michael
Fonte: University of Rochester. Computer Science Department. Publicador: University of Rochester. Computer Science Department.
Tipo: Tese de Doutorado
ENG
Relevância na Pesquisa
36.02%
Thesis (B.S.)--University of Rochester. Dept. of Computer Science, 2008.; This work presents a method for achieving scalable scene update in a game engine. We show by an implementation of a spatially partitioned scene hierarchy, or “scene graph,” that Transactional Memory (TM) simplifies the task of efficiently synchronizing this structure. We use work stealing to distribute the updating work between an arbitrary number of threads while guaranteeing workload balance. This work also demonstrates that despite the speculative nature of TM, there are efficient methods of transactional input and output in a highly I/O intensive setting. Using inevitable transactions, we show it is possible to call irreversible draw functions from inside a transaction thereby avoiding arbitrary buffering. We also show techniques for interactive input using application specific pseudo-locks, a programming idiom. Finally, this work adds to the limited pool of transactional benchmarks. It is an example of a substantial application well suited to transactions, and thus can provide a good basis for evaluation and comparison of TM systems.

Assessing the validity of computer-game-like tests of processing speed and working memory

McPherson, J.; Burns, N.
Fonte: Psychonomic Soc Inc Publicador: Psychonomic Soc Inc
Tipo: Artigo de Revista Científica
Publicado em //2008 EN
Relevância na Pesquisa
36.11%
Processing speed (Gs) and working memory (WM) tasks have received considerable interest as correlates of more complex cognitive performance measures. Gs and WM tasks are often repetitive and are often rigidly presented, however. The effects of Gs and WM may, therefore, be confounded with those of motivation and anxiety. In an effort to address this problem, we assessed the concurrent and predictive validity of computer-game-like tests of Gs (Space Code) and WM (Space Matrix) across two experiments. In Experiment 1, within a university sample (N = 70), Space Matrix exhibited concurrent validity as a WM measure, whereas Space Code appeared to be a mixed-ability measure. In Experiment 2, Space Matrix exhibited concurrent validity as well as predictive validity (as a predictor of school grades) within a school-aged sample (N = 94), but the results for Space Code were less encouraging. Relationships between computer-game-like tests and gender, handedness, and computergame experience are also discussed.; Jason McPherson and Nicholas R. Burns; Copyright 2008 Psychonomic Society, Inc.

THE EVOLVING EUROPEAN VIDEO GAMES SOFTWARE ECOSYSTEM

DE PRATO GIUDITTA; LINDMARK Sven; SIMON Jean Paul
Fonte: Routledge Publicador: Routledge
Tipo: Articles in books Formato: Printed
ENG
Relevância na Pesquisa
36.09%
This chapter analyses the state and trends of the video games software industry, focusing on the position of and opportunities for the European industry. It starts with a description of the policy and research background, followed by a review of its traditional value network, or ecosystem, highlighting the key positions held by console manufacturers and publishers, where the European industry is relatively weak. Then, recent trends and their implications for the video game ecosystem are analysed, in particular the potentially disruptive growth of online and mobile games. The chapter concludes with implications from a European perspective.; JRC.J.3-Information Society

Educación y videojuegos: un mundo de posibilidades; Education and video games: a world of possibilities

León Bedia, Celia
Fonte: Universidade de Cantabria Publicador: Universidade de Cantabria
Tipo: Trabalho de Conclusão de Curso
SPA
Relevância na Pesquisa
36.09%
RESUMEN: A día de hoy, las nuevas tecnologías de la información y la comunicación han adquirido un papel muy importante en nuestra sociedad, convirtiendo el jugar a videojuegos en la actividad favorita de los niños/as. Con este trabajo se pretende demostrar que los juegos electrónicos pueden funcionar como un recurso educativo dentro del aula. Para ello haremos un breve repaso por su historia, analizaremos sus beneficios y sus inconvenientes, conoceremos dos experiencias reales en centros educativos españoles y pondremos en práctica nuestro propio videojuego en un colegio de la comunidad de Cantabria, probando así, las posibilidades educativas que albergan estos juegos digitales.; ABSTRACT: Nowadays, new information and communication technologies have acquired a very important role in our society, turning the video games in the favorite activity of children. Whit this job, we hope to demonstrate that electronic games can serve as an educational resource in the classroom. In order to do this, we will make a brief review of its history, analyzing its benefits and rawbacks, we will meet two real experiences in Spanish schools and we will implement our own game in a school in the community of Cantabria, proving the educational potential of digital games.; Grado en Magisterio en Educación Primaria

A Divina Commedia em jogo

Corso, Gizelle Kaminski
Fonte: Florianópolis Publicador: Florianópolis
Tipo: Tese de Doutorado Formato: 289 p.| il., tabs.
POR
Relevância na Pesquisa
36.09%
Tese (doutorado) - Universidade Federal de Santa Catarina, Centro de Comunicação e Expressão. Programa de Pós-Graduação em Literatura; Este trabalho tem como objetivo analisar e discutir adaptações da Divina Commedia para jovens leitores, para os quadrinhos, para o videogame, para o cinema (por meio da animação). Para tanto, foram escolhidas como corpus desta pesquisa sete adaptações literárias da Divina Commedia para jovens leitores, sendo cinco delas adaptadas por autores brasileiros: Marques Rebelo (década de 70), Cecília Casas (1996), Paula Adriana Ribeiro (2002), Luiz Galdino (2006), Lino de Albergaria (2010), e duas traduções: Piero Selva (traduzida por Maria Lúcia Oberg, 2002) e Roberto Mussapi (traduzida por Luís Camargo, 2009). Fazem parte, ainda, das discussões: duas versões para os quadrinhos, adaptação de Piero e Giuseppe Bagnariol (2011), e a adaptação de Seymour Chwast (em tradução, 2011) - e uma adaptação para videogame, transformada posteriormente em animação, intitulada, Dante's Inferno (2010). Nas análises desses textos, procuro verificar em que medida os adaptadores leem, veem, reescrevem sua(s) leitura(s) do poema italiano, tendo por base, embora respaldada em outras teceduras teóricas...

Teaching the Blind to Find Their Way by Playing Video Games

Connors, Erin C.; Halko, Mark A.; Sánchez, Jaime; Merabet, Lotfi B.
Fonte: PUBLIC LIBRARY SCIENCE Publicador: PUBLIC LIBRARY SCIENCE
Tipo: Artículo de revista
EN
Relevância na Pesquisa
36.09%
Artículo de publicación ISI; Computer based video games are receiving great interest as a means to learn and acquire new skills. As a novel approach to teaching navigation skills in the blind, we have developed Audio-based Environment Simulator (AbES); a virtual reality environment set within the context of a video game metaphor. Despite the fact that participants were naı¨ve to the overall purpose of the software, we found that early blind users were able to acquire relevant information regarding the spatial layout of a previously unfamiliar building using audio based cues alone. This was confirmed by a series of behavioral performance tests designed to assess the transfer of acquired spatial information to a large-scale, real-world indoor navigation task. Furthermore, learning the spatial layout through a goal directed gaming strategy allowed for the mental manipulation of spatial information as evidenced by enhanced navigation performance when compared to an explicit route learning strategy. We conclude that the immersive and highly interactive nature of the software greatly engages the blind user to actively explore the virtual environment. This in turn generates an accurate sense of a large-scale three-dimensional space and facilitates the learning and transfer of navigation skills to the physical world.

Linguistic Analysis of Toxic Behavior in an Online Video Game

Kwak, Haewoon; Blackburn, Jeremy
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 20/10/2014
Relevância na Pesquisa
36.11%
In this paper we explore the linguistic components of toxic behavior by using crowdsourced data from over 590 thousand cases of accused toxic players in a popular match-based competition game, League of Legends. We perform a series of linguistic analyses to gain a deeper understanding of the role communication plays in the expression of toxic behavior. We characterize linguistic behavior of toxic players and compare it with that of typical players in an online competition game. We also find empirical support describing how a player transitions from typical to toxic behavior. Our findings can be helpful to automatically detect and warn players who may become toxic and thus insulate potential victims from toxic playing in advance.; Comment: 9 pages and 4 figures. Proc. of the 1st EGG (Exploration on Games and Gamers) workshop, 2014

Localización de juegos para móvil

Torres Molina, Yolanda
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: Article; info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion Formato: application/pdf
Publicado em //2007 SPA
Relevância na Pesquisa
36.11%
Aquest article presenta una introducció a la localització de jocs per a mòbil. Es descriuen els reptes que afronta el traductor d’aquest tipus de jocs i s’inclouen exemples d’errors i solucions sobre aspectes de la internacionalització i localització dels jocs.; Este artículo ofrece una introducción a la localización de juegos para móvil. Se describen los retos a los que se enfrenta el traductor en la traducción de este tipo de juegos y se ofrecen ejemplos de errores y soluciones sobre aspectos de la internacionalización y localización del juego.; This article offers an introduction to the localisation of games for mobile phones. It describes the challenges that translating such games poses for translators and gives examples of errors and solutions related to aspects of game localisation and internationalisation.

Aplicación de algoritmos y métodos de IA sobre un juego real en Internet

Fernández Atochero, Sergio Daniel
Fonte: Universidade Autônoma de Barcelona Publicador: Universidade Autônoma de Barcelona
Tipo: info:eu-repo/semantics/bachelorThesis; Text Formato: application/pdf
Publicado em //2014 SPA
Relevância na Pesquisa
36.11%
En este proyecto se ha llevado a cabo una implementación funcional de un videojuego online de estrategia con dificultad media para un mínimo de 2 jugadores y un máximo de 4, en donde, como máximo, puede haber un jugador humano, aunque no es necesario que lo haya. El proyecto se compone de dos elementos que forman la Inteligencia Artificial, por un lado en el cliente, con una IA Local que sido dotada de una pequeña autonomía y por otro lado, en el servidor, a través, de técnicas de aprendizaje como un SVM y una red neuronal artificial que permiten que se aprenda de las estrategias llevadas a cabo en el transcurso de una partida ganadora. El proyecto ha sido creado en su totalidad con HTML5 y con JavaScript, tanto del lado del cliente como en el lado del servidor, para poder ser compatible con multitud de dispositivos y Sistemas Operativos.; In this project has conducted a working implementation of an online strategy game with medium difficulty for a minimum of 2 and a maximum of 4 players, wherein a maximum may be a human player, but need not have there. The project consists of two elements forming the Artificial Intelligence, on the one hand, a Local IA, It was provided with a small range of autonomy and secondly, on the server...

Control and Creative Freedom In Video Games; Emergência e Incerteza em jogos de Videogame

Audi, Gustavo
Fonte: Universidade de São Paulo. Escola de Comunicações e Artes Publicador: Universidade de São Paulo. Escola de Comunicações e Artes
Tipo: info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion; Formato: application/pdf
Publicado em 09/08/2014 POR
Relevância na Pesquisa
36.09%
The present study aims to investigate the relationship between control and creative freedom in video games. Based on the theory of emergent complex systems, this article intend to demonstrate that the game is not free, however, the unpredictability is avoided by techniques of artificial intelligence programming, but the uncertainty about actions and their results is maintained. Thus, the narrative tension and meaningful participation are guaranteed and the player's interest is preserved. ; O presente artigo tem como objetivo estudar a relação entre controle e liberdade criativa em jogos de videogame. Com base na teoria de sistemas complexos emergentes, pretende-se demonstrar que o jogo não é livre. Entretanto, através de técnicas de programação de inteligência artificial, mesmo evitando-se a imprevisibilidade, a incerteza sobre as ações e seus resultados é mantida. Com isso, garantem-se a tensão narrativa e participação significativa e o interesse do jogador é preservado.

Design of Scheduling Algorithms Using Game Theoretic Ideas

Kulkarni, Janardhan Dattatreya
Fonte: Universidade Duke Publicador: Universidade Duke
Tipo: Dissertação
Publicado em //2015
Relevância na Pesquisa
36.11%

Scheduling a set of jobs over a collection of machines to optimize a certain quality-of-service measure is one of the most important research topics in both computer science theory and practice. In this thesis, we design algorithms that optimize {\em flow-time} (or delay) of jobs for scheduling problems that arise in a wide range of applications. We consider the classical model of unrelated machine scheduling and resolve several long standing open problems; we introduce new models that capture the novel algorithmic challenges in scheduling jobs in data centers or large clusters; we study the effect of selfish behavior in distributed and decentralized environments; we design algorithms that strive to balance the energy consumption and performance.

The technically interesting aspect of our work is the surprising connections we establish between approximation and online algorithms, economics, game theory, and queuing theory. It is the interplay of ideas from these different areas that lies at the heart of most of the algorithms presented in this thesis.

The main contributions of the thesis can be placed in one of the following categories.

1. Classical Unrelated Machine Scheduling: We give the first polygorithmic approximation algorithms for minimizing the average flow-time and minimizing the maximum flow-time in the offline setting. In the online and non-clairvoyant setting...

Dependência de jogos eletrônicos: a possibilidade de um novo diagnóstico psiquiátrico; Electronic games dependency: the possibility of a new psychiatric diagnosis

Lemos, Igor Lins; Santana, Suely de Melo
Fonte: Universidade de São Paulo. Faculdade de Medicina. Instituto de Psiquiatria Publicador: Universidade de São Paulo. Faculdade de Medicina. Instituto de Psiquiatria
Tipo: info:eu-repo/semantics/article; info:eu-repo/semantics/publishedVersion; ; ; ; ; ; Formato: application/pdf
Publicado em 01/01/2012 POR
Relevância na Pesquisa
36.11%
CONTEXTO: A prática de jogos eletrônicos vem se desconectando do caráter meramente lúdico, podendo seu uso excessivo ser considerado um novo transtorno psiquiátrico. OBJETIVO: Realizar uma revisão da literatura científica a respeito dessa possível dependência, abordando suas principais características, a prevalência em âmbito mundial e a possibilidade de comorbidades, e avaliar a existência de procedimentos de tratamento baseados na terapia cognitivo-comportamental. MÉTODO: O estudo foi realizado nos bancos de dados da PubMed, BVS, Lilacs e SciELO, no período de 2001 a junho de 2011. RESULTADOS: Não há consenso se a dependência de jogos eletrônicos pertence ao grupo do transtorno do controle dos impulsos ou de dependência química. É visto que a prevalência dessa dependência ao redor do mundo tem média de 3%, com predominância do sexo masculino. Foram encontradas comorbidades relacionadas à dependência de jogos eletrônicos. A terapia cognitivo-comportamental já é utilizada como possível tratamento, com resultados eficazes em curto prazo. CONCLUSÃO: Apesar de a dependência de jogos eletrônicos ainda não possuir um diagnóstico específico, esse novo fenômeno deve ser discutido e aprofundado na literatura científica...

Videojuegos y arte: Primeras manifestaciones de Game Art en Argentina

Jacobo,Mónica
Fonte: Cuadernos del Centro de Estudios en Diseño y Comunicación. Ensayos Publicador: Cuadernos del Centro de Estudios en Diseño y Comunicación. Ensayos
Tipo: Artigo de Revista Científica Formato: text/html
Publicado em 01/09/2012 ES
Relevância na Pesquisa
36.11%
A partir de indagaciones precedentes sobre cuestiones como la interactividad y la interfaz presentes en obras realizadas con tecnología digital, este texto realiza una exploración sobre los videojuegos como objetos populares interactivos y sus posibilidades artísticas, procurando contribuir a la construcción de la teoría y práctica en este campo emergente en el contexto local. La perspectiva que articula este trabajo, procura hacer visibles obras de arte producidas en Argentina plausibles de ser ubicadas bajo el campo denominado Game Art, el cual aglutina diferentes producciones en torno al videojuego, reflexionando sobre este como medio y objeto cultural.