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1

Mesta, Iscan Ozlem Wang X. H. "Entry biases in Cournot markets with free entry." Diss., Columbia, Mo. : University of Missouri--Columbia, 2009. http://hdl.handle.net/10355/6150.

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Title from PDF of title page (University of Missouri--Columbia, viewed on Feb 15, 2010). The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Dissertation advisor: Dr. X. H. Wang Vita. Includes bibliographical references.
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Notsu, Takaomi. "Applications of dynamic game theory to Industrial Organization." Kyoto University, 2019. http://hdl.handle.net/2433/242458.

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3

Vadi-Dris, David, and Miika Pasma. "Game Entry to Swedish Game Awards : "Winds of Kahlara"." Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10315.

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<p>This is a report that describes the implementation of a computer technical examination project at Örebro University. More specifically it is about how two students have developed a computer game as an entry for Swedish Game Awards, a competition for games developed without interaction from commercial companies. The game, titled “Winds of Kahlara”, is written for PC and lets the participants compete against each other over a network in a 3D environment. The graphical theme is fantasy and the players utilize among other things magical attacks to kill their opponents. The development itself has taken more than a year since the complexity of the game has required extensive technical research and graphical designing.</p><br><p>Detta är en rapport som beskriver utförandet av ett datortekniskt examensarbete på Örebro universitet. Mer specifikt handlar den om hur två studenter utvecklat ett datorspel som ett bidrag till Swedish Game Awards, en tävling för spel utvecklade utan inblandning av kommersiella företag. Spelet, titulerat ”Winds of Kahlara”, är skrivet för PC och låter deltagarna spela mot varandra över nätverk i en 3D-värld. Det grafiska temat är fantasy och spelarna använder sig av bland annat magiska attacker för att döda sina motståndare. Själva utvecklingen har tagit mer än ett år då spelets komplexitet har krävt omfattande teknisk efterforskning och grafisk formgivning.</p>
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Piquerey, Lise. "Golden Snow. Ségrégation et entre-soi dans les stations de sports d'hiver haut de gamme en Autriche, en France et en Suisse." Thesis, Université Grenoble Alpes (ComUE), 2016. http://www.theses.fr/2016GREAA006/document.

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Les stations de sports d’hiver sont des lieux touristiques à part entière dont les dynamiques d’aménagement ont été étudiées depuis plusieurs décennies. Si les stratégies de développement du système touristique dans des lieux jugés aptes à pouvoir soutenir cette activité sont un des enjeux principaux de certaines économies locales, cette thèse ne souhaite pas questionner le tourisme au prisme de l’économie ou de l’aménagement, mais de celui de la distinction. La distinction, concept à l’interface de la géographie sociale et d’autres sciences humaines comme la sociologie, permet de questionner l’ensemble du système touristique, tant dans son caractère urbain, économique que social. L’intérêt de cet angle d’approche est également de replacer l’individu, son identité et ses pratiques, au sein de ces lieux qui tendent à intégrer différents groupes socio-économiques en leur sein. Pour ce faire, nous proposons de questionner la place des clientèles issues des catégories socio-économiques supérieures, des habitants permanents et des travailleurs saisonniers, ces deux derniers groupes disposent de profils hétérogènes au sein des stations de sports d’hiver haut de gamme. Nous approcherons ainsi la distinction à travers deux angles : celui des lieux touristiques au sein même du marché des stations de sports d’hiver et celui des catégories sociales dans ces lieux qui tendrait à faire abstraction de toutes considérations relevant de la hiérarchie sociale. Recherche géographique avant tout, cette thèse abordera la distinction au regard de deux notions fortes : la ségrégation et l’entre-soi, en questionnant l’accessibilité propre à chacun au sein de l’espace urbain des stations de sports d’hiver, entendu comme le pouvoir spatial. Nous proposons de mener cette étude dans dix stations de sports d’hiver haut de gamme, localisées en Autriche, en France et en Suisse dans le massif alpin. Cette diversité de configurations nationales permettra également de questionner les stratégies de distinction au regard des législations en vigueur dans chaque pays. Sur la base des cadres conceptuels présentés dans la partie 1 (chapitre 1 : état de l’art de la ségrégation et de l’entre-soi pour construire une géographie sociale du tourisme; chapitre 2 : échantillonnage des stations étudiées et approche méthodologique ; chapitre 3 : questions de recherche), nous aborderons les stratégies de distinction à travers plusieurs approches : l’héritage touristique et les formes urbaines singulières qu’il a produites (chapitre 4), la mise en scène de l’espace urbain à des fins touristiques (chapitre 5) et les régimes de visibilité des catégories socio-économiques dans le paysage urbain de la richesse (chapitre 6). Cette deuxième partie permettra de mettre au jour l’existence d’interfaces de la distinction présentes au sein des stations de sports d’hiver haut de gamme : les seuils, dont les modalités de production, tant sociales, symboliques que matérielles et les contraintes spatiales qu’ils induisent seront respectivement traitées dans les chapitre 7 et chapitre 8 (partie 3). Au final, cette thèse propose une géographie sociale du tourisme, plus qu’une géographie des pratiques touristiques<br>Winter sports resorts are tourist places where the dynamics of arrangement were studied for several decades. If the strategies of development of the tourist system in places considered capable of being able to support this activity are one of main stakes in certain local economies, this thesis wishes to question not the tourism in the prism of the economy or the arrangement, but in the prism of the distinction. The distinction, the concept in the interface of the social geography and the other human sciences as the sociology, allows to question the whole tourist system, both in its urban, economic and social character. The interest of this angle of approach also is to replace the individual, in its complete identity within these places which have to tend to integrate the various socio-economic groups which are located there. In order to achieve this goal, we suggest questioning the place of the clienteles from superior socioeconomic categories, from permanent inhabitants and from seasonal workers, both in the heterogeneous profiles within top of the range winter sports resorts. We shall approach the distinction through two angles: the one within the tourist places market and the one within social categories in these places, who would try to disregard any considerations under the social hierarchy. Geographical research before any, this thesis will approach the distinction with regard to two strong notions: the segregation and the “entre-soi”, by questioning the accessible place by each one within the urban space of winter sports resorts, considered as the spatial power. We suggest leading this study in ten winter sports resorts top of the range, localized in Austria, in France and in Switzerland. This state diversity will also allow to question the strategies of distinction with regard to legislations in force in every country. From the abstract frames presented in the part 1 (chapter 1: state of the art of the segregation and the “entre-soi”; chapter 2: sampling of the studied stations and the methodological approach; chapter 3: research questions), we shall approach the strategies of distinction through several angles of approaches: the tourist inheritance and the singular urban forms which he produced (chapter 4), urban space staging in tourist purpose (chapter 5) and the regimes of visibilities of the socioeconomic categories in the urban landscape of the wealth (chapter 6). This second part will allow to bring to light the existence of distinction of interfaces present within the winter sports resorts top of the range: thresholds, among which the modalities of production, so social, symbolic as material and the spatial constraints which they lead will be respectively handled in chapter 7 and chapter 8 (part 3). Finally, this thesis proposes a social geography of the tourism, more than a geography of the tourist practices
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5

Strážnický, Matúš. "Application of Game Theory principles in the oligopoly-characterized industry." Master's thesis, Vysoká škola ekonomická v Praze, 2011. http://www.nusl.cz/ntk/nusl-113005.

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The goals of the master thesis are describing the strategic oligopoly environment of chosen industry of Czech telecommunications, together with introducing basic game theory principles with their possible real case application. It mentions historical shifts in Czech telecommunications sector which influence the actual industry conditions. The thesis briefly describes the individual players in the market and turns its attention towards the industry characterization through standard oligopoly models. Following, it introduces theoretical insight on possible market entry strategies into oligopoly industries. The application part focuses on game-theory in pricing strategies, market entry and entry deterring scenarios with examples. Final part summarizes the objectives in detail and provides final comments on the thesis.
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6

Barnell, Max. "Changing the Paywall in Single-Player Games." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-226913.

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Game companies are always looking for more ways to increase consumers and their revenue as well as how consumers purchase games. Several business models have been introduced that this thesis will look at, free-to-play, adding downloadable content to existing games, freemium and premium games. This thesis attempts to provide answers to what business models there are available for game developers and how that would influence the development of the single-player games to lower the point of entry for the consumers.  It will focus on narrative single-player games and will use the business models to try and answer the question. A survey was handed out that investigated the respondent’s reaction to changes for BioShock Infinite developer by Irrational Games. The models were presented and compared to how the respondents reacted to the questions. Together with how companies are releasing games now this thesis came to the conclusion that in order to lower the entry point, the games need to be split and released episodically, together with increased downloadable content that added further playability to the game.
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Martins, Veramar Gomes. "[Entre] mundos: uma narrativa ficcional transmídia." Universidade Federal de Goiás, 2015. http://repositorio.bc.ufg.br/tede/handle/tede/5018.

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Submitted by Cláudia Bueno (claudiamoura18@gmail.com) on 2015-12-07T17:07:16Z No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Approved for entry into archive by Luciana Ferreira (lucgeral@gmail.com) on 2015-12-08T06:35:46Z (GMT) No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5)<br>Made available in DSpace on 2015-12-08T06:35:46Z (GMT). No. of bitstreams: 3 Dissertação - Veramar Gomes Martins - 2015.pdf: 14185061 bytes, checksum: b3fbb48d4d9cc252d1e682821047db21 (MD5) Dissertação - Veramar Gomes Martins - 2015 - Anexo.pdf: 4394862 bytes, checksum: cb1594de1ad7bf186edcbe4c90b111ae (MD5) license_rdf: 23148 bytes, checksum: 9da0b6dfac957114c6a7714714b86306 (MD5) Previous issue date: 2015-06-23<br>Coordenação de Aperfeiçoamento de Pessoal de Nível Superior - CAPES<br>This research in visual poetics and search processes of creating two related goals, for a theoretical reflection involving cosplay elements and their connections with the visual language of comics and games in the universe of Japanese pop culture; and create a transmedia fictional universe that dialogue concisely with the issues involved in this theoretical reflection. Therefore briefly present the elements of the language of comics and game cosplay. Seeking establishing relations between the creation of a fictional universe and the development of a transmedia narrative. Done this theoretical framework, I analyze five productions involving the transmedia narrative concepts and two projects in the same space, but from the perspective of the artistic experience. Finally, I present the construction process of the fictional universe "Between Worlds", and how this content is related to the theoretical elements studied throughout this thesis, also reflecting on the imagery creation of this narrative, designed to exploit multiple media platforms, site, Facebook, Comic, Game and Cosplay.<br>Esta pesquisa em poéticas visuais e processos de criação busca dois objetivos relacionados, elaborar uma reflexão teórica envolvendo os elementos do cosplay e suas conexões com as linguagens visuais das histórias em quadrinhos e dos games no universo da cultura pop japonesa; e criar um universo ficcional transmidiático que dialogue de forma concisa com os aspectos envolvidos nessa reflexão teórica. Para tanto apresento brevemente os elementos que constituem a linguagem dos quadrinhos do game e do cosplay. Buscando tecer relações entre a criação de um universo ficcional e a elaboração de uma narrativa transmídia. Feito este recorte teórico, analiso cinco produções envolvendo os conceitos de narrativa transmídia e dois projetos nesse mesmo espaço, mas na perspectiva da experiência artística. Finalmente, apresento o processo de construção do universo ficcional [ENTRE] mundos, e como este conteúdo se relaciona com os elementos teóricos estudados ao longo da presente dissertação, refletindo também sobre a criação imagética desta narrativa, criada para explorar as múltiplas plataformas midiáticas: o Site, o Facebook, a História em Quadrinhos, o Game e o Cosplay.
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Albiero, Diogo Rodrigues. "Experiência nos videogames: construções entre o game design e o jogador." Pontifícia Universidade Católica de São Paulo, 2015. https://tede2.pucsp.br/handle/handle/18193.

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Made available in DSpace on 2016-04-29T14:23:39Z (GMT). No. of bitstreams: 1 Diogo Rodrigues Albiero.pdf: 70379977 bytes, checksum: fb9b1276b50014ad042bb447d1800b53 (MD5) Previous issue date: 2015-09-17<br>This dissertation seeks to understand the relationship between game design and the player on the construction of experiences manufactured in videogames. Due to its interactive nature, we can understand that videogames are made by two instances in the construction of its language and experience: on one hand, the game design defines how the game will be; and on another, the player, key-element, interacts and renews the choices made for the game. The question of how the experiences in videogames happen is instigated through this mutuality. With this purpose we seek to understand the concept of experience through the duality proposed by Eduard Gámez, using Martin Heidegger s phenomenological perspective and John Dewey s pragmatic view. We then go to a practical approach on how to create the language of videogames, based on Jesse Schell, Tracy Fullerton, Jesper Juul and Jane McGonigal. After identifying the key-elements to understand how videogames configure their language, we switch to the player s perspective. By using Gámez s Core Elements of Gaming Experience, we seek to identify similar aspects from players experience and how they eventually conform a subjective outcome from playing. These theoretical pillars end up in the analysis of the game Heavy Rain. It allows the concepts and examples used in the text to be effectively analyzed as a whole. The bibliographical revision and the approach given during the dissertation allow the evaluation of videogames under the game design and the player s perspective, heading towards the creation of the experience of this media on a mutual path. Through this we can see videogames from a wider point of view, understanding its processes and the potential they carry in their core as a media<br>Este trabalho busca entender a relação entre o game design e o jogador na construção das experiências agenciadas pelos videogames. Por sua natureza interativa, podemos entender que os videogames são compostos por duas instâncias na construção de sua linguagem e experiência: de um lado, o game design comporta escolhas feitas e define como o jogo será; de outro, o jogador, peça-chave, interagindo e atualizando o espaço criado. Gera-se a questão de como as experiências nos videogames acontecem a partir dessa mutualidade. Para isso buscamos entender o conceito de experiência através da dualidade proposta por Eduardo Gámez a partir da perspectiva fenomenológica de Martin Heidegger e da pragmática de John Dewey. Passa-se a uma abordagem prática de como se constrói a linguagem dos videogames, baseada em Jesse Schell, Tracy Fullerton, Jesper Juul e Jane McGonigal. Após configurar elementos-chave para entender como os videogames configuram sua linguagem, busca-se o olhar jogador. Almeja-se, tendo como base o modelo dos Elementos Centrais da Experiência do Jogo (Gámez), identificar pontos semelhantes das experiências dos jogadores e como elas conformam eventualmente um resultado subjetividade do jogar. Esses pilares teóricos culminam na análise do jogo Heavy Rain. Ela permite que os conceitos e exemplos discorridos durante a dissertação possam ser efetivamente analisados como um todo. A revisão bibliográfica e o caminho tecido durante o trabalho permitem que possamos avaliar os videogames sob a perspectiva do game design e do jogador, que caminham juntas para a criação da experiência da mídia. Isso permite que enxerguemos os videogames de uma maneira mais ampla, entendendo seus processos e a potencialidade que carregam dentro de seu âmbito midiático
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Warnier, Vanessa. "La constitution des compétences stratégiques : le cas de l'industrie de la dentelle haut de gamme." Lille 1, 2005. https://ori-nuxeo.univ-lille1.fr/nuxeo/site/esupversions/d9943281-6f57-4c58-8632-0c3e42677049.

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Malgré les apports de l'approche ressources et compétences à la stratégie et à la théorie des organisations, ce cadre théorique a fait l'objet de nombreuses critiques. Particulièrement, son manque de considération pour les questions de construction et de reconfiguration des compétences a été souvent mis en évidence. La thèse soutenue dans cette recherche est que l'approche ressources et compétences ne constitue pas un cadre théorique satisfaisant pour analyser les mécanismes de construction des compétences mis en oeuvre par les firmes. Nous retenons plutôt le cadre générique de Rindova et Fombrun (1999) sur la constitution de l'avantage concurrentiel. Sept études de cas imbriquées sont menées dans l'industrie française de la dentelle mécanique. Une démarche historique est également retenue pour éclairer les processus de construction des compétences aux niveaux organisationnel et interorganisationnel.
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Souza, Silvânio Batista de. "Efeito do comportamento disfuncional sobre a confiança entre decisores utilizando trust game." Universidade Presbiteriana Mackenzie, 2012. http://tede.mackenzie.br/jspui/handle/tede/895.

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Made available in DSpace on 2016-03-15T19:32:34Z (GMT). No. of bitstreams: 1 Silvanio Batista de Sousa.pdf: 2248146 bytes, checksum: 53eaaddd8845b73159fdf8df908cc1f1 (MD5) Previous issue date: 2012-01-31<br>Fundo Mackenzie de Pesquisa<br>Understanding the relationship between dysfunctional behavior and confidence of managers in management is essential, as these factors may adversely affect the results and performance of businesses and undermine the organizational climate. The objective of this study was to understand the relationship between these two aspects, reliability and dysfunctional behavior. These results demonstrated that the presence of dysfunctional behavior affects the decision confidence of managers in management and was also verified that different than expected in theory the wages received not exerted great influence on the decisions taken by the subjects. A possible cause of this difference between the results obtained and the theory may be that the present study have extended the results of the task of Zhang (2008) from single period to multiple periods creating social ties among individuals, in addition, the test sample belongs to called generation Y, which has different values from those included in the theories and this is an issue that can be studied in future research. Besides worrying about the negative aspects of dysfunctional behavior, companies should be alert to the career expectations of generation Y, who will soon assume positions of leadership, because this generation is concerned with values other than the main salary, as free time , establishing lasting relationships with coworkers and with a good organizational climate.<br>Compreender a relação entre comportamento disfuncional e a confiança dos gestores na administração da empresa é fundamental, pois estes fatores podem afetar negativamente os resultados e desempenho das empresas e prejudicar o clima organizacional. O objetivo deste estudo foi compreender a relação entre estes dois aspectos, confiança e comportamento disfuncional. Os resultados deste trabalho demonstraram que a presença de comportamento disfuncional afeta a decisão de confiança dos gestores na administração da empresa e também foi possível verificar que diferente do esperado na teoria o salário recebido não exerceu grande influência nas decisões tomadas pelos sujeitos. Uma possível causa deste desvio entre os resultados obtidos e a teoria pode ser o fato da presente pesquisa ter estendido os resultados da tarefa de Zhang (2008) de período único para múltiplos períodos criando laços sociais entre os sujeitos, além disso, a amostra testada pertence a chamada geração Y, que possui valores diferentes dos preconizados nas teorias e este é um assunto que pode ser estudado em futuras pesquisas. Além de se preocuparem com os aspectos negativos do comportamento disfuncional, as empresas devem estar atentas às expectativas de carreira da geração Y, que em breve irá assumir cargos de liderança, pois esta geração está preocupada com outros valores além da remuneração principal, como tempo livre, estabelecimento de relações duradouras com os colegas de trabalho e com um bom clima organizacional.
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Rhein, Bethany Ann. "Ebola virus: entry, pathogenesis and identification of host antiviral activities." Diss., University of Iowa, 2015. https://ir.uiowa.edu/etd/6629.

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Ebola virus (EBOV) is a member of the Filoviridae family of highly pathogenic viruses that cause severe hemorrhagic fever and is the causative agent of the 2014 West Africa outbreak. Currently, there are no approved filovirus vaccines or treatments to combat these sporadic and deadly epidemics. One target for EBOV antiviral therapy is to block viral entry into host cells. Recently, phosphatidylserine (PtdSer) receptors, primarily known for their involvement in the clearance of dying cells, were shown to mediate entry of enveloped viruses including filoviruses. The PtdSer receptors, T-cell immunoglobulin mucin domain-1 (TIM-1) and family member TIM-4, serve as filovirus receptors, significantly enhancing EBOV entry. TIM-dependent virus uptake occurs via apoptotic mimicry by binding to PtdSer on the surface of virions through a conserved PtdSer binding pocket within the amino terminal IgV domain. TIM-4 is expressed on antigen presenting cells (APCs), including macrophages and dendritic cells (DCs), which are critical in early EBOV infection. My studies are the first to define the molecular details of virion/TIM-4 interactions and establish the importance of TIM-4 for EBOV infection of murine resident peritoneal macrophages. In addition, previous work has utilized only in vitro models to establish the importance of the TIM proteins in EBOV entry. My studies are the first to demonstrate the importance of TIM-1 and TIM-4 for in vivo EBOV pathogenesis and to confirm them as relevant targets of future filovirus therapeutics. Macrophage phenotypes can vary greatly depending upon chemokine and cytokine signals from their microenvironment. Historically, macrophages have been classified into two major subgroups: classically activated macrophages (M1) and alternatively activated macrophages (M2). Macrophages are a critical early target of EBOV infection and my work primarily focused on interferon gamma-stimulated (M1) macrophages since this treatment profoundly inhibited EBOV infection of human and murine macrophages. Interferon gamma treatment blocked EBOV replication in macrophages, reducing viral RNA levels in a manner similar to that observed when cultures were treated with the protein synthesis inhibitor, cycloheximide. Microarray studies with interferon gamma-treated human macrophages identified more than 160 interferon-stimulated genes. Ectopic expression of a select group of these genes inhibited EBOV infection. These studies provide new potential avenues for antiviral targeting as these genes that have not previously appreciated to inhibit infection of negative strand RNA viruses including EBOV. In addition and most exciting, using MA-EBOV, we found that murine interferon gamma, when administered either 24 hours before or after infection, protects lethally challenged mice and significantly reduces morbidity. Our findings suggest that interferon gamma, an FDA-approved drug, may serve as a novel and effective prophylactic or treatment option.
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Poma, Almanza Vicente Luis. "Búsqueda de correlaciones entre eventos de rayos cósmicos ultraenergéticos con fuentes astrofísicas de rayos gamma." Master's thesis, Pontificia Universidad Católica del Perú, 2019. http://hdl.handle.net/20.500.12404/15818.

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En este trabajo se presenta un estudio que busca correlaciones estadísticamente significativas entre eventos de rayos cósmicos ultra-energéticos (UHECR, por sus siglas en inglés) con fuentes astrofísicas de rayos gamma. Para tal propósito, se ha escogido datos de UHECR del Observatorio Pierre Auger y Telescope Array, de los cuales son usados los eventos que poseen una energía mayor a 80 EeV. UHECR provenientes de fuentes extragalácticas son, con mayor probabilidad, compuestos por protones y núcleos ligeros, como el helio y el nitrógeno, y también núcleos pesados como el hierro. Basados en las fracciones de los rayos cósmicos que compondrían estos núcleos simuladas por la colaboración del Observatorio Pierre Auger, realizamos pruebas asignando a cada evento un tipo de núcleo. Para cada prueba, se considera el límite Greisen - Zatsepin - Kuzmin (GZK) como una máxima distancia a la cual podríamos detectar las partículas; así como deflexiones en la trayectoria causadas por campos magnéticos galácticos y extragalácticos. Las fuentes astrofísicas de rayos gamma consideradas son tomadas de diferentes catálogos como TeVCat, 2WHPS y 3FHL de donde obtenemos el tipo de fuente, la distancia a la cuál se encuentra y el flujo de fotones que emite. Para cada catálogo se realiza una búsqueda de correlación espacial dentro de un error angular debido a la desviación por campos magnéticos y limitándose a una distancia máxima dada por la longitud de atenuación. El resultado debe sopesar las correcciones estadísticas por los diferentes intentos. Las fuentes galácticas del catálogo TeVCat son las únicas que tienen correlaciones con los eventos más energéticos de rayos cósmicos. Sin embargo, no es muy probable que estas fuentes puedan acelerar a las partículas hasta las energías que poseen.<br>Tesis
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Robin, Jérôme. "Recherche et étude de transitions de liaison entre les puits super- et normalement déformés dans le noyau 151Tb." Université Louis Pasteur (Strasbourg) (1971-2008), 2003. https://publication-theses.unistra.fr/public/theses_doctorat/2003/ROBIN_Jerome_2003.pdf.

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Si le phénomène de superdéformation a été maintes fois mis en évidence dans de diverses et nombreuses régions de masse, pour la majeure partie des bandes superdéformées découvertes, principalement dans la région de masse A ~ 150, l'énergie d'excitation et le moment angulaire de leurs états superdéformés ne sont toutefois pas fixés. Nous avons donc entrepris à l'aide du multidétecteur EUROBALL IV situé à l'Institut de Recherches Subatomiques de Strasbourg, la recherche et l'étude de transitions de liaison entre les puits super- et normalement déformés dans le noyau 151Tb. De plus, ce noyau présente la particularité de posséder une bande superdéformée excitée identique à celle de la bande yrast du noyau 152Dy, récemment reliée aux états normalement déformés. Pour étendre notre étude comparative avec le noyau 152Dy, présentant une coexistence de formes dans le premier puits de potentiel, nous avons également mené la recherche de bandes rotationnelles de nature collective à déformation allongée mais modérée, coexistant avec la structure à déformation aplatie du noyau 151Tb. La découverte de nouvelles bandes superdéformées dans les isotopes 151,152Tb, l'extension à faible et haut moments angulaires des bandes précédemment connues et la réalisation de calculs de champ moyen avec un potentiel de Woods-Saxon déformé ont contribué à approfondir notre connaissance aussi bien qu'à soulever de nouvelles questions quant aux assignations de configuration d'orbitales de ces bandes<br>While the superdeformation phenomenon has been observed many times in different mass regions, the excitation energy and angular momentum are not known for most of the superdeformed bands, mainly in the A ~ 150 mass region. We have thus undertaken the search for and study of linking transitions between super- and normal deformed potential wells in the 151Tb nucleus with the EUROBALL IV spectrometer based at the Institut de Recherches Subatomiques de Strasbourg. This nucleus presents the peculiarity of having an excited superdeformed band identical to the yrast one of 152Dy, which has recently been linked to normal deformed states. As the 152Dy nucleus exhibits a shape coexistence in the first potential well, we have also searched for collective rotational bands with prolate but moderate shape, coexisting with the oblate structure of 151Tb. The discovery of new superdeformed bands in the 151,152Tb isotopes, the extension to lower and higher spins of the previously known bands, and mean field calculations with a deformed Woods-Saxon potential have contributed to improve our knowledge as well as raise new questions on the orbitals configuration assignments of these bands
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Valleton, Jean-Marc. "Etude des relations entre la gitologie et les propriétés industrielles du kaolin de haut de gamme (gisement de Ploemeur, Bretagne)." Poitiers, 1993. http://www.theses.fr/1993POIT2405.

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Afin d'etablir des guides de prospection de gisements primaires de kaolin de haut de gamme, les differents episodes d'alteration ayant conduit a la formation du gisement de ploemeur ont ete etudies ainsi que leur influence sur les proprietes industrielles du kaolin. L'encaissant, les kaolinites et la qualite industrielle ont ete respectivement caracterises. Differents episodes d'alteration se sont succedes et ont affecte le leucogranite de ploemeur: une alteration deuterique (cristallisation de phengites, de quartz); une alteration hydrothermale tardive (precipitation de marcassite, micas secondaires, interstratifies i/s, kaolinites); une alteration ferrallitique (cristallisation de kaolinites, hematite, plumbogummite, puis formation de gres ladere); une alteration supergene sous climat tempere avec precipitation de goehite dans les fissures. Les proprietes industrielles du kaolin dependent du degre de kaolinisation atteint, de sa mineralogie et du caractere plus ou moins hydrothermal des kaolinites. La qualite du kaolin depend essentiellement de la chimie de la roche mere, de la superposition et de l'intensite des deux alterations principales
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Caetano, Mayara Araujo. "Performances de gênero nas relações entre jogadores e avatares : dinâmicas com o game Rust." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2017. http://hdl.handle.net/10183/163610.

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Essa dissertação traz como problema de pesquisa o modo como jogadores de jogos eletrônicos constroem sentidos sobre gênero e sexualidade através dos avatares. Para atender esse questionamento, partimos para uma abordagem teórico-empírica. Os eixos teóricos se concentram nas discussões sobre as diferenças entre os termos mais utilizados para denominar as imagens controladas pelos jogadores, ou seja, entre avatares e personagens, de acordo com os estudos de jogos. E os empréstimos teóricos dos estudos de gênero e sexualidade desenvolvidos em outras áreas, que são aplicados aos jogos eletrônicos. Para o desenvolvimento empírico do trabalho temos experimentos que combinam as técnicas de sessões de gameplay, dinâmica de imagens e entrevistas semiestruturadas. Além da autoobservação da pesquisadora. Para esses experimentos foi escolhido como objeto empírico o jogo massivo online de sobrevivência Rust (Facepunch Studios) disponível para PCs pela Steam. Os experimentos foram realizados com 9 participantes distribuídos em dois grupos: avatarjogador com gênero correspondente e avatar-jogador com gênero não correspondente. O gênero era a variável de controle da pesquisa em Rust e os participantes foram distribuídos aleatoriamente nos grupos. Foram criadas duas contas no jogo, sendo uma com gênero feminino e outra com masculino. Os resultados dessa pesquisa indicam a predominância da heteronormatividade na construção e na percepção de gênero e sexualidade dos participantes nos jogos eletrônicos. Os participantes que se identificam com o gênero masculino são mais restritos a identificar-se com imagens de gênero correspondente, enquanto as participantes mulheres são mais disponíveis para controlar imagens de gênero distinto. Ambos os grupos demonstraram incômodo com a nudez do corpo dos avatares que controlaram em Rust. A possibilidade de seus avatares serem vistos nus por outros jogadores foi um dos motivos de desconforto mencionados, principalmente quando os avatares eram masculinos. Embora já o tivessem feito, os participantes não estavam conscientes de ter praticado gender swap (ou cross gender play) em jogos eletrônicos. A representação da sexualidade presente nos jogos eletrônicos foi considerada pouco inclusiva e algumas estratégias para melhor representá-la foram sugeridas pelos participantes.<br>This dissertation questions the construction of gender and sexuality by players through their avatars in electronic games. The research was based on a theoretical-empirical framework. The first theoretical axe focused on the differences between the terms most commonly used to describe the images controlled by the players, especially avatars and characters, as presented in the games studies’ literature. A second theoretical line approached gender studies and sexuality in game studies as well as in other disciplines. The empirical research was composed by experiments combining self-observation, observation of gameplay sessions, dynamics of images and semistructured interviews. These experiments were based on the massive online survival game Rust (Facepunch Studios). Nine volunteers were distributed in two groups: avatar-player with corresponding gender (femalefemale or male-male) and avatar-player with non-corresponding gender (female-male and male-female). Thus, gender was the control variable and the participants were randomly assigned to the first or second group. The results suggest that heteronormativity is predominant in the construction and perception of gender and sexuality of videogame players. Participants who identified as male were more restricted to images that correspond to this identification, while female participants were more less resistant to control images with a different gender. Both groups showed discomfort with their avatar’s naked body in Rust. The possibility of being seen naked by other players was one of the reasons for discomfort, especially when the avatars were male. Participants had practiced gender swap (or cross gender play) in electronic games, but were not aware of having done it. The representation of the sexuality in electronic games was not considered inclusive and some strategies to better represent it were suggested by the participants.
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Brasil, Ana Clara Cabral Amaral 1981. "Fuga! = jogo de percepções na fronteira entre a dança e o teatro." [s.n.], 2009. http://repositorio.unicamp.br/jspui/handle/REPOSIP/284034.

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Orientador: Renato Ferracini<br>Anexos: 1 DVD do espetaculo Fuga! gravado no Lume-teatro, em dezembro de 2007, 1 Livreto do espetaculo Fuga!, contendo sinopse tecnica completa e informação sobre o processo de criação, impressão em Campinas (SP), dezembro de 2007<br>Dissertação (mestrado] - Universidade Estadual de Campinas, Instituto de Artes<br>Made available in DSpace on 2018-08-15T08:46:52Z (GMT). No. of bitstreams: 1 Brasil_AnaClaraCabralAmaral_M.pdf: 3012312 bytes, checksum: ceb21bd8391d78e1e5514472cdac6d9b (MD5) Previous issue date: 2009<br>Resumo: Esta pesquisa investiga os procedimentos utilizados pelo Núcleo Fuga! durante o processo de criação do espetáculo de mesmo nome. O Núcleo Fuga! é um núcleo de pesquisa vinculado ao Lume-teatro, e em seu primeiro experimento tratou de investigar as fronteiras entre as linguagens da dança e do teatro; para tanto foram utilizados procedimentos advindos das duas linguagens que possuem princípios de trabalho próximos e/ ou complementares. Princípios como a importância dada ao sujeito na criação, à percepção do indivíduo em relação à seu próprio corpo e ao ambiente em que está inserido, e o jogo gerado neste contexto. As ferramentas utilizadas foram: A Técnica Klauss Vianna da dança e procedimentos do Lume-teatro, da área do teatro, ambas as pesquisas de criadores brasileiros: Klauss Vianna e Luís Otávio Burnier, respectivamente; que se encontram em constante desenvolvimento e atualização pelos pesquisadores que continuaram seus trabalhos. Dançarinos e atores vivenciaram uma experimentação onde o corpo organizava as informações que recebia em território de jogo, e podia a partir das ferramentas em comum transitar entre as linguagens com liberdade e indisciplina, no bom sentido da palavra. Desestabilizando informações anteriores e gerando outras conexões, este espaço "entre" as linguagens foi sendo esboçado por corpos que puderam desenvolver disponibilidade e atenção, onde as sutilezas de relação geravam o jogo criativo. O experimento cênico que derivou deste processo se configurou também a partir dos princípios dos procedimentos utilizados. Conceitos como o de Zona de Turbulência e de Micropercepção iluminaram a pesquisa permitindo a construção da hipótese desta Dissertação, que sugere que os procedimentos utilizados permitiram um espaço de criação e troca baseado na experiência sensível do aqui - agora<br>Abstract: This research investigates the procedures used by the Nucleo Fuga! during the process of creation creation process of the spectacle with the same title. Núcleo Fuga! is a research center connected to the Lume-Teatro, and in its first research , it investigated the borders between the languages of the dance and the theater in its first experiment. To do soWith this goal in mind, itthere were used procedures taken from both languages which that have close similar or complementary working principles.Principles like the importance given to the subject in during the creation, to the individual related in relation to his/her own body and to the environment in which he/she is inserted; finally, the game created by this context., and the game created in this context.The tools used were: The Klauss Vianna techniquec in dance and the procedures of the Lume-Teatro, in the field of the Theater. Both researches were made by Brazilian creators: Klauss Vianna and Luís Otávio Burnier, respectively; that Ihey are now are constantly being developed and brought up to dateupdated by the researchers that continued their works. Dancers and actors went through an experiment where the body organized the received information in the game territory, and could, from the tools in common, pass through the languages with liberty and indiscipline (in the good sense of the word).Destabilizing previous information and generating other connections, these gaps between the languages have been sketched by bodies that were able to develop availability and attention, where the subtleness of relations generated the creative game. The scenic experiment that was derived from this process was also bought up from the principies of the used procedures.Concepts like "Zona de Turbulência", and micro perception lighted upshed light in the research, allowing for the construction of the hypothesis of this dissertation, which suggests that the used procedures used permitted a space of creation and exchange based in the sensitive experience of the "right here-right now"<br>Mestrado<br>Artes Cenicas<br>Mestre em Artes
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Hoffmann, Raul de Souza. "Ética em jogo : uma aliança entre filosofia e role-playing games /." Bauru, 2020. http://hdl.handle.net/11449/192235.

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Orientador: Luciene Ferreira da Silva<br>Resumo: Esta pesquisa, centrada no ensino de filosofia no Ensino Médio, investiga a problemática das restrições do ensino e aprendizagem da ética, bem como a forma tradicional com que o tema é abordado no Ensino Médio e tem como objetivo propor uma sugestão de ensino de filosofia através do RPG, resgatando assim o lúdico no Ensino Médio, após esclarecer como aspectos macroestruturais, como o neoliberalismo, configuram a educação. Então, se justifica por viabilizar formas amparadas no jogo como proposta para o desenvolvimento de aprendizagem dos conceitos, empoderando os sujeitos para práticas sociais de transformação social. Trata-se de uma pesquisa com abordagem qualitativa, com utilização de pesquisa bibliográfica e documental sobre as temáticas: jogo, educação, neoliberalismo, filosofia e ética. A hipótese é de que o ensino de ética como componente da filosofia no Ensino Médio, carece de estratégias capazes de facilitar o entendimento das teorias e dos autores que constituem a história da filosofia em relação a este tema. Temos como conjectura, inclusive, que a problemática decorre do alinhamento entre políticas públicas do Estado de São Paulo com políticas econômicas neoliberais que ocasionam precariedade para a escola pública em geral. Portanto, espera-se alcançar a construção ética por meio do jogo, pois a ética é uma temática pouco abordada diretamente nas disciplinas oferecidas no Ensino Médio, mas de extrema necessidade, neste nível de ensino. Com as pesquisas já realizadas,... (Resumo completo, clicar acesso eletrônico abaixo)<br>Abstract: This research, centered on the teaching of philosophy in high school, investigates the issue of restrictions on teaching and learning ethics, as well as the traditional way in which the topic is addressed in high school and aims to propose a suggestion of teaching philosophy through of RPG, thus rescuing playfulness in high school, after clarifying how macro-structural aspects, such as neoliberalism, configure education. So, it is justified by enabling forms supported by the game as a proposal for the development of learning concepts, empowering the subjects for social practices of social transformation. This is a research with a qualitative approach, using bibliographic and documentary research on the themes: game, education, neoliberalism, philosophy and ethics. The hypothesis is that the teaching of ethics as a component of philosophy in high school, lacks strategies capable of facilitating the understanding of the theories and authors that constitute the history of philosophy in relation to this theme. We also have the conjecture that the problem arises from the alignment between public policies in the State of São Paulo with neoliberal economic policies that cause precariousness for the public school in general. Therefore, it is expected to achieve ethical construction through the game, because ethics is a theme that is not directly addressed in the subjects offered in high school, but of extreme need, at this level of education. With the research already carried out, we... (Complete abstract click electronic access below)<br>Mestre
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Pinna, Gabriele. "Les rapports sociaux de service dans l'hôtellerie haut de gamme : tensions entre mise en scène de l'accueil et pratiques de travail." Paris 8, 2011. http://www.theses.fr/2011PA083822.

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Le marché de l’hôtellerie de luxe confirme les tendances à l’œuvre dans l’ensemble du secteur du luxe et du tourisme contemporain : les entreprises de ces secteurs oscillent entre la financiarisation et l’internationalisation et une gestion qui reste souvent artisanale. A l’intérieur de cet univers les hôtels sont traversés par de nombreuses tensions qui caractérisent les rapports sociaux de service. La nature du service offert dépend du type de politique commerciale de l’entreprise. Faute d’investissements importants concernant le personnel et les infrastructures les hôtels ne paraissent pas toujours en mesure de réaliser une personnalisation du service ni de garantir une qualité élevée des prestations. La solution adoptée par les managers afin de pallier les manques et les défaillances dans le service est la reproduction des aspects formels et cérémoniels du luxe relationnel des palaces, et ceci par la « mise en scène de la servitude » : à savoir une reconstruction, sous la forme d’une mise en scène du service d’accueil et d’accompagnement des clients, des relations entre maîtres et domestiques dans les maisons aristocratiques. Les tensions propres à la relation de service ont des conséquences sur les relations entre le personnel du fait de travailler ou non en interaction avec les clients. La reconnaissance au travail des salariés en interaction avec les clients dépend largement de leur reconnaissance symbolique et matérielle (les pourboires) alors que cela se réalise dans une moindre mesure pour les membres des autres services. Le risque de voir son volume de travail augmenter dans des équipes en sous-effectif est une source constante de conflictualité et de tensions<br>Hotel trade evolution in Paris confirms the general trend of contemporary luxury and tourist trade: firms oscillate between internationalisation and traditional management. The real services offered by hotels depend on their commercial policies. If the hotels adopt a commercial strategy which aims at easy profits to the quality of service’s detriment, service interactions between guests and workers are often modulated by a dissatisfaction of the guests. In the absence of considerable investments on staff’s organization and qualification and on hotel’s facilities, the hotels cannot guarantee personalized and high quality services. The solution borrowed by the management for overcoming the lack in services is a reproduction of the formal and ceremonial standards of the luxury services of the palaces, which represent the top in the luxury hotel trade. The service relationship supports the internal frictions between workers, leaving out of consideration if they are in touch with the guests or not. Front desk workers construct their personal and work identities on interaction. Guest acknowledgement of their work (such as tips and thanks) is very important for them. Back office workers do not work on interaction, so they do not give the same meaning to their work. Furthermore, they try to control the volume of their work. But front desk workers always ask them to quickly carry out more and more tasks and to please guests at the same time. In this way, tensions in service relationships engender disputes in the front office (guests against workers), and in the back office (front workers against back office workers)
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Ferraton, Mathieu. "Collisions profondément inélastiques entre ions lourds auprès du Tandem d’Orsay & Spectroscopie gamma des noyaux exotiques riches en neutrons de la couche fp avec le multi-détecteur germanium ORGAM." Thesis, Paris 11, 2011. http://www.theses.fr/2011PA112119/document.

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Les travaux effectués au cours de cette thèse au sein du groupe de structure nucléaire de l’IPN d’Orsay s’articulent autour de la production, en vue d’une étude par spectroscopie gamma, de noyaux exotiques riches en neutron de la couche fp. Dans ce cadre, nous avons mis en place, auprès de l’accélérateur Tandem d’Orsay, un multi-détecteur au germanium baptisé ORGAM, destiné à la spectroscopie gamma à haute résolution. Au cours de l’année 2008-2009, les détecteurs amenés à composer ORGAM ont été testés individuellement, ainsi que le dispositif annexe de réjection Compton, en coopération avec la division instrumentation du laboratoire. Parallèlement, le système d’alimentation automatique en azote liquide, destiné au maintien des détecteurs à basse température, a été amélioré et fiabilisé. L’ensemble du dispositif a été mis en place sur une ligne de faisceau de l’accélérateur tandem avec le concours du personnel technique de l’accélérateur.La première expérience utilisant le dispositif ORGAM a été réalisée en juillet 2009. Cette expérience, dont les données ont été analysées dans le cadre de ce travail, visait à étudier les collisions profondément inélastiques entre un faisceau de 36S accéléré à 154 MeV, et une cible de 70Zn. Un dispositif permettant la détection des particules chargées émises à grand angle a été utilisé afin d’identifier les fragments de ces collisions. Il n’a pas été possible, du fait du fond important induit par la diffusion élastique du faisceau dans la cible, d’identifier directement ces fragments. L’étude des coïncidences gamma-gamma avec le détecteur ORGAM a cependant permis de mettre en évidence de nombreuses cascades de photons désexcitant des noyaux potentiellement produits par les réactions d’intérêt.Les données recueillies au cours d’une autre expérience, réalisée auprès du tandem d’Orsay en 2005, ont été analysées dans le cadre de ce travail. Cette expérience, visant à produire par fusion évaporation entre un faisceau de 14C à 25 MeV et une cible de 48Ca, les noyaux de 59Mn et de 57Cr, a permis d’établir une partie du spectre en énergie d’excitation de ces noyaux, jusqu'à une énergie d’excitation supérieure à 3 MeV.Une étude théorique des noyaux de chrome impairs de la couche fp a été tentée à l’aide d’un modèle phénoménologique de couplage intermédiaire. Ce modèle a permis une description satisfaisante du 53Cr. Les prédictions du modèle, qui ne prend pas en compte l’interaction entre nucléons de valence, se sont avérées beaucoup moins satisfaisante pour les noyaux de 55Cr et 57Cr<br>This PhD thesis was prepared within the nuclear structure group of IPN Orsay. The work presented aimed to produce neutron rich fp shell nuclei through heavy ion collisions at the tandem accelerator of IPN, and to study them using gamma spectroscopy. For this purpose, a germanium gamma array called ORGAM, and dedicated to high resolution gamma spectroscopy, was set up at the tandem accelerator. During the year 2008/2009, the individual germanium detectors were tested and repaired, as well as their ancillary anti-Compton shielding. At the same time, the liquid nitrogen auto-fill system was improved for better reliability. The array was finally set up on a beam line of the accelerator.The first experiment using the ORGAM array was performed in July 2009. This experiment aimed to study fully damped deep-inelastic collisions between a 36S beam accelerated to 154 MeV, and a 70Zn target. An additional charged particle detection system was used to detect interesting fragments emitted at backward angles. It was not possible to separate these fragments from the background induced by backscattered ions from the beam. Nevertheless, the study of gamma-gamma coincidences detected with the ORGAM array allowed to identify gamma cascades de-exciting nuclei potentially produced through the mechanism of interest. Data accumulated during another experiment performed at the tandem accelerator in 2005 were analyzed. Fusion-evaporation reaction between a 25 MeV, 14C beam focused on a 48Ca target produced the 57Cr and 59Mn nuclei, whose energy spectra were established up to 3 MeV.We attempted to study theoretically odd Chromium isotopes with a simple model based on the intermediate coupling scheme. This model, which doesn’t take into account correlation between valence nucleons, described in satisfactory way the semi-magic + 1 neutron, 53Cr, but failed to do so for mid-shell nuclei 55Cr and 57Cr
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Blanca, Giuseppina. "RAD51 et la tubuline-gamma : corrélation entre réparation par recombinaison homologue et établissement du fuseau mitotique." Toulouse 3, 2008. http://thesesups.ups-tlse.fr/314/.

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L'objectif de mon travail de thèse a été d'analyser les conditions de recrutement de la protéine Rad51 et de la tubuline-gamma dans un même complexe nucléaire et d'essayer de comprendre le rôle fonctionnel et la régulation de cette association qui peuvent contribuer à la réalisation complète de la réparation des lésions sur l'ADN. Le mécanisme de réparation par Recombinaison Homologue a été étudié dans des cellules de mammifères, en absence de tubuline-gamma. J'ai montré que la tubuline-? présente dans ce complexe nucléaire peut être modifiée et que les deux formes interagissent avec gamma H2AX. Le rôle de la tubuline-gamma dans la réparation de l'ADN est spécifique puisqu'elle se localise sur le site de la cassure double-brin de l'ADN mais son recrutement est indépendant de la présence de Rad51. A travers son association avec les protéines de la réparation, la tubuline-gamma pourrait coordonner l'efficacité de la réparation de l'ADN à la ségrégation des chromosomes pendant la division cellulaire<br>The objective of my work of thesis was to analyze the conditions of recruitment of the Rad51 protein and the g-tubulin in the same nuclear complex and to try to understand the functional role and the regulation of this association, which can contribute to the complete realization of the repair of the DNA damages. The mechanism of Homologous Recombinaison Repair was studied in cells of mammals, without g-tubulin. I showed that the g-tubulin presents in this nuclear complex can be modified and that the two forms interact with gH2AX. The role of the g-tubulin in the DNA repair is specific since it is located on the site of the double-strand break of the DNA but its recruitment is independent of the presence of Rad51. Through its association with proteins of repair, the g-tubulin could coordinate the efficiency of DNA repair with the segregation of the chromosomes during the cellular division
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Le, Prado Cécile. "Ecriture sonore : entre déterminisme, émergence et interactivité." Thesis, Paris, CNAM, 2013. http://www.theses.fr/2013CNAM0913/document.

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L’auteur de cette thèse a réalisé, en tant que compositeur, un ensemble d’installations sonores. Ce travail part d’une composition déterministe et linéaire et mène progressivement à une œuvre ouverte. Durant les dernières années, ce travail a été influencé par les méthodes d’écritures utilisées dans la conception de jeux vidéo, aboutissant à des œuvres sonores spatiales et interactives. Dans le processus de conception de ces dernières, le compositeur va être amené à penser la conception sonore dans un espace virtuel ou réel en fonction des déplacements d’un auditeur. Une façon de mener cette démarche est de laisser l'auditeur interagir avec le système au travers de personnages non joueurs (PNJ). Un tel choix témoigne de l'évolution du rôle du compositeur depuis la construction d’une œuvre linéaire et déterministe vers celle d’une œuvre ouverte et non déterminisme. Pour une pièce donnée, le créateur laisse à l’interacteur un certain degré de liberté et au système un certain degré d'autonomie.Nous débutons ce travail par un état de l'art couvrant divers domaines, de l'art interactif aux agents intelligents.Le troisième chapitre est consacré à l'analyse des pièces interactives conçues par des musiciens, plasticiens, designers de jeux. De cette analyse, nous dégageons un ensemble de critères de classification et nous plaçons ces œuvres d'art dans un triangle Concepteur/Interacteur/Système (C.I.S.). La position d’une œuvre dans ce triangle détermine la latitude que laisse le concepteur aux deux autres protagonistes.Le quatrième chapitre pose la problématique de cette thèse. Nous sommes partis du fait qu’une méthode et à fortiori des outils informatiques sont souvent liés à un style d’écriture. L’histoire des outils d’écriture informatique, jusqu’aux moteurs de jeux vidéo, reflète des visions différentes de ce qu’est la notion d’interactivité dans un domaine et à une époque donnée. Nous proposons ici que le concepteur puisse prendre le point de vue d’un des deux autres protagonistes: l’interacteur ou les PNJ. Ceci aboutit à deux styles que nous appelons le style scripté d’une part et le style émergent d’autre part. Nous comparons ces styles d’un point de vue de l’écriture dans les jeux, de la notion de narrateur, de l’ouverture de l’œuvre et du style de programmation. Cette première comparaison formelle ne permet pas de tirer des conclusions convaincantes. Le cinquième chapitre est consacré à la conception et au développement d’une même installation, Le promeneur écoutant, selon les deux styles cités au chapitre précédent. La version scriptée a été réalisée dans le cadre du projet Terra Dynamica. Nous en proposons une seconde écriture en style émergent et comparons le résultat des deux approches. Nous parcourons l’ensemble des étapes de conception et de réalisation, de la spécification informelle à la programmation. Nous analysons du point de vue du concepteur ces deux styles. Nous montrons que le style émergent, séduisant à priori, aboutit à une complexité de création et de mise en œuvre très importante. Dans les deux cas, les lacunes et besoins en matière de méthodes et d’outils sont mis en évidence.Dans la conclusion, ce travail d’expérimentation est complété par une enquête donnant le point de vue de plusieurs concepteurs d’œuvres interactives sur notre problématique. Nous concluons par une synthèse de ce travail et une analyse de ses développements possibles tant sur le plan conceptuel de l’écriture que sur le développement d’outils auteurs<br>The author of this thesis has worked as music composer on numerous sound walk art installations. During the last decade, this work has been influenced by the design methods used in video games, leading to interactive sound walk pieces. In the design process of such pieces, as compared with interactive music works, the composer must write her/his sound design in a real or a virtual space according to the listener’s promenade. A way to drive this walk is to let the listener interact with the System through Non Player Characters (NPC). Such an installation shows the evolution of the composer’s role from that of a deterministic creation to a non-deterministic one. For a given piece, the creator leaves to the interactor a certain amount of freedom and to the system, according its level of self-sufficiency, a certain amount of autonomy. According to these two parameters, each art piece can be positioned somewhere within a triangle D.I.S. which vertices are the Designer, the Interactor and the System. The main goal of this thesis is to analyze the goals and the needs of the designer of such interactive pieces, in terms of methodology and tools. We begin this work by a state of the art covering various fields, from interactive art to intelligent agents. The third chapter is devoted to the analysis of interactive pieces designed by musicians, plastic artists, game designers. From this analysis we propose a set of classification criteria and we place these art works in the DIS triangle. The fourth chapter raises the problematic of our research. We assume that the choice of a position in this triangle is directly related to a choice between two writing styles, the “scripting style” and the “emergent style”. In the scripting style, the designer takes the point of view of the interactor who becomes the narrator. In the emergent style, the designer takes the point of view of the NPC. The two styles are first compared according to the criteria presented in the previous chapter.For a deeper analysis of the two styles, we have designed, with the help of a development team, two versions of the same interactive sound installation The Listening Walker. The installation was created in Paris during the “Futur en Seine” Festival in June 2013 and shown as an art installation for ICEC 2013 in Sao paulo.The goal of this sound walk is to discover a virtual district of Paris around the Pantheon. This installation is designed as a video game with different levels of exploration. The player’s reward is the discovery of the city mainly via sound. Success depends on his listening behavior: NPC are moving around him, interpreting his moves, the direction he takes and the time spent listening particular sounds. Depending upon the listener’s attitude, each NPC has his own reaction such as running away, getting closer to the listener, ignoring him or helping him to discover secret areas. In the fifth chapter, we present the whole creation and development process of the two versions of the installation. It starts with the constraints and artistic choices. The informal specifications of the two versions are presented and the methods and programming methodologies used described. In both cases, the lack of efficient tools for non programmers is pointed out. This experiment shows also the great complexity of the emergent style compared to the scripting style: it is much more difficult to specify a world than to write a story, even an interactive one.In the conclusion, we corroborate our analysis with the point of view of creators working in different fields from interactive music to game design. Some possible extensions of this work are then presented
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22

Corrêa, Francisco Tupy Gomes. "Ponto de equilíbrio entre a nova teoria da comunicação, o ví­deo game e o minecraft." Universidade de São Paulo, 2017. http://www.teses.usp.br/teses/disponiveis/27/27161/tde-17042018-143348/.

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Eu jogo, tu jogas e nós? Nós jogamos ou somos jogados? Eu me comunico? Tu te comunicas comigo? Nós nos comunicamos enquanto jogamos? Talvez a resposta rasa a qual somos induzidos a pensar seja: \"Sim! e como nos comunicamos.\" De forma mais elaborada, a ideia da pesquisa em questão é: qual a sinergia que ocorre entre o jogar e o comunicar, considerando que o comunicar não é algo que emula a comunicação, que promove o êxodo para o virtual, que coloca o jogador enquanto objeto de jogo tal como um peão. Comunicar é algo que sente, que frui, que nos atravessa, que permeia a nossa sensibilidade e imbrica aquilo que somos com aquilo que passamos a ser. Por isso, a proposta aqui é a de buscar apreensão do fenômeno que o jogo promove, considerando a Nova Teoria da Comunicação, O Princípio da Razão durante, o metáporo e demais terminologias desenvolvidas por Ciro Marcondes Filho e o Grupo FiloCom. Abordar o jogar pelo suporte do videogame para buscar o sutil, o ponto de equilíbrio do lúdico interativo na comunicação, que não nos mantém a mesma pessoa ao terminarmos de jogar. O jogo proposto como objeto de estudo, Minecraft, trata de um fenômeno, pois não só coloca o jogador como um produtor de conteúdo audiovisual mas permite que os usuários transformem e traduzam a realidade para eles. A questão, contudo é: será que os usuários traduzem os blocos que manipulam, que lhes é informado e supostamente comunicado em realidade? O objetivo aqui é o de compreender o jogo por este olhar, buscando as contribuições teóricas do ponto de vista do Princípio da Razão Durante (viés Comunicacional, Tecnológico e Sistêmico) e práticas (Reflexão, Criação, Apreensão e Popularização do conhecimento).<br>I play, you play, and what about us? Do we play or are we played? Do I communicate myself? Do you communicate with me? Do we communicate while we play? Perhaps the shallow answer we are led to think is, \"Yes! and how we communicate. \" More elaborately, the idea of the research in question is the synergy that occurs between playing and communicating, considering that communication is not something that emulates communication, which promotes a escape to the virtual, which places the player as an object like a pawn. Communicating is something that one feels, that flows naturally, that permeates our sensitivity and connects what we are with what we become. Therefore, this proposal involves studying the phenomenon that the game promotes, considering the New Theory of Communication, The Principle of Reason During, the metapore and other terminologies developed by Ciro Marcondes Filho and the FiloCom Group. The best approach to playing the game is through the support of the video game in order to seek the subtle, the point of balance of interactive playful communication, which somehow changes us when we finish playing. The game is proposed as an object of study. Minecraft, deals with a phenomenon, as it not only places the player as an audiovisual content producer but allows users to transform and translate reality into them. The question, however, is: do users translate the blocks they manipulate, which are informed and supposedly communicated in reality? The objective here is to understand the game through this lens, seeking the theoretical contributions from the point of view of the Principle of Reason During (Communication, Technological and Systemic bias) and practices (Reflection, Creation, Seizure and Popularization of knowledge).
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Rocha, Wesley Rodrigues. "O JOGO E O XADREZ: Entre Teorias e a História." Pontifícia Universidade Católica de Goiás, 2009. http://localhost:8080/tede/handle/tede/2252.

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Made available in DSpace on 2016-08-10T10:34:49Z (GMT). No. of bitstreams: 1 Wesley Rodrigues Rocha.pdf: 461326 bytes, checksum: 6bdd8af6cf4e5ecab2fea8efd2b7eadd (MD5) Previous issue date: 2009-09-09<br>This paper analyzes the game and discusses about it as a part of culture and as a historical phenomenon. By considering culture as the set of significations produced by men throughout history, and the game as an element of a culture codified universe, it analyzes the relationship between game practice and the values of societies that adopt them. It also analyzes games in general and highlights the chess game, more specifically, as a representative side view of the relationship society/game. This work presents an overview of the chess game history, which began in the sixth century, and investigates its development, noticing changes that were made and metaphors that were produced throughout history, especially the representation of the old war and of the medieval society, showing how social changes influenced in many ways on this game, which is very antique. It discusses the importance of chess competitions during the Cold War period, showing how the communist and the U.S. governments valued their players victories. It also relates how this game was emphasized in the National Curricular Parameters (PCNs) and how the chess game has been used in schools as a pedagogical tool. Analyses are based on concepts developed by Huizinga (2007), especially in his book Homo ludens: game as a part of culture ( Homo ludens: o jogo como elemento da cultura ), published in 1938, in which the author considers the game as a primary category of life, from which culture arises in the form of language and poetry, and of rituals and sacred things, noticing, therefore, its importance to reasoning (homo sapiens) and construction of tools (homo faber). This study notices Huizinga's thesis about the decline of the playfulness factor in society by observing practices and highlights that are provided to contemporary competitions, such as the Olympics and world tournaments. It shows that in modern and contemporary society, the game has followed culture much more in the sense of one of its main features, the competition, rather than in the sense of the playfulness factor, as Huizinga argues. However, regarding the chess game, this study supports the idea that, despite the seriousness nature of tournaments and its pedagogical use, often as a compulsory subject in school curricula, the practice of chess playing is still encouraged by the playful competition. Another idea that is supported in this work is the fact that the seriousness of chess matches favors the playfulness factor, whether in school, where people seek to show citizenship attitudes through the game practice, or in matches that are played by amateurs and scholars.<br>Este trabalho analisa e discute o jogo como elemento da cultura e como fenômeno histórico. Considerando a cultura como o conjunto de significações produzidas pelos homens no transcorrer da história, e o jogo como um elemento no universo codificado de uma cultura, procura analisar a relação existente entre a prática dos jogos e os valores das sociedades que os adotam. Analisa os jogos de uma maneira geral e destaca como recorte representativo dessa relação sociedade/jogo mais especificamente o jogo de xadrez. Apresenta uma visão geral da história do jogo de Xadrez, cujas origens datam do século VI e investiga o seu desenvolvimento, observando as mudanças sofridas e as metáforas produzidas no transcorrer da história, principalmente a da representação da guerra antiga e da sociedade medieval, mostrando como as transformações sociais exerceram influências de diversas ordens sobre esse jogo de origens tão antigas. Discute a importância atribuída às competições de xadrez durante o período da Guerra Fria, mostrando a valorização dada pelo governo comunista e norte-americano às vitórias de seus jogadores. Comenta também o destaque dado ao jogo nos PCN s e o uso que se tem feito do Xadrez nas escolas como instrumento pedagógico. As análises fundamentam-se nos conceitos elaborados por Huizinga (2007), especialmente em seu livro Homo ludens: o jogo como elemento da cultura , publicado em 1938, em que o autor considera o jogo como uma categoria primária da vida, de onde nasce a cultura sob a forma de linguagem e poesia, de ritual e de sagrado, considerando, assim, sua importância junto ao raciocínio (homo sapiens) e à construção de ferramentas (homo faber). Este estudo considera a tese huizinguiana do declínio do fator lúdico na sociedade ao observar as práticas e os destaques dados às competições contemporâneas como as Olimpíadas e os torneios mundiais. Mostra o fato de que, na sociedade moderna e contemporânea, o jogo tem acompanhado a cultura muito mais no sentido de uma de suas principais características, a competição, em detrimento do fator lúdico, tal como defende Huizinga. Todavia, em relação ao jogo de Xadrez este estudo defende a idéia de que, apesar do caráter de seriedade de que se revestem os torneios e de seu uso pedagógico, muitas vezes como disciplina obrigatória nos currículos escolares, a prática do enxadrismo é ainda fomentada pela competição lúdica. Outro aspecto que é defendido neste trabalho é o fato de que a seriedade que envolve as partidas de xadrez favorece o fator lúdico, quer seja na escola, em que se procura mostrar atitudes de cidadania por meio da prática do jogo, quer seja em partidas disputadas por amadores e estudiosos.
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24

Buiron, Laurent. "Etude des couplages trilineaires anormaux entre les bosons z et gamma aupres de l'experience cms au lhc." Université Louis Pasteur (Strasbourg) (1971-2008), 1998. http://www.theses.fr/1998STR13022.

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Le travail presente dans cette these est une etude du potentiel de decouverte des couplages trilineaires anormaux z gamma avec le detecteur cms au lhc. La signature typique de ces couplages demande une mesure precise de la distribution en moment transverse du photon produit dans l'etat final. Nous avons montre que, tant le traitement de la chaine de lecture du calorimetre electromagnetique que l'utilisation d'estimateurs de l'energie specifiques ne degradaient pas cette mesure sur toutes la gamme dynamique. Afin d'evaluer le potentiel de decouverte de ces couplages avec le detecteur cms, nous avons pu etablir que, dans la voie e#+e#- gamma, l'efficacite totale de reconnaissance du signal etait de l'ordre de 64 %. Une analyse de la forme de la distribution en moment transverse nous permet de degager les valeurs limites des constantes de couplage accessibles avec cms : |h#4#0|<1. 5 10#-#3 pour h#3#0 = 0, |h#3#0|<2. 2 10#-#2 pour h#4#0 = 0 (1) pour une luminosite integree de 10#5 pb#-#1 et une energie d'echelle de 1. 5 tev (une annee de prise de donnees a 10#3#4 cm#-#2s#-#1).
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25

Montbarbon, Eva. "Etude des phénomènes photophysiques de la discrimination entre neutrons rapides et photons gamma dans les scintillateurs plastiques." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLN040/document.

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Le contexte de ce doctorat s’inscrit dans la lutte contre les risques de terrorisme nucléaire et radiologique (acronyme NRBC-E). La détection de ces matières dangereuses, car émettrices de neutrons, s’effectue traditionnellement à l’aide de compteurs proportionnels à Hélium-3. Or, l’annonce de la pénurie de ce gaz depuis plus d’une dizaine d’années pousse à concevoir des détecteurs aussi performants. L’émission neutronique étant toujours accompagnée d’un flux gamma, les détecteurs doivent discriminer ces deux contributions. Les scintillateurs plastiques, polymères radioluminescents, peuvent opérer cette séparation. Celle-ci s’effectue alors sur le déclin de l’impulsion lumineuse. Née en 1968, la théorie de Voltz et Laustriat fournit une explication de la discrimination neutron/gamma dans les scintillateurs organiques (« Pulse Shape Discrimination », PSD). Ainsi, le sujet du doctorat est d’appréhender les phénomènes photophysiques ayant lieu dans ces matériaux, plus particulièrement sous forme plastique, après l’interaction neutron/matière ou gamma/matière mais avant l’émission de photons de scintillation. Nous avons d’abord dressé un état de l’art des scintillateurs plastiques discriminants de 1959, année du premier matériau préparé, jusqu’à aujourd’hui. Nombre de compositions chimiques ont été décrites dans la littérature ; ces travaux mettent en évidence les compositions chimiques permettant la discrimination neutron/gamma. Compte-tenu de l’extrême complexité de modéliser l’interaction rayonnement/matière (énergies de l’ordre du MeV) suivie des transferts photophysiques (de l’ordre de l’eV), nous avons caractérisé des scintillateurs plastiques préparés au laboratoire. Ainsi, nous avons mis en place une chaîne d’acquisition numérique permettant la discrimination neutron/gamma. Nous avons ensuite testé l’influence de paramètres intrinsèquement liés à la nature du matériau : la préparation chimique, le volume et le fluorophore secondaire. Nous avons constaté que la reproductibilité des matériaux plastiques est complexe à obtenir. Du reste, le fluorophore secondaire et sa concentration doivent être soigneusement sélectionnés selon le volume du scintillateur afin d’éviter l’auto-absorption. Grâce à des mesures d’absorption transitoire, nous avons identifié le transfert photophysique conférant un rôle important au fluorophore secondaire. Par ailleurs, nous avons évalué l’influence de critères extrinsèques aux scintillateurs plastiques, plus spécifiquement l’influence d’une forte irradiation (10 kGy), sur les propriétés de discrimination neutron/gamma des matériaux. Enfin, grâce à la plateforme ELYSE (CNRS &amp; Université Paris-Sud), nous avons optiquement simulé une trace neutron dans des scintillateurs liquides et plastiques. Grâce au système de détection offrant une spectrométrie 3D en absorption transitoire et en fluorescence, nous avons élaboré une nouvelle théorie photophysique permettant d’expliquer la formation d’états excités triplets significatifs pour la discrimination neutron/gamma. Les travaux présentés ici contribuent à l’appréhension des phénomènes photophysiques responsables de la discrimination neutron/gamma dans les scintillateurs plastiques<br>The context of this PhD lies within the framework of fighting against nuclear and radiological threats (CBRN-E acronym). These hazardous materials can emit neutrons. Neutrons can traditionally be detected thanks to a proportional counter based on Helium-3 gas. However, the last decade announced the shortage of this gas, leading therefore scientists to design new detectors, which are as effective as proportional counters. Neutrons are always emitted with a gamma rays flux. So detectors have to discriminate between these two contributions. Plastic scintillators, which are radioluminescent polymers, can effectively operate this separation. This discrimination between neutrons and gamma rays is made thanks the decay of the light pulse. Born in 1968, Voltz and Laustriat’s theory explains neutron/gamma discrimination in plastic scintillators (also named Pulse Shape Discrimination, PSD). Thus, the subject of this PhD is to understand photophysical phenomena in plastic scintillators, which take place after neutron/matter or gamma/matter interaction but before the emission of scintillation photons. We first provided a state of the art of discriminating plastic scintillators as early as 1959 (first prepared material) until nowadays. Many chemical compositions have been described in the literature. All these works highlight the need to finely select the chemical composition allowing neutron/gamma discrimination. It is extremely hard to model the interaction of radiation with matter (energies up to the MeV range) followed by photophysical transfers (up to the eV range). This way, we characterized lab made plastic scintillators. To do this, we set up a digital detection chain for neutron/gamma discrimination measurements. We then tested the influence of intrinsic parameters to the nature of scintillators: chemical preparation, volume and secondary fluorophore have been particularly studied. We noted that scintillators reproducibility is complex to obtain. Furthermore, the secondary fluorophore and its concentration have to be selected according to the volume of the material in order to avoid self-absorption. Thanks to transient absorption measurements, we identified the photophysical transfer which allocates a significant role to the secondary fluorophore. We then evaluated the influence of extrinsic criteria on neutron/gamma properties of plastic scintillators, and specifically high irradiation doses (10 kGy). Finally, thanks to the ELYSE platform (CNRS &amp; Paris-Sud University), we optically simulated a neutron track in liquid and plastic scintillators. Thanks to the detection system offering a 3D spectrometry in transient absorption and fluorescence, we elaborated a new photophysical theory, which can explain the formation of triplet states in plastic scintillators for neutron/gamma discrimination. All these works presented herein contribute to understand the photophysical phenomena, which are responsible of neutron/gamma discrimination in plastic scintillators
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Grassi, Nicholas Bruggner [UNESP]. "A gamificação como recurso estratégico para interatividade entre mídias digitais e usuários." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/136424.

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Submitted by NICHOLAS BRUGGNER GRASSI null (nicobgrassi@gmail.com) on 2016-03-26T22:57:09Z No. of bitstreams: 1 A GAMIFICACAO COMO RECURSO ESTRATEGICO PARA INTERATIVIDADE ENTRE MIDIAS DIGITAIS E USUARIOS.pdf: 3137460 bytes, checksum: 28fb1144550bd5e0c0cdad725235b38b (MD5)<br>Approved for entry into archive by Ana Paula Grisoto (grisotoana@reitoria.unesp.br) on 2016-03-28T17:09:27Z (GMT) No. of bitstreams: 1 grassi_nb_me_bauru.pdf: 3137460 bytes, checksum: 28fb1144550bd5e0c0cdad725235b38b (MD5)<br>Made available in DSpace on 2016-03-28T17:09:27Z (GMT). No. of bitstreams: 1 grassi_nb_me_bauru.pdf: 3137460 bytes, checksum: 28fb1144550bd5e0c0cdad725235b38b (MD5) Previous issue date: 2016-02-18<br>A rápida ascensão da tecnologia e a transição para as mídias digitais trazem consigo certas dificuldades de adaptação. Essa “corrida digital” pode criar produtos com design confuso e que muitas vezes não agradam seu público-alvo. Nesse contexto, novas estratégias estão surgindo com o intuito de auxiliar essas mídias a serem mais colaborativas, interativas, intuitivas e divertidas. Um dos recursos que tem ganhado destaque é a gamificação, que propõe o uso de elementos de jogos em contextos não jogos. Esse trabalho tem como objetivo analisar a relevância da gamificação como estratégia para facilitar a interatividade entre os usuários e as mídias digitais, observando aplicações e fazendo uma pesquisa exploratória para identificar se os usuários de mídias digitais podem se beneficiar com o uso da gamificação. Para isso são apresentados os conceitos desse método: como aplicar, quando aplicar, além de sua história e origem nas mídias digitais e educação. Por último, este trabalho estuda alguns casos para identificar as técnicas de game design utilizadas com o intuito de facilitar a aplicação da gamificação nas mídias digitais, para que designers, professores ou qualquer desenvolvedor que opte pela gamificação como estratégia, entenda como aplicá-la de forma eficiente.<br>The fast rise of technology and the transition to digital media brings with it several adaptation difficulties. This "digital rush" generally creates products with confusing design which usually do not please the general public. So, new strategies are emerging in order to assist these media to be more collaborative, interactive, intuitive and fun. One of the features that have gained prominence is gamification, which suggests the use of game elements in non-gaming circumstances. This work aims to analyze the relevance of gamification as a strategy to facilitate interactivity between users and digital media, noting applications and making an exploratory study to identify whether users of digital media can take advantage of gamification or not. Therefore, the general concepts of this method are: how to apply, when to apply, as well as its history and origin in digital media and education. Finally, this paper studies some cases to identify game design techniques used in order to facilitate the application of gamification in digital media so that designers , teachers or any developer who opt for gamification as a strategy, understand how to apply it efficiently.
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Brion, Elisabeth. "Mesure du flux de rayons gamma entre 50 et 350 GeV du blazar Mrk 501 avec l'expérience CELESTE." Phd thesis, Université Sciences et Technologies - Bordeaux I, 2005. http://tel.archives-ouvertes.fr/tel-00089747.

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Le blazar Mrk 501 possède un spectre d'émission non thermique présentant deux composantes. La première, dominant entre le domaine radio et celui des rayons X, correspond à l'émission synchrotron du jet magnétisé, tandis que l'origine de la seconde, dans le domaine gamma de haute énergie, demeure encore sujette à discussion. Jusqu'en 1999, ce dernier domaine d'énergie n'avait été couvert qu'entre 100 MeV et 4 GeV, ainsi qu'au-dessus de 300 GeV. La mise en place de l'expérience CELESTE a comblé la fenêtre d'énergie manquante : observation de l'émission Tcherenkov produite par les rayons gamma d'énergie entre 50 et 350 GeV pénétrant l'atmosphère. Source variable, Mrk 501 a ainsi été observée en 2000 et 2001, détectée en 2000 avec calcul de son flux permettant de contraindre les modèles d'émission à haute énergie.<br />Cette thèse présente la démarche effectuée jusqu'à la détection de Mrk 501 : dans un premier temps, par la validation de l'analyse utilisée sur des observations de la nébuleuse du Crabe, chandelle standard des télescopes Tcherenkov atmosphériques ; puis la détermination des coupures d'analyse, dépendantes de la région du ciel pointée, à partir d'observations du blazar Mrk 421, de même déclinaison que Mrk 501, dont la forte activité permet une détection claire. Enfin, des simulations, tenant compte de la qualité de l'atmosphère et améliorées pour mieux reproduire le détecteur, ont permis d'établir la surface effective de l'instrument pour en déduire le flux de Mrk 501 entre avril et juin 2000. Ce flux a été comparé avec un modèle d'émission de type synchrotron self-Compton et avec des données prises en rayons X. Elles indiquent que Mrk 501 apparaissait légèrement plus actif durant cette période par rapport au reste de l'année et à l'année 2001. Une limite supérieure au flux est calculée pour l'ensemble des autres mesures. C'est une première mesure dans le domaine d'énergie 50 - 350 GeV (gamme représentant les limites en énergie pour lesquelles le taux de comptage, c'est-à-dire la convolution du spectre de l'astre avec la surface effective de collection de l'instrument, se révèle supérieur à 20 % du maximum de comptage). Elle apporte des contraintes sur la position du maximum d'émission Compton inverse et tend à favoriser, dans ce cas précis, des processus d'émission X et gamma par deux populations d'électrons différentes (la variation dans le domaine X est faible comparée à celle du domaine gamma).
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28

Michiardi, Pietro. "Mécanismes de sécurité et de coopération entre nœuds d'un réseau mobile ad hoc." Paris, ENST, 2004. http://www.theses.fr/2004ENST0033.

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Les systèmes de communication basés sur des réseaux d'entités auto organisées ne disposant pas d'une infrastructure préexistante sont amenés à jouer un rôle grandissant dans la société et l'économie moderne. Cependant, afin que des services " ad hoc " soient exploitables, ils doivent se baser sur un réseau sécurisé. La grande sensibilité des réseaux mobiles ad hoc par rapport aux réseaux dédiés comme l'Internet, est due à l'absence de noeud jouant un rôle prédéfini dans les opérations de gestion du réseau. Initialement, des applications basées sur des réseaux ad hoc ont été envisages principalement pour les situations de crise. Dans ces applications, tous les noeuds du réseau sont sous le contrôle de la même autorité et ont un but commun. Cependant, les technologies sans fil se sont sensiblement améliorées ces dernières années et des dispositifs peu coûteux ont envahi le marché. Le déploiement des réseaux ad hoc pour des applications civiles est devenu réaliste. Dans ces réseaux, les noeuds n'appartiennent généralement pas à la même structure ou organisation ni à une même autorité ; de plus, les utilisateurs ne partagent pas un but commun. Dans cette thèse nous abordons les questions de sécurité soulevées par les réseaux ad hoc ouverts. Notre étude a souligné deux axes de recherches intéressantes que nous avons étudiées d'avantage dans le reste de la thèse : la nouveauté représentée par le phénomène de l'égoïsme des noeuds qui nécessite des mécanismes d'incitation à la coopération et la tache délicate qui vise à fournir et établir des relations de confiance et de sécurité entre les noeuds sans besoin d'une infrastructure externe<br>Communication systems based on self-organizing entities that build up the network without the need or reliance for a pre-established infrastructure represent a challenging scenario that will play an important role in society and economy by providing opportunities for the creation of ad hoc networks and services. In order for these services to be successful, they must rely on a network that is secure. The increased sensibility of mobile ad hoc networks with respect to dedicated networks like the Internet derives from the lack of nodes with a predefined role that are responsible for the network operation. Initially, applications of ad hoc networks have been envisioned mainly for crisis situations. In these applications, all the nodes of the network belong to a single authority and have a common goal. However, wireless technologies have significantly improved in recent years and low-cost devices have invaded the market: the deployment of ad hoc networks for civilian applications has become realistic. In these networks, nodes typically do not belong to the same organizational structure or to a single authority and they do not pursue a common goal. The lack of an a-priori trust relationship between the members of the network renders security an essential component to enable a realistic deployment and utilization of such open networks. In this thesis we address the security issues raised by open ad hoc networks. Our research pointed out two challenging research directions that we further investigated in the reminder of the thesis: the novelty of cooperation requirements and the difficult task of providing security associations without the support of an external infrastructure
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Gamir, Luis Palafox. "A new method for the determination of the entry position of #gamma#-rays in high purity germanium detectors by current pulse analysis." Thesis, Cranfield University, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.387640.

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Sennoune, Souad. "Interactions entre medicaments antiepileptiques : etude d'un antiepileptique majeur (la carbamazepine), d'un antiepileptique d'appoint (le clobazam) et d'un antiepileptique nouvellement commercialise (le gamma vinyl gaba)." Aix-Marseille 2, 1993. http://www.theses.fr/1993AIX22964.

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Vilela, Mateus Dias. "The winter is coming : a Social TV entre Brasil e Portugal atrav?s de Game of Thrones." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2017. http://tede2.pucrs.br/tede2/handle/tede/7400.

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Submitted by Caroline Xavier (caroline.xavier@pucrs.br) on 2017-06-29T14:10:51Z No. of bitstreams: 1 TES_MATEUS_DIAS_VILELA_COMPLETO.pdf: 4755256 bytes, checksum: 7fdf5a9c2b4786683a07dec78efe1788 (MD5)<br>Made available in DSpace on 2017-06-29T14:10:51Z (GMT). No. of bitstreams: 1 TES_MATEUS_DIAS_VILELA_COMPLETO.pdf: 4755256 bytes, checksum: 7fdf5a9c2b4786683a07dec78efe1788 (MD5) Previous issue date: 2017-03-31<br>Coordena??o de Aperfei?oamento de Pessoal de N?vel Superior - CAPES<br>The postmodernism and the cyberculture transformed the way individuals relate too, not only among themselves, but also with the media. In this context, TV appears in a prominent position, either by digitalization or by the recent profound changes, especially regarding the program schedule. While some authors believe that the model of broadcasting is moving towards extinction, Social TV has shown that watching a program while the other still relevant, since the conversation about them on social networks. In this way, this research proposes to conduct a content analysis about the publications made on Twitter and Facebook, in Brazil and Portugal, around three episodes of Game of Thrones. With the objective to further the investigation on the concept of Social TV, we starts from the thesis that such a phenomenon amplifies the social bond, extending between the users that connect to unknown through the tastes, and the creation of a bond between vehicles, television and social networks.<br>A p?s-modernidade e a cibercultura transformaram a maneira como os indiv?duos se relacionam, n?o somente entre si, mas tamb?m com as m?dias. Nesse contexto, a televis?o aparece em posi??o de destaque, seja pela sua recente digitaliza??o ou pelas profundas mudan?as, principalmente no que tange a grade de programa??o. Enquanto alguns autores acreditam que o modelo de broadcasting esteja caminhando para a extin??o, a Social TV mostra que, assistir a um programa ao mesmo tempo que os demais, ainda ? relevante, visto a conversa??o sobre os mesmos nas redes sociais. Dessa forma, a presente pesquisa realiza uma an?lise de sobre as publica??es feitas, no Twitter e no Facebook, no Brasil e em Portugal, em torno de tr?s epis?dios da s?rie Game of Thrones. Tendo como objetivo aprofundar as investiga??es sobre o conceito de Social TV, parte-se da tese de que tal fen?meno amplifica o la?o social, estendendo-o entre os f?s que se ligam a desconhecidos atrav?s dos gostos, al?m da cria??o de um la?o entre os ve?culos, televis?o e redes sociais.
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Le, Prado Cécile. "Ecriture sonore : entre déterminisme, émergence et interactivité." Electronic Thesis or Diss., Paris, CNAM, 2013. http://www.theses.fr/2013CNAM0913.

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L’auteur de cette thèse a réalisé, en tant que compositeur, un ensemble d’installations sonores. Ce travail part d’une composition déterministe et linéaire et mène progressivement à une œuvre ouverte. Durant les dernières années, ce travail a été influencé par les méthodes d’écritures utilisées dans la conception de jeux vidéo, aboutissant à des œuvres sonores spatiales et interactives. Dans le processus de conception de ces dernières, le compositeur va être amené à penser la conception sonore dans un espace virtuel ou réel en fonction des déplacements d’un auditeur. Une façon de mener cette démarche est de laisser l'auditeur interagir avec le système au travers de personnages non joueurs (PNJ). Un tel choix témoigne de l'évolution du rôle du compositeur depuis la construction d’une œuvre linéaire et déterministe vers celle d’une œuvre ouverte et non déterminisme. Pour une pièce donnée, le créateur laisse à l’interacteur un certain degré de liberté et au système un certain degré d'autonomie.Nous débutons ce travail par un état de l'art couvrant divers domaines, de l'art interactif aux agents intelligents.Le troisième chapitre est consacré à l'analyse des pièces interactives conçues par des musiciens, plasticiens, designers de jeux. De cette analyse, nous dégageons un ensemble de critères de classification et nous plaçons ces œuvres d'art dans un triangle Concepteur/Interacteur/Système (C.I.S.). La position d’une œuvre dans ce triangle détermine la latitude que laisse le concepteur aux deux autres protagonistes.Le quatrième chapitre pose la problématique de cette thèse. Nous sommes partis du fait qu’une méthode et à fortiori des outils informatiques sont souvent liés à un style d’écriture. L’histoire des outils d’écriture informatique, jusqu’aux moteurs de jeux vidéo, reflète des visions différentes de ce qu’est la notion d’interactivité dans un domaine et à une époque donnée. Nous proposons ici que le concepteur puisse prendre le point de vue d’un des deux autres protagonistes: l’interacteur ou les PNJ. Ceci aboutit à deux styles que nous appelons le style scripté d’une part et le style émergent d’autre part. Nous comparons ces styles d’un point de vue de l’écriture dans les jeux, de la notion de narrateur, de l’ouverture de l’œuvre et du style de programmation. Cette première comparaison formelle ne permet pas de tirer des conclusions convaincantes. Le cinquième chapitre est consacré à la conception et au développement d’une même installation, Le promeneur écoutant, selon les deux styles cités au chapitre précédent. La version scriptée a été réalisée dans le cadre du projet Terra Dynamica. Nous en proposons une seconde écriture en style émergent et comparons le résultat des deux approches. Nous parcourons l’ensemble des étapes de conception et de réalisation, de la spécification informelle à la programmation. Nous analysons du point de vue du concepteur ces deux styles. Nous montrons que le style émergent, séduisant à priori, aboutit à une complexité de création et de mise en œuvre très importante. Dans les deux cas, les lacunes et besoins en matière de méthodes et d’outils sont mis en évidence.Dans la conclusion, ce travail d’expérimentation est complété par une enquête donnant le point de vue de plusieurs concepteurs d’œuvres interactives sur notre problématique. Nous concluons par une synthèse de ce travail et une analyse de ses développements possibles tant sur le plan conceptuel de l’écriture que sur le développement d’outils auteurs<br>The author of this thesis has worked as music composer on numerous sound walk art installations. During the last decade, this work has been influenced by the design methods used in video games, leading to interactive sound walk pieces. In the design process of such pieces, as compared with interactive music works, the composer must write her/his sound design in a real or a virtual space according to the listener’s promenade. A way to drive this walk is to let the listener interact with the System through Non Player Characters (NPC). Such an installation shows the evolution of the composer’s role from that of a deterministic creation to a non-deterministic one. For a given piece, the creator leaves to the interactor a certain amount of freedom and to the system, according its level of self-sufficiency, a certain amount of autonomy. According to these two parameters, each art piece can be positioned somewhere within a triangle D.I.S. which vertices are the Designer, the Interactor and the System. The main goal of this thesis is to analyze the goals and the needs of the designer of such interactive pieces, in terms of methodology and tools. We begin this work by a state of the art covering various fields, from interactive art to intelligent agents. The third chapter is devoted to the analysis of interactive pieces designed by musicians, plastic artists, game designers. From this analysis we propose a set of classification criteria and we place these art works in the DIS triangle. The fourth chapter raises the problematic of our research. We assume that the choice of a position in this triangle is directly related to a choice between two writing styles, the “scripting style” and the “emergent style”. In the scripting style, the designer takes the point of view of the interactor who becomes the narrator. In the emergent style, the designer takes the point of view of the NPC. The two styles are first compared according to the criteria presented in the previous chapter.For a deeper analysis of the two styles, we have designed, with the help of a development team, two versions of the same interactive sound installation The Listening Walker. The installation was created in Paris during the “Futur en Seine” Festival in June 2013 and shown as an art installation for ICEC 2013 in Sao paulo.The goal of this sound walk is to discover a virtual district of Paris around the Pantheon. This installation is designed as a video game with different levels of exploration. The player’s reward is the discovery of the city mainly via sound. Success depends on his listening behavior: NPC are moving around him, interpreting his moves, the direction he takes and the time spent listening particular sounds. Depending upon the listener’s attitude, each NPC has his own reaction such as running away, getting closer to the listener, ignoring him or helping him to discover secret areas. In the fifth chapter, we present the whole creation and development process of the two versions of the installation. It starts with the constraints and artistic choices. The informal specifications of the two versions are presented and the methods and programming methodologies used described. In both cases, the lack of efficient tools for non programmers is pointed out. This experiment shows also the great complexity of the emergent style compared to the scripting style: it is much more difficult to specify a world than to write a story, even an interactive one.In the conclusion, we corroborate our analysis with the point of view of creators working in different fields from interactive music to game design. Some possible extensions of this work are then presented
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33

Boyer, Sébastien. "Dans le cadre du nouveau cycle de combustible ²³²Th/²³³U, détermination de la section efficace de capture radiative ²³³Pa(n,γ) pour des énergies de neutrons comprises entre 0 et 1 MeV". Bordeaux 1, 2004. http://www.theses.fr/2004BOR12862.

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Dans l'optique d'un développement durable du nucléaire, un des thèmes de recherche du CNRS dicté par la loi Bataille de 1991, est l'étude d'une nouvelle filière nucléaire utilisant un combustible à base de minerai de Thorium (232Th) où le noyau fissile est l'233U. Le principal intérêt de ce type de combustible réside dans sa particularité de produire les déchets transuraniens en beaucoup plus faible quantité que les réacteurs à eau pressurisée actuels. Cependant certaines données nucléaires importantes concernant cette nouvelle filière sont très mal connues comme par exemple celles relatives au noyau charnière Protactinium 233 (233Pa). Sa période de 27 jours lui confère un rôle particulier dans le cycle mais en raison de sa trop forte activité l'étude de ce noyau relève du défi expérimental. Pour contourner cette difficulté, la probabilité d'émission de rayonnements gamma dans la réaction induite par neutrons 233Pa(n,γ) entre 0 et 1 MeV d'énergie neutron a été déterminée à partir de la réaction de transfert 232Th(3He,p)234Pa*. Le dispositif de mesure permettait d'identifier la particule de sortie signant ainsi la voie de réaction tandis que des scintillateurs de type C6D6 permettaient la détection en coi͏̈ncidence des rayonnements gamma émis. La méthode d'analyse des évènements gamma a nécessité la pondération des spectres de photons par des fonctions mathématiques calculées dites "fonctions de poids". Leurs déterminations requièrent néanmoins une connaissance parfaite du comportement des scintillateurs (efficacité, fonctions de réponse) dans la géométrie choisie. Pour ce faire une étude préliminaire a été réalisée à l'aide de sources gamma et avec des réactions induites par protons sur des noyaux légers. Les simulations utilisant le code de transport MCNP ont été validées par les résultats expérimentaux.
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Bradfield, Anthony J. "Essays in Experimental and Behavioral Economics." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1462809049.

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Pylro, Simone Chabudee. "Atividades lúdicas entre adultos jovens: um estudo com universitários capixabas." Universidade Federal do Espírito Santo, 2004. http://repositorio.ufes.br/handle/10/6667.

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Made available in DSpace on 2016-12-23T14:38:00Z (GMT). No. of bitstreams: 1 Dissertacao Versao final Simone C Pylro[2].pdf: 508139 bytes, checksum: 480ca96cff0cd3a9b1073b75d02715e1 (MD5) Previous issue date: 2004-05-28<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico<br>Buscou-se averiguar nesta pesquisa atividades lúdicas preferidas e praticadas por adultos jovens. Investigou-se, por meio da aplicação de um questionário a 213 universitários entre 21-40 anos, se a diferenciação da preferência lúdica se evidencia na idade adulta, em função do gênero. Verificou-se que pouco tempo tem sido dedicado aos jogos e brincadeiras no dia-a-dia dos participantes. As atividades preferidas foram: namorar, estar com amigos, ir ao cinema, ouvir música e assistir TV. Entre as atividades tipicamente masculinas destacaram-se futebol e jogos/ brincadeiras agressivas. As atividades lúdicas consideradas tipicamente femininas estão relacionadas, principalmente, a jogos simbólicos. Entre os fatores que dificultam a prática de atividades lúdicas sobressaíram: trabalho, estudo e cansaço. Perceberam-se diferenças marcantes, segundo os gêneros, no que diz respeito às atividades lúdicas praticadas, bem como ao tempo dedicado a tais atividades.<br>The intention of this research was to investigate the favorite ludic activities carried out by young adults. The investigation employed a questionnaire, applied to 213 Capixaba university students aged between 20 and 40 years old, to find out if the differentiation in ludic preference evidences in adulthood, in function of the gender. It was verified that, on a daily basis, very little time was dedicated to games and play. The favorite activities were dating, being with friends, going to the movies, listening to music and watching TV. Amongst the men, typical activities were soccer and aggressive games/ playing activities. Ludic activities considered typically female were mainly related to symbolic games. Among the reasons causing difficulties for ludic activities, the most prominent were work, study and fatigue. It was evident the notorious differences, according to gender, regarding the ludic activities performed, as well as the time dedicated to such, in function of gender.
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ROCHA, ANDRE M. "Comparação entre a nefrotoxicidade da crotoxina nativa e a irradiada com raios gama de Co-60 em camundongos." reponame:Repositório Institucional do IPEN, 2016. http://repositorio.ipen.br:8080/xmlui/handle/123456789/26084.

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Submitted by Claudinei Pracidelli (cpracide@ipen.br) on 2016-04-08T13:20:45Z No. of bitstreams: 0<br>Made available in DSpace on 2016-04-08T13:20:45Z (GMT). No. of bitstreams: 0<br>Dissertação (Mestrado em Tecnologia Nuclear)<br>IPEN/D<br>Instituto de Pesquisas Energeticas e Nucleares - IPEN-CNEN/SP
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Chi, Mengyang. "Essays on Financial Economics." Diss., Virginia Tech, 2021. http://hdl.handle.net/10919/103032.

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This dissertation consists of three papers. In the first paper, I study firms' capital raising decisions in a two-stage signaling game. In the model, firms can issue debt or equity to finance sequentially arriving investment projects. Management is assumed to have an initial information advantage over investors. However, when a firm's decision in the first stage can change investors' beliefs and, consequently, impact the security issuance in the second stage, its optimal choice differs significantly from the strict debt-equity preference in a comparable one-stage model. In equilibrium, a dynamic pecking order arises, suggesting that the information friction can solely explain various aspects of observed corporate financing behavior. The second paper is coauthored with Hans Haller. In this paper, we model how different wealth constraints among investors affect an entrepreneur's way of raising capital, his share of project NPV, and his ownership of the new firm. Combining cooperative and noncooperative approaches, we develop and analyze a bargaining framework and demonstrate cases in which a fair division cannot be achieved when sharing of cost and sharing of return are jointly considered. Our results cover conditions on how the entrepreneur can strategically achieve larger net wealth accumulation, and when he can obtain control of the firm. We further discuss the entrepreneur's preferences on the firm's ownership dispersion level under public financing. The third paper argues that although innovation is costlier than imitation, the incumbent firm is endowed with an advantage of enhancing its product ahead of potential competitors. In a model that connects consumers' utility with firms' production, I show that the incumbent's product enhancement decision can foster the creation of a better product, improve consumers' utility, and deter entrance from competitors. The pace of creative activities is determined by the incumbent's potential of improving its product quality and the nature of product differentiation in the industry. Thus, creative destruction may not manifest itself as new firms replacing the incumbent, but as the incumbent constantly renovating its product.<br>Doctor of Philosophy<br>This dissertation consists of three papers. In the first paper I study the adverse selection problem faced by firms in a dynamic information environment, the difference between incentives provided by debt and equity securities, and how different contracts and model settings affect the equilibrium outcome, investment efficiency, and social welfare. The premise of the first paper is that dynamic elements of information asymmetry are key to better understanding how firms raise capital. This study aims to provide a more complete description and improve our understanding of the role of information in capital markets and how asymmetric information might interact with other market frictions. In the second paper I study the origin of the firm and the bargaining problem between entrepreneurs and investors. This second paper intends to provide one possible answer for the question why firms do exist. The main point in the paper is that even when we abstract away from standard frictions like adverse selection or moral hazard, an entrepreneur still has to bargain with investors to raise the required amount of capital. The firm has to be established to enforce the bargaining outcome, which takes the form of an ownership contract, because there is a time gap between conducting the investment and when the proceed can be realized. Another purpose of this second study is to investigate fairness instead of efficiency. Finally, in the third paper, I address the question how and when an incumbent monopolist can deter entry by means of investment in product quality enhancement. In some industries, creative destruction can be frequently observed: Incumbent firms are replaced by new firms that offer slightly different but better products. On the other hand, in a number of industries incumbent firms are at the forefront of innovation and stay ahead of potential entrants. I consider a model that allows for the latter fact combined with another frequent fact: that potential entrants more or less copy the incumbent's prior product, regardless of existence and enforcement of intellectual property rights. This third paper offers predictions on product innovation and market failure across firms and industries.
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Ribeiro, Alan Augusto Moraes. "Jogos de ofensas: epítetos verbais entre estudantes de uma escola na Amazônia." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/48/48134/tde-17082016-165848/.

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Na presente tese desenvolvo um estudo sobre os jogos de ofensas entre estudantes do ensino medio da Escola de Aplicação da Universidade Federal do Para (EAUFPA), realizados por meio de trocas de epítetos verbais e atos não-verbais entre dois ou mais participantes. Estes jogos de ofensas integram um conjunto de praticas relacionais e tipos de interação social que se remetem a processos identitarios a partir da intersecção das categorias raça, genero e classe. Por meio de pesquisa etnografica e entrevistas, descrevo as maneiras pelas quais as diferentes definições sobre o que e ofensivo-insultuoso e o que e comico entre os estudantes se relacionam com processos de percepção de si dentro do cotidiano escolar, fazendo surgir micro-hierarquias, procedimentos relacionais de subordinação e atos de humilhação social entre os envolvidos nas trocas verbais, bem como outras modalidades conflitivas de interação social dentro desta escola. Esta tese procura destacar variabilidades e arbitrariedades nas definições nativas acerca do que seria ofensividadeinsultuosidade ou brincadeira entre os sujeitos da pesquisa, usando para isso diferentes relatos e narrativas registradas junto aos entrevistados como definições semânticas polarizadas. Em outras palavras, procuro identificar, compreender e descrever etnograficamente em que momentos e situações um epíteto verbal ou um ato não-verbal passa a ser definido como ofensivo-insultuoso. Analisando entrevistas formais e conversas informais, tento descrever como um vocabulo ou uma ação não-verbal mobilizam uma ofensividade-insultuosidade oposta a uma comicidade-ludicidade em certos momentos, mas em outros não. Qual e a influencia da sociabilidade escolar, das vivencias e experiencias construídas entre os estudantes na escola sobre a definição do que e considerado ofensivo e, de outro modo, do que e comicidade? O que e vivido em outros espaços não escolares pelos estudantes influencia nestas definições sobre ofensividade ou brincadeira na escola? Quais são os termos nativos usados para identificar estas trocas verbais? Como estas praticas mobilizam raça, genero e classe para tecer masculinidades, feminilidades e políticas relacionais que estabelecem aliados e adversarios, amizades e inimizades entre os estudantes? Inicialmente, apresento tais jogos como tipos de altercações e contendas que abarcam, de modo simultâneo, tanto insultos estigmatizantes que se referem caricaturalmente a estereotipos coletivos imputados de modo grotesco a alguem com base em situações e condutas que divergem ou não de um padrão comportamental definido como norma na sociabilidade estudantil, como galhofas e zombarias aceitas ludicamente entre os estudantes que se aproximam e sedimentam entre si relações grupais na escola. Depois, estipulo tres modalidades heurísticas de jogos verbais (sistematizadas a partir de estudos feitos sobre o tema) que interagem entre si para ajudar a compreender as complexidades das praticas observadas. A primeira consiste em um jogo de insultar que mobiliza epítetos e atos ofensivos, humilhantes que implicam em danos identitarios e perdas relacionais entre os envolvidos. A segunda e o jogo de brincar, uma troca que envolve eminentemente a ludicidade, a jocosidade, e, no limite, uma comicidade conflitiva. A terceira e o jogo de insultar e de brincar, uma troca que envolve ludicidade, comicidade e jocosidade mas que pode fazer surgir insultuosidade, danos identitarios e perdas relacionais para os envolvidos. Procuro tambem descrever praticas e sujeitos que mobilizam de modo específico insultos verbais raciais e sexuais remissivos a estereotipos, masculinidades e feminilidades racializadas em uma perspectiva que ressalta a agencia política de jovens homens negros e jovens mulheres negras.<br>This thesis presents a study of offensive games played among middle school students attending the Application School of the Federal University of Para. These games consist of exchanges of verbal insults and/or non verbal acts between two or more participants. All of these pranks are composed of a group of interpersonal relationships and social interactions that relate to identitary processes involving the intersection of social categories such as race, gender and class. By way of ethnographic research and interviews, I describe the ways in which the different conceptions of what is considered offensive or derogatory and what is considered funny among the students is related to processes of self perception in their daily school life that bring forth the microhierarchies, subordination procedures and humiliation practices between the students involved in the pranks as well as other conflictive modalities of social interaction in the school. This dissertation points to making visible the variabilities and arbitrary aspects present in the native definitions of what is considered offensive-derogatory or mere joking among the research subjects using different accounts or narratives developed by the interviewees as polarized semantic definitions. In other words, I will identify, explain, and describe ethnographically in what moments and situations a verbal epithet or a non verbal act comes to be defined as offensive-derogatory. Analyzing formal interviews and informal conversations I intend to describe how is it that a word or a non verbal act mobilizes an offensive insult that opposes a comic-ludicity in some moments but in others not. Some of the main questions that this dissertation explores are: What is the influence of the school socialization and the lived experiences of the students in the school on their definitions of what is considered offensive and what is considered a joke? Do their lived experiences in spaces outside the school influence these definitions of what is an insult or a joke in the school? What are the native terms used to identify these verbal exchanges? How do these practices mobilize race, gender and class to weave masculinities, femininities and interpersonal politics that establish allies and adversaries friendships and animosities between the students? From the beginning I present these pranks or games as arguments and exchanges that are composed simultaneously of stigmatizing insults that make reference to collective caricature stereotypes imposed over someone grotesquely because of situations and behaviors that are different or not from a established behavioral pattern defined as the norm of the school socialization,or in other words as normal and accepted jokes and pranks between the students that develop group relationships or cliques in the school. Afterwards, I establish three heuristic modalities of verbal jokes (sistematized after research done on the topic) that interact within themselves to comprehend the complexities of the observed practices. The first of these modalities consists on a insult game that mobilizes words and offensive humiliating acts that end in identity damages and broken relationships among the students involved. The second modality is the joking game, an exchange that involves playfulness and, on its limits, a problematic comic relief. The third modality is the joking and insulting game, this exchange involves ludic characteristics, playfulness and comic relief that may result in insults, identity damages and broken relationships among the students involved. I also describe subjects and practices that mobilize in a specific manner verbal insults of racial or sexual nature that reference to stereotypes, racialized masculinities and femininities from a perspective that visibilizes the political agency of Black young middle class men and Black young working class women.
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Délignac, Quentin. "Etude des contributions protons et neutrons à l'excitation des états 2+ des isotopes de silicium entre N=20 et N=28." Electronic Thesis or Diss., Bordeaux, 2025. http://www.theses.fr/2025BORD0034.

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Cette thèse porte sur l'étude expérimentale de la structure de noyaux exotiques riches en neutrons au voisinage des fermetures de couches N=20 et N=28 afin de contraindre l'interaction nucléon-nucléon. Des études précédentes ont montré une apparition soudaine de la déformation à N=20 entre les isotones de 34Si et 32Mg tandis qu'une région de déformation se développe tout le long de la chaine isotonique N=28 entre le noyau doublement magique et sphérique 48Ca (20 protons/28 neutrons) et le noyau 42Si qui est extrêmement déformé malgré son caractère semi-magique (14 protons/28 neutrons). De plus, alors que la déformation du 32Mg trouve son origine dans la réduction de la fermeture de couche N=20, il a été montré que la déformation à N=28 résulte d'excitations neutrons au-dessus de la fermeture de couches N=28 mais aussi d'excitations protons au-dessus de la sous-couche Z=14. Ces réductions de fermetures de couches sont interprétées comme résultant de la composante monopolaire tenseur de l'interaction nucléon-nucléon, mais pourrait aussi, à N=28, être favorisée par une réduction de la force spin-orbite. Le but de ce travail a été de suivre l'évolution de la déformation le long de la chaine isotopique des Si, entre le noyau sphérique 34Si (N=20) et le noyau déformé 42Si (N=28) avec une attention particulière sur le développement de la collectivité induite par les protons, absente à N=20 et qui apparaît comme indispensable pour décrire la région de N=28. Pour ce faire, une expérience a été réalisée afin de mesurer la section efficace de la diffusion inélastique de protons et la section efficace d’excitation Coulombienne permettant la détermination des valeurs de B(E2, 0+ -&gt; 2+) pour les noyaux de 36Si et 38Si.L’expérience a été réalisée durant la campagne 2022 du spectromètre LISE (Ligne d’Ions Super Epluchés) au GANIL (Grand Accélérateur National d’Ions Lourds). Le spectromètre permettait de produire et sélectionner les noyaux d’intérêts de 36Si et 38Si mais aussi des noyaux de références comme les 40S et 42S. En vue de mesurer les sections efficaces, l'expérience était composée de deux dispositifs indépendants placés en série sur la ligne de physique de façon à utiliser le même faisceau radioactif et permettre ainsi de maximiser l'utilisation du faisceau et d'avoir les mêmes conditions expérimentales pour les deux mesures (expérience en mode « Brochette »). Le premier dispositif utilisé était le détecteur ACTAR TPC (Active Target Time Projection Chamber) afin de mesurer la section efficace de diffusion inélastique de protons. Le deuxième dispositif était dédié à l’étude de l’excitation Coulombienne par la mesure des valeurs de B(E2, 0+ -&gt; 2+) et faisait appel à l'utilisation de différents types de détecteurs pour la mesure de la cinématique des ions lourds (énergie, positions) et pour la mesure des rayonnements gammas provenant de la désexcitation des noyaux. Nous présenterons dans ce manuscrit les résultats de l’excitation Coulombienne et donnerons de nouvelles valeurs expérimentales pour les B(E2) des noyaux de 36Si et 38Si. Sur le plan théorique, ces résultats seront l'occasion de revisiter l’interaction SDPF élaborée pour décrire l'évolution de la structure nucléaire dans les régions de N=20 et N=28<br>This thesis focuses on the experimental study of the structure of exotic neutron-rich nuclei in the vicinity of the N=20 and N=28 shell closures in order to constrain the nucleon-nucleon interaction. Previous studies have shown a sudden emergence of deformation at N=20 between the 34Si and 32Mg isotones, while a region of deformation develops along the entire N=28 isotonic chain between the doubly magical and spherical 48Ca nucleus (20 protons/28 neutrons) and the 42Si nucleus, which is extremely deformed despite its semi-magical character (14 protons/28 neutrons). Furthermore, while the deformation of 32Mg is due to the reduction of the N=20 shell closure, it has been shown that the deformation at N=28 results from neutron excitations above the N=28 shell closure and also from proton excitations above the Z=14 subshell. These reductions in shell closures are interpreted as resulting from the monopole tensor component of the nucleon-nucleon interaction, but could also, at N=28, be favoured by a reduction in the spin-orbit force. The aim of this work was to follow the evolution of the deformation along the Si isotopic chain, between the spherical nucleus 34Si (N=20) and the deformed nucleus 42Si (N=28) with particular attention to the development of the proton-induced collectivity, absent at N=20 and which appears to be essential for describing the N=28 region. To achieve this purpose, an experiment was performed to measure the cross-section of inelastic proton scattering and the cross-section of Coulomb excitation, allowing the determination of B(E2, 0+ -&gt; 2) values for the 36Si and 38Si nuclei.The experiment was set up during the 2022 campaign of the LISE (Ligne d'Ions Super Epluchés) spectrometer at GANIL (Grand Accélérateur National d'Ions Lourds). The spectrometer was used to produce and select the nuclei of interest, 36Si and 38Si, as well as reference nuclei such as 40S and 42S. In order to measure the cross-sections, the experiment was composed of two independent setups placed in series on the physics line to use the same radioactive beam, maximising the use of the beam and ensuring the same experimental conditions for both measurements (‘’Brochette‘’ mode experiment).The first setup was ACTAR TPC detector (Active Target Time Projection Chamber) to measure the cross-section of inelastic proton scattering. The second setup was dedicated to the study of Coulomb excitation by measuring the values of B(E2, 0+ -&gt; 2+) and required the deployment of different types of detectors to measure the kinematics of heavy ions (energy, positions) and to measure gamma radiation from the de-excitation of nuclei.In this manuscript, we will present the Coulomb excitation results and give new experimental B(E2) values for the 36Si and 38Si nuclei. On the theoretical side, these results will provide an opportunity to revisit the SDPF interaction developed to describe the evolution of the nuclear structure in the N=20 and N=28 regions
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40

Sarturi, André. "Quando os dados (não) rolam : jogo, teatralidade e performatividade na interação entre o roleplaying game e o process drama." Universidade do Estado de Santa Catarina, 2012. http://tede.udesc.br/handle/handle/1267.

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Made available in DSpace on 2016-12-08T16:51:58Z (GMT). No. of bitstreams: 1 andre.pdf: 2189502 bytes, checksum: 1b7754d59cdba007a21afe49938f8a37 (MD5) Previous issue date: 2012-06-28<br>This research looks at similarities between ROLEPLAYING GAME and Process Drama by identifying their elements of theatricality and performativity, both common aspects to roleplaying and theatre. This investigation focus on theory and practice. In theoretical terms, studies on Performance and Theatre were carried out, based on Schechner (2006) and Feral (2003); the relationship between game and theatre was examined from the perspectives of Huizinga (2001), Caillois (1994) and Pavis (1999). The game analysis was based on RPG view point and its live version, LARP (Live Action Roleplaying). Regarding practice, two experiments with LARP were carried out. In both, The Crucible , by Arthur Miller, was used as pre-text. In these experiences, students from the first semester majoring in theatre used elements of Drama and Theatre Games. The analysis of both practices point to similarities between the Game Master and the Teacher-in-role, a planning based on episodes, and a game dimension oriented by a pre-text. This investigation also included a conceptual analysis of game, acting and representation<br>Esta pesquisa examina as similaridades entre ROLEPLAYING GAME e o Process Drama, identificando seus aspectos de teatralidade e performatividade, ambos comuns ao ROLEPLAYING GAME e ao teatro. Esta investigação esteve centrada em teoria e prática. Em termos teóricos, foram desenvolvidos estudos sobre performatividade e teatralidade, baseados em Schechner (2006) e Féral (2003); o relacionamento entre jogo e teatro foi examinado a partir das perspectivas de Huizinga (2001), Caillois (1994) e Pavis (1999). A análise do jogo foi considerada pelo ponto de vista do RPG e de sua versão ao vivo, LARP (Live Action Roleplaying). Com relação à prática, duas experiências com LARP foram desenvolvidas. Ambas tiveram "As Bruxas de Salém", de Arthur Miller, como pré-texto. Nestas experiências, alunos da primeira fase de licenciatura em teatro usaram elementos de drama e jogos teatrais. A análise de ambas as práticas apontam similaridades entre o Mestre do Jogo e o Teacher-inrole, um planejamento baseado em episódios, e uma dimensão de jogo orientada por um prétexto. Esta investigação também incluiu uma análise conceitual de jogo, atuação e representação
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41

Palafox, Gamir Luis. "A new method for the determination of the entry position of γ-rays [gamma rays] in high purity germanium detectors by current pulse analysis". Thesis, Cranfield University, 1997. http://dspace.lib.cranfield.ac.uk/handle/1826/850.

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A new method for determining the entry point of gamma-rays in closed ended HPGe detectors has been developed. Exploiting the position dependence shown by the current pulses generated when a gamma-ray interacts with the detector, it is possible to electronically divide the crystal in the radial coordinate and thus increase the effective granularity of the detector. Position resolution is particularly important for correcting the Doppler peak broadening observed in many in-beam gamma-spectroscopy experiments. Position resolution within coaxial crystals is accomplished by combining the angular information gained by segmenting the outer contact with the determination of the event radius by current pulse shape analysis. With increasing gamma-energy, more than one interaction is in general required to completely stop a gamma-ray in a germanium detector. The concept of a main interaction, defined as that depositing the largest fraction of the original gamma-energy, is introduced and seen to be the dominant contribution to the event current pulses. A Monte Carlo simulation for the positions and energies of the interactions in an event has been performed in order to establish the physical limits for the position resolution that can be measured in a segmented CLUSTER module. A varying fraction of events, from 55% at a gamma-energy of 400 keV to 85% at 1800 keV, have their main interaction within 5 mm from the entry point. The position of the main interaction can therefore be successfully used to measure the entry position of the gamma-ray in the detector. In order to provide high quality charge/energy and current outputs from the detector signal, a new preamplifier for large volume HPGe detectors has been developed. The intrinsic equivalent noise contribution from the preamplifier was measured at 0.65 keV + 35 eV /pF. The measured energy resolution when the input FET is operated at cryogenic temperature is 2.30 keV at 1333 keV with 3 μs shaping time. Using this preamplifier and the first prototype of a two-fold segmented CLUSTER module, a radial resolution of ±4mm has been measured with the new method both at 662 and 1333 keV. The method can be incorporated into an analogue electronic circuit and is therefore directly applicable in in-beam gamma-spectroscopy experiments.
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42

Palafox, Gamir Luis. "A new method for the determination of the entry position of y-rays [gamma rays] in high purity germanium detectors by current pulse analysis." Thesis, Cranfield University, 1997. http://hdl.handle.net/1826/850.

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A new method for determining the entry point of gamma-rays in closed ended HPGe detectors has been developed. Exploiting the position dependence shown by the current pulses generated when a gamma-ray interacts with the detector, it is possible to electronically divide the crystal in the radial coordinate and thus increase the effective granularity of the detector. Position resolution is particularly important for correcting the Doppler peak broadening observed in many in-beam gamma-spectroscopy experiments. Position resolution within coaxial crystals is accomplished by combining the angular information gained by segmenting the outer contact with the determination of the event radius by current pulse shape analysis. With increasing gamma-energy, more than one interaction is in general required to completely stop a gamma-ray in a germanium detector. The concept of a main interaction, defined as that depositing the largest fraction of the original gamma-energy, is introduced and seen to be the dominant contribution to the event current pulses. A Monte Carlo simulation for the positions and energies of the interactions in an event has been performed in order to establish the physical limits for the position resolution that can be measured in a segmented CLUSTER module. A varying fraction of events, from 55% at a gamma-energy of 400 keV to 85% at 1800 keV, have their main interaction within 5 mm from the entry point. The position of the main interaction can therefore be successfully used to measure the entry position of the gamma-ray in the detector. In order to provide high quality charge/energy and current outputs from the detector signal, a new preamplifier for large volume HPGe detectors has been developed. The intrinsic equivalent noise contribution from the preamplifier was measured at 0.65 keV + 35 eV /pF. The measured energy resolution when the input FET is operated at cryogenic temperature is 2.30 keV at 1333 keV with 3 μs shaping time. Using this preamplifier and the first prototype of a two-fold segmented CLUSTER module, a radial resolution of ±4mm has been measured with the new method both at 662 and 1333 keV. The method can be incorporated into an analogue electronic circuit and is therefore directly applicable in in-beam gamma- spectroscopy experiments.
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43

Roccaz, Jérôme. "Recherche des liens entre puits superdéformé et puits normalement déformé dans 192Hg et recherche et développement pour un nouveau concept de détection de photons gamma : le multidétecteur AGATA." Paris 11, 2006. https://tel.archives-ouvertes.fr/tel-00156648.

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Le noyau atomique peut adopter, a haut moment angulaire, une forme tres allongee de rapport d’axes 2 :1 : c’est le phenomene de superdeformation. Si aujourd’hui plus de 300 bandes superdeformees ont ete identifiees, l’assignation des energies, spins et parites des etats associes n’a pu etre effectuee que pour un dixieme de ces bandes. Cette assignation ne peut se faire que par la mesure de transitions gamma discretes reliant les etats superdeformes (sd) aux etats normalement deformes (nd). Dans le cadre de ce travail de these, nous nous sommes interesses au noyau 192hg, predit doublement magique dans son etat sd et donc noyau de reference de la region de masse a~190. Une experience a ete menee aupres du multidetecteur euroball iv a strasbourg dans le but de mesurer les observables e*, i, pi des etats sd de ce noyau. La recherche des transitions de lien direct s’est averee a la limite des capacites d’observation des multidetecteurs actuels, utilisant des boucliers anti-compton. La prochaine generation de multidetecteur gamma abandonnera ces boucliers et utilisera des algorithmes de tracking gamma pour reconstruire les trajectoires des photons. La seconde partie de cette these a ete axee sur un travail de r&amp;d pour le projet europeen agata. Nous avons en particulier effectue des simulations au moyen du code geant4 et essaye d’ameliorer les algorithmes de tracking existants par la mise au point de methodes de reconstruction des evenements « creation de paire ». Agata devrait voir le jour a l’horizon 2015-2020, et permettra ainsi de repousser les limites d’observation de deux ordres de grandeur environ<br>The atomic nucleus can adopt a very elongated shape with an axis ratio 2:1 : this is the superdeformation phenomenon. Nowadays more than 300 superdeformed bands have been identified at high spin, but the determination of excitation energies, spins and parities of the associated states have been established for only one tenth of these bands. The former quantities (e*, i, p) can only be determined via the linking g-transitions between the superdeformed (sd) and the normally deformed (nd) states. Within the framework of this thesis, we have investigated the 192hg nucleus in order to establish e*, i and p. This nucleus is predicted to be doubly magic at superdeformation and hence is taken as a reference in the mass a~190 region. The experiment was carried out at strasbourg using the euroball iv array and the vivitron accelerator. The obtained results are not convincing and seem to be at the limit of the performances of euroball. Next generation of arrays will abandon the compton-shields and use tracking concept to reconstruct the trajectories of incident photons, and therefore we expect a huge increase of efficiency. The second part of this ph. D. Was focused on the r&amp;d work for the agata project. We have performed simulations with the geant4 code and developped tracking methods to reconstruct pair-creation events. The full agata will be operationnal around 2015 and will enhance by around two orders of magnitude the observational limits
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Durante, Raphael Dall´anese. "Considerações sobre o caráter da liberdade no jogo entre homem e aparelho." Universidade Presbiteriana Mackenzie, 2009. http://tede.mackenzie.br/jspui/handle/tede/2029.

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Made available in DSpace on 2016-03-15T19:43:38Z (GMT). No. of bitstreams: 1 Raphael DallAnese Durante.pdf: 1430058 bytes, checksum: 5ebdc1c90224c85f622a002bc89e8145 (MD5) Previous issue date: 2009-06-22<br>Fundo Mackenzie de Pesquisa<br>This research aims to present comments about the nature of freedom in the game between man and apparatus. Starting from a realistic method of investigation considering the movement of the game as part of a real universe, where the relationship of continuity and alterity are conditions of this ludic activity we tried to estabilish theoretical relations between Charles S. Pierce and Vilém Flusser aiming to study principles from this game, for exemple, the principles of freedom, necessity and automation; analysing then, its vital importance to the origin of a habit. At the same moment, in addition to observe a brief history of the concept of the game and include into the research a conception of a game as ludic and free activity, we aims, through a careful conceptual analysis, the metaphysical function of the apparatus. Finally, we reaffirm the relationship of alterity in the game as a possible way to freedom, we highlight our methodological and epistemological considerations and we also raise some questions about the proper research in the direction to have if become some type of method.<br>Esta pesquisa busca apresentar considerações sobre o caráter da liberdade no jogo entre homem e aparelho. Partindo de um método de investigação realista considerando o movimento do jogo como parte de um universo real, onde as relações de continuidade e alteridade são condições a esta atividade lúdica tentamos estabelecer relações teóricas entre Charles S. Peirce e Vilém Flusser tendo por objetivo estudar os princípios decorrentes deste jogo, a saber, os princípios de liberdade, necessidade e automação; observando, em seguida, a vital importância destes para a origem de um hábito. Ainda neste momento, além de observarmos uma breve história do conceito de jogo e incluirmos à pesquisa uma concepção de jogo como atividade lúdica e livre, buscamos compreender, por meio de uma cuidadosa análise conceitual, a função metafísica do aparelho. Finalmente, reafirmamos a relação de alteridade no jogo como um possível caminho à liberdade, destacamos nossas considerações epistemológicas e metodológicas e também levantamos algumas questões sobre a própria pesquisa, no sentido de ter se tornado algum tipo de método.
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45

Zacarias, Tânia Regina Pascutti 1964. "Relações entre as condutas reveladas na Compreensão Leitora e no jogo Quarto de alunos do ensino médio." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/251236.

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Orientador: Rosely Palermo Brenelli<br>Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Educação<br>Made available in DSpace on 2018-08-22T10:33:15Z (GMT). No. of bitstreams: 1 Zacarias_TaniaReginaPascutti_M.pdf: 3252253 bytes, checksum: 3909bf84203ad224a2a7582efba33bd2 (MD5) Previous issue date: 2013<br>Resumo: A presente pesquisa, fundamentada na Teoria da Epistemologia Genética de Jean Piaget, investigou se há correspondência entre as condutas reveladas nos níveis de compreensão leitora e os níveis de condutas no jogo de regras, em alunos do Ensino Médio. Participaram da pesquisa trinta estudantes de escola pública do interior de São Paulo. Para a seleção dos participantes foi aplicado coletivamente a avaliação da compreensão leitora, de acordo com a técnica Cloze, com o objetivo de obter sujeitos com três níveis de compreensão de leitura: independente (n=10), instrução (n=10), e frustração (n=10). Após, foram realizados três encontros individuais, entre o participante e o experimentador destinados à aplicação do jogo de regras "Quarto", e uma entrevista semiestruturada relacionada aos procedimentos utilizados ao jogar. Por último, houve a aplicação de um segundo texto de acordo com a técnica Cloze, acompanhado de uma entrevista semiestruturada relacionada às justificativas para a escolha das palavras para completar as lacunas do texto. Com relação ao desempenho geral foram encontradas diferenças significativas entre os níveis de conduta relacionados à pontuação no jogo e à pontuação no Cloze (ANOVA; pvalores < 0,001). O teste não paramétrico de Kruskall-Wallis demonstrou que a conduta antecipatória e a relacionada aos atributos apresentaram uma pontuação superior do nível Independente com relação à pontuação do nível de Frustração. A pontuação dos níveis Independente e de Instrução foram superiores em relação à pontuação do nível de Instrução no que se refere às estratégias apresentadas no jogo de regras "Quarto". De acordo com o teste Qui- Quadrado; (p-valor < 0,001) constatou-se que quanto maior o nível de conduta no jogo maior foi às frequências para o nível Independente e menores para o nível de Frustração. Os resultados do nível III das condutas de jogo para os sujeitos que se encontraram no nível independente foram significativamente maiores se comparados aos sujeitos que se encontraram no nível de Instrução e Frustração. Foi encontrada uma associação significativa entre a categoria de justificativa das palavras e o nível de compreensão leitora, constando-se que os participantes que se encontraram no nível Independente de compreensão leitora se encontraram entre as categorias B e C de justificativa da escolha da palavra e que as justificativas do nível de Instrução predominaram na categoria A. Esses resultados e a análise qualitativa realizada possibilitaram mostrar que os participantes que apresentaram níveis mais avançados de compreensão leitora apresentaram níveis mais avançados de conduta no jogo, inferindo-se que a análise das condutas utilizadas no jogo de regras "Quarto" pode servir de recurso para identificar as lacunas existentes na compreensão de leitura, em alunos do ensino médio.<br>Abstract: This current research, based on the Theory of Genetic Epistemology by Jean Piaget, investigated if there is a possible correlation between the behavior revealed in levels of reading comprehension and the behavior during the game of the rules in High School students. Thirty students from public schools in the countryside of São Paulo took part of this research. Students were chosen by applying collectively assessment of reading comprehension according to the Cloze technique in order to obtain students with three different levels of reading comprehension: independent (n=10), education (n=10) and frustration (n=10). After, there were three individual meetings between the participant and the experimenter for the application of the game of rules "Quarto", and a semi structured interview related to the procedures used to play. Finally, there was the application of a second text according to the Cloze technique, followed by a semi structure interview related to the justification for the choice of words to fill in the gaps in the text. Regarding the overall performance, significant differences were detected between the behavior level associated to the game scoring and the score in Cloze's technique (ANOVA; pvalues< 0,001. The nonparametric Kruskall-Wallis test showed that the anticipatory behavior and the one related to the attributes showed a higher score in the Independent level compared to the Frustration level. The score of the Independent and the Education levels were higher in terms of strategies presented in the game of rules "Quarto". According to Chi-Squared test: (pvalue< 0,001) the higher the levels of behavior in the game were, the larger frequencies for the Independent level and lower for the Frustration level were. The results of level III of the behavior of the game for students who were in the independent level were significantly higher compared to the ones who were in the Education and Frustration levels. A significant association between the category of justification of the words and the level of reading comprehension was found, stating that the participants who were in the Independent level of reading comprehension were between B and C categories of justification of choice of words and that the justification of the Education level predominated in A category. Those results and the qualitative analysis conducted showed that the participants who had higher levels of reading comprehension showed higher levels of behavior in the game, inferring that the analysis of behaviors used in the game of rules "Quarto" may serve as a resource to identify the gaps in the reading comprehension in high school students.<br>Mestrado<br>Psicologia Educacional<br>Mestra em Educação
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46

Jamoneau, Aurélien. "Relations entre les diversités alpha, béta et gamma de la flore vasculaire de fragments forestiers inclus dans des paysages agricoles contrastés." Phd thesis, Université de Picardie Jules Verne, 2010. http://tel.archives-ouvertes.fr/tel-00495833.

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Bien que la fragmentation des habitats soit reconnue comme une cause majeure de l'érosion de la biodiversité, les mécanismes sous-jacents sont encore mal connus. L'objectif de ce travail est d'identifier les principaux facteurs qui contrôlent l'organisation des communautés végétales forestières, aux différentes échelles spatiales et temporelles et dans différents contextes paysagers. Les espèces végétales vasculaires ont été inventoriées dans les fragments forestiers présents dans 9 fenêtres de 5x5km situées en Picardie (France). Une analyse régressive du paysage a d'abord permis de reconstituer l'histoire du couvert forestier pendant les trois derniers siècles, révélant que le paysage forestier picard était dans une dynamique de fragmentation croissante. L'influence des facteurs locaux, paysagers et historiques sur la richesse et la composition forestière des fragments a ensuite été analysée à l'aide de modèles d'équations structurales ; si la taille du fragment est le principal déterminant, les facteurs paysagers et historiques influencent fortement la présence des espèces herbacées forestières sensu stricto. Une analyse en coordonnées principales de matrices de voisinage couplée à une analyse de redondance avec partition de la variance a permis d'analyser la diversité inter-fragments le long du gradient paysager. Celle-ci apparaît contrôlée par les facteurs locaux en système ancien et peu fragmenté (partition des niches), tandis que la configuration spatiale du paysage devient essentielle en système fragmenté et/ou récent (neutralisme). Une approche « pseudo-diachronique » étudiant l'assemblage des espèces le long du gradient temporel a précisé l'importance relative des mécanismes neutralistes et de partition des niches dans les assemblages locaux des espèces. Une approche plus fine, utilisant des relevés emboîtés, a ensuite montré qu'à une échelle stationnelle (1000m2), la diversité végétale était surtout sous la double dépendance du réservoir régional d'espèces et des caractéristiques édaphiques, tandis qu'à une échelle très locale (1m2), la compétition interspécifique devenait significative. Une étude expérimentale a finalement confirmé que la présence des espèces de forêt ancienne était limitée par leurs faibles capacités de dispersion, alors que celle des espèces de forêt récente apparaissaient fortement limitée par les conditions d'habitat. En précisant l'influence multiscalaire et interactive des facteurs locaux, paysagers, historiques et spatiaux, ce travail contribue à une meilleure connaissance de l'organisation des communautés végétales forestières locales et de leur fonctionnement en métacommunauté.
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W, Andersson Joakim, and Pontus Hassis. "Barriers To Entry For New PlayersIn First-Person Games : The issues that new players encounter and possible ways to solve them." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-323545.

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This paper studies how new players approach first-person games using a controller. By observingthe behaviour of five mostly inexperienced individuals as they play through the first few levelsof the game Portal 2 , the following patterns for barriers to entry can be observed:The game presumes common knowledge of its player that new players lack.Uninitiated have a hard time using buttons and sticks simultaneously for complicatedmaneuvers.New players primarily use the buttons that they can see with a casual glance, causingsome buttons to be less used.Misunderstanding due to not clearly have been shown possibilities in the gameworld.New players are unaware of the Options menu.Players find navigation and orientation difficult when lacking all the senses of a physicalbody.The fear of not being good enough causes distress.Players find it a waste of time to redo previously conquered challenges or not makingprogress fast enough.The paper then discusses possible solutions to these problems.<br>Denna rapport studerar hur nya spelare närmar sig förstapersonsspel som kontrolleras medhandkontroll. Genom att observera beteendet hos fem till mestadels oerfarna individer medan despelar igenom några av de första få banorna i spelet Portal 2 kan följande mönster som hindrardem från att börja spela urskiljas:Spelet förutsätter att dess spelare har en gemensam allmän kunskap. Kunskap som nyaspelare saknar.Oinvigda har svårt att använda både knappar och spakar simultant för att utförakomplicerade manövrar.Nya spelare använder primärt knapparna som de kan se vid en flyktig blick, vilketorsakar att vissa knappar blir mindre frekvent använda än andra.Missförstånd på grund av att icke klart och tydligt blivit meddelade spelvärldenmöjligheter.Nya spelare är omedvetna om Options-menyn.Spelare finner att röra sig i spelvärlden är svårt när de inte har tillgång till alla sinnen enfysisk kropp har.Rädslan för att inte vara bra nog orsakar oro.Spelare finner att det är slöseri med tid att göra om tidigare erövrade utmaningar eller attinte göra framsteg i tillräckligt hög fart.Denna rapport diskuterar möjliga lösningar på dessa problem.
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48

SILVA, José Paulo da. "A cooperação com a prevenção de acidentes: um estudo de caso na CHESF entre 1989 a 1993." Universidade Federal de Pernambuco, 1995. https://repositorio.ufpe.br/handle/123456789/17986.

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Submitted by Irene Nascimento (irene.kessia@ufpe.br) on 2016-10-13T19:57:48Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) DISSERTAÇÃO MESTRADO JOSE PAULO DA SILVA 1995 -VERSÃO DIGITAL.pdf: 1039051 bytes, checksum: cee33684d5bd383bcdd959dbeabcaef7 (MD5)<br>Made available in DSpace on 2016-10-13T19:57:48Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) DISSERTAÇÃO MESTRADO JOSE PAULO DA SILVA 1995 -VERSÃO DIGITAL.pdf: 1039051 bytes, checksum: cee33684d5bd383bcdd959dbeabcaef7 (MD5) Previous issue date: 1995-07-06<br>capes<br>Este trabalho tem como escopo principal o estudo sobre a cooperação em prevenção de acidentes do trabalho na CHESF - Companhia Hidroelétrica do São Francisco-. Com isto, o mesmo visa evidenciar as variáveis que têm maiores condições de explicação para este fato. Isto é, o que foi determinante para que os especialistas tanto da DAST - Divisão de Segurança e Medicina do Trabalho - quanto da DO - Diretoria de Operação -, cooperassem entre si, no sentido de atendendo a algumas peculiaridades de suas funções, para tornar a prevenção de acidentes do trabalho uma ação coletiva? Este trabalho está divido em três partes. Na primeira, evidencia-se uma análise teórica da escolha racional, destacando-se um debate sobre alguns teóricos. Em seguida, faz-se uma abordagem mais específica da escolha racional, destacando-se as posições de Jon Elster, sobre o assunto, antes de adentrar-se mais na questão da prevenção de acidentes como ação coletiva. Na segunda parte, são demonstrados os dados financeiros e estatísticos necessários à comprovação de parte da hipótese estabelecida. E a terceira parte, dedicou-se à análise dos dados, por sua vez, dividida em duas fases: na primeira, iniciou-se analisando a eficiência da prevenção de acidentes em relação aos custos dos acidentes do trabalho, que constitui exatamente outra parte da hipótese. Neste caso, os dados financeiros citados, anteriormente, assumem várias formulações necessárias à explicação dos conceitos de eficiências econômica e tecnológica da prevenção de acidentes. A segunda fase é dedicada à análise da relação de interdependência entre os especialistas da DAST e da DO, como, também, aos desdobramentos dessa relação até a sua configuração num jogo de cooperação entre ambos. Para detectar o poder de explicação da última variável, utilidade da prevenção de acidentes para os especialistas da DO, sobre a variável cooperação em prevenção de acidentes do trabalho, utilizou-se de alguns recursos que pudessem parametrizar os dados coletados, de forma a tornar claro a sua contribuição à variável dependente. Nisto, ficou estabelecido que alguns critérios definiriam se houve alto, médio ou baixo nível de utilidade da prevenção de acidentes do trabalho. E, também, quando se refere à cooperação em prevenção de acidentes, estabeleceram-se critérios, como alta, média e baixa cooperação. Sendo assim, ficou evidente que a cooperação em prevenção de acidentes do trabalho foi resultado da escolha, das preferências e das ações estratégicas por parte dos especialistas da DO, dentro de certo âmbito de condições estabelecidas.<br>This work has the principal purpose the study about accidents prevention cooperation at CHESF – Hydro Electrical of São Francisco Company-. From this aspect, this work aim to make in evidence the variables that by means of them is possible to explain this phenomenon, that is, what was important for specialists of DAST and DO – Operations Directory- cooperating between them, in accordance theirs functions and becoming the accidents prevention the result a collective action? This work is presented in three parts. In the first, was made in evidence one theoretical analyses of rational choice, featured a debate about some theorists. Then, was made an approach especially about rational choice, hidhlightining the John Elster `opinions about the matter, before to deepen in the accidents prevention as a collective action. In the second part, were showed the financial and statistics data necessaries to confirm the hypothesis proposed. And the first was dedicated to the data analysis. In this case, divided in two phases: First of them, begun analyzing the efficiency of accidents prevention in relation to the costs of accidents that consists exactly a part of hypothesis. In this case, the financial data mentioned, previously, used to bear several formulations necessaries to explain the concepts of economic and technological efficiency of accidents prevention. The second phase is dedicated to analyses the interdependence relationship between specialists of DAST and DO and its unfolding until the game configuration as well. To detect the power of explication of the last variable, this is, the utilities of accidents prevention for the DO specialists, concerning cooperation in accidents prevention drew on some resources that could to parametric the data collect in a way to become clear their contribution the dependent variable. So, was established that some criteria would define if occurs high, media and low level of utility of accident prevention and high, media and low cooperation as well. This way made in evidence that cooperation in accidents prevention was a result of choice, preferences and strategic actions developed by DO specialists, inside the established conditions.
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49

Silva, Henrique Santos da [UNESP]. "Relação entre frequência cardíaca e consumo de oxigênio em teste contínuo e intermitente, e contribuição do metabolismo energético no futsal." Universidade Estadual Paulista (UNESP), 2016. http://hdl.handle.net/11449/148736.

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Submitted by HENRIQUE SANTOS DA SILVA null (henriquesilva-ef@hotmail.com) on 2017-02-08T17:50:45Z No. of bitstreams: 1 Dissertação Mestrado Henrique Santos da Silva.pdf: 3105261 bytes, checksum: 69873282054967688d17b367cf3341fc (MD5)<br>Approved for entry into archive by LUIZA DE MENEZES ROMANETTO (luizamenezes@reitoria.unesp.br) on 2017-02-09T16:34:34Z (GMT) No. of bitstreams: 1 silva_hs_me_rcla.pdf: 3105261 bytes, checksum: 69873282054967688d17b367cf3341fc (MD5)<br>Made available in DSpace on 2017-02-09T16:34:34Z (GMT). No. of bitstreams: 1 silva_hs_me_rcla.pdf: 3105261 bytes, checksum: 69873282054967688d17b367cf3341fc (MD5) Previous issue date: 2016-12-17<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq)<br>O objetivo principal do presente estudo foi comparar o consumo de oxigênio (VO2) medido em jogo treino (J-T) de futsal com o VO2 estimado através das equações de regressão geradas a partir da relação entre frequência cardíaca (FC) e VO2 (FC-VO2), obtidas nos testes contínuo em esteira (CONT) e intermitente com recuperação em quadra (IT-R). Com base no VO2 foi calculado o dispêndio energético (DE) no J-T, considerando somente a demanda aeróbia e a demanda total, aeróbia, anaeróbia alática e lática, estimadas a partir do VO2, componente rápido do VO2 pós exercício e o equivalente de 1 mmol•L-1 de lactato sanguíneo ([La-]) para 3 mL de O2•kg-1, respectivamente. Além disso, a intensidade do J-T foi comparada com um jogo oficial (J-O), através da FC. Dez jogadores de futsal profissionais participaram do estudo (22,20 ± 3,22 anos). Nos testes para verificação da FC-VO2, foram realizados o CONT e IT-R, e comparado com as informações do J-T. O VO2 estimado a partir da FC-VO2 foi calculado por 2 métodos, usando a média do consumo estimado (VO2-M), e considerando a aérea integral do consumo estimado (VO2-A). A estimativa do VO2 pela FC-VO2 não diferiu estatisticamente do VO2 medido durante o J-T, tanto quando estimado por CONT ou IT-R. Na análise de correlação de Pearson, a estimativa do VO2 através das equações geradas pelo CONT apresentou correlação classificada como muito fraca e sem significância estatística (P>0,05) com o J-T, por ambos os métodos (VO2-M, r = 0,10; VO2-A, r = -0,01). Já na estimativa do VO2 a partir do IT-R, apresentou correlação moderada e sem significância estatística (P>0.05) (VO2-M, r = 0,47; VO2-A, r = 0,42). A análise de Bland Altman, demonstrou que a estimativa do VO2 por meio da FC-VO2 possui baixa associação com o J-T, tanto quando realizada a partir de teste CONT quando por IT-R. O metabolismo predominante durante a partida (J-T) foi o aeróbio (93%), seguido do anaeróbio alático (5%) e anaeróbio lático (2%). Além disso, foi verificado que o J-T teve intensidade 6% menor do que um J-O. O DE em atividade de futsal (J-T) apresentou 12,92 ± 1,15 kcal•min-1 (MET: 10,66 ± 1,48) quando considerado só o metabolismo aeróbio, e 13,89 ± 1,33 kcal•min-1 (MET: 11,46 ± 1,66) quando considerado aeróbio mais anaeróbio. O DE energético da análise de jogos não oficiais devem ser corrigidos pela intensidade do jogo real, caso se pretenda calcular o DE do J-O de futsal, uma vez que o J-T subestimou o J-O em 6%. A estimativa do VO2 e DE com base na FC-VO2 não deve ser utilizada para estimar o VO2 individualmente. No entanto, considerando que o teste IT-R apresentou correlação moderada e resultados mais próximos ao do J-T, em comparação ao CONT (correlação muito fraca), o teste intermitente com recuperação em quadra (IT-R) pode ser uma alternativa para estimar o VO2 médio de grupos de sujeitos com características similares.<br>The main objective of the present study was to compare the oxygen consumption (VO2) measured in futsal training game (T-G) with the estimated VO2 through the regression equations generated from the relation between heart rate (HR) and VO2 (HR-VO2) obtained in continuous treadmill (CONT) and intermittent with recovery on court (IT-R) tests. Based on VO2, the energy expenditure (EE) in the T-G was calculated, considering only the aerobic demand and the total demand, aerobic, anaerobic, alatic and lactic, estimated from VO2, fast component of VO2 post exercise and the equivalent of 1 mmol•L-1 of blood lactate ([La-]) para 3 mL de O2•kg-1, respectively. In addition, the intensity of the T-G was compared with an official game (O-G) through HR. Ten professional futsal players participated in the study (22.20 ± 3.22 years). In the tests for HR-VO2 verification, the CONT and IT-R were performed, and compared to T-G information. The estimated VO2 from the HR-VO2 was calculated by 2 methods, using the estimated average consumption (VO2-M), and considering the integral area of the estimated consumption (VO2-A). The estimation of VO2 by HR-VO2 did not differ statistically from VO2 measured during T-G, either when estimated by CONT or IT-R. In the Pearson correlation analysis, the estimation of VO2 through the equations generated by CONT showed a very weak correlation and without statistical significance (P> 0.05) with T-G, by both methods (VO2-M, r = 0, 10; VO2-A, r = -0.01). In the estimation of VO2 from the IT-R, it presented moderate correlation and no statistical significance (P> 0.05) (VO2-M, r = 0.47, VO2-A, r = 0.42). The analysis by Bland Altman, showed that the estimation of VO2 by HR-VO2 has a low association with T-G, both when performed from the CONT test and by IT-R. The predominant metabolism during the game (T-G) was aerobic (93%), followed by alactic anaerobic (5%) and lactic anaerobic (2%). In addition, it was verified that the T-G had intensity 6% smaller than an official game (O-G). The EE in futsal (T-G) activity showed 12.92 ± 1.15 kcal•min-1 (MET: 10.66 ± 1.48) when considering only the aerobic metabolism, and 13.89 ± 1.33 kcal•min-1 (MET: 11.46 ± 1.66) when considered aerobic plus anaerobic. The EE of the analysis of unofficial games must be corrected by the intensity of the real game, if you want to calculate the EE of the futsal O-G, since the T-G underestimated the O-G by 6%. The estimation of VO2 and EE based on HR-VO2 should not be used to estimate VO2 individually. However, considering that the IT-R test presented moderate correlation and results closer to that of the T-G, compared to the CONT (very weak correlation), the intermittent with recovery on court test (IT-R) may be an alternative to estimate VO2 average in groups of subjects with similar characteristics.<br>CNPq: 160137/2014-4
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50

Silva, William Assis da. "O feitiço do jogo: sociabilidade entre homens no Parque Halfeld de Juiz de Fora." Universidade Federal de Juiz de Fora (UFJF), 2017. https://repositorio.ufjf.br/jspui/handle/ufjf/6582.

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Submitted by Renata Lopes (renatasil82@gmail.com) on 2018-03-09T10:47:16Z No. of bitstreams: 1 williamassisdasilva.pdf: 2252317 bytes, checksum: 0144cb245d0f397b6e5302a9fc928c36 (MD5)<br>Approved for entry into archive by Adriana Oliveira (adriana.oliveira@ufjf.edu.br) on 2018-04-09T19:13:11Z (GMT) No. of bitstreams: 1 williamassisdasilva.pdf: 2252317 bytes, checksum: 0144cb245d0f397b6e5302a9fc928c36 (MD5)<br>Made available in DSpace on 2018-04-09T19:13:11Z (GMT). No. of bitstreams: 1 williamassisdasilva.pdf: 2252317 bytes, checksum: 0144cb245d0f397b6e5302a9fc928c36 (MD5) Previous issue date: 2017-06-24<br>CAPES - Coordenação de Aperfeiçoamento de Pessoal de Nível Superior<br>O presente trabalho tem como intuito refletir, antropologicamente, sobre os temas da masculinidade, da velhice e dos aspectos característicos do jogar, baseando-se em uma etnografia realizada em um território de sociabilidade entre homens, preponderantemente velhos, que se reúnem diariamente para a prática de jogos de cartas no Parque Halfeld, localizado no centro da cidade de Juiz de Fora. Busco, primeiramente, tratar temas relativos à etnografia, a partir de minha inserção em campo, a fim de mostrar os caminhos percorridos durante o trabalho, relacionando as percepções iniciais sobre objeto e as desconstruções advindas do processo de descoberta do território dos jogos. A palavra “feitiço” utilizada no título e no decorrer do texto, refere-se à intensidade da forma como o jogo cativa o jogador, a ponto de constituir um “mundo artificial”, diferente da seriedade exigida na vida cotidiana, resultando em uma sociabilidade em que o conteúdo do jogo e os jogos sociais, construídos a partir dele, são os grandes motivadores. Para além do jogo propriamente dito, o feitiço só se realiza plenamente juntamente ao jogo social das relações jocosas. Com provocações verbais e performances corporais de indecência e grosseria, mediadas por um “saber brincar”, canalizam os estresses cotidianos através de tais conflitos jocosos que implicam na combinação entre uma pretensão de hostilidade e real amistosidade. É também de forma jocosa que temas como a velhice e a masculinidade são colocados em jogo, sem que precisem ser levados a sério. Embora seja um território ocupado preponderantemente por homens com mais de sessenta anos, os discursos e práticas de jogadores e espectadores encontrados em campo demonstram uma não identificação com as categorias “velho” e “idoso”, que aparecem associadas a uma série de características negativas atribuídas a velhice. Sendo uma sociabilidade masculina intrassexual, as experiências encontradas em campo e a frase “vê se vira homem” ilustram uma constante (re)construção da masculinidade a partir de gestos e discursos que visam atribuir características femininas a um homem em busca de desqualificá-lo perante os outros, colocando em jogo a masculinidade do acusado mediante a homofobia. Tratando do tema da sexualidade na velhice, à despeito das expectativas de gerontólogos, que sugerem que se busque novas zonas erógenas, o interesse sexual de jogadores e espectadores aparecem ainda fortemente associados ao modelo hegemônico de masculinidade que confere intensa valorização à penetração e ao desempenho erétil.<br>This work is intended to reflect, anthropologically, on the themes of masculinity, old age and the characteristic aspects of the play, based on an ethnography carried out in an area of sociability among men, old preponderantly, who gather daily to practice card games in Halfeld Park, located in the city of Juiz de Fora. I seek, first, address issues relating to ethnography, from my insertion in the field, in order to show the paths taken during the work, relating the initial perceptions of the object and the deconstructions that arise from the discovery process of the game territory. The word "spell" used in the title and throughout the text, refers to the intensity of the way in which the game captivates the player to constitute an "artificial world," different from the seriousness required in everyday life, resulting in a sociability in which the game content and the social games built from it are the greatest motivators. Besides the game itself, the spell can only be fully realized along with social game of joking relationships. With verbal taunts and physical performances of indecency and rudeness, mediated by a "learn to play", canalizes the everyday stress through such joke conflicts that involve the combination of a pretense hostility and real friendliness. It is also in a joking way that issues such as old age and masculinity are approached without the need to be taken seriously. Although it is a territory mainly occupied by men over sixty years, the discourses and practices of players and audience found in the field demonstrate a failure in the identification with the categories of "old" and "elderly", which appear to be associated with a number of negative characteristics attributed to old age. Being a intrassexual male sociability, experiences found in the field such as the phrase "turn into man" illustrate a constant (re) construction of masculinity from gestures and speeches that seek to attribute feminine characteristics to a man intending to disqualify him before others putting into doubt the maleness of the accused by homophobia. Dealing with the topic of sexuality in old age, despite of gerontologists expectations who suggests men to seek new erogenous zones, sexual interest of players and audience still appear strongly associated with the hegemonic model of masculinity that gives intense valorization of penetration and erectile performance.
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