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listelement.badge.dso-typeItem, Foucault, a modernidade e o sujeito(Universidade Federal de São Carlos, 2014-09-17) Hack, Rafael Fernando; Monzani, Luiz Roberto; https://lattes.cnpq.br/2036732603638197; https://lattes.cnpq.br/3518590850086569Ce travail vise à analyser la constitution du sujet moderne dans la pensée de Michel Foucault. Pour ce faire, nous prétendons révéler l‟archéologie à l‟oeuvre dans la généalogie. Cela s‟observe particulièrement, c‟est ce que nous nous proposons d‟étudier, dans la présence de l‟épistémè (concept largement discuté dans l‟oeuvre Les mots et les choses) dans les mécanismes de pouvoir présents durant le classicisme et la modernité. Ainsi, nous visons à observer la relation entre « l‟ère de la représentation », historiquement attribuée à la période classique des XVIIe et XVIIIe siècles, et « l‟ère de l‟histoire » contenue entre les XIXe et XXe siècles, appelée également modernité par Foucault, et leurs savoirs et pouvoirs contemporains respectifs. Dans un premier temps, nous vérifions la relation entre l‟épistémè classique et les autres savoirs discutés par le philosophe pendant le classicisme de la période archéologique. Ensuite, nous vérifions la relation qui se joue entre pouvoir et savoir durant la période citée précédemment pour nous approcher de l‟archéologie de la généalogie. Dans un second temps, notre recherche, procédant analogiquement, se consacre à l‟analyse de la modernité. Cela favorise le rapprochement entre épistémè d‟une part et les autres savoirs discutés durant la période archéologique d‟autre part, de même que cela induit la vérification de la relation entre archéologie et généalogie dans la constitution du sujet moderne.listelement.badge.dso-typeItem, Um estudo sobre o desenvolvimento de jogos orientado a modelos com codificação manual(Universidade Federal de São Carlos, 2014-09-17) Prado, Ely Fernando do; Lucrédio, Daniel; https://lattes.cnpq.br/9090396559596221; https://lattes.cnpq.br/3306310971220379The electronic gaming industry has recently witnessed an exponential growth in terms of titles and overall complexity of the games. This growth is responsible for many advances in computational technologies. But it also revealed problems related to the development process. It is very common that game projects exceed budget and schedule, not to mention the high number of bugs delivered to the final consumer. Current tools that support the development of games, such as game engines, allow great flexibility and artistic freedom, but require professionals with a high degree of technological knowledge, which means that a high financial investment is often needed. To help solving these problems, the literature suggests the use of Model-Driven Development (MDD). The increased abstraction level made possible through MDD can lead to higher reuse levels, and the automation achieved by code generation helps to reduce development time. But for automation, the developer often has to pay the price of reduced flexibility since the MDD exists a lack of flexibility in designs, but with manual code that can be overcome. Given these challenges, it is proposed an approach for game development that targets models to offer efficiency but without losing the flexibility in projects. This goal can be achieved through the integration of multiple DSLs with handwritten code, with the help of design patterns. To evaluate this approach, it was developed a tool capable of assisting the development of games following the concepts of MDD, which was subsequently subjected to experiments to validate its effectiveness. According to the experimental analysis, it was possible to observe that the proposed approach can provide the desired efficiency and flexibility in game development. It was also noted that due to the automation offered by code generators, inexperienced developers could create their projects with greater ease. However the study indicates that abstraction offered by MDD hinders the learning of the technology used.