Dos bits e chips ? cogni??o: entrela?amentos poss?veis
Autor(a) principal: | |
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Data de Publicação: | 2015 |
Tipo de documento: | Dissertação |
Idioma: | por |
Título da fonte: | Biblioteca Digital de Teses e Dissertações da UFRRJ |
Texto Completo: | https://tede.ufrrj.br/jspui/handle/jspui/1423 |
Resumo: | This research had as objective recognize ways to present subjectivity knowledge building process triggered by game. For the realization of this study the building game MMO (Massive Multiplayer Online) called Minecraft was chosen for the field research. The hypothesis is that the high level of interoperability and immersion presented in digital media of games come driving a more intuitive, sensible, imagetic and practical cognition. This way, it is intended to initially define what is cognition from the cognition sciences and technologies perspective based on the autopoiesis theory. The next step proposes the theoretical understanding of electronic or computer game beginning with its definition and from the concepts of non-immersive virtual reality, interactivity and immersion. Finally, it will be discussed the relationship between the cognitive potential in games and the autopoietic knowledge. As methodological aspects for field research were used procedures of field research and derived netnography as the process conductors. Data were collected through a questionnaire, through material published on the blog created for research (Videos and comment on the participation in the metaverse made by the research subjects), and the non- structured interview guided and supported by systematic observation. The data analysis was performed from the triangulation between the technique of Talking Dynamics, the data collected in immersion in the metaverse and the theoretical basis used. As a result the research was considered non-conclusive regarding the sample used, but indicates routes to be followed in future researches. |
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Souza, Wanderson Fernandes deCPF: 081.130.477-94Souza, Wanderson Fernandes dePires, Emmy UeharaCastro, Fabiano dos SantosCPF: 852.533.917-20http://lattes.cnpq.br/3126488006222981Ramos, Simone2017-02-13T19:21:44Z2015-12-22RAMOS, Simone. Dos bits e chips ? cogni??o: Entrela?amentos poss?veis. 2015. 107 f. Disserta??o (Mestrado em Psicologia) - Instituto de Educa??o, Programa de P?s-Gradua??o, Universidade Federal Rural do Rio de Janeiro, Serop?dica - RJ, 2015.https://tede.ufrrj.br/jspui/handle/jspui/1423This research had as objective recognize ways to present subjectivity knowledge building process triggered by game. For the realization of this study the building game MMO (Massive Multiplayer Online) called Minecraft was chosen for the field research. The hypothesis is that the high level of interoperability and immersion presented in digital media of games come driving a more intuitive, sensible, imagetic and practical cognition. This way, it is intended to initially define what is cognition from the cognition sciences and technologies perspective based on the autopoiesis theory. The next step proposes the theoretical understanding of electronic or computer game beginning with its definition and from the concepts of non-immersive virtual reality, interactivity and immersion. Finally, it will be discussed the relationship between the cognitive potential in games and the autopoietic knowledge. As methodological aspects for field research were used procedures of field research and derived netnography as the process conductors. Data were collected through a questionnaire, through material published on the blog created for research (Videos and comment on the participation in the metaverse made by the research subjects), and the non- structured interview guided and supported by systematic observation. The data analysis was performed from the triangulation between the technique of Talking Dynamics, the data collected in immersion in the metaverse and the theoretical basis used. As a result the research was considered non-conclusive regarding the sample used, but indicates routes to be followed in future researches.O presente trabalho de pesquisa teve como objetivo identificar os modos de subjetiva??o presente no processo de constru??o de conhecimento deflagrado pelo videogame. Para a realiza??o desse estudo foi escolhido o game de constru??o MMO (Massive Multiplayer Online) denominado Minecraft para a pesquisa de campo. A hip?tese levantada ? de que o alto n?vel de interoperabilidade e imers?o presente na m?dia digital dos games venha acionando uma cogni??o mais intuitiva, sens?vel, imag?tica e com predom?nio da pr?tica. Neste percurso, pretende-se inicialmente definir o que ? cogni??o a partir das ci?ncias e tecnologias da cogni??o (CTC) e tomando como base a teoria da autopoiesi. Em seguida, prop?e-se a compreens?o te?rica acerca do jogo eletr?nico ou computacional a partir de sua defini??o e dos conceitos de realidade virtual n?o-imersiva, interatividade e imers?o. Finalmente, ser? discutida a imbrica??o entre o potencial cognitivo presente nos games e o conhecer autopoietico. Como aspectos metodol?gicos para a pesquisa de campo foram utilizados os procedimentos de pesquisa netnogr?fica derivada e de campo como condutores do processo. Os dados foram coletados por meio de question?rio, pelo material publicado (v?deos e observa??es sobre as incurs?es no metaverso feitos pelos sujeitos da pesquisa) no blog criado para a pesquisa, e pela entrevista n?o-estruturada guiada e apoiada pela observa??o sistem?tica. A an?lise dos dados foi realizada a partir da triangula??o entre a t?cnica da Din?mica das Conversa??es, os dados coletados em minha imers?o no metaverso e a base te?rica utilizada. Como resultado a pesquisa foi considerada n?o-conclusiva em rela??o a amostragem utilizada, mas aponta caminhos a serem percorridos em pesquisas futuras.Submitted by Jorge Silva (jorgelmsilva@ufrrj.br) on 2017-02-13T19:21:44Z No. of bitstreams: 1 2015 - Simone Ramos.pdf: 3006092 bytes, checksum: be7e0f821c94ac23a229118fadd1d990 (MD5)Made available in DSpace on 2017-02-13T19:21:44Z (GMT). No. of bitstreams: 1 2015 - Simone Ramos.pdf: 3006092 bytes, checksum: be7e0f821c94ac23a229118fadd1d990 (MD5) Previous issue date: 2015-12-22application/pdfhttps://tede.ufrrj.br/retrieve/3854/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/6664/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/18115/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/24439/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/30834/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/37236/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/43592/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/49997/2015%20-%20Simone%20Ramos.pdf.jpghttps://tede.ufrrj.br/retrieve/56428/2015%20-%20Simone%20Ramos.pdf.jpgporUniversidade Federal Rural do Rio de JaneiroPrograma de P?s-Gradua??o em PsicologiaUFRRJBrasilInstituto de Educa??oAutopoieseCognitionVirtual 3D worldsAutopoieseCogni??oMundos virtuais 3DPsicologiaCi?ncia da Computa??oDos bits e chips ? cogni??o: entrela?amentos poss?veisFrom bits and chips to cognition: possible interactionsinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisinfo:eu-repo/semantics/openAccessreponame:Biblioteca Digital de Teses e Dissertações da UFRRJinstname:Universidade Federal Rural do Rio de Janeiro (UFRRJ)instacron:UFRRJTHUMBNAIL2015 - Simone Ramos.pdf.jpg2015 - Simone Ramos.pdf.jpgimage/jpeg1943http://localhost:8080/tede/bitstream/jspui/1423/18/2015+-+Simone+Ramos.pdf.jpgcc73c4c239a4c332d642ba1e7c7a9fb2MD518TEXT2015 - Simone Ramos.pdf.txt2015 - Simone Ramos.pdf.txttext/plain237625http://localhost:8080/tede/bitstream/jspui/1423/17/2015+-+Simone+Ramos.pdf.txt5eb5ea2a190034892ca60c2907efa20cMD517ORIGINAL2015 - Simone Ramos.pdf2015 - Simone Ramos.pdfapplication/pdf3002939http://localhost:8080/tede/bitstream/jspui/1423/2/2015+-+Simone+Ramos.pdf00ae5bdbb8f8b71cf97688a3351db6bbMD52LICENSElicense.txtlicense.txttext/plain; charset=utf-82089http://localhost:8080/tede/bitstream/jspui/1423/1/license.txt7b5ba3d2445355f386edab96125d42b7MD51jspui/14232022-01-19 23:57:26.839oai:localhost: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Biblioteca Digital de Teses e Dissertaçõeshttps://tede.ufrrj.br/PUBhttps://tede.ufrrj.br/oai/requestbibliot@ufrrj.br||bibliot@ufrrj.bropendoar:2022-01-20T01:57:26Biblioteca Digital de Teses e Dissertações da UFRRJ - Universidade Federal Rural do Rio de Janeiro (UFRRJ)false |
dc.title.por.fl_str_mv |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
dc.title.alternative.eng.fl_str_mv |
From bits and chips to cognition: possible interactions |
title |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
spellingShingle |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis Ramos, Simone Autopoiese Cognition Virtual 3D worlds Autopoiese Cogni??o Mundos virtuais 3D Psicologia Ci?ncia da Computa??o |
title_short |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
title_full |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
title_fullStr |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
title_full_unstemmed |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
title_sort |
Dos bits e chips ? cogni??o: entrela?amentos poss?veis |
author |
Ramos, Simone |
author_facet |
Ramos, Simone |
author_role |
author |
dc.contributor.advisor1.fl_str_mv |
Souza, Wanderson Fernandes de |
dc.contributor.advisor1ID.fl_str_mv |
CPF: 081.130.477-94 |
dc.contributor.referee1.fl_str_mv |
Souza, Wanderson Fernandes de |
dc.contributor.referee2.fl_str_mv |
Pires, Emmy Uehara |
dc.contributor.referee3.fl_str_mv |
Castro, Fabiano dos Santos |
dc.contributor.authorID.fl_str_mv |
CPF: 852.533.917-20 |
dc.contributor.authorLattes.fl_str_mv |
http://lattes.cnpq.br/3126488006222981 |
dc.contributor.author.fl_str_mv |
Ramos, Simone |
contributor_str_mv |
Souza, Wanderson Fernandes de Souza, Wanderson Fernandes de Pires, Emmy Uehara Castro, Fabiano dos Santos |
dc.subject.eng.fl_str_mv |
Autopoiese Cognition Virtual 3D worlds |
topic |
Autopoiese Cognition Virtual 3D worlds Autopoiese Cogni??o Mundos virtuais 3D Psicologia Ci?ncia da Computa??o |
dc.subject.por.fl_str_mv |
Autopoiese Cogni??o Mundos virtuais 3D |
dc.subject.cnpq.fl_str_mv |
Psicologia Ci?ncia da Computa??o |
description |
This research had as objective recognize ways to present subjectivity knowledge building process triggered by game. For the realization of this study the building game MMO (Massive Multiplayer Online) called Minecraft was chosen for the field research. The hypothesis is that the high level of interoperability and immersion presented in digital media of games come driving a more intuitive, sensible, imagetic and practical cognition. This way, it is intended to initially define what is cognition from the cognition sciences and technologies perspective based on the autopoiesis theory. The next step proposes the theoretical understanding of electronic or computer game beginning with its definition and from the concepts of non-immersive virtual reality, interactivity and immersion. Finally, it will be discussed the relationship between the cognitive potential in games and the autopoietic knowledge. As methodological aspects for field research were used procedures of field research and derived netnography as the process conductors. Data were collected through a questionnaire, through material published on the blog created for research (Videos and comment on the participation in the metaverse made by the research subjects), and the non- structured interview guided and supported by systematic observation. The data analysis was performed from the triangulation between the technique of Talking Dynamics, the data collected in immersion in the metaverse and the theoretical basis used. As a result the research was considered non-conclusive regarding the sample used, but indicates routes to be followed in future researches. |
publishDate |
2015 |
dc.date.issued.fl_str_mv |
2015-12-22 |
dc.date.accessioned.fl_str_mv |
2017-02-13T19:21:44Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
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publishedVersion |
dc.identifier.citation.fl_str_mv |
RAMOS, Simone. Dos bits e chips ? cogni??o: Entrela?amentos poss?veis. 2015. 107 f. Disserta??o (Mestrado em Psicologia) - Instituto de Educa??o, Programa de P?s-Gradua??o, Universidade Federal Rural do Rio de Janeiro, Serop?dica - RJ, 2015. |
dc.identifier.uri.fl_str_mv |
https://tede.ufrrj.br/jspui/handle/jspui/1423 |
identifier_str_mv |
RAMOS, Simone. Dos bits e chips ? cogni??o: Entrela?amentos poss?veis. 2015. 107 f. Disserta??o (Mestrado em Psicologia) - Instituto de Educa??o, Programa de P?s-Gradua??o, Universidade Federal Rural do Rio de Janeiro, Serop?dica - RJ, 2015. |
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https://tede.ufrrj.br/jspui/handle/jspui/1423 |
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por |
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Universidade Federal Rural do Rio de Janeiro |
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Programa de P?s-Gradua??o em Psicologia |
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UFRRJ |
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Brasil |
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Instituto de Educa??o |
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Universidade Federal Rural do Rio de Janeiro |
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