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1

Wu, Maomao, Keith Mitchell, Duncan McCaffery, Joe Finney, and Adrian Friday. "Real Tournament – mobile context‐aware gaming for the next generation." Electronic Library 22, no. 1 (2004): 55–64. http://dx.doi.org/10.1108/02640470410520113.

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Anbarivan Nalapathy Leninsengathir, Jamiyandorj Batzorig, and Naga Kiran Viswadhanapalli. "Visual learning model for behavioral cloning in gaming: Towards human-like ai systems." International Journal of Science and Research Archive 14, no. 2 (2025): 010–24. https://doi.org/10.30574/ijsra.2025.14.2.0322.

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Behavioral cloning is a transformative paradigm in artificial intelligence, enabling systems to emulate human behaviors in complex domains such as gaming, robotics, and autonomous systems. This whitepaper presents a novel visual learning model designed to learn strategic and dynamic behaviors by analyzing gameplay footage. By employing sequential data processing and advanced temporal modeling, the architecture bridges human actions with actionable artificial intelligence (AI) strategies. The paper delves into the intricacies of model architecture, training methodologies, and evaluation metrics
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Söbke, Heinrich, Jannicke Baalsrud Hauge, and Ioana A. Stefan. "Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)." International Journal of Serious Games 4, no. 2 (2017): 39–58. https://doi.org/10.17083/ijsg.v4i2.182.

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The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive suc-cess of games such as Ingress and Pokémon Go made pervasive gaming a viable op-tion for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. De-spite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Perv
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Czerska, Iwona. "Development directions of the gaming industry as opportunities for people with disabilities." Scientific Papers of Silesian University of Technology. Organization and Management Series 2023, no. 166 (2023): 157–66. http://dx.doi.org/10.29119/1641-3466.2022.166.10.

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Purpose: The study's main objective was to identify potential directions for developing gaming and virtual reality that can contribute to bridging the exclusion of people with disabilities. The specific objectives were to isolate functioning facilities for people with disabilities in the gaming market and to identify prospects for further development of technology-affecting facilities for gamers with disabilities. Design/methodology/approach: The author discussed existing gaming solutions as facilities for people with disabilities and then presented directions for further industry development
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Kumar, Manoj. "Virtual Reality and Artificial Intelligence: A Perfect Combination for Immersive Gaming." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 12 (2024): 1–6. https://doi.org/10.55041/ijsrem17965.

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The virtual reality and artificial intelligence, it is the immediate future in the field of game changers. It allows complete immersion and interactivity into experiences. Applied together, they create a level of realism, interactivity, and personalization never before possible. AI-powered algorithms allow NPCs to exhibit life-like behaviors, contextually adapting to player actions and dynamic context-aware responses. VR allows the simulation of three- dimensional environments in which a player is present and immersed between the real and virtual worlds. Dynamic, AI-powered environments evolve
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Xie, Dr Xiaoling, and Dr Zeming Fang. "Multi-Modal Emotional Understanding in AI Virtual Characters: Integrating Micro-Expression-Driven Feedback within Context-Aware Facial Micro-Expression Processing Systems." Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications 15, no. 3 (2024): 474–500. http://dx.doi.org/10.58346/jowua.2024.i3.031.

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To engage users, AI Virtual Characters must comprehend emotions. The paper develops and evaluates Chinese-specific context-aware facial micro-expression processing algorithms and feedback mechanisms to improve AI virtual characters' multi-modal emotional comprehension in Chinese culture. Specialized algorithms were used to collect and evaluate Chinese micro-expressions and assess AI virtual characters' emotional comprehension in user interactions. Chinese participants of various ages, genders, and places were recruited for micro-expression recognition to ensure cultural inclusion. A comprehens
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C L Lishan, Saravana M K, Snigdha P Rao, and Manushree K B. "A Comprehensive Survey on Gesture-Controlled Interfaces: Technologies, Applications, and Challenges." International Journal of Scientific Research in Science and Technology 12, no. 2 (2025): 1112–36. https://doi.org/10.32628/ijsrst251222672.

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Gesture-controlled interfaces are revolutionizing the way humans interact with computers and smart devices by replacing traditional input methods with intuitive body movements. These systems leverage advanced technologies such as computer vision, depth sensing, machine learning, and wearable sensors to accurately interpret user gestures in real time. This survey paper presents a comprehensive exploration of gesture-based interaction systems, beginning with a discussion of the core technologies that enable gesture recognition and tracking. It then delves into various application domains, includ
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Tyagi, Himani. "Real time object detection and interaction in at using deep learning." International Scientific Journal of Engineering and Management 04, no. 04 (2025): 1–7. https://doi.org/10.55041/isjem02998.

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Abstract—Augmented Reality (AR) has made extensive progress in various applications such as gaming, medical, and industrial automation. Support from deep learning-based real-time object detection offers improved user engagement and environment insight in AR environments. This article introduces a solution using Convolutional Neural Networks (CNNs) and existing state-of-the-art object detectors like YOLO (You Only Look Once) and Faster R-CNN for real-time object identification. The system handles camera input, real-time object detection, and interactive AR overlays based on object properties an
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Anuja Phapale and Shriya Sawashe. "3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction." International Journal of Applied and Advanced Multidisciplinary Research 2, no. 1 (2024): 23–30. http://dx.doi.org/10.59890/ijaamr.v2i1.730.

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Advancements in human-computer interaction (HCI) have paved the way for more intuitive and immersive interfaces. The first part of the paper delves into the fundamental principles of 3D gesture recognition, including sensor technologies, machine learning algorithms, and computer vision techniques. It discusses the challenges associated with accurate recognition in various environmental conditions and the ways in which these challenges are being addressed by researchers. The second part focuses on the adaptation aspect of the technology. It highlights how 3D gesture recognition can be integrate
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Phapale, Anuja, and Shriya Sawashe. "3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction." 3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction 2, Vol. 2 No. 1 (2024): January, 2024 (2024): 8. https://doi.org/10.59890/ijaamr.v2i1.730.

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Advancements in human-computer interaction (HCI) have paved the way for more intuitive and immersive interfaces. The first part of the paper delves into the fundamental principles of 3D gesture recognition, including sensor technologies, machine learning algorithms, and computer vision techniques. It discusses the challenges associated with accurate recognition in various environmental conditions and the ways in which these challenges are being addressed by researchers. The second part focuses on the adaptation aspect of the technology. It highlights how 3D gesture recognition can be integrate
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Avtar Singh. "Real-Time Generative AI in Game Texture Rendering : A Systematic Analysis of Visual Enhancement Technologies." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 10, no. 6 (2024): 775–84. http://dx.doi.org/10.32628/cseit241061112.

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This article examines the integration of generative artificial intelligence (GAI) integration in real-time 3D texture rendering for modern gaming applications, presenting theoretical frameworks and practical implementations. Through a comprehensive analysis of current implementations across multiple game development platforms, the article demonstrates how GAI algorithms can dynamically generate and modify high-fidelity textures during gameplay, resulting in a 47% reduction in manual texture creation time and a 32% improvement in runtime performance compared to traditional methods. The article
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Shi, Qihan. "Design and Implementation of Game Decision-making System Based on Personified LLM Agents." Applied and Computational Engineering 158, no. 1 (2025): 87–95. https://doi.org/10.54254/2755-2721/2025.tj23326.

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As the core carrier of multi-agent body collaboration and competition, game decision systems have significant value in economics, artificial intelligence and complex system modeling. Traditional methods have significant limitations in terms of strategy diversity, dynamic adaptability and interpretability, which make it difficult to cope with the real-time evolution needs of complex game scenarios. This study propose a game decision-making system based on personified large language model (LLM), which realizes dynamic strategy aggregation through the synergistic mechanism of competitive, coopera
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Agustina, Ika, Rommel Sinaga, and Pirman Ginting. "Teaching Digital Pragmatics: Politeness Strategies and Face Negotiation in Real-Time Game-Based Interaction." Elsya : Journal of English Language Studies 7, no. 2 (2025): 174–88. https://doi.org/10.31849/elsya.v7i2.25061.

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In the context of increasingly dynamic digital communication, multiplayer online games have evolved into socially rich environments where real-time interaction reflects complex pragmatic behavior. This study investigates how players from Southeast Asian gaming communities negotiate face and utilize politeness strategies during live voice-based gameplay. Unlike previous research that centers on text-based or asynchronous interactions, this study addresses a critical gap by examining how paralinguistic elements such as tone, laughter, and vocal exaggeration influence pragmatic choices in synchro
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Sas, Martin, Maarten Denoo, and Jan Tobias Mühlberg. "Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs in Kids-Oriented F2P Video Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 425–63. http://dx.doi.org/10.1145/3611036.

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With the rise of free-to-play (F2P) games, the profitability of video-gaming apps critically depends on the ability of developers to acquire, retain, and monetize large numbers of players. In this context, most game designers have no viable alternative than massively collecting players' personal data and monitoring their behavior to target them with personalized advertising and in-game purchases. Given the risks associated with such data practices, players, in particular children, need to be aware that a video game might compromise their privacy. Game designers should therefore ensure that pla
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Klabbers, Jan HG. "On the Architecture of Game Science." Simulation & Gaming 49, no. 3 (2018): 207–45. http://dx.doi.org/10.1177/1046878118762534.

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Background. Game studies show a high diversity of university departments that contribute to the field. They offer a cross-disciplinary image that includes a range of professions. Game science is responsive to the needs of government institutions, to industry, and to individuals vis-à-vis institutions. That pragmatism makes the field issue-oriented, representing a post-normal science approach in a context of political pressure, values in dispute, high decision stakes and high epistemological and ethical systems uncertainties. The body of knowledge is not yet in the form of a cohesive structure:
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Goranson, Ted. "Perception-Dominant Control Types for Human/Machine Systems." Proceedings of the AAAI Symposium Series 3, no. 1 (2024): 43–44. http://dx.doi.org/10.1609/aaaiss.v3i1.31177.

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We explore a novel approach to complex domain modelling by emphasising primitives based on perception. The usual approach either focuses on actors or cognition associated with tokens that convey information. In related research, we have examined using effects and/or outcomes as primitives, and influences as the generator of those outcomes via categoric functors. That approach (influences, effects) has advantages: it leverages what is known and supports the expanded logics we use, where we want to anticipate and engineer possible futures. But it has weaknesses when placed in a dynamic human-mac
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Talla, Radhika, and Dr B. V. Ramana Murthy. "PREDICTION AND ANALYSIS OF HUMAN PERCEPTION AND EMOTIONAL UNDERSTANDING THROUGH TECHNOLOGY – BLUE EYES TECHNOLOGY." International Journal of Interpreting Enigma Engineers 01, no. 01 (2024): 16–24. http://dx.doi.org/10.62674/ijiee.2024.v1i01.003.

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The human computer interaction (HCI) field has seen significant transformations throughout the course of its history, shifting from its early focus on effectiveness and utility to the innovative concept of emotional computing. This article explores these changes. This research investigates the transformational process that led to the development of goods such as Blue Eye technology. It does so by drawing on influential work such as "Affective computing," which focuses on universal representations of emotion. The destination of this journey is Blue Eye Technology, a fictitious concept that is b
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Khubulava, Gregory G. "Disabled child and the society: Relationships and socialization." Pediatric Traumatology, Orthopaedics and Reconstructive Surgery 5, no. 3 (2017): 66–73. http://dx.doi.org/10.17816/ptors5368-73.

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Background. The problem of pediatric disability remains one of the most acute social challenges. Along with the question of the social status of a disabled person and the ambivalence of the term “disabled person” itself, whom the modern society prefers to refer to as “a person with limited abilities,” there is the unresolved issue pertaining to the method of socialization of disabled children.
 Aim. We aimed to analyze the relationships of a disabled person and the society in the context of cultural history and consider the problem of the socialization of disabled children and the methods
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Bernardos, Ana M., Xian Wang, Luca Bergesio, Juan A. Besada, and José R. Casar. "Assessing the Acceptance of a Mid-Air Gesture Syntax for Smart Space Interaction: An Empirical Study." Journal of Sensor and Actuator Networks 13, no. 2 (2024): 25. http://dx.doi.org/10.3390/jsan13020025.

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Mid-gesture interfaces have become popular for specific scenarios, such as interactions with augmented reality via head-mounted displays, specific controls over smartphones, or gaming platforms. This article explores the use of a location-aware mid-air gesture-based command triplet syntax to interact with a smart space. The syntax, inspired by human language, is built as a vocative case with an imperative structure. In a sentence like “Light, please switch on!”, the object being activated is invoked via making a gesture that mimics its initial letter/acronym (vocative, coincident with the sent
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Milkevich, Oksana A., Angela V. Gileva, and Elena V. Vatina. "Training of teaching staff in the context of the transformation of the value of family and childhood." Perspectives of Science and Education 62, no. 2 (2023): 125–40. http://dx.doi.org/10.32744/pse.2023.2.7.

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Рroblem and purpose. In the context of the growing role of education in ensuring sustainable development and of changing socio-psychological and pedagogical characteristics of modern family and childhood, due to many reasons and factors, the actual problem is the adaptation of the system of training teachers, focused on recognizing the value of family and childhood. The purpose of the study is to study changes in the training of teaching staff in the context of the transformation of the value of family and childhood. Research methods. The study involved 502 people, including: 246 people – stud
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Bossak-Herbst, Barbara, and Małgorzata Głowacka-Grajper. "Ethnography of Horse Racing Gamblers’ Lives. Constructing Biographical Narratives in the Process of Interviewing." Qualitative Sociology Review 19, no. 4 (2023): 6–25. http://dx.doi.org/10.18778/1733-8077.19.4.01.

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In this paper, we analyze the narrative strategies employed by horse racing gamblers in the context of their interactions within interviews. The empirical base consisted of 20 semi-structured interviews conducted with long-term regular gamblers from Warsaw, Poland. First, we state our position in the context of interviews with people aware they may be assessed negatively regarding a very important part of their lives. Second, we discuss how the interlocutors presented their biographies and employed discursive methods of protection against negative interpretation. The research reveals how betto
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Verma, Santoshi. "A study on the concerns about the privacy of personally identifiable information in the context of information and communications technology use, the internet, and social media." International Journal of Management and Development Studies 11, no. 06 (2022): 01–05. http://dx.doi.org/10.53983/ijmds.v11n06.001.

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The development of information technology has led to a dramatic growth in the sophistication of web applications that can support the majority of the tasks performed by users. In this day and age, information and communication technologies have evolved into an essential component of our everyday lives. The vast majority of us are dependent on various forms of modern technology. Whether or not we agree, we cannot ignore the significant contribution that technology makes to our day-to-day lives. In addition to the utilisation of information and communication technologies (ICT), one other issue t
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Andi Ahmad Ichsan Hady D, A. M. Syukri Akub, and Abd. Asis. "CRIMINAL LIABILITY OF PERPETRATORS IN THE CRIME OF PROMOTING ONLINE GAMBLING ON SOCIAL MEDIA." Awang Long Law Review 5, no. 1 (2022): 154–66. http://dx.doi.org/10.56301/awl.v5i1.546.

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This study aims to analyze criminal liability for people who are involved in online gambling promotions through social media accounts and to analyze current law enforcement of promoting online gambling under the guise of binary options on social media. This study uses empirical normative legal research methods, using a qualitative approach to see the provisions or rules that are faced in a fact or reality that occurs in society. The results of this study are that the act of promoting online gambling on social media can be accounted for as long as the action meets the elements of Article 27 Par
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Shuva, Nafiz Zaman. "“The journey will be relaxed. You will watch television. Just like a VIP”: Misinformation, secrecy, and the information behaviour of repatriated migrants in Bangladesh." Open Information Science 5, no. 1 (2021): 233–49. http://dx.doi.org/10.1515/opis-2020-0123.

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Abstract This paper explores the information behaviour of repatriated migrants in Bangladesh in the context of their irregular migration. Using an exploratory qualitative research design, semi-structured interviews were conducted with eight repatriated migrants in Bangladesh. This study provides insights into the culturally situated, complicated information behaviour of repatriated migrants in Bangladesh. The findings of this study show that repatriated migrants did not seek any information in the context of their irregular migration. It is evident that factors such as unrealistic perceptions
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Shakti, Pandey, and Vir Vikram Bahadur Singh Dr. "CYBER TERRORISM TO THE REFRENCE OF CRYPTO CURRENCY IN INDIA." Indian Journal of Law and Society I, no. 8 (2024): 111–21. https://doi.org/10.5281/zenodo.10644611.

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<strong>ABSTRACT</strong> <em>Under the above research article, cyber terrorists have studied the incidents of fraud of crypto currency and maintaining the website for crypto currency.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; In the present context, excessive money is received by terrorist organizations through cryptocurrency by funding in terror account, which is a matter of concern, as well as the risk of terrorist incidents is increasing more and more for all the countries of the world. Terrorism is increasing day by day. Cybercrime has given a new direction to cybercrime, on t
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Thị Tuyết Vân, Phan. "Education as a breaker of poverty: a critical perspective." Papers of Social Pedagogy 7, no. 2 (2018): 30–41. http://dx.doi.org/10.5604/01.3001.0010.8049.

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This paper aims to portray the overall picture of poverty in the world and mentions the key solution to overcome poverty from a critical perspective. The data and figures were quoted from a number of researchers and organizations in the field of poverty around the world. Simultaneously, the information strengthens the correlations among poverty and lack of education. Only appropriate philosophies of education can improve the country’s socio-economic conditions and contribute to effective solutions to worldwide poverty. In the 21st century, despite the rapid development of science and technolog
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Häfliger, Adan, and Shuichi Kurabayashi. "Dynamic Motion Matching: Design and Implementation of a Context-Aware Animation System for Games." International Journal of Semantic Computing, May 28, 2022, 1–24. http://dx.doi.org/10.1142/s1793351x22400086.

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Despite modern game systems adopting motion matching to retrieve an appropriate short motion clip from a database in real-time, existing methods struggle to support complex gaming scenes due to their inability to adapt live the motion retrieval based on the context. This paper presents the design and implementation of a context-aware character animation system, synthesizing realistic animations suitable for complex game scenes from a large-scale motion database. This system, called dynamic motion matching (DyMM), enables geometry and objects aware motion synthesis by introducing a two-phase co
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Guzzetti, Alice, Roberta Crespi, and Glyn Atwal. "Gaming and luxury brands: love and hate." Journal of Business Strategy, July 6, 2023. http://dx.doi.org/10.1108/jbs-05-2023-0086.

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Purpose The purpose of this exploratory study is to identify the antecedents of brand hate in respect to luxury brand gamification marketing activities. Design/methodology/approach Five gamified product placements characterized by the ad hoc design of luxury co-branded virtual and/or physical products were selected for the research study. Content analysis was used to identify patterns and classify negative comments shared online into categories. Findings A content analysis of the negative comments (n. 2,321) related to the perception toward gamification of luxury fashion in videogames revealed
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Zaman, Bieke, Maarten Van Mechelen, Rozane De Cock, and Jonathan Huyghe. "Perceptions of and Exposure to Games of Chance, Gambling, and Video Gaming: Self-Reports of Preadolescents and Parents." Journal of Gambling Issues 46 (December 1, 2020). http://dx.doi.org/10.4309/jgi.2021.46.13.

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Although gambling-related behavior develops in preadolescence, there is a scarcity of research into the early socialization processes in this specific age cohort. For this study, preadolescents’ early perceptions of and practices relating to games of chance, gambling, and video gaming were explored. To account for the perspectives of preadolescents and their parents, we administered semi-structured in-depth interviews with elicitation prompts to 10 Flemish (i.e., Belgian) families with 11- to 12-year-olds. The findings show that different socialization dynamics are at play for the examined med
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Staller, Mario S., and Swen Koerner. "Beyond Classical Definition: The Non-definition of Gamification." SN Computer Science 2, no. 2 (2021). http://dx.doi.org/10.1007/s42979-021-00472-4.

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AbstractGamification is regularly defined as the use of game elements in non-gaming contexts. However, discussions in the context of the pedagogical value of gamification suggest controversies on various levels. While on the one hand, the potential is seen in the design of joyful learning environments, critics point out the pedagogical dangers or the problems related to optimizing working life. It becomes apparent that the assumptions guiding action on the subject matter of gamification in educational contexts differ, which leads to different derivations for pedagogical practice—but also allow
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Weidener, Lukas, Fabio Laredo, Kishore Kumar, and Karlin Compton. "Delegated voting in decentralized autonomous organizations: a scoping review." Frontiers in Blockchain 8 (June 2, 2025). https://doi.org/10.3389/fbloc.2025.1598283.

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This study presents a systematic scoping review of delegated voting (DV) in decentralized autonomous organizations (DAOs), focusing on its governance implications, implementation forms, and challenges. DV refers to a mechanism through which token holders transfer their voting rights to other participants, often called delegates, who vote on their behalf. While DV is often adopted to address low participation and mitigate the cognitive burden of direct involvement, the existing literature highlights its potential to exacerbate centralization, particularly when whales or influential networks are
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Abuhoureyah, Fahd, Wong Yan Chiew, and M. Sami Zitouni. "WIFI based human activity recognition using multi-head adaptive attention mechanism." Journal of Intelligent & Fuzzy Systems, April 26, 2024, 1–16. http://dx.doi.org/10.3233/jifs-234379.

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Human Activity Recognition (HAR) utilizing Channel State Information (CSI) extracted from WiFi signals has garnered substantial interest across various domains and applications. This field’s potential paths and applications extend beyond CSI-based HAR and include smart homes, assisted living, security, gaming, surveillance, and context-aware computing. The ability of deep learning algorithms to effectively process and interpret CSI data opens up new possibilities for accurate and robust human activity recognition in real-world scenarios. However, traditional Recurrent Neural Networks (RNN) mod
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Cláuvin, Almeida, Kalinowski Marcos, Uchôa Anderson, and Feijó Bruno. "Datasets of "Negative Effects of Gamification in Education/Learning Systems: Systematic Mapping and Practitioner Perceptions"." February 25, 2022. https://doi.org/10.5281/zenodo.6279062.

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<strong>Context:</strong>&nbsp;While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller. <strong>Objective:</strong>&nbsp;To help gamification designers make more informed decisions when selecting game design elements to be included in education/learning systems, raising awareness on potential negative effects. <strong>Method:</strong>&nbsp;We conducted a systematic mapping study of the negative effects of game design elements on education/learning systems. We also held a focus group discussion with developers of a gamified system, di
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Moore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (2015). http://dx.doi.org/10.5204/mcj.1010.

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Released in 2012 as an Android only open-beta, Ingress is an alternate-reality game for mobile devices. Developed by Niantic Labs, a subsidiary of Google, Ingress now has 7 million users worldwide (Ingress) on both Android and Apple operating systems. Players are aligned to one of two opposing factions, the Resistance (Blue) and the Enlightened (Green). Working on behalf of their faction, individual players interact with “portals” in order to establish dominance over material environments. Portals are located at places of educational or historical value, public artworks, “hyper-local” location
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Melby, Line, and Erna Håland. "When time matters: a qualitative study on hospital staff’s strategies for meeting the target times in cancer patient pathways." BMC Health Services Research 21, no. 1 (2021). http://dx.doi.org/10.1186/s12913-021-06224-7.

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Abstract Background Cancer patient pathways (CPPs) were introduced in Norway in 2015. CPPs are time-bound standardised care pathways that describe the organisation of and responsibilities for diagnostics and treatment, as well as communication with the patient and next of kin. The aim is to ensure that cancer patients experience a well-organised, coherent and predictable pathway without any delays in assessment and diagnostics caused by non-medical reasons. Preventing delays in diagnostics by meeting specific target times is central to the successful implementation of CPPs. The aim of this pap
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Ashton, Daniel. "Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future." M/C Journal 11, no. 6 (2008). http://dx.doi.org/10.5204/mcj.86.

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IntroductionThe tagline for the 2008 Game On exhibition at the Australian Centre for the Moving Image in Melbourne invites visitors to “play your way through the history of videogames.” The Melbourne hosting follows on from exhibitions that have included the Barbican (London), the Royal Museum (Edinburgh) and the Science Museum (London). The Game On exhibition presents an exemplary instance of how digital games and digital games culture are recovered, organised and presented. The Science Museum exhibition offered visitors a walkthrough from the earliest to the latest consoles and games (Pong t
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Elsayed, Mohamed, and Ramiz Salama. "Educational games for miss-concentration students (ADHD students)." International Journal of Innovative Research in Education 7, no. 1 (2020). http://dx.doi.org/10.18844/ijire.v7i1.4762.

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Increasing a kid’s concentration is a major problem for both teachers and parents, but the presence of educational games solves almost 70% of this problem and the other percentage relies on teacher and parent roles to increase the kid’s concentration using different methods and this is the main role of our game here. Our game’s name is Cube Invasion and we derived its name out from its context because it is a 3D game with cubes which surround the kid’s player and he try to hit most of the boxes to get the highest score in a less time and tries not to lose to the time or not get the least amoun
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Filho, José dos Santos Cabral. "Flip Horizontal." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1870.

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The Issue of Gaming in Contemporary Culture "Are we still in the game?" This banal phrase gains a terrifying meaning in the last scene of Cronenberg's film eXistenZ, when a puzzled character, on the verge of being murdered, asks his potential killer if they are still inside a virtual reality game. The scene denotes the crucial place the issue of gaming is occupying in contemporary culture. If we take sci-fi movies less as an exercise of future divination and more as symptom of our current feelings projected into the future, we can easily see how games are becoming a frequent metaphor that sums
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Banks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (1998). http://dx.doi.org/10.5204/mcj.1731.

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Computer and video games are one of the primary uses of personal computer technologies, and yet despite an increasing interest in cultural practices that are organised around computer and information technologies cultural studies has paid very little attention to this phenomenon. In the War of Desire and Technology Allucquére Roseanne Stone comments "that there seems no question that a significant proportion of young people will spend a significant and increasing proportion of their waking hours playing computer-based games in one form or another, and so far the implications of this trend have
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Banks, John. "From Fetish to Factish and Back Again." M/C Journal 2, no. 5 (1999). http://dx.doi.org/10.5204/mcj.1769.

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Introduction This essay is very much an anxious response to an earlier article, "Controlling Gameplay", that I wrote for M/C about gameplay: the immersive, visceral experience of playing computer and video games. I argued that gameplay concerns the event status of playing computer and video games, and that as such it exceeds the symbolic content of games. Now, I continue to be troubled by the implications of this assertion -- does it not give up too much ground gained by the understanding that social practices such as gaming are socially constructed? Does it not return us to all of the problem
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O'Neill, Christopher Allan, Mark Andrejevic, Neil Selwyn, Xin Gu, and Gavin Smith. "‘ETHICAL BIOMETRICS’ AND THE FACE OF THE CHILD: THE SURVEILLANCE OF CHILDREN WITHIN FACIAL RECOGNITION INDUSTRY DISCOURSE." AoIR Selected Papers of Internet Research, September 15, 2021. http://dx.doi.org/10.5210/spir.v2021i0.12222.

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In this paper we analyse data gathered through facial recognition tradeshow ethnographies and interviews with members of the biometrics industry, as we consider recent shifts in industry discourse towards promoting the ‘ethical’ use of biometric technology. As the biometrics industry increasingly moves towards a ‘Video Surveillance as a Service’ (VSaaS) model, the study of facial recognition infrastructures is becoming a crucial aspect of the interrogation of the Internet of Things. We demonstrate that the facial recognition industry is acutely aware of critiques of facial recognition cameras
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Cesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no. 3 (2004). http://dx.doi.org/10.5204/mcj.2371.

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“As the old technologies become automatic and invisible, we find ourselves more concerned with fighting or embracing what’s new”—Dennis Baron, From Pencils to Pixels: The Stage of Literacy Technologies What constitutes a computer, as we have come to expect it? Are they necessarily monolithic “beige boxes”, connected to computer monitors, sitting on computer desks, located in computer rooms or computer labs? In order for a device to be considered a true computer, does it need to have a keyboard and mouse? If this were 1991 or earlier, our collective perception of what computers are and are not
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Gerhard, David. "Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.742.

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Introduction The accelerometer seems, at first, both advanced and dated, both too complex and not complex enough. It sits in our video game controllers and our smartphones allowing us to move beyond mere button presses into immersive experiences where the motion of the hand is directly translated into the motion on the screen, where our flesh is transformed into the flesh of a superhero. Or at least that was the promise in 2005. Since then, motion control has moved from a promised revitalization of the video game industry to a not-quite-good-enough gimmick that all games use but none use well.
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Matthews, Justin Robert, and Angelique Nairn. "The Actotron." M/C Journal 27, no. 6 (2024). http://dx.doi.org/10.5204/mcj.3118.

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Introduction – The Advent of the Actotron Imagine a movie production where leading actors are not bound by human limitations, and digital entities render every emotion, movement, and line with breathtaking precision. This is no longer a conceptual idea but is becoming more possible with the increased integration of artificial intelligence (AI) into screen production activities. Essentially, we are at the dawn of the Actotron era. These advanced virtual actors, equipped with artificial intelligence, could transform not just how movies are made, but who makes them and what stories they tell. The
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Cruikshank, Lauren. "Synaestheory: Fleshing Out a Coalition of Senses." M/C Journal 13, no. 6 (2010). http://dx.doi.org/10.5204/mcj.310.

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Everyone thinks I named my cat Mango because of his orange eyes but that’s not the case. I named him Mango because the sounds of his purrs and his wheezes and his meows are all various shades of yellow-orange. (Mass 3) Synaesthesia, a condition where stimulus in one sense is perceived in that sense as well as in another, is thought to be a neurological fluke, marked by cross-sensory reactions. Mia, a character in the children’s book A Mango-Shaped Space, has audition colorée or coloured hearing, the most common form of synaesthesia where sounds create dynamic coloured photisms in the visual fi
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Barbour, Kim, P. David Marshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no. 3 (2014). http://dx.doi.org/10.5204/mcj.841.

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Sometimes a particular concept—a simple term—is the spark to a series of ideas. It might be ostentatious and perhaps hubristic that the editors of an issue on persona might imagine that their choice of the term persona has provided this intellectual spark. Fully aware of that risk, we want to announce that it has. The response to the call for papers related to persona was our first sign that something special was being initiated. The sheer number and interdisciplinary breadth of the abstracts and ultimate submissions was evidence that the term ‘persona’ was the catalyst to an explosion of idea
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Leotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no. 3 (2016). http://dx.doi.org/10.5204/mcj.1084.

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The digital revolution has been characterized by the overlapping of different media technologies and platforms which reshaped both traditional forms of audiovisual consumption and older conceptions of place and space. John Agnew claims that, traditionally, the notion of place has been associated with two different meanings: ‘the first is a geometric conception of place as a mere part of space and the second is a phenomenological understanding of a place as a distinctive coming together in space’ (317). Both of the dominant meanings have been challenged by the idea that the world itself is incr
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Foith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.729.

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Introduction Ever-enduring advancements in science and technology promise to offer solutions to problems or simply to make life a bit easier. However, not every advancement has only positive effects, but can also have undesired, negative ramifications. This article will take a closer look at Deus Ex: Human Revolution (DXHR), a dystopian video game which promises to put players in the position of deciding whether the science of human enhancement is a way to try to play God, or whether it enables us “to become the Gods we’ve always been striving to be” (Eidos Montreal, “Deus Ex: Human Revolution
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Losh, Elizabeth. "Artificial Intelligence." M/C Journal 10, no. 5 (2007). http://dx.doi.org/10.5204/mcj.2710.

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&#x0D; &#x0D; &#x0D; On the morning of Thursday, 4 May 2006, the United States House Permanent Select Committee on Intelligence held an open hearing entitled “Terrorist Use of the Internet.” The Intelligence committee meeting was scheduled to take place in Room 1302 of the Longworth Office Building, a Depression-era structure with a neoclassical façade. Because of a dysfunctional elevator, some of the congressional representatives were late to the meeting. During the testimony about the newest political applications for cutting-edge digital technology, the microphones periodically malfunctione
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May, Lawrence. "Confronting Ecological Monstrosity." M/C Journal 24, no. 5 (2021). http://dx.doi.org/10.5204/mcj.2827.

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Introduction Amidst ecological collapse and environmental catastrophe, humankind is surrounded by indications that our habitat is turning against us in monstrous ways. The very environments we live within now evoke existential terror, and this state of ecological monstrosity has permeated popular media, including video games. Such cultural manifestations of planetary catastrophe are particularly evident in video game monsters. These virtual figures continue monsters’ long-held role in reflecting the socio-cultural anxieties of their particular era. The horrific figures that monsters present pl
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