bluuebunny/crossref_metadata_2025 huggingface dataset:
JUMPA Vol. 8 No. 2 Juni 2021 Analisa Resiko Usaha Dan Pertumbuhan Penjualan Terhadap Kinerja Keuangan Pada Perusahaan Real Estate Dan Properti
Authors: Kalbis Institute Ika Ika Suhartanti Darmo
Published: May 2022

Tujuan utama perusahaan adalah untuk memaksimalkan laba dalam meningkatkan pertumbuhan perusahaan. Ini dapat dicapai dengan memaksimalkan kinerja keuangan perusahaan. Namun perusahaan harus mempertimbangkan dan mengevaluasi faktor-faktor yang mempengaruhi kinerja keuangan, agar investor lebih berminat untuk berinvestasi di perusahaan dengan kinerja keuangan yang tinggi. Penelitian ini bertujuan untuk menguji faktor-faktor yang mempengaruhi kinerja keuangan, yang dapat dinilai dari risiko bisnis dan pertumbuhan penjualan. Penelitian ini menggunakan data sekunder dari 8 sampel laporan keuangan perusahaan real estate and property dan pengambilan sampel menggunakan teknik purposive sampling. Uji asumsi klasik dalam penelitian ini meliputi uji normalitas, multikolinieritas, dan uji heterokedastisitas. Analisis data menggunakan analisis analisis regresi linier berganda, uji t, uji f, dan uji koefisien determinasi. Analisis data menggunakan eviews 9. Hasil penelitian menunjukkan bahwa variabel risiko bisnis dan pertumbuhan penjualan secara parsial (uji t ) berpengaruh signifikan terhadap kinerja keuangan pada perusahaan real estate and property di Bursa Efek Indonesia (BEI), hasil penelitian secara simultan (uji f ) menunjukkan pengaruh yang signifikan dari variabel risiko bisnis dan pertumbuhan penjualan pada kinerja keuangan di perusahaan real estate and property yang terdaftar di Busra Efek Indonesia (BEI).
JUMPA Vol. 9 No.1 Februari 2022 Komitmen Organisasi, Motivasi, Disiplin Kerja Dampaknya Terhadap Kinerja Pegawai
Authors: Sekolah Tinggi Ilmu Ekonomi Y.A.I Sofa Yulandari , Sekolah Tinggi Ilmu Ekonomi Y.A.I Nahdiyah Addawiyah
Published: May 2022

Penelitian ini bertujuan untuk menguji apakah terdapat pengaruh dari komitmen organisasi, motivasi dan disiplin kerja terhadap kinerja pegawai Perusahaan Listrik Negara (PLN) Area Bekasi. Penelitian ini didasari oleh beberapa teori yang mendukung penelitian, yang berhubungan dengan komitmen organisasi, motivasi dan disiplin kerja terhadap kinerja pegawai. Penelitian ini menggunakan metode kuantitatif. Penelitian ini menggunakan data primer. Sampel pada penelitian ini adalah pegawai Perusahaan Listrik Negara (PLN) Area Bekasi, yang diambil secara acak. Data penelitian diperoleh dari hasil penyebaran kuesioner. Setelah pengumpulan data selesai maka langsung dilakukan pengolahan data penelitian dengan melakukan pengujian regresi linier berganda untuk mengetahui hasil dari hubungan variabel yang diteliti dengan menggunakan aplikasi SPSS versi 26. Hasil dari penelitian ini secara parsial menunjukkan bahwa komitmen organisasi berpengaruh signifikan terhadap Kinerja Pegawai, Motivasi berpengaruh secara signifikan terhadap Kinerja Pegawai dan Disiplin Kerja berpengaruh secara signifikan terhadap Kinerja Pegawai. Dan secara simultan dapat disimpulkan bahwa terdapat pengaruh signifikan antara Komitmen Organisasi, Motivasi dan Disiplin Kerja terhadap Kinerja Pegawai.
تأثير التمرينات الهوائية على الكفاءة التنفسية والتهوية الرئوية للأشخاص من يعانون بالسمنة
Authors: جميل سؤدد فاضل محمد
Published: May 2022

يهدف البحث الى: إعداد تمرينات هوائية للأفراد اللذين يعانون السمنة، التعرف على تأثير التمرينات على متغيرات البحث قيد الدراسة للنساء اللذين يعانون السمنة، التعرف على طبيعة الفروق بين متغيرات البحث قيد الدراسة للنساء اللذين يعانون السمنة.
   وتأتي أهمية البحث في ان اكتساب اللياقة الهوائية للأشخاص وخاصة اللذين يعانون السمنة لا تسمح لهم بزيادة استهلاك السعرات الحرارية وتعزيز تعبئة الدهون واستثمارها فقط بل تسمح بتأثيرها في تطوير عناصر اللياقة الحركية والبدنية ايضاً. ويمكن القول بأن النشاط الهوائي المنظم ذات تأثير ايجابي في رفع القابليات البدنية والوظيفية من خلال العمل على تكيف القلب والرئتين من خلال زيادة توفير الاوكسجين للجسم ومن خلال زيادة قدرة القلب على استخدام الاوكسجين بكفاءة أكثر.
   يخلص البحث بالنتائج التالية: إن البرنامج التدريبي باستخدام التمرينات الهوائية أدى إلى حدوث تحسن في السعة الحيوية للسيدات اللواتي يعانون من السمنة، إضافة إلى حدوث تحسن في اختبار كوينز للسيدات اللواتي يعانون من السمنة، وحدوث تحسن في اختبار Pwc170 للسيدات اللواتي يعانون من السمنة، كذلك الى حدوث تحسن في الحد الأقصى لاستهلاك الأكسجين للسيدات اللواتي يعانون من السمنة.
التنبؤ بمستوى الاداء المهاري بدلالة القدرة الانفجارية للذراعين والتهديف من الثبات للاعبي كرة السلة على الكراسي المتحركة
Authors: مطشر يسرى حسون , محمد سيف علي
Published: May 2022

يكمن أهميه البحث في التنبوء بمستوى الاداء المهاري للاعبي كرة السله لذوي الاحتياجات الخاصة في نادي العماره والناصرية  ( على الكراسي المتحركة). حيث هدف البحث الى التعرف على مستوى اداء التهديف من الثبات والقوه الانفجارية للذراعين لدى عينة البحث وكذلك ايجاد معايير (درجات و مستويات) الاختبارات المستخدمه ومعرفة علاقة الارتباط بين التهديف من الثبات والقوة الانفجارية للذراعين وبالتالي استخراج معادلة التنبؤء بمستوى الاداء بدلالة القوة الانفجارية للذراعين .استخدم الباحثان المنهج الوصفي بالأسلوب المسحي والدراسات الأرتباطية وهي من اهم طرق التبوء وحدد مجتمع البحث بنادي العمارة والناصرية لذوي الاحتياجات الخاصة (على الكراسي المتحركة )  حيث استخدمت المراجع والمصادر العلميه ووضع الدرجات المعيارية لتحديد مستويات اللاعبين وبالتالي ايجاد العلاقة التنبؤيه لمستوى الاداء المهاري للقوة الانفجارية والتهديف من الثبات من  أهم الأستنتاجات  ان للاداء المهاري  علاقة  طردية مع القوة الانفجارية والتهديف من الثبات  حيث يوصي الباحثان بضرورة تحديد مستويات اداء اللاعبين  والاهتمام بالقوة الانفجارية للذراعين لتحيق مستويات افضل في المنافسات وضرورة الاهتمام بهذا النوع من الدراسات .
واقع الإعداد النفسي من وجهة نظر لاعبي الفرق الرياضية الممتازة بالسودان
Authors: البدوي جيهان عوض موسى
Published: May 2022

هدف الدراسة الحالية إلي قياس واقع الإعداد النفسي لدى الفرق الرياضية باندية الدرجة الممتازة بالسودان، والتعرف على علاقة الإعداد النفسي بنوع المنشط الرياضي (فردي-جماعي). وعلاقة ذلك بالإنجاز في المنافسات الرياضية المحلية والعالمية لدى الفرق الرياضية الوطنية بالسودان من وجهة نظرهم. ولتحقيق أهداف الدراسة قامت الباحثة ببناء أداة لقياس واقع الإعداد النفسي لدى الفرق الوطنية بالسودان، وطبقت الباحثة المقياس، مستخدمة المنهج الوصفي على عينة من (150) لاعب بالأنشطة الرياضية الفردية والجماعية، توصلت الدراسة الى أن متوسط الاعداد النفسي 41.38 (10.19) أقل من الوسط الفرضي (60) بصورة دالة إحصائياً عند مستوى 0.01 وأن متوسط الألعاب الفردية (41.38) ومقارنة بمتوسط الالعاب الجماعية (41.83) غير دالة إحصائياً.  وفي ضوء نتائج الدراسة توصي الباحثة، بالاهتمام برامج الإعداد النفسي لتطوير السمات الارادية والسيطرة على الجوانب الانفعالية والاستخدام الامثل للخصائص المعرفية للاعبين اثناء التدريب والمنافسة بصورة موازية للتدريب المهاري والبدني. وتعيين اخصائيين نفسيين رياضيين بأندية الدرجة الممتازة
Pre-Paid Water Meter System Using Smart Card Technology
Authors: Jyothi P. , Govardhan J. , Ramadevi P. Bharathi G. , Shesu B. Naga , Balaji V.
Published: May 2022

To limit water waste, the system has been built to allow for the least amount of water loss possible. The memory IC has been employed as a smart card on which the recharging is done in this Prepaid Smart Card system for Water Supply. As the water passes through the pipe, the units on the smart card will drop. The solenoid valve will close the water supply when this unit hits zero. The microcontroller IC has therefore been in charge of the process. In order to properly utilis the available water, the notion of prepayment system is used. This system will assist the society in raising water awareness. Memory IC, Microcontroller, Prepaid, Recharge, Solenoid are some of the terms used in this article.
The Need for Organizational Changes in Companies
Authors: Kharkheli Manana , Gavardashvili Davit
Published: May 2022

In the context of globalization, it is becoming increasingly clear that
implementing organizational change is a particular necessity for companies. The world is
changing like lightning, the struggle between companies for dominance is intensifying,
each company is trying to adapt to the new environmental conditions and take a firm
position in the market; Therefore, it is necessary to make timely organizational
changes. A company that ignores environmental variability and does not address
organizational change is doomed to failure. In practice, in order for a company to
overcome a crisis situation and achieve success, it must change. Implementing
organizational change is associated with certain difficulties; therefore, it requires
effective management of the process. Effective management means using appropriate
strategies and models for transformations. Management must be able to successfully make
changes, as any action taken by them will affect both employees and customers. All of
this will ultimately ensure the success of the company. Organizational change is driven
by a variety of factors. In some cases, changes in the environment have a positive
effect. For example, technological development stimulates the company to make changes
and innovate. Sometimes it negatively affects and restricts the activities of the
company. Therefore, one of the main tasks of companies is to determine the driving force
of change, to study comprehensively and to make the right decision. The article
discusses issues related to organizational change. The article describes the nature of
organizational change, its types and the key elements that change can affect. In
addition, the article discusses the drivers of change and the models through which
transformations can be successfully implemented in companies. At the same time, the
process of organizational change is analyzed on the example of a particular company.
Keywords: Management, organizational change, types of change, proactive and reactive
behavior, models of change. JEL Codes: D20, D21, D23
SÍNDROME COMPRESSIVA EM MEMBROS SUPERIORES E MEMBROS INFERIORES NA GESTAÇÃO
Authors: Lins Ana Caroline Silva , Souza Waerson José de , Sousa Milena Nunes Alves de
Published: May 2022

A gestação é um momento de múltiplas mudanças no organismo feminino, tanto nos quesitos hormonais como estruturais. As grávidas apresentam constante sintomatologia dolorosa, referente a grandes modificações no sistema musculoesquelético, uma vez que este sofre várias adaptações para melhor adequação postural durante o ciclo gravídico-puerperal. Considerando o alto índice de queixas ortopédicas durante a gestação e o prevalente número de síndromes compressivas que são intensificadas ou muitas vezes originadas neste período, o presente estudo objetiva apresentar as principais síndromes compressivas que acometem mulheres grávidas e investigar como é realizado esse tratamento. Para tal, foi realizada uma revisão integrativa a partir da seleção de artigos indexados na base de dados do National Library of Medicine e Biblioteca Virtual em Saúde, utilizando-se os seguintes Descritores em Ciências da Saúde: “Syndrome”, “Compression” e “Pregnancy”. Foram utilizados os seguintes critérios de inclusão e exclusão, com amostra composta por 16 artigos. Verificou-se que a Síndrome do Túnel do Carpo e a Síndrome de May-Thuner estão atreladas a um maior surgimento no período gestacional. Na Síndrome do Túnel do Carpo a gestação afeta a compressão dos nervos mediante processos inflamatórios decorrentes de toda a adaptação corporal e pela flutuação hormonal, tendo então que ser realizados tratamentos conservadores ou cirúrgicos. Na Síndrome de May-Thuner observou-se que esta tem como alvo mulheres em idades reprodutivas e na gestação, devido ao desenvolvimento de embolia pulmonar, o qual deve ser tratado com uso de anticoagulantes.
El diseño gráfico en la escuela especial
Authors: Bernaschina Diego
Published: May 2022

El presente ensayo ofrece un análisis reflexivo sobre la experiencia personal del trabajo didáctico y la alfabetización digital para estudiantes jóvenes con discapacidad intelectual y cognitiva. Nuestro objetivo fue orientar la especialización de la enseñanza complementaria del diseño gráfico, facilitando el reconocimiento de los y las estudiantes con discapacidad intelectual y cognitiva. Esta metodología fue diseñada a través de una serie de pautas de planificación para crear nuevos conceptos de herramientas básicas y contenidos digitales para estudiantes especiales. Asimismo, se propuso el plan de trabajo para la enseñanza complementaria que facilita el uso de herramientas digitales a través del software educativo de Adobe Photoshop. Adicionalmente, se presenta un breve análisis de recursos didácticos para incluir la combinación de habilidades estratégicas y los procesos de enseñanza-aprendizaje de dos conceptos: capacidad de visualizar y herramientas de usabilidad; y un concepto de técnica. Finalmente, se presentan tres conclusiones de diferentes criterios para el diseño gráfico, especialmente para estudiantes con discapacidad intelectual y cognitiva mediante el uso de las tecnologías de información y comunicación, facilitando los grandes cambios de estrategias y técnicas seleccionadas en Photoshop y, por supuesto, el modelo de Feuerstein para asociar al clima de aula y la motivación de la actividad de artes gráficas.
Læreroppfatninger om elevers møter med biografier i klasserommet
Authors: Vie Inger-Kristin Larsen
Published: May 2022

Denne artikkelen utforsker læreroppfatninger om sakprosalitteraturens potensial i møtet med elever, med et særlig fokus på biografier. Studien søker svar på følgende spørsmål: Hvilke oppfatninger om elevers møter med biografier kommer til uttrykk i intervjuer med tre norsklærere? Hvilket dannelsespotensial kan biografiene ha i undervisningssammenheng? Læreroppfatningene undersøkes gjennom en empirisk kasusstudie der tre norsklærere intervjues i forbindelse med et undervisningsopplegg om biografier. Studien er forankret i teori om hvordan læreroppfatninger er et resultat av ulike erfaringer og kunnskaper (Levin, 2015), og sjangerteoretiske perspektiver om sakprosalitteraturens kompleksitet (Sanders, 2018).  Resultatene viser at lærerne er mindre opptatte av at de biografiske tekstene skal fungere som kunnskapskilde og oppøve elevene til å bli kritiske lesere. Man vektlegger i større grad den estetiske og emosjonelle erfaringa som oppstår i møtene med biografiene. Lesing av biografier skaper forskjellige lesererfaringer og leseropplevelser på bakgrunn av biografienes visuelle og verbaltekstlige variasjon og kompleksitet. Hvordan man snakker om disse erfaringene og hva som skaper dem, blir sentralt for arbeidet med sakprosalitteratur i klasserommet.
Robustness of the Poverty Measures: Evidence from Farm Households in Akwa Ibom State, Nigeria
Authors: Etim Nsikak-Abasi A. , Ukoha Obasi O.
Published: May 2022

The use of a plethora of poverty indexes is sometimes fraught with difficulties. The purpose of this research was to quantitatively assess poverty and to examine the robustness of the poverty metrics. Selecting representative farm homes required a multistage sample technique, which was implemented. A total of 150 rural homes were surveyed using questionnaires. Stochastic dominance and the weighted poverty measures of Foster, Greer and Thorbecke were used in this work to examine the weighted poverty measures' resilience and sensitivity to changes in the poverty line. According to the findings, as people become older and their families get larger, the likelihood, severity, and depth of poverty increases. An asymptotic sampling distribution was utilized to infer whether poverty was larger across a variety of hypothetical poverty lines by stochastic dominance analysis. First-order stochastic dominance was found, with the Cumulative Distribution Function (CDF) of households headed by people over 60 years old lying totally above the other distribution functions (CDFs). The CDF of single families was lower than the CDF of married households, according to the findings. At any poverty level, the CDF of families with more than 10 household members stochastically dominated those with fewer family members. Many households will be lifted out of poverty if poverty-reduction initiatives are targeted at those over 60 and those with big families.
Regional Taxes and Levies Contribution to the Increase of Regional Original Income
Authors: Rusli Rusli
Published: May 2022

This study aims to determine how to determine the contribution of regional taxes and levies to the increase in local revenue at the Regional Revenue Agency of Mamuju Regency. The type of research used in this research is descriptive qualitative. The analytical technique used in this research is to conduct field studies and literature studies. Based on the results of data analysis that has been carried out, it can be concluded that the contribution of local tax revenues has increased in 2013-2014 while in 2015-2017 experienced fluctuating symptoms in each type of tax. Then the contribution of regional levies changes which fluctuate every year in the period 2013-2017. As well as local tax revenues and regional levies contribute to increasing the original revenue of the Mamuju Regency.
Structural Relationship between Mothers’ Emotional Expressiveness, Young Children’s Self-Regulation, and Smart Device Overdependence Tendency
Authors: Choi Ara , Cho Yoon-mi , Ryu Hyun-kang
Published: May 2022

Objectives: This study analyzed the relationship between mothers’ emotional expressiveness, young children’s self-regulation ability, and smart device overdependence tendency. In addition, it examined the direct and indirect effects of mothers’ emotional expressiveness and young children’s selfregulation ability on the smart devices overdependence tendency through structural model analysis.Methods: Participants in this study consisted of 225 young children and their mothers living in G city. Data were analyzed using SPSS ver. 18.0 and AMOS ver. 18.0 to carry out descriptive statistics, correlation analysis, and the structural equation model.Results: The findings reveal that self-regulation ability negatively correlates with smart devices overdependence tendency. Moreover, the mother’s positive and negative emotional expressiveness indirectly affected the young children’s smart devices overdependence tendency through selfregulation. In other words, it was found that the mother’s emotional expressiveness completely mediates the young children’s self-regulation ability and indirectly affects the smart device overdependence tendency.Conclusion: The significance of this study is that it revealed risk and protective factors that affect young children’s smart device overdependence in a social situation where the problem of young children’s smart device overdependence has become more serious. Essentially, the findings can be utilized to develop a smart device overdependence prevention program for young children.
Relações entre Estratégias e Serviços Públicos em Cidades Inteligentes: caso de Foz do Iguaçu
Authors: Bussador Alessandra , Zara Katya Regina de Freitas , Padilha Janine Carvalho , Matrakas Miguel Diogenes
Published: May 2022

As estratégias das cidades e dos serviços públicos potencializam a produção de ambientes urbanos participativos para seus cidadãos. Por isso, o objetivo desse trabalho foi analisar as estratégias e os serviços urbanos públicos na cidade de Foz do Iguaçu, Paraná, Brasil, que utilizam as tecnologias de informação e comunicação os quais caracterizam as cidades inteligentes. Os resultados demonstraram que a cidade atendeu temáticas do plano diretor que coincidem com o desenvolvimento proporcionado pelo uso adequado de tecnologias de informação na gestão urbana. Assim, percebeu-se que existe um comprometimento, da gestão municipal, em cumprir com as estratégias estabelecidas no plano diretor utilizando o conceito de cidades inteligentes para a melhoria da gestão e da qualidade de vida da população.
A Proposal to Model Wargames in the MDA Framework
Authors: Ouriques Leandro , Xexéo Geraldo , Barbosa Carlos Eduardo
Published: May 2022

This work aims to define meaningful actions that players can take in a wargame. Starting from the premise that wargames are (serious) games, we wondered if a wargame and its actions could be well modeled as a game. We looked at formal approaches and decided to model wargames in MDA since this framework analyzes the actions in games as mechanics or dynamics. The proposed model links emotions with instincts that may arouse in players with mechanics and dynamics from wargames. Afterward, we indirectly evaluated the model through a survey among wargames experts. Although most research participants agree with the suitability of the proposed mechanics and dynamic, they suggested other actions that players could perform in wargames. The model matched most emotions and instincts selected by the participants and the results allowed us to improve the model mainly in mechanics and dynamics. An important contribution of this work is to recognize the emotions and instincts that are triggered by the dynamics and mechanics of wargames. The participants’ answers on instincts agree with our understanding from the literature, but their answers on emotions contradict some views on wargames. Many participants indicated that wargames can evoke fear, anger and sadness, but wargames have limitations to arouse these emotions in players. Most military see wargames primarily as training activities. However, few participants find enjoyment in wargames.
Proposta de metodologia para a criação de cenários 3D para jogos digitais
Authors: Matos Jório Vinícius Sousa , Gomes George Allan Menezes , Leite Júnior Antônio José Melo , Carmo Rafael Augusto Ferreira do , Chicca Junior Natal Anacleto
Published: May 2022

Apesar da quantidade relevante de conteúdo disponibilizado na literatura nos últimos anos sobre a criação de cenários 3D, ainda não é tão comum encontrar trabalhos científicos em livros ou produções acadêmicas que abordem metodologias voltadas à algumas etapas específicas desse processo de criação. Desta forma, o presente artigo busca aproximar a produção acadêmica com o que é realizado na indústria de jogos através de uma proposta de metodologia para a criação de cenários 3D. Ela foi desenvolvida a partir de uma análise de diferentes métodos de criação de mundos voltados para jogos digitais. O intuito da proposição é chegar a um formato de produção mais abrangente e eficiente, capaz de contemplar desde a concepção do cenário a ser criado até sua produção completa. Para validação, é apresentado um estudo de caso que consiste na aplicação da metodologia proposta na criação de um cenário 3D.
Sucesso4me: projeto de um jogo para atrair mulheres para a área de Computação
Authors: Duarte Samuel Machado , Pinheiro Rafael Gomes , Bacchin Clara Tanzarella , Machado Mônica da Consolação , Ishitani Lucila
Published: May 2022

As pesquisas mostram a pouca representatividade das mulheres na Computação, tanto nas instituições de ensino quanto nas organizações. Há trabalhos que relatam sobre a necessidade de criação de abordagens para aumentar o interesse das meninas pela área, assim como a divulgação de programas que auxiliem na construção da confiança delas. Estudos evidenciam a necessidade de mais ações e estratégias para reverter essa situação. Esta pesquisa relata a construção e a avaliação de um protótipo de um jogo direcionado a jovens mulheres com o intuito de incentivar o seu interesse pela Computação. Para isso, um questionário on-line foi disponibilizado para a coleta de requisitos, um protótipo foi desenvolvido e uma entrevista semiestruturada foi conduzida após a interação de meninas com esse protótipo. A partir dos resultados encontrados, foram relacionadas recomendações para jogos que atendam ao público em estudo, tais como, "o jogo deve ter humor", "o jogo deve informar sobre histórias reais de mulheres da Computação" e "o jogo deve permitir a customização dos avatares". Essas recomendações podem auxiliar a indústria de jogos no desenvolvimento de jogos digitais que incentivem as mulheres a se interessarem por jogos e pela Computação, diminuindo assim a lacuna existente.
The Classical Detective Story Formula from Literature to Videogames
Authors: Silva Ramos Elisa
Published: May 2022

The classical detective story format, originated from Edgar Allan Poe’s tales of ratiocination, has spread into all kinds of different media over the past century, transforming itself each time to make better use of each medium’s specificities. This paper stems from John Cawelti's studies about the literary formula of the detective narrative, using them as a base to analyze E. A. Poe's short story “Murders in the Rue Morgue” and Lucas Pope’s videogame Return of the Obra Dinn. I seek to understand how the literary conventions of the genre were adapted, transposed and recreated in the interactive medium. Through Cawelti’s framework for the classical detective story formula, the analysis focuses on four main patterns found in the genre: (1) situation, (2) action, (3) characters and relationships and (4) setting. I will argue here that the element of interaction is responsible for modifying the most important component of the literary genre: the detective figure. This important change alters the purpose of the detective story genre itself; however, it also makes for an experience which is more on par with the literary detective’s actions as well.
Composição de música caótica em tempo real para games
Authors: Passos Leonardo Porto , Fornari José
Published: May 2022

Música caótica é um gênero de música eletrônica composta com o auxílio de modelos computacionais de comportamento imprevisível, como os conhecidos mapas logísticos. Utilizando um modelo dinâmico programado em Pure Data (Pd), o presente artigo apresenta o uso desta equação polinomial não linear para a composição musical computacional de música caótica com vistas à sua utilização em games com temática de ficção científica ou com trilha sonora experimental. Os resultados são apresentados, explicados e discutidos em termos de possíveis desenvolvimentos futuros.
Development of Non-Player Character with Believable Behavior: a systematic literature review
Authors: Silva Guilherme Alves da , Souza Ribeiro Marcos Wagner de
Published: May 2022

Non-player character or non-playable character (NPC) does not always have appropriate and responsive behaviors. When the decision-making process is more artificial than intelligent, it can lead to quality issues in a game and even reduce player interest. Based on this statement, this article presents a Systematic Literature Review on the development of NPC with credible behaviors. The review enabled the mapping and knowledge of the current state of the art extracted from 18 related studies. It was found that certain techniques traditionally used by the gaming industry have become a major obstacle in generating more engaged NPC behavior in the virtual environment.
A study with all schools in the city of Maricá during a complete academic year using games to increase students confidence in their professional possibilities in the games industry
Authors: Prado Victor , Delgado Carla , da Silva Mônica Ferreira , Griõn Lorena Pires , Nascimento Leandro Mendonça do , Moura Waldir Siqueira
Published: May 2022

Brazil is one of the largest video game markets in the world, however, its own game industry is almost nonexistent. Although at first unrelated, Brazil’s public schools focus little on technology use beyond day-to-day affairs, even though Brazil’s National Curriculum guiding document - BNCC, recommends the use of technology in significant ways that stimulate student’s critical thinking. The city of Maricá, Rio de Janeiro, Brazil, decided to legitimize games in schools via a yearlong project, to stimulate local game industry and comply with the National Curriculum guidance. This research was based on results regarding the yearlong experiment with students held during the aforementioned project, called Ti- Games. This initiative involved all fifty schools of the city and is an attempt to answer whether games in schools can or cannot help stimulate student’s confidence in relation to game industry professions. Answers were drawn from 88 students who managed to reach semi-finals and were involved with activities during the whole school year. The study will also show other secondary impacts resulting from the Ti-Games project.
Jogos Digitais de Entretenimento e o Estímulo da Inteligência Lógico-Matemática de Gardner
Authors: Paiva Carlos Alberto , Silveira Regina Melo
Published: May 2022

Existem hoje inúmeros trabalhos que abordam o uso de jogos digitais de forma pedagógica. Embora seja uma mídia largamente utilizada, poucos trabalhos oferecem profundidade em estudos que relacionem jogos digitais de entretenimento às metodologias que estimulem o desenvolvimento da Inteligência Lógico-Matemática (ILM), apresentada por Howard Gardner em sua Teoria das Inteligências Múltiplas. Como objetivo, a partir dos domínios cognitivos apresentados por Benjamin S. Bloom, este trabalho apresenta um estudo sobre o jogo The Legend of Zelda: Breath of the Wild, relacionando seu uso como estímulo ao desenvolvimento da ILM. A metodologia utilizada foi a pesquisa bibliográfica com natureza aplicada e os resultados encontrados por esta pesquisa, buscam apresentar dados, análises e discussões que possam nortear e subsidiar professores no uso de jogos digitais de entretenimento e a aprendizagem baseada em jogos.
Avlistoria: uma proposta narrativa para ensinar sobre criptomoedas
Authors: dos S. Silva Jorge André , Werneck Vera Maria B. , E. Moreira da Costa Rosa Maria
Published: May 2022

Os jogos eletrônicos do gênero plataforma têm como característica popular serem simples e divertidos e são uma escolha natural para aventuras com planos de fundo menos complexos. Neste artigo, é apresentado o desenvolvimento do jogo ``Avlistoria", que faz uso dessas características para ensinar sobre o tema atual das criptomoedas, de forma pouco complexa, lúdica e com narrativa cativante. Um protótipo do jogo foi avaliado por 10 pessoas, que consideraram a abordagem adequada e com alto potencial de atingir o objetivo proposto.
Playing Games via Personalized Gestural Interaction
Authors: Ascari Rúbia E. O. Schultz , Silva Luciano , Pereira Roberto
Published: May 2022

Motivation is a key element in the learning process, and using games for this goal is an undeniably attractive option. However, individuals with motor disabilities are still finding themselves excluded from many game-based school approaches. This paper presents a solution developed for people with motor and speech impairments that includes a game-based approach to contribute in this context. Based on a methodology in which gestures and their meanings are created and configured by users and their caregivers, we developed a Computer Vision system named PGCA that employs machine learning techniques to create personalized gestural interaction as an Assistive Technology resource for communication purposes. This personalized gestural interaction enabled disabled people to interact with the PGCA system and play a game using their remaining functional movements. Results from experiments carried out with the target audience indicate that the structure used in the developed system can be expanded to create new games, with different purposes, including to educational context.
Um Estudo de Caso Sobre Jogos Adaptáveis: Ritmo Mania e Quebra-Cabeça
Authors: Tadaiesky Von Harrison Cardoso , Kenjiro Marcus Victor dos Reis , Batista Isabela Lopes Maués , Amazonas Júnior Járlesson Gama , Teran Luciano Luciano , de Carvalho Caio Pinheiro , Mota Marcelle Pereira
Published: May 2022

Os jogos adaptáveis são considerados como Tecnologias Assistivas e devido ao seu impacto cultural na vida das pessoas e estão cada vez mais imersos em diversas esferas da sociedade. A falta de adaptabilidade em jogos na área da saúde pode gerar dificuldades no atendimento de crianças com deficiência. Em vista disso, este trabalho tem como objetivo apresentar dois jogos voltados para acessibilidade de crianças com deficiência. Os jogos foram criados em conjunto com especialistas para elaboração de requisitos adaptáveis, com intuito de ajudar no desenvolvimento de cognitivas como reconhecimento de padrões, estímulo da atenção e habilidades motoras finas.
Investigating Learning Methods and Environment Representation in the Construction of Player Agents: Application on FIFA Game
Authors: Faria Matheus Prado Prandini , Julia Rita Maria Silva , Tomaz Lídia Bononi Paiva
Published: May 2022

The objective behind this study is to investigate Machine Learning (ML) techniques combined with methods from Computer Vision (CV) for state representation by images, to produce agents capable of solving problems, in real time, in environments with complex properties. Such difficulties require agents to be highly efficient in their learning (and, consequently, decision-making) and environmental perception processes, without which they will not be successful. The digital game FIFA - soccer simulator - is used as a case study because it represents a realistic and challenging environment. The ML techniques are investigated in the context of the Deep Learning (DL) approach provided by Convolutional Neural Networks (CNNs), being: imitation learning, used here with the purpose of endowing the agent with the ability to solve problems in a way closer to human; by deep reinforcement, in which the agent is trained in an attempt to autonomously abstract an optimal decision-making policy. Regarding the environmental perception, the following state representations approaches are investigated in this study: raw images - with and without color information - and through Object Detection Techniques (ODT). In order to further improve the performance of the agents produced, genetic algorithm techniques are explored to automatically define a CNN architecture to be used as the player agents decision-making module. In addition to corroborating the excellent results that DL combined with CV has been producing in the context of ML (particularly in games), the present work shows the great potential of the application of ODT in the process of enhancing the environmental perception, which counts as a relevant counterpart to the fact that ODT demands computational procedures with a higher cost in relation to the representations based on raw images.
Modelo de Negócio para Estúdios Independentes em Ecossistemas de Software de Jogos Digitais
Authors: Xavier Bruno , Viana Davi , Santos Rodrigo Pereira dos
Published: May 2022

O crescimento da rede de atores de jogos resultou na criação de plataformas tecnológicas comuns nas quais os atores e produtos interagem, o que tem sido explorado sob o prisma dos Ecossistemas de Software de Jogos Digitais (ECOSJD). Entretanto, este crescimento exponencial traz desafios como a falta de conhecimento sobre a gestão e funcionamento dos negócio, o que afeta diretamente a capacidade de sustentabilidade dos estúdios independentes. A partir de estudos do contexto brasileiro, esta dissertação apresenta o Game Software Ecosystem Business Model (GSECO-BM). O modelo, focado nos estúdios independentes, emergiu dos resultados de um Mapeamento Sistemático da Literatura (MSL) e de uma pesquisa de opinião com 200 especialistas no mercado brasileiro (survey research). Por fim, foi conduzida uma avaliação do GSECO-BM por meio de 15 entrevistas com especialistas em jogos.
Planejamento do Design e Execução da Avaliação do Desempenho de Alunos em Jogos Sérios
Authors: Oliveira Rháleff Nascimento Rodrigues de , Rocha Rafaela Vilela da
Published: May 2022

A avaliação em Jogos Sérios (JSs) deve fornecer informações detalhadas sobre os processos de aprendizado e feedback imediato e personalizado para o aluno. Neste contexto, o objetivo dessa pesquisa é desenvolver e avaliar o AvaliaJS, um modelo conceitual para estruturar, orientar e apoiar o planejamento da concepção e execução da avaliação de desempenho do aluno em JSs. O AvaliaJS possui dois artefatos: o modelo Canvas e o documento de projeto de avaliação. Como prova de conceito, três jogos já prontos foram usados para exemplificação e análise do AvaliaJS. Além disso, a qualidade do AvaliaJS foi avaliada por especialistas em desenvolvimento e avaliação de JSs, por meio de um questionário. Os resultados das respostas dos especialistas confirmam uma boa consistência interna (alfa de Cronbach α = 0,87), o que indica que o AvaliaJS é correto, autêntico, consistente, claro, inequívoco e flexível. O modelo precisará ser validado durante o processo de criação de um novo jogo para garantir sua usabilidade e eficiência. De maneira geral, o AvaliaJS pode ser utilizado para apoiar o planejamento, documentação e desenvolvimento de artefatos e coleta de dados em JSs, bem como na execução da avaliação, medição do aprendizado e oferta de feedback para os alunos.
Medien und Bildung
Authors: Ladenthin Volker
Published: May 2022

All educational professions require a professional approach to media: But what are media? Neutral intermediaries? Or does every medium have its own message? Only which one? Are media instruments in teaching? Or do they create conditions for pedagogical practice? Do media represent reality? Or do they only convey what our minds perceive as reality? Do media shape people—or do they help to educate them? And what consequences do answers to these questions have for teaching? The new book by Prof. Dr Volker Ladenthin, who researched and taught at the Bonn Centre for Teacher Training, University of Bonn, provides answers to these questions.
The Secret Life of the Archaeological Field School The Jezreel Expedition as a Case Study
Authors: Cipin Ian
Published: May 2022

Archaeological field schools have been an integral part of excavation projects in the Southern Levant for many years now, having evolved and developed since William Dever invited students to earn credit for taking part in archaeological fieldwork at Gezer in 1966. An essential source of funding for many excavations, archaeological field schools in Israel attract hundreds of students each year who are eager to earn credits while also gaining valuable fieldwork experience. Archaeology has changed tre- mendously since Dever’s first field school, and this paper asks whether or not archaeological field schools in the region have kept pace with these developments. Using the Jezreel Expedition as a case study, I argue that the innovative approach to the archaeological field school adopted there, while challenging to implement, offered students the opportunity not only to obtain credit, but also to achieve a broader understanding of the archaeological process and solid preparation for a career in archaeology.
Gottlieb Schumacher, First Excavator of Armageddon
Authors: Cline Eric H.
Published: May 2022

There have been four expeditions to Megiddo during the course of the past century: Gottlieb Schumacher from 1903–1905, sponsored in part by the German Oriental Society and the German Society for the Exploration of Palestine; the team sent by James Henry Breasted from the Oriental In- stitute at the University of Chicago from 1925 to 1939; Yigael Yadin and his students from the Hebrew University of Jerusalem in the 1960s and 1970s; and the Tel Aviv University Expedition, primarily under the direction of Israel Finkelstein and David Ussishkin, from 1992 onward. This detailed look at Schumacher’s excavation seasons is dedicated with great respect to Norma Franklin, who undoubtedly knows all of it already.
From Maker’s Mark to Mason’s Mark Cypriot Mason’s Marks in Their Aegean and Levantine Contexts
Authors: Hitchcock Louise
Published: May 2022

Engraved signs begin to appear in the Aegean as early as the Middle Bronze Age (ca. 1900– 1700 BCE) on Crete. They proliferate in the Late Bronze Age on Crete, in the Aegean islands and Mycenaean mainland. In Israel, Yigal Shiloh documented their appearance in palatial architecture at Megiddo and Samaria. In addition, one appears on a block from the great horned altar in Beersheba. Although they have been conventionally termed “mason’s marks,” they did not function as such in the accepted sense as aids in the positioning of blocks in the construction of a building. The marks from Is- rael received detailed attention from Norma Franklin, who associated them with guilds of Carian build- ers, an association that has not been irrefutably confirmed or disputed. This article considers twenty-five such marks from Cyprus and concludes that meanings assigned to them may vary and need not be mutually exclusive.
Building in room to fail: Learning through play in an undergraduate course
Authors: Rempel Hannah Gascho
Published: May 2022

True learning happens when we try new things - when we practice something, see how it goes, and then try it again. Pedagogical practices that encourage metacognition and active reflection are built on this premise. But these practices take time, and university instructors are pressured to cover as much content as possible in a term. Practice also feels like a luxury to students who receive few opportunities for evaluative feedback, and who don’t want to sacrifice a good grade for the sake of trying something new. As a result, learners tend to play it safe. But when the skills of metacognition are presented through the lens of play, which encourages and builds in room for graceful failure, learners become more open to reflective practices and experimentation. In a term-long course for undergraduates entitled ‘Learning Through Play’, I introduce learners to an information literacy-based research process while using the language and theories of play. Learners ultimately build their own game, but along the way, they practice key elements of the research process: exploring and researching a topic from multiple angles; reading the scholarly literature in a scaffolded manner; and using relevant background information to create something new. I lead class-wide games to help reinforce these topics, and students adapt and lead games in small groups to practice experimentation and cooperation. In this article, I share my course design, the theories underpinning this approach to learning, and suggestions for others who might want to teach a similar course.
Playing in Limbo
Authors: Monnier Ruth , Winters Lora
Published: May 2022

University libraries are stereotyped as a quiet space for studying and reading in the stacks, but they can be a vibrant hub for learning and play, especially when they contain writing centers, tutoring programs, and other support structures for students. At our university, the writing center and student success office are housed in the main library location. Efforts are made by these offices to engage students, who regularly use the library to study, with their services. Due to the physical boundaries and location within the library, students seem to intentionally come to the physical location to utilize only one of the services, either the writing center, tutoring, or the library’s physical space and resources. We have tried to add playful elements to the liminal space between the library and the writing center’s boundaries by using a variety of attention-grabbing activities to encourage students to engage with both services and support their own well-being. While these activities generate some level of engagement, some work better than others because the activity encourages participation between students, writing center staff, and library staff. Creating elements of play with liminal space and within the library contributes to keeping the atmosphere of the library vibrant, social, and engaging.
Word (and/or/not) play
Authors: Edwards Jay Andrew
Published: May 2022

When searching for information in a catalog or database, a library user takes an active role by choosing search terms, selecting filters, and using advanced features. This process is rarely straightforward; depending on their needs and the availability of resources, a user may not find relevant results on the first try. When this happens, users must modify their search terms and strategies, observe the new results, and adapt accordingly. Successful searchers, therefore, are those who experiment, explore... and play. This article will put the concepts of play and playfulness in context with the ACRL Framework for Information Literacy for Higher Education, particularly its sixth pillar, Searching as Strategic Exploration. This juxtaposition will identify whether and how play, playfulness, and playful research are appropriate approaches for achieving the flexibility and creativity called for in the Framework. Recommendations follow for applying play in practical library settings such as reference and instruction.
Surface Roughness of Dentin and Formation of Early Cariogenic Biofilm after Silver Diamine Fluoride and Potassium Iodide Application
Authors: Kim Haeni , Park Howon , Lee Juhyun , Lee Siyoung
Published: May 2022

This study aimed to evaluate the effect of silver diamine fluoride (SDF) and potassium iodide (KI) on the formation of cariogenic biofilm and surface roughness in vitro. A total of 48 bovine dentin specimens with artificially induced caries were prepared and divided into 3 groups of 16: untreated control, SDF-treated, and SDF-treated followed by KI (SDFKI). Ten specimens from each group were used to observe microbial adhesion. Multispecies cariogenic biofilms including Streptococcus mutans , Lactobacillus casei , and Candida albicans were cultured on the specimens. Microbes were cultured for 24 hours, and the colony-forming unit was calculated. The remaining specimens were observed by atomic force microscope and scanning electron microscope (SEM). The number of bacteria was significantly lower in the SDF and SDFKI groups. KI did not inhibit the antibacterial activity of SDF significantly. SEM images showed particles generated after SDF and SDFKI application were deposited on the dentin, but there was no significant difference in surface roughness between the 3 groups. This study confirmed that SDF and SDFKI application did not have a significant effect on the surface roughness of dentin, but effectively inhibited the formation of the early cariogenic bacterial film after 24 hours compared to the control.
Masticatory Performance and the Related Factors in Korean Children and Adolescents
Authors: Lee Minah , Lee Taeyang , Kim Baek-il , Song Je Seon
Published: May 2022

This study aimed to evaluate the masticatory performance of Korean children and adolescents and to investigate related factors. Early loss of primary molars, degree of occlusion of first molars, occlusal relationship of first molars, and presence of anterior crossbite were considered. From March 2020 to July 2021, 56 children and adolescents between the ages of 6 and 12 were included. The mixing ability index (MAI) was calculated to evaluate the masticatory efficiency of children and adolescents. The subjects were classified into three groups according to the number of early lost primary molars; normal dentition, 1 - 2 teeth lost, more than 3 teeth lost. The number of participants are 23, 18, and 15, respectively. There was no difference in the MAI values between the normal dentition group and the group has 1 - 2 teeth lost. However, when 3 or more primary molars were lost, the MAI value decreased and a significant difference was observed. This study is the first study to evaluate the masticatory performance of children and adolescents in Korea, and it will be helpful to pediatric dentists who evaluate the masticatory performance of children and adolescents and strive to improve the masticatory efficiency of children and adolescents in clinical practice.