Dos bits e chips ? cogni??o: entrela?amentos poss?veis

Detalhes bibliográficos
Autor(a) principal: Ramos, Simone
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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spelling 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). 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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:jspui/1423Tk9UQTogQ09MT1FVRSBBUVVJIEEgU1VBIFBSP1BSSUEgTElDRU4/QQpFc3RhIGxpY2VuP2EgZGUgZXhlbXBsbyA/IGZvcm5lY2lkYSBhcGVuYXMgcGFyYSBmaW5zIGluZm9ybWF0aXZvcy4KCkxJQ0VOP0EgREUgRElTVFJJQlVJPz9PIE4/Ty1FWENMVVNJVkEKCkNvbSBhIGFwcmVzZW50YT8/byBkZXN0YSBsaWNlbj9hLCB2b2M/IChvIGF1dG9yIChlcykgb3UgbyB0aXR1bGFyIGRvcyBkaXJlaXRvcyBkZSBhdXRvcikgY29uY2VkZSA/IFVuaXZlcnNpZGFkZSAKWFhYIChTaWdsYSBkYSBVbml2ZXJzaWRhZGUpIG8gZGlyZWl0byBuP28tZXhjbHVzaXZvIGRlIHJlcHJvZHV6aXIsICB0cmFkdXppciAoY29uZm9ybWUgZGVmaW5pZG8gYWJhaXhvKSwgZS9vdSAKZGlzdHJpYnVpciBhIHN1YSB0ZXNlIG91IGRpc3NlcnRhPz9vIChpbmNsdWluZG8gbyByZXN1bW8pIHBvciB0b2RvIG8gbXVuZG8gbm8gZm9ybWF0byBpbXByZXNzbyBlIGVsZXRyP25pY28gZSAKZW0gcXVhbHF1ZXIgbWVpbywgaW5jbHVpbmRvIG9zIGZvcm1hdG9zID91ZGlvIG91IHY/ZGVvLgoKVm9jPyBjb25jb3JkYSBxdWUgYSBTaWdsYSBkZSBVbml2ZXJzaWRhZGUgcG9kZSwgc2VtIGFsdGVyYXIgbyBjb250ZT9kbywgdHJhbnNwb3IgYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YT8/byAKcGFyYSBxdWFscXVlciBtZWlvIG91IGZvcm1hdG8gcGFyYSBmaW5zIGRlIHByZXNlcnZhPz9vLgoKVm9jPyB0YW1iP20gY29uY29yZGEgcXVlIGEgU2lnbGEgZGUgVW5pdmVyc2lkYWRlIHBvZGUgbWFudGVyIG1haXMgZGUgdW1hIGM/cGlhIGEgc3VhIHRlc2Ugb3UgCmRpc3NlcnRhPz9vIHBhcmEgZmlucyBkZSBzZWd1cmFuP2EsIGJhY2stdXAgZSBwcmVzZXJ2YT8/by4KClZvYz8gZGVjbGFyYSBxdWUgYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YT8/byA/IG9yaWdpbmFsIGUgcXVlIHZvYz8gdGVtIG8gcG9kZXIgZGUgY29uY2VkZXIgb3MgZGlyZWl0b3MgY29udGlkb3MgCm5lc3RhIGxpY2VuP2EuIFZvYz8gdGFtYj9tIGRlY2xhcmEgcXVlIG8gZGVwP3NpdG8gZGEgc3VhIHRlc2Ugb3UgZGlzc2VydGE/P28gbj9vLCBxdWUgc2VqYSBkZSBzZXUgCmNvbmhlY2ltZW50bywgaW5mcmluZ2UgZGlyZWl0b3MgYXV0b3JhaXMgZGUgbmluZ3U/bS4KCkNhc28gYSBzdWEgdGVzZSBvdSBkaXNzZXJ0YT8/byBjb250ZW5oYSBtYXRlcmlhbCBxdWUgdm9jPyBuP28gcG9zc3VpIGEgdGl0dWxhcmlkYWRlIGRvcyBkaXJlaXRvcyBhdXRvcmFpcywgdm9jPyAKZGVjbGFyYSBxdWUgb2J0ZXZlIGEgcGVybWlzcz9vIGlycmVzdHJpdGEgZG8gZGV0ZW50b3IgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIHBhcmEgY29uY2VkZXIgPyBTaWdsYSBkZSBVbml2ZXJzaWRhZGUgCm9zIGRpcmVpdG9zIGFwcmVzZW50YWRvcyBuZXN0YSBsaWNlbj9hLCBlIHF1ZSBlc3NlIG1hdGVyaWFsIGRlIHByb3ByaWVkYWRlIGRlIHRlcmNlaXJvcyBlc3Q/IGNsYXJhbWVudGUgCmlkZW50aWZpY2FkbyBlIHJlY29uaGVjaWRvIG5vIHRleHRvIG91IG5vIGNvbnRlP2RvIGRhIHRlc2Ugb3UgZGlzc2VydGE/P28gb3JhIGRlcG9zaXRhZGEuCgpDQVNPIEEgVEVTRSBPVSBESVNTRVJUQT8/TyBPUkEgREVQT1NJVEFEQSBURU5IQSBTSURPIFJFU1VMVEFETyBERSBVTSBQQVRST0M/TklPIE9VIApBUE9JTyBERSBVTUEgQUc/TkNJQSBERSBGT01FTlRPIE9VIE9VVFJPIE9SR0FOSVNNTyBRVUUgTj9PIFNFSkEgQSBTSUdMQSBERSAKVU5JVkVSU0lEQURFLCBWT0M/IERFQ0xBUkEgUVVFIFJFU1BFSVRPVSBUT0RPUyBFIFFVQUlTUVVFUiBESVJFSVRPUyBERSBSRVZJUz9PIENPTU8gClRBTUI/TSBBUyBERU1BSVMgT0JSSUdBPz9FUyBFWElHSURBUyBQT1IgQ09OVFJBVE8gT1UgQUNPUkRPLgoKQSBTaWdsYSBkZSBVbml2ZXJzaWRhZGUgc2UgY29tcHJvbWV0ZSBhIGlkZW50aWZpY2FyIGNsYXJhbWVudGUgbyBzZXUgbm9tZSAocykgb3UgbyhzKSBub21lKHMpIGRvKHMpIApkZXRlbnRvcihlcykgZG9zIGRpcmVpdG9zIGF1dG9yYWlzIGRhIHRlc2Ugb3UgZGlzc2VydGE/P28sIGUgbj9vIGZhcj8gcXVhbHF1ZXIgYWx0ZXJhPz9vLCBhbD9tIGRhcXVlbGFzIApjb25jZWRpZGFzIHBvciBlc3RhIGxpY2VuP2EuCg==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
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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.
url https://tede.ufrrj.br/jspui/handle/jspui/1423
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dc.publisher.none.fl_str_mv Universidade Federal Rural do Rio de Janeiro
dc.publisher.program.fl_str_mv Programa de P?s-Gradua??o em Psicologia
dc.publisher.initials.fl_str_mv UFRRJ
dc.publisher.country.fl_str_mv Brasil
dc.publisher.department.fl_str_mv Instituto de Educa??o
publisher.none.fl_str_mv Universidade Federal Rural do Rio de Janeiro
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