119 research outputs found

    Bilayer polarity and its thermal dependency in the e(o) and e(d) phases of binary phosphatidylcholine/cholesterol mixtures

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    Diverse variations in membrane properties are observed in binary phosphatidylcholine/cholesterol mixtures. These mixtures are nonideal, displaying single or phase coexistence, depending on chemical composition and other thermodynamic parameters. When compared with pure phospholipid bilayers, there are changes in water permeability, bilayer thickness and thermomechanical properties, molecular packing and conformational freedom of phospholipid acyl chains, in internal dipolar potential and in lipid lateral diffusion. Based on the phase diagrams for DMPC/cholesterol and DPPC/cholesterol, we compare the equivalent polarity of pure bilayers with specific compositions of these mixtures, by using the Py empirical scale of polarity. Besides the contrast between pure and mixed lipid bilayers, we find that liquid-ordered and liquid-disordered (e(d)) phases display significantly different polarities. Moreover, in the e(o) phase, the polarities of bilayers and their thermal dependences vary with the chemical composition, showing noteworthy differences for cholesterol proportions at 35, 40, and 45 mol%. At 20 degrees C, for DMPC/ cholesterol at 35 and 45 mol%, the equivalent dielectric constants are 21.8 and 23.8, respectively. Additionally, we illustrate potential implications of polarity in various membrane-based processes and reactions, proposing that for cholesterol containing bilayers, it may also go along with the occurrence of lateral heterogeneity in biological membranes. (c) 2007 Elsevier B.V. All rights reserved.info:eu-repo/semantics/publishedVersio

    Motivation and flow experience as crucial factors in the completion of narrative games

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    Keeping players in a video game until its completion has been a challenging task for the industry since there are many reasons for quitting video games. Motivation and the experience of flow are important factors in game completion, as they contribute to the enjoyment and retention of players' attention. Consequently, players who reach a state of flow become highly engaged and motivated to continue playing. Based on this context, this paper reviews the literature on player motivations, the flow experience, and narrative as an element of flow. Methodologically, an analysis of the most completed games between 2020 and 2022 on Steam and Playstation platforms was performed. The results show that the most completed games in 2022 were: The Last of Us Part II, Marvel's Spider-Man, and Uncharted: The Lost Legacy. In addition, a flow and motivational analysis was performed on The Last of Us Part II and God of War games to understand the elements and characteristics that make them so that the player remains motivated until its completion.publishe

    Peak-end rule in narrative videogames: analysis of players’ perceptions on social media about “The Last of Us Part II” and “God of War”

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    The peak-end rule is a psychological heuristic that describes how people remember experiences based on the most extreme or peak moment, and on the final moment. This experience tends to influence people in how they judge the overall quality of something, particularly in video games. The most intense and/or exciting moment of the game, and its conclusion, are the important factors in determining the player’s willingness to continue playing, the memorization, and the dissemination. Through an exploratory analysis of the perceptions of players on social networks, regarding the video games "The Last of Us Part II" and "God of War", it was found that it is essential that the games have a peak and an ending to produce the positive effect and, consequently, be recognized by the gaming community, making these games as the most representative, remarkable and finished.publishe

    Programas de integridade e combate à corrupção: aspectos teóricos e empíricos da multiplicação do compliance anticorrupção no Brasil

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    Divulgação dos SUMÁRIOS das obras recentemente incorporadas ao acervo da Biblioteca Ministro Oscar Saraiva do STJ. Em respeito à Lei de Direitos Autorais, não disponibilizamos a obra na íntegra.Localização na estante: 343.352(81) V795

    Crônica de Anna Magdalena Bach: amor, trabalho e morte no cinema de Danièle Huillet e Jean-Marie Straub

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    This article analyzes the film Chronicle of Anna Magdalena Bach (1968), by Danièle Huillet and Jean-Marie Straub, in order to show how, analogously, when dealing with modes of artistic production, it demystifies the genius of Johann Sebastian Bach, contextualizing his work in the ecclesiastical order of the 18th century, and it criticizes the precepts of Autorenfilm of the new German cinema, dependent on a system of state funding, in which it takes part of. In addition, it seeks to indicate the possibility of alternative forms of artistic production and sensitive perception engendered cinematographically that are opposed to alienated work.Este artigo analisa o filme Crônica de Anna Magdalena Bach (1968), de Danièle Huillet e Jean-Marie Straub, de modo a mostrar como, analogamente, ao tratar de modos de produção artística, desmitifica-se o gênio de Johann Sebastian Bach, contextualizando sua obra na ordem eclesiástica do século XVIII, e se faz uma crítica dos preceitos do Autorenfilm do novo cinema alemão, dependente de um sistema de financiamento estatal, do qual ele faz parte. Ademais, busca-se indicar a possibilidade de formas alternativas de produção artística e percepção sensível engendradas cinematograficamente que se contraponham ao trabalho alienado

    FlavourGame: design de personagens dramáticos para serious games

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    O incremento progressivo das doenças associadas à má alimentação é uma realidade e, no caso das crianças, fará com que coloque em risco o crescimento equilibrado destas. Deste modo, é cada vez mais uma opção influenciar as crianças a comer de forma divertida e que, ao mesmo tempo, retenham conhecimentos fundamentais para a sua vida, através dos jogos. A partir desta visão, o projeto FlavourGame caracteriza-se por ser um serious game com o intuito de promover e motivar a discussão em torno do tema da nutrição, mais concretamente nas escolhas alimentares das crianças. FlavourGame, é assim um projeto que interseta a área das artes, tecnologia, comunicação e saúde. Paralelamente à prototipagem e construção do jogo físico e digital, foram criadas as personagens e a narrativa associada a estas. No que diz respeito à questão de investigação, procurou-se responder à pergunta: Que tipo de caracterização requer o design de personagens para jogos narrativos? Posto isto, foi realizado um levantamento bibliográfico com o intuito de analisar a narrativa, dramatização e as personagens, bem como a sua conceção. Consequentemente, a criação de personagens é um dos tópicos analisados e posto em prática devido à sua importância no projeto. Assim sendo, foram criadas as personagens heroicas e as personagens com o papel de inimigos, bem como as narrativas associadas a cada personagem de modo a potenciar a canalização da narrativa no jogo. No que diz respeito à metodologia abordada, seguiu-se uma metodologia projetual e exploratória. Uma análise qualitativa será predominante neste estudo. A realização de testes iniciais e testes finais, através de entrevistas, foram fases fulcrais no decorrer do projeto, já que a opinião do público, ou seja, as crianças dos 10 aos 12 anos, é um fator a ter em consideração para a conceção e melhoria de cada personagem. Através do entusiasmo e do feedback dos participantes, pôde-se constatar que as várias sugestões são um meio fulcral para a melhoria continua das personagens do jogo e que estas foram ao encontro das expectativas das crianças.The progressive increase in diseases associated with poor nutrition is a reality and, in the case of children, will put their balanced growth at risk. Thus, it is increasingly an option to influence children to eat in a fun way and, at the same time, retain fundamental knowledge for their lives, through games. From this vision, the FlavourGame project is characterized as a serious game with the intention of promoting and motivating discussion around the theme of nutrition, more specifically in children's food choices. FlavourGame is thus a project that intersects the areas of arts, technology, communication, and health. In parallel with the prototyping and construction of the physical and digital game, the characters and the narrative associated with them were created. As far as the research question is concerned, we tried to answer the question: What kind of characterization does character design for narrative games require? Having said that, a literature survey was conducted to analyze the narrative, role-playing, and characters, as well as their design. Consequently, character creation is one of the topics analyzed and put into practice due to its importance in the project. Therefore, the heroic characters and the characters with the role of enemies were created, as well as the narratives associated with each character in order to enhance the channeling of the narrative in the game. As far as the methodology is concerned, a design and exploratory methodology was followed. A qualitative analysis will be predominant in this study. Initial tests and final tests, through interviews, were key stages in the course of the project, since the opinion of the audience, i.e. children aged 10 to 12, is a factor to be taken into consideration for the design and improvement of each character. Through the enthusiasm and feedback from the participants, it could be seen that the various suggestions are a key means for continuous improvement of the game characters and that they met the children's expectations.Mestrado em Comunicação Multimédi
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