Academic literature on the topic 'Computer-based video games'

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Journal articles on the topic "Computer-based video games"

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Aust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. https://doi.org/10.15208/pieb.2014.14.

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By the beginning of the 21st century, media education on topics such as video games and strategies founded on the concept of Game-Based Learning has become an essential issue in school educational contexts. Continually rising standards in gameplay as well as recent developments in technology, in the gaming community, in the concepts and expectations of the potentials of gaming, have successively changed the perspectives on who is playing what, when and for what purpose, as well as on the consequences, opportunities and problems of gaming itself.     The authors of this article design
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Belmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.

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Cultural Studies and Game Studies analyses of video games often pay attention to the rules that articulate these media texts, the computer code used to write these games, and the visual and aural components utilised to represent game worlds and, sometimes, tell stories. All of these elements have a definite impact on the ways ideology is produced and reproduced by video games and, yet, the tactile interactions required to play games are often forgotten. This article highlights the importance of tactility when analysing identity discourses present in video games and expands forms of understandi
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Bontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.

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Abstract Playing computer games is a predominantly emotional than rational process. Video games with affect-based adaptation measure player’s behavior signals and recognize player’s emotional states in order to adapt specific game features in a dynamic manner and to improve player’s engagement, immersion, excitement, and challenge. The present review deals with models for the presentation of emotions, techniques for measuring behavioral signals, emotion recognition and adaptation mechanisms applied in video games with affective feedback including methods for their assessment and validation. St
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Zając, Błażej, and Szczepan Paszkiel. "USING BRAIN-COMPUTER INTERFACE TECHNOLOGY AS A CONTROLLER IN VIDEO GAMES." Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska 10, no. 3 (2020): 26–31. http://dx.doi.org/10.35784/iapgos.1543.

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Nowadays, control in video games is based on the use of a mouse, keyboard and other controllers. A Brain Computer Interface (BCI) is a special interface that allows direct communication between the brain and the appropriate external device. Brain Computer Interface technology can be used for commercial purposes, for example as a replacement for a keyboard, mouse or other controller. This article presents a method of controlling video games using the EMOTIV EPOC + Neuro Headset as a controller.
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the gam
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Wang, Guanhao. "A Pilot Study on the Video Game Interface from the Perspective of the Human-Computer Interaction -- Taking Far: Lone Sails as an Example." Lecture Notes in Education Psychology and Public Media 18, no. 1 (2023): 194–99. http://dx.doi.org/10.54254/2753-7048/18/20231314.

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The advancing IT industry gives rise to the video game industry, where more fancy and exquisite graphics can be generated. The property of video games based on human-computer interaction that associated the IT industry with art and design draws more and more attention from scholars. A genre called indie video games is less popular and less discussed. As a result, this paper is written to research the human-computer interaction applied in an indie video game, Far: Lone Sails. A pilot study will be conducted by reading and analyzing its official artbook, actual scenes during the process of the g
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Mitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.

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Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative langua
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Orekh, Ekaterina. "“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia." SHS Web of Conferences 50 (2018): 01122. http://dx.doi.org/10.1051/shsconf/20185001122.

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The article analyses the results of the exploratory empirical research of children’s video game practice. Based on the analysis of semi-structured interviews, as well as observation diaries on the theme of children’s game socialization, particularly the interaction of children, their peers, parents concerning video games, some conclusions about parenting strategies practiced in contemporary St. Petersburg’s families are made. It was found that the rapid expansion of computer games produces the parent’s fears associated with a lack of understanding of the consequences of the video games impact
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Wei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.

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Virtools is a set of integrated 2D graphic images, 3D models, audio, video, and so a variety of file formats, interactive software itself has a wealth of interactive behavior module, 3D games can be created, virtual experiments simulation objects very strong interaction with the display and other three-dimensional product. This paper presents a virtual experiment based on 3D and Virtools technology, which is built with 3D experiments scenes, making 3D animation; with Virtools data processing, interactive control. The experiments show that this method has the authenticity, interactivity, simple
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Mohd Tap, Mohamad Farhan, Norhanim Abdul Samat, and Tina Abdullah. "Exploring the Potential of Video Games in Enhancing Language Learning." LSP International Journal 11, no. 1 (2024): 29–39. http://dx.doi.org/10.11113/lspi.v11.21512.

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In the past few years, computer games have become popular as immersive language learning tools which help students to improve their language skills. This paper seeks to find out if video games can be used to improve language learning and to see the positive aspects of video games for this task. The participant for this research is based on 58 participants who had taken an English language class at a university in Johor; from which eight volunteers were selected for the interview. In our study we used mixed-method approach, and a survey was carried out by asking students questions about their g
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Dissertations / Theses on the topic "Computer-based video games"

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Ali, U. "A practice-based exploration of natural environment design in computer & video games." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/39394/.

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I offer this thesis as an original and substantial contribution to knowledge in virtual natural environment design practice within computer and video games, by identifying areas of strong/weak practice and to develop a new design framework that utilises a cross-disciplinary approach for practitioners/students/researchers. The thesis combines theoretical frameworks as well practical guidance within a new design framework for virtual natural environment design. The themes relating to this work were examined through a contextual review that focused on previous professional practice as well as cri
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Vidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.

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The aim of this essay is to distinguish whether the activity of playing video and online computer games as a leisure activity could be considered to be a learning situation. With the focus on vocabulary, this study investigates the possibility that gamers could improve their language proficiency while playing video and online computer games. The methodology is based on qualitative observations (Patel & Davidson 2011) and on interviews with seven players of five different games. The observations mainly considered the vocabulary used in the games and how the players used the English language
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Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.

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Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual asset
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Lipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.

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Thesis (M.S.)--University of Missouri-Columbia, 2008.<br>The entire dissertation/thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file (which also appears in the research.pdf); a non-technical general description, or public abstract, appears in the public.pdf file. Title from title screen of research.pdf file (viewed on August 13, 2009) Includes bibliographical references.
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Lewis, Joshua. "A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.

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Commercially available military-themed virtual simulations have been developed and sold for entertainment since the beginning of the personal computing era. There exists an intense interest by various branches of the military to leverage the technological advances of the personal computing and video game industries to provide low cost military training. By nature of the content of the commercial military-themed virtual simulations, a large overlap has grown between the interests, resources, standards, and technology of the computer entertainment industry and military training branches. This re
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Uzuegbunam, Nkiruka M. A. "SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING." UKnowledge, 2018. https://uknowledge.uky.edu/ece_etds/124.

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This dissertation investigates the development and use of self-images in augmented reality systems for learning and learning-based activities. This work focuses on self- modeling, a particular form of learning, actively employed in various settings for therapy or teaching. In particular, this work aims to develop novel multimedia systems to support the display and rendering of augmented self-images. It aims to use interactivity (via games) as a means of obtaining imagery for use in creating augmented self-images. Two multimedia systems are developed, discussed and analyzed. The proposed system
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Griffith, Ioseff. "Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54453.

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In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human int
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Pagnotti, John Charles Jr. "The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5366.

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Democratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of participation, they also need to be trained in the processes of mind (Dewey, 1916; 1927). Educational systems in th
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Rokicki, Jonathan, and Henrik Pira. "Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18402.

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Context. Procedurally generated content is a common way for companiesto save time and resources when creating modern video games.However, with generation of content there is often many variables controllingthe outcome that is tricky to get right. Objectives. The aim of this thesis is to research how people perceivethe branch density of trees used in video games. This will be done bycreating a foliage generation tool that is based on the functionality ofan L-system. The tool will be used to generate 12 trees with differentbranch densities which will be used for the questionnaire in the userexpe
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Bernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.

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With the improvement of multimedia technologies such as broadband-enabled HDTV, video on demand and internet TV, the computer and the TV are merging to become a single device. Moreover the previously cited technologies as well as DVD or Blu-ray can provide menu navigation and interactive content. The growing interest in video conferencing led to the integration of the webcam in different devices such as laptop, cell phones and even the TV set. Our approach is to directly use an embedded webcam to remotely control a TV set using hand gestures. Using specific gestures, a user is able to control
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Books on the topic "Computer-based video games"

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Sanches, João Diniz. Driving games manual: The ultimate guide to all car-based computer and video games. Haynes, 2008.

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Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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Driving games manual: The ultimate guide to all car-based computer and video games. Haynes, 2011.

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The effects of video game experience on computer-based air traffic controller specialist, air traffic scenario test scores. U.S. Dept. of Transportation, Federal Aviation Administration, Office of Aviation Medicine, 1997.

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Game-based teaching and simulation in nursing and healthcare. Springer Pub. Co., 2012.

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House, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. Taylor & Francis Group, 2020.

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House, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. CRC Press LLC, 2016.

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House, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. CRC Press LLC, 2016.

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House, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. CRC Press LLC, 2016.

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Book chapters on the topic "Computer-based video games"

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Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.

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Playing computer games is an active pastime: players are presented with a dynamic game scenario that requires various inputs in order to engage with its core game loop. To do so, the player must constantly pay attention to the game while performing actions to propel gameplay. However, some games can be experienced over multiple levels of engagement. Such games feature levels of engagement that may not require the constant provision of input to offer a meaningful experience. In these games, atmosphere reveals itself as the underlying structure, intricate enough to be experienced in its own righ
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Bruno, Luca Paolo. "Bikini nel bakumatsu, intimi anacronismi. Il caso di Ōka Sabaki." In Connessioni. Studies in Transcultural History. Firenze University Press, 2024. http://dx.doi.org/10.36253/979-12-215-0422-4.26.

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Japanese Adult Computer Games feature a plethora of setting and themes, ranging from science fiction and fantasy to romantic comedies set in present-day Japan. A subset of these video games features historical or pseudo-historical backdrops for their narratives. An illustrative instance of this approach is the bakumatsu period in Japan, characterized by its unique societal mores and representational affordances. Despite such a setup, this video games remain firmly entrenched in anime-manga industry conventions. This brief contribution explores how these industry practices take precedence over
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Heaton, C. "Video Game Technology and Training Research." In Computer-Based Instruction in Military Environments. Springer US, 1987. http://dx.doi.org/10.1007/978-1-4613-0915-4_22.

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Pirker, Johanna, Mathias Pojer, Andreas Holzinger, and Christian Gütl. "Gesture-Based Interactions in Video Games with the Leap Motion Controller." In Human-Computer Interaction. User Interface Design, Development and Multimodality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58071-5_47.

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Dondio, Pierpaolo. "Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?" In Lecture Notes in Computer Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49065-1_22.

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Li, Chengyi, Chengjie Dai, and Wai Kin Chan. "Optimizing Tutorial Design for Video Card Games Based on Cognitive Load Theory: Measuring Game Complexity." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60692-2_5.

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Maury-Castañeda, Natalia, Sergio Villarruel-Vasquez, and Willy Ugarte. "MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games." In Communications in Computer and Information Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49368-3_7.

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Kuralić-Ćišić, Lejla, Meliha Bijedić, Irma Dobrinjic, Nermina Kravić, Aida Duraković, and Dajana Stajić. "Online Counseling “The World Without a Label”." In International Perspectives in Values-Based Mental Health Practice. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-47852-0_42.

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AbstractThe online platform is a platform of the future, both in the world and in Bosnia and Herzegovina. “The World Without a Label” is the first counseling center of this kind in BiH, because it brings together experts from behavioral, psychological, and psychiatric problems in one place. As a special problem of sociopolitical context is victims of sexual violence, war rape crimes. A case study shows a young boy is accompanied by a parent due to behavioral problems manifested by extremely bad social interaction with peers and for spending most of his free time on his computer playing video g
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Kasemsap, Kijpokin. "Mastering Educational Computer Games, Educational Video Games, and Serious Games in the Digital Age." In Advances in Game-Based Learning. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1034-5.ch003.

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This chapter explains the overview of educational computer games; the reward and feedback systems in educational computer games; the significance of educational computer games in the digital age; the aspects of educational video games; the multifaceted applications of educational video games; the perspectives on serious games; the design of serious games in educational settings; the applications of serious games in the health care industry; and the challenges of serious games in the digital age. The applications of educational computer games, educational video games, and serious games are esse
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Mester, Gyula, Piroska Stanic Molcer, and Vlado Delic. "Educational Games." In Computer Games as Educational and Management Tools. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-569-8.ch015.

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The market favors the best-selling computer games regardless of their social and educational effects. This chapter will discuss the present trends in educational games development, technologies related to them as well as their features, through representative examples of games used for education with respect to pedagogical, business, and social aspects. Benefits and limitations of introducing games in education will be pointed out. Computer games for the disabled along with their pedagogical and social effects will be presented. Recent research results on the implementation of video games in s
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Conference papers on the topic "Computer-based video games"

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Maravic, Manojlo, and Gorana Rakicbajic. "THE TEACHERS' ATTITUDE TOWARDS THE USE OF VIDEO GAMES IN TEACHING PROCESS." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-040.

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Nowadays, in Serbia, in all public spheres, there is a generally positive atmosphere towards the use of new digital technologies, while digital technology and user training for ICT industries are set as one of the national priorities of economic development. The City of Novi Sad already has a centralized position in national IT industry and particularly important data points for present research are two facts: the first one, practical, is that the largest Serbian companies specializing in the production of video games are set up in Novi Sad, and the second one, academic, is that the Academy of
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Chuang, Tsung-Yen, and Wei-Fan Chen. "Effect of Computer-Based Video Games on Children: An Experimental Study." In 2007 IEEE International Workshop on Digital Games and Intelligent Toys-based Education. IEEE, 2007. http://dx.doi.org/10.1109/digitel.2007.24.

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Breugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.

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PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage th
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Nhu, Anh, Hieu Phan, Chang Liu, and Xianglong Feng. "A Comprehensive Defense Approach Targeting The Computer Vision Based Cheating Tools in FPS Video Games." In 2023 IEEE International Performance, Computing, and Communications Conference (IPCCC). IEEE, 2023. http://dx.doi.org/10.1109/ipccc59175.2023.10253881.

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Smirnova, N. "DIGITAL TRANSFORMATIONS: CONSTRUCTION OF THE «ENEMY IMAGE» IN HISTORICAL COMPUTER GAMES." In EXPONENTS OF SOCIAL AGGRESSION: GENERAL HUMANITARIAN DISCOURSES. FSBE Institution of Higher Education Voronezh State University of Forestry and Technologies named after G.F. Morozov, 2022. http://dx.doi.org/10.34220/esaghd2022_122-126.

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This article analyzes the specifics of creating and broadcasting the «enemy image» based on computer historical games. The virtual world of computer games, broadcasting the image of reality, at the same time, becomes the constructor of this reality. To characterize the subject's involvement in virtual gaming practices, the assimilation of political programs, the concept of «Homo VideoGamer» is used. In connection with the aggravation of the international situation, the analysis of the specifics of the construction of the «enemy image» in historical video games is updated. It is noted that the
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Pantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.

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This paper describes the use and development of a mobile application as an aid for an introduction to programming class in C, for first year engineering students. One of the biggest problems in teaching programming, and in particular in C is the concept of memory allocation and pointers. To help visualizing these concepts we developed an application in the form of a video game that works on both Android and iOS devices. The paper is inspired Digital Game Based Learning (DGBL) pedagogical theory, studying the kind of learning that happens when playing computer and video games, how to use this m
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Sahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova, and Edward Sergeevich Bolshakov. "Video Game's Mechanics Generation and Balancing." In 24th Scientific Conference “Scientific Services & Internet – 2022”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/abrau-2022-6.

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. This article is a continuation of the idea about developing a gaming prototype generator from natural language text. Game balance theme, which mentioned in previous authors' papers, fully opens up from theoretical and practice standpoints. Many expert opinions and definitions were analyzed to understand the identity of that problem. As a result, a full understanding of the problem was formed and challenges were listed, which exists in this direction. The purpose of the research is automation of game-designers routine in the prototyping stage. For this, the problem of generation of game balan
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Mateus, Sandra, Jorge Giraldo, Daniel Ramírez, and Claudia Ramos. "Development of a Video Game for Cognitive Stimulation in Early-Stage Alzheimer's Disease." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004501.

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In this research, a videogame was developed using Unity and WebGL as a cognitive stimulation strategy for patients with early-stage Alzheimer's disease. The process of construction of the videogame, began with the definition of cognitive needs and patient characteristics, obtained through literature review and interviews with experts. The interviews were focused on the following skills: the memory, the attention, the executive function, and the problem solving. These skills can be positively impacted with videogames and are detailed according to their degree of impairment in Alzheimer's diseas
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Thomas Kühn, Alexander, Marc Ritter, Manuel Heinzig, and Christian Roschke. "Virtual Mittweida - Creating a game-based approach to teach artificial intelligence for games." In 16th International Conference on Applied Human Factors and Ergonomics (AHFE 2025). AHFE International, 2025. https://doi.org/10.54941/ahfe1006339.

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With the proliferation of computing technologies and an ongoing trend of introducing digital and blended learning aspects into higher education, innovative approaches to teaching complex topics like artificial intelligence (AI) have emerged. Of particular interest is the use of game-based learning approaches. According to problem-based learning theory, providing students with an interactive problem and encouraging them to independently find solutions promotes deeper understanding and skill acquisition. Thus, game-based approaches offer an engaging way for students to explore challenging concep
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R.M. Debenham, Evan, and Roberto Solis-Oba. "New Algorithms for Computing Field of Vision over 2D Grids." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101801.

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The aim of this paper is to propose new algorithms for Field of Vision (FOV) computation which improve on existing work at high resolutions. FOV refers to the set of locations that are visible from a specific position in a scene of a computer game. We summarize existing algorithms for FOV computation, describe their limitations, and present new algorithms which aim to address these limitations. We first present an algorithm which makes use of spatial data structures in a way which is new for FOV calculation. We then present a novel technique which updates a previously calculated FOV, rather th
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