Academic literature on the topic 'Game log'

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Journal articles on the topic "Game log"

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Cheong, Yun-Gyung, and R. Young. "A Framework for Summarizing Game Experiences as Narratives." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 106–8. http://dx.doi.org/10.1609/aiide.v2i1.18754.

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Online role playing games may be enjoyed periodically for months or years at a time. Players often log onto the game and play for a short time, and then log off for a long period of time before returning to the game, even though events continue in the persistent game world. Providing a summary of events that have occurred while a player was away from the game would help the player maintain game context. In this paper, we present a computational framework that generates a summary from game log messages.
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SHIGETA, Takeshi, Takashi HISAEDA, Shouta TAKAHASHI, and Yukio TAKAHASHI. "Analyzing game play prociency using play log dataset." Joho Chishiki Gakkaishi 29, no. 4 (2019): 337–39. http://dx.doi.org/10.2964/jsik_2019_048.

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Syahidi, Aulia Akhrian, Subandi Subandi, and Yehezkiel Mulia Hutahayan. "PENGENALAN POLA DAN TINGKATAN MOTIVASI PLAYER DALAM PENGGUNAAN GHOST TRADITIONAL GAME BERDASARKAN ANALISIS LOG DATA." Antivirus : Jurnal Ilmiah Teknik Informatika 14, no. 1 (2020): 15–26. http://dx.doi.org/10.35457/antivirus.v14i1.1027.

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Dalam bermain sebuah game, faktor motivasi dalam bermain game sangat memiliki peran penting terhadap keberlangsungan dari misi game tersebut untuk diselesaikan. Penelitian ini bertujuan untuk melaporkan hasil pengenalan pola player dan tingkatan motivasi player pada game yang telah dibangun bernama Ghost Traditional Game. Game tersebut menanamkan unsur Artificial Intelligence (AI) dengan jenis Decision Tree dan Finite State Machine berbasis desktop, terdiri dari sepuluh level dengan kategori kemudahan dan kesulitan yang telah diatur sedemikian rupa pada tahapan game design. Metode yang digunakan adalah matching player pattern detection yang direkam melalui log data dan motivation questionnaire technique. Sejumlah 30 orang player menguji coba game ini, dengan tingkat usia yang berbeda-beda antara 12-22 tahun. Hasilnya adalah untuk pengenalan pola player terhadap iterasi masing-masing level yang digunakan pada saat game testing cenderung lebih cocok sama dengan prediksi pola pada game design, untuk motivasi player dalam menyelesaikan misi game dengan kategori sangat setuju, dan rata-rata waktu yang dibutuhkan oleh player untuk menyelesaikan misi game adalah 60 menit
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Ouellette, Marc, and Steven Conway. "A Feel for the Game: AI, Computer Games and Perceiving Perception." Eludamos: Journal for Computer Game Culture 10, no. 1 (2020): 9–25. http://dx.doi.org/10.7557/23.6169.

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I walk into the room and the smell of burning wood hits me immediately. The warmth from the fireplace grows as I step nearer to it. The fire needs to heat the little cottage through night so I add a log to the fire. There are a few sparks and embers. I throw a bigger log onto the fire and it drops with a thud. Again, there are barely any sparks or embers. The heat and the smell stay the same. They don’t change and I do not become habituated to it. Rather, they are just a steady stream, so I take off my VR headset and give my recommendations to the team programming the gameified world of the virtual museum of the future (one depicting an ancient Turkish settlement, being built now at the institution where one of us works). As much as this technological world seems almost too futuristic, it actually retrieves obsolete items from the past—a heater, a piece of wood, and a spray bottle—in keeping with McLuhan’s (1973) insights regarding media that provide strong participation goals and the rubric for achieving them. Moreover, the VR world extends the progression of game AI that occasioned the love-hate relationship with the “walking sim.” The stronger the AI, the more clearly defined the rubric for participation. In the VR interactive museum the designers want people to be able to “play” with haptic devices—like the smell, smoke, and heat generators—in order to heighten not only the immersion but also the perception of being there, or what Bolter and Grusin (1999) call “immediacy.” Indeed, Bolter and Grusin argue that the need for immediacy overwhelmingly takes over, regardless of the media’s intrusion. However, in the example above, the system fell short because the designers had not figured for someone laying down the “log” on the virtual fire and having it send a representative—that is, a perceptual, based on experience, intuition, etc.—amount of sparks and heat. Someone else could throw the log as hard as they want. The machine only senses log in or log out. This corresponds precisely with how we feel about phenomena, for machines and AI are based upon a model of intelligence which prioritises mental representation and symbolic manipulation. For Laird and van Lent (2001), in their field defining presentation, the “killer app” of human-level AI was going to be computer games. Writing a decade later in the same conference proceedings, Weber, Mateas, and Jhala (2011), are still responding to this original position, by way of AI in strategy games. Writing for this year’s, IEEE meeting Petrović (2018) also makes the case for human-level AI in games. What becomes clear, then, is that as much as we have wanted games to offer human behaviours, perception has taken a backseat in the extant models.As phenomenology makes clear, the emphasis on behaviour over perception leaves out the crucial, indeed foundational mode of intelligence: affective intentionality. Simply put, how we feel about phenomena impacts how we perceive phenomena as significant, inconsequential, interesting, etc. Thus, we should be asking if machines can understand significance? Can they feel any particular way about a game, a move, or the phenomenon of play? This becomes important when mental representation provides the mode of symbolic manipulation and vice versa. This occurs in and through a given game or gameified world’s ability to instill, simulate, or otherwise produce affective intentionality. We would argue that herein lies the crux of the mixed reactions to Red Dead Redemption 2. Similarly, the example from the virtual museum highlights the ongoing omission. Human-level AI should not just reproduce a human’s response to inputs, but should produce responses that a human would perceive. In short human-level AI needs to perceive perception itself. Indeed, this is the primary cognitive and affective response. Phenomenology does not tell us that; first principles semiotics tells us that. However, phenomenology gives us the means and methods to understand the response to affective intentionality and, more importantly, to develop the contingent hermeneutic (Merleau-Ponty, 2013). Moreover, semiotics will never encompass the materiality required of such a system, let alone the simulated materiality that exists through the interaction with the AI device and its interface, a device that bears the mark of the maker, just as surely as a bespoke shirt does. Thus, our paper will consider the production of affective intentionality and the ways VR games and gameified systems, like the virtual museum and Red Dead Redemption 2, facilitate, impede, and especially teach the perception of perception. As a corollary, then, our paper necessarily considers meta-cognitive processes—that is, the strategies for learning about learning—that occur in and through interaction with AI in games and devices (cf Hacker, 1998, 2016). Indeed, meta-cognition becomes a contingent component for instilling affective intentionality.
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Tasmi, Tasmi, Fery Antony, and Ubaidillah Ubaidillah. "NETWORK FORENSIK UNTUK MENGANALISA TRAFIK DATA GAME ONLINE." Klik - Jurnal Ilmu Komputer 3, no. 1 (2022): 50–58. http://dx.doi.org/10.56869/klik.v3i1.352.

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Network forensics adalah salah satu cara dalam menganalisi jenis trafik dalam sebuah jaringan adalah dengan menggunakan file log dengan merecord aktifitas pada jaringan. File log disetiap sistem sering dipakai untuk media melihat aktifitas pada sebuah sistem, terkhusus pada sebuah router dan server file ini sangat diperlukan proses investigasi analisis forensik jaringan dengan menggunakan metode Generic Network Forensics Process Model yang merupakan ilmu digital forensik yang berkaitan dengan tahap-tahap untuk menemukan sumber serangan dan mendapatkan bukti-bukti serangan yang bersumber dari file log. Tujuan dari penelitian ini dapat menerapkan model network forensic dalam memonitoring trafik games-online dan dapat menghasil satu sistem yang dapat menentukan prioritas memberian bandwidth, dan juga dapat dijadikan sebagai salah satu dasar pengambilan keputusan dalam membagian bandwidth. Hasil penelitian yang telah dilakukan telah mampu menganalisi jenis trafik game online dengan menggunakn tool wireshark untuk sniffing packet data serta membaguan sebuah sistem autentikasi untuk memvalidasin user pengguna jaringan. Pada tahap awal penelitian ini hasil investigasi forensik jaringan. Berdasarkan hasil pengujian tersebut dapat dinyatakan hasil sudah sesuai dengan tujuan yang diharapkan, sehingga dapat disimpulkan penelitian ini berhasil berjalan dengan baik
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Lee, Eunjo, Yoonjae Jang, Du-Mim Yoon, et al. "Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log Data." IEEE Transactions on Games 11, no. 3 (2019): 215–26. http://dx.doi.org/10.1109/tg.2018.2888863.

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Ceccon Ribeiro, Paula, Melissa L. Biles, Charles Lang, Claudio Silva, and Jan L. Plass. "Visualizing log-file data from a game using timed word trees." Information Visualization 17, no. 3 (2017): 183–95. http://dx.doi.org/10.1177/1473871617720810.

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In this article, we present the application of a method for visualizing gameplay patterns observed in log-file data from a geometry game. Using VisCareTrails, a data visualization software system based on the principle of timed word trees, we were able to identify five novel behaviors that informed our understanding of how players were approaching the game. We further utilized these newly identified player behaviors by triangulating them with geometry test scores collected from players outside the game setting. We compared the predictive capacity of these behaviors against five demographic characteristics commonly observed to be associated with educational outcomes: age, gender, ethnicity, mother’s education, and attitude toward video games. Two of the novel behaviors we identified, both reflecting inflexible problem-solving strategies, outperformed all demographic variables except age in terms of predicting change in geometry test scores post-gameplay. We believe that this is sound evidence for the utility of VisCareTrails and the timed-word-tree method for identifying pedagogically relevant player behaviors from semi-structured data associated with educational games.
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Kang, Ah Reum, Jiyoung Woo, Juyong Park, and Huy Kang Kim. "Online game bot detection based on party-play log analysis." Computers & Mathematics with Applications 65, no. 9 (2013): 1384–95. http://dx.doi.org/10.1016/j.camwa.2012.01.034.

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Brešar, Boštjan, and Michael A. Henning. "The game total domination problem is log-complete in PSPACE." Information Processing Letters 126 (October 2017): 12–17. http://dx.doi.org/10.1016/j.ipl.2017.05.007.

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Cheong, Yun-Gyung, Arnav Jhala, Byung-Chull Bae, and R. Young. "Automatically Generating Summary Visualizations from Game Logs." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (2021): 167–72. http://dx.doi.org/10.1609/aiide.v4i1.18692.

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In this paper we describe a system called ViGLS (Visualization of Game Log Summaries) that generates summaries of gameplay sessions from game logs. ViGLS automatically produces visualization of the summarized actions that are extracted based on cognitive models of summarization. ViGLS is implemented using a service-oriented architecture, de-coupling the summarization methods from any particular game engine being used. The camera code libraries used in visualization are based on constraint based camera control approaches and, in our implementation, make use of the scripting layer of the Unreal game engine.
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Dissertations / Theses on the topic "Game log"

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Goodall, Victoria Lucy. "Statistical analyses of artificial waterpoints: their effect on the herbaceous and woody structure composition within the Kruger National Park." Thesis, Rhodes University, 2007. http://hdl.handle.net/10962/d1002810.

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The objective of this project is to link the statistical theory used in the ecological sciences with an actual project that was developed for the South African National Parks Scientific Services. It investigates the changes that have occurred in the herbaceous and woody structure due to the closure of artificial waterpoints; including the impacts that elephants and other herbivores have on the vegetation of the Kruger National Park. This project was designed in conjunction with South African National Parks (SANP) Scientific Services and it is a registered project with this department. The results of this project will be submitted to Scientific Services in accordance with the terms and conditions of a SANP research project. A major concern within the KNP is the declining numbers of rare antelope and numerous projects have been developed to investigate possible ways of halting this decline and thus protecting the heterogeneity of the Kruger National Park. Three different datasets were investigated, covering three aspects of vegetation structure and composition within the KNP. The first investigated the changes that have occurred since the N'washitsumbe enclosure in the Far Northern KNP was fenced off from the rest of the park. The results show that over the 40 years since the enclosure was built, changes have occurred which have resulted in a significant difference in the abundance of Increaser 2 and Decreaser grass species between the inside and the outside of the enclosure. Increaser 2 and Decreaser categories are the result of a grass species classification depending on whether the species thrives or is depressed by heavy grazing. The difference in grass species composition and structure between the inside and the outside of the enclosure indicates that the grazing animals within the KNP have influenced the grass composition in a way that favours the dominant animals. This has resulted in a declining roan antelope population - one of the species that is considered as a 'rare antelope'. Many artificial waterpoints (boreholes and dams) have also been closed throughout the KNP in the hope of resulting in a change in vegetation structure and composition in favour of the roan. Veld condition assessment data for 87 boreholes throughout the Park was analyzed to determine whether the veld in the vicinity is beginning to change towards a more Decreaser dominated sward which would favour the roan. The results were analyzed for the different regions of the Park; and they indicate that changes are becoming evident; however, the results are not particularly conclusive, yet. The majority of the boreholes were closed between 1994 and 1998 which means that not a lot of data were available to be analyzed. A similar study conducted in another 10 years time might reveal more meaningful results. However the results are moving in the direction hoped for by the management of the KNP. The results show that the grass composition has a higher proportion of Decreaser grasses since the closure of the waterpoints, and the grass biomass around these areas has also improved. The results were analyzed on an individual basis; and then on a regional basis as the minimal data meant that the individual analyses did not provide any significant results. A third study was then done on the impact that the rapidly increasing elephant population on the vegetation within the Riparian zone along three rivers in the Far Northern region of the KNP. The riparian zone is an important part of the landscape, in terms of providing food for many animals as well as shade. The elephant population has increased substantially since the termination of the culling program and this means that the feeding requirements of the population has increased which could result in severe damage upon the vegetation, as elephants can be very destructive feeders. The results show surprising differences between the three years of data that were analyzed; however the results indicate that the elephants are targeting specific height ranges of trees when feeding; however they do not seem to consistently target specific tree species. This is positive for the diversity of the Riparian zone as this region is very important both ecologically and aesthetically for the tourists who visit the Park.
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MACHADO, Tiago Lemos de Araujo. "Game live logs: uma plataforma de conversação para atenuar conflitos no desenvolvimento de games." Universidade Federal de Pernambuco, 2013. https://repositorio.ufpe.br/handle/123456789/12444.

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Submitted by João Arthur Martins (joao.arthur@ufpe.br) on 2015-03-12T17:41:45Z No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Approved for entry into archive by Daniella Sodre (daniella.sodre@ufpe.br) on 2015-03-13T13:24:38Z (GMT) No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5)<br>Made available in DSpace on 2015-03-13T13:24:38Z (GMT). No. of bitstreams: 2 Dissertaçao Tiago Machado.pdf: 2755255 bytes, checksum: 84f489e8a237fae5aee0567ae4247d05 (MD5) license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Previous issue date: 2013-09-02<br>O processo de desenvolvimento de Games é um trabalho difícil [Blow 2004]. Envolve muitas disciplinas e contém inúmeras fases e tarefas. Nas duas últimas décadas, o crescimento da indústria tem sido evidente, o que motivou uma série de pesquisas acerca de como a indústria encara tal processo. Alguns desses estudos relatam problemas nos processos de produção que podem ser uma barreira a impedir o futuro crescimento da indústria [Potanim 2010]. Notamos que muitos desses problemas estão associados a conflitos entre as fases de préprodução e produção, para as quais a literatura diverge em vários pontos e não oferece respostas adequadas. Um dos conflitos observados diz respeito aos artefatos de suporte a produção. Não há uma padronização sobre quais são necessários, quais seus conteúdos e como devem ser apresentados. Tradicionalmente, de acordo com a literatura, o Documento de Game Design (GDD) teria a função de ser o principal artefato, o guia para equipe de produção criar o software do Game propriamente dito, quase como um roteiro cinematográfico ou a planta baixa de um projeto de arquitetura [Schuytema 2006]. Entretanto, de acordo com nossas pesquisas envolvendo membros da indústria de games (nacional e internacional), a importância de tal artefato foi questionada. Considerando tais pontos, o objetivo deste trabalho foi analisar os conflitos que cercam a pré-produção e a produção de games, de acordo com o ponto de vista da indústria por meio de questionários e entrevistas, contando com participantes atuantes no Brasil e no exterior. A partir do discurso dos entrevistados, definimos um conjunto de princípios, que posteriormente deram origem a uma proposta para atenuar os problemas expostos, tal proposta se traduziu em uma ferramenta, que foi avaliada por uma equipe de profissionais durante o desenvolvimento de um game. Ao longo de quatro semanas, os mesmos ofereceram críticas e sugestões que permitiram a evolução da ferramenta, intitulada Game Live Logs.
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Kinert, Jenny. "Increase long-term retention by adding social features in mobile multiplayer games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-156725.

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This paper investigates if the social aspects of playing with friends and participate in clans can increase long-term retention for mobile games. Specifically for the game Edge of Combat developed by the company Level Eight. To gain knowledge about how the players and industry perceive these features, a background study was conducted. The study reveals that playing with friends increases long-term retention in mobile games. It also indicates that participating in clans increases long-term retention but the evidence is not that strong. The next phase of the project indicates that playing with friends also increases long-term retention in Edge of Combat. Finally, participating in clans were investigated more thoroughly. The industry is very positive towards clans but that does not seem to reflect the player’s opinions about clans. Because of this the research question ”Can clan participation increase long-term retention in mobile games?” can not be confirmed. That clan participation could increase long-term retention in Edge of Combat could not be confirmed either. However, to be certain of this more research is needed on clans in mobile games taking into account the demographics of the participants in the project.
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Pickmans, León Jorge Tulio. "El Desarrollo de los videojuegos limeños y sus avances en la última década. Casos: Bamtang Games y Leap Game Studios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2019. http://hdl.handle.net/10757/653214.

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El presente trabajo universitario desarrollado por Jorge Tulio Pickmans León, en calidad de estudiante de la facultad de Comunicaciones en la especialidad de Audiovisual y Medios Interactivos, de la Universidad Peruana de Ciencias Aplicadas, tiene como finalidad ser un trabajo de investigación con tema principal el desarrollo de videojuegos en el Perú, precisamente de Lima provincia, y cómo estos son vistos en un entorno internacional. Además de analizar los factores de desarrollo que están impulsando o retrasando esta joven industria. Para ello, se investigará el mercado y el público objetivo a través de un estudio mixto de investigación. Y con ello, analizar las principales empresas del rubro: Bamtang Games y Leap Game Studios, y sus aportes en el mercado.<br>The present university work written by Jorge Tulio Pickmans León, as a student of the Communication faculty in the specialty of Audiovisual and Interactive Media, of the “Universidad Peruana de Ciencias Aplicadas” (Peruvian University of Applied Sciences), aims to be an investigation project having as a main topic the development of video games in Peru, precisely from Lima City, and how they are seen in an international environment. Plus, to analyze the development factors that are improving or delaying this young industry. In order to do this, the market and the target audience will be investigated through a mixes research study. And with that, analyze the main companies in the work field: Bamtang Games and Leap Game Studios, and their contributions in the market.<br>Trabajo de investigación
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Malaspina, Jurado Uldarico. "Elements for teaching game theory." Pontificia Universidad Católica del Perú, 2014. http://repositorio.pucp.edu.pe/index/handle/123456789/96892.

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This article is a lecture accepted for presentation and publication in the proceedings of the 2nd International Conference .on the Teaching of Mathematics, held in Crete on July 2002. Some elements to have in mind for the teaching of Game Theory are given, using the author's teaching experience that relies on the viewpoint that encourages the formal development of mathematical concepts after proposing students problems related with these concepts and after stimulating and analyzing their intuitive approaches to the solution of these problems.
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Ware, Nicholas R. "“You Must Defeat Shen Long To Stand A Chance”: Street Fighter, Race, Play, and Player." Bowling Green State University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1277062605.

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Zhai, Yiming. "Adaptive log domain filters using floating gate transistors." College Park, Md. : University of Maryland, 2004. http://hdl.handle.net/1903/2132.

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Thesis (M.S.) -- University of Maryland, College Park, 2004.<br>Thesis research directed by: Dept. of Electrical and Computer Engineering . Title from t.p. of PDF. Includes bibliographical references. Published by UMI Dissertation Services, Ann Arbor, Mich. Also available in paper.
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Weiller, Thaís Arrias. "Game design inteligente: elementos de design de videogames, como funcionam e como utilizá-los dentro e fora de jogos." Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/27/27154/tde-17052013-105240/.

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Videogames são um prolífico negócio no dias de hoje, rivalizando diretamente em cifras com indústrias muito mais antigas, como Hollywood. Tamanha aceitação do público é um indicio de que videogames não podem mais ser julgados como meros joguinhos, mas sim um novo meio comunicativo, com sua própria estética e linguagem. Neste trabalho, será explorado brevemente como se caracteriza a linguagem dos videogames, sua evolução em relação a dos jogos e sua atual formatação. Parte essencial da linguagem contemporânea dos jogos digital diz respeito a sua dependência na interação do jogador e, assim sendo, partiremos para o principal estudo deste trabalho: a análise dos elementos de design que mediam esta interação. Observouse a existência de seis elementos mais recorrentes e explica-se, em mais detalhes, quais suas características e seu funcionamento. Estes elementos são: objetivos claros, feedback, nível de dificuldade, interação e sensação de controle, narrativa e estética, e socialização e imagem pessoal.<br>Videogames are a prolific business nowadays, catching up and even surpassing figures with much more traditional industries, as Hollywood. Such a public renown is a clear evidence that videogames are not to be judged anymore as silly games, but as a new communicative media, equipped with its own aesthetics and language. In this research, there is a brief exploration on videogames language, its evolution and its contemporary format. As an essential part of videogames language is intimately connected to player\'s interaction, the elements behind such interaction are outlined and studied as the main corpus of this research. Six elements marked themselves more recurring on the studied literature and, as so, were analyzed on more details both their composition and functionality. This elements are: clear goals, feedback, difficulty level, interaction and sensation of empowerment, narrative and aesthetics, and socialization and self image.
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De, Martino Andrea. "Replica-symmetry breaking and long-term memory in large games with heterogeneous players." Doctoral thesis, SISSA, 2001. http://hdl.handle.net/20.500.11767/4319.

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SILVA, Priscila Gonçalves da. "Inferência e diagnóstico em modelos não lineares Log-Gama generalizados." Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/18637.

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Submitted by Fabio Sobreira Campos da Costa (fabio.sobreira@ufpe.br) on 2017-04-25T14:46:06Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE VERSÃO FINAL (CD).pdf: 688894 bytes, checksum: fc5c0291423dc50d4989c1c2d8d4af65 (MD5)<br>Made available in DSpace on 2017-04-25T14:46:06Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE VERSÃO FINAL (CD).pdf: 688894 bytes, checksum: fc5c0291423dc50d4989c1c2d8d4af65 (MD5) Previous issue date: 2016-11-04<br>Young e Bakir (1987) propôs a classe de Modelos Lineares Log-Gama Generalizados (MLLGG) para analisar dados de sobrevivência. No nosso trabalho, estendemos a classe de modelos propostapor Young e Bakir (1987) permitindo uma estrutura não linear para os parâmetros de regressão. A nova classe de modelos é denominada como Modelos Não Lineares Log-Gama Generalizados (MNLLGG). Com o objetivo de obter a correção de viés de segunda ordem dos estimadores de máxima verossimilhança (EMV) na classe dos MNLLGG, desenvolvemos uma expressão matricial fechada para o estimador de viés de Cox e Snell (1968). Analisamos, via simulação de Monte Carlo, os desempenhos dos EMV e suas versões corrigidas via Cox e Snell (1968) e através da metodologia bootstrap (Efron, 1979). Propomos também resíduos e técnicas de diagnóstico para os MNLLGG, tais como: alavancagem generalizada, influência local e influência global. Obtivemos, em forma matricial, uma expressão para o fator de correção de Bartlett à estatística da razão de verossimilhanças nesta classe de modelos e desenvolvemos estudos de simulação para avaliar e comparar numericamente o desempenho dos testes da razão de verossimilhanças e suas versões corrigidas em relação ao tamanho e poder em amostras finitas. Além disso, derivamos expressões matriciais para os fatores de correção tipo-Bartlett às estatísticas escore e gradiente. Estudos de simulação foram feitos para avaliar o desempenho dos testes escore, gradiente e suas versões corrigidas no que tange ao tamanho e poder em amostras finitas.<br>Young e Bakir (1987) proposed the class of generalized log-gamma linear regression models (GLGLM) to analyze survival data. In our work, we extended the class of models proposed by Young e Bakir (1987) considering a nonlinear structure for the regression parameters. The new class of models is called generalized log-gamma nonlinear regression models (GLGNLM). We also propose matrix formula for the second-order bias of the maximum likelihood estimate of the regression parameter vector in the GLGNLM class. We use the results by Cox and Snell (1968) and bootstrap technique [Efron (1979)] to obtain the bias-corrected maximum likelihood estimate. Residuals and diagnostic techniques were proposed for the GLGNLM, such as generalized leverage, local and global influence. An general matrix notation was obtained for the Bartlett correction factor to the likelihood ratio statistic in this class of models. Simulation studies were developed to evaluate and compare numerically the performance of likelihood ratio tests and their corrected versions regarding size and power in finite samples. Furthermore, general matrix expressions were obtained for the Bartlett-type correction factor for the score and gradient statistics. Simulation studies were conducted to evaluate the performance of the score and gradient tests with their corrected versions regarding to the size and power in finite samples.
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Books on the topic "Game log"

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Petrick, Steven P. Captain's log #35: Duty, honor, empire. Amarillo Design Bureau, 2007.

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Petrick, Steven P. Captain's log #35: Duty, honor, empire. Amarillo Design Bureau, 2007.

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Diep, Samm. Game Log. ClearLeaf Press, 2004.

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Board Game Log. NorthsunGaming LLC, 2023.

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Want, The Prints You. Game Score Log. Independently Published, 2019.

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Boyte, Jennifer. Game Master Quest Log. Independently Published, 2018.

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Publishing, Jeryx. Game Over: Mileage Log Book. Independently Published, 2019.

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Boyte, Jennifer. Dragon Master Workbook: Role Playing Game - Game Master Log. Independently Published, 2018.

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Chess Tactic Log Book: Log Book for Chess Game. Independently Published, 2021.

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Publishing, Jeryx. Game Over: Gas & Mileage Log Book. Independently Published, 2019.

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Book chapters on the topic "Game log"

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Komargodski, Ilan, Shin’ichiro Matsuo, Elaine Shi, and Ke Wu. "$$\log ^*$$-Round Game-Theoretically-Fair Leader Election." In Advances in Cryptology – CRYPTO 2022. Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-15982-4_14.

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Majumdar, Rupak, Irmak Sağlam, and K. S. Thejaswini. "Rabin Games and Colourful Universal Trees." In Tools and Algorithms for the Construction and Analysis of Systems. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-57256-2_11.

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AbstractWe provide an algorithm to solve Rabin and Streett games over graphs with n vertices, m edges, and k colours that runs in $$\tilde{O}\left( mn(k!)^{1+o(1)} \right) $$ O ~ m n ( k ! ) 1 + o ( 1 ) time and $$O(nk\log k \log n)$$ O ( n k log k log n ) space, where $$\tilde{O}$$ O ~ hides poly-logarithmic factors. Our algorithm is an improvement by a super quadratic dependence on k! from the currently best known run time of $$O\left( mn^2(k!)^{2+o(1)}\right) $$ O m n 2 ( k ! ) 2 + o ( 1 ) , obtained by converting a Rabin game into a parity game, while simultaneously improving its exponential space requirement.Our main technical ingredient is a characterisation of progress measures for Rabin games using colourful trees and a combinatorial construction of succinctly-represented, universal colourful trees. Colourful universal trees are generalisations of universal trees used by Jurdziński and Lazić (2017) to solve parity games, as well as of Rabin progress measures of Klarlund and Kozen (1991). Our algorithm for Rabin games is a progress measure lifting algorithm where the lifting is performed on succinct, colourful, universal trees.
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Shuda, Tomonori, and Ruck Thawonmas. "Frame Selection for Automatic Comic Generation from Game Log." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-89222-9_21.

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Liss, Lukas, Nico Elbert, Christoph M. Flath, and Wil M. P. van der Aalst. "Framework for Extracting Real-World Object-Centric Event Logs from Game Data." In Lecture Notes in Business Information Processing. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-82225-4_27.

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Abstract In recent years, process mining has shifted towards an object-centric perspective on processes, considering interacting sub-processes that operate on objects from different types. Since businesses are hesitant to publicly share such event data that may expose business internals, there is a lack of public real-world object-centric event logs. We propose a novel approach to use publicly accessible game data as a large-scale data source for object-centric event logs. The contributions of this paper include (1) a framework to extract object-centric event logs from real-time strategy game data, (2) an application of that framework for the game Age of Empires II, (3) a published Python library to automatically transform Age of Empire gameplays into an object-centric event log, (4) a publicly accessible object-centric event log extracted from 325,398 gameplays, and (5) an evaluation of the published aoe2pm library. The evaluation shows that the extracted event logs can be used by state-of-the-art applications to generate relevant behavior insights that require an object-centric perspective. The size and attribute richness of the object-centric event log motivate future research questions in the field of object-centric process mining.
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Kobialka, Paul, Felix Mannhardt, Silvia Lizeth Tapia Tarifa, and Einar Broch Johnsen. "Building User Journey Games from Multi-party Event Logs." In Lecture Notes in Business Information Processing. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27815-0_6.

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AbstractTo improve the user experience, service providers may systematically record and analyse user interactions with a service using event logs. User journeys model these interactions from the user’s perspective. They can be understood as event logs created by two independent parties, the user and the service provider, both controlling their share of actions. We propose multi-party event logs as an extension of event logs with information on the parties, allowing user journeys to be analysed as weighted games between two players. To reduce the size of games for complex user journeys, we identify decision boundaries at which the outcome of the game is determined. Decision boundaries identify subgames that are equivalent to the full game with respect to the final outcome of user journeys. The decision boundary analysis from multi-party event logs has been implemented and evaluated on the BPI Challenge 2017 event log with promising results, and can be connected to existing process mining pipelines.
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Hirata, Yuya, Michimasa Inaba, Kenichi Takahashi, et al. "Werewolf Game Modeling Using Action Probabilities Based on Play Log Analysis." In Computers and Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-50935-8_10.

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Nacke, Lennart, Craig Lindley, and Sophie Stellmach. "Log Who’s Playing: Psychophysiological Game Analysis Made Easy through Event Logging." In Fun and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_15.

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Thawonmas, Ruck, Ko Oda, and Tomonori Shuda. "Rule-Based Camerawork Controller for Automatic Comic Generation from Game Log." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15399-0_34.

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Pichiliani, Mauro C. "Brain Controlled Interface Log Analysis in Real Time Strategy Game Matches." In Universal Access in Human-Computer Interaction. Methods, Technologies, and Users. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-92049-8_19.

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Westera, Wim, Rob Nadolski, and Hans Hummel. "Learning Analytics in Serious Gaming: Uncovering the Hidden Treasury of Game Log Files." In Lecture Notes in Computer Science. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12157-4_4.

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Conference papers on the topic "Game log"

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Kosmadoudi, Zoe, Theodore Lim, James Ritchie, Ying Liu, and Raymond C. W. Sung. "Analytic Models in Game Based Productive Systems." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-34366.

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Current computer-aided design (CAD) applications deliver limited user experience due to their complex functionality and step-by-step evolution; on the contrary, games offer memorable and formative experiences to their users. Hence, the article focuses on the architecture characteristics of games and CAD with a particular interest in developing and evaluating a CAD system embedded with game mechanics for mechanical engineering design. To establish the benefit of game-enriched engineering design ecosystem preliminary experiments were conducted to investigate engineer affect whilst carrying out parametric design tasks in a game-based CAD UI. By analysing their psycho-physiological signals and action log data an interaction model was established to identify which feedback game mechanics contributed the most in the user’s design experience.
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Lin, Youchao, Mizuho Baba, and Takehito Utsuro. "Generating a werewolf game log digest of inferring each player's role." In 2016 IEEE/ACIS 15th International Conference on Computer and Information Science (ICIS). IEEE, 2016. http://dx.doi.org/10.1109/icis.2016.7550858.

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Saito, Ryo, Keita Ushida, and Tatsuya Arakawa. "A Study on Watching Support of Werewolf Game Using Log Data Analyzed with Machine Learning." In 2023 IEEE International Conference on Big Data (BigData). IEEE, 2023. http://dx.doi.org/10.1109/bigdata59044.2023.10386662.

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Steffens Henrique, Alisson, Esteban Walter Gonzalez Clua, Rodrigo Lyra, Anita Maria da Rocha Fernandes, and Rudimar Luis Scaranto Dazzi. "Facial Landmark Annotation and Fuzzy Model to Detect Players’ Focus." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p515-516.

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Game Analytics is an important research topic in digitalentertainment. Data log is usually the key to understand players’behavior in a game. However, alpha and beta builds may need aspecial attention to player focus and immersion. In this paper, wepropose t he us e of player’s focus detection, through theclassification of pictures. Results show that pictures can be usedas a new source of data for Game Analytics, feeding developerswith a better understanding of players enjoyment while in testingphases .
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Kumabe, Soh, and Takanori Maehara. "Convexity of b-matching Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/37.

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The b-matching game is a cooperative game defined on a graph. The game generalizes the matching game to allow each individual to have more than one partner. The game has several applications, such as the roommate assignment, the multi-item version of the seller-buyer assignment, and the international kidney exchange. Compared with the standard matching game, the b-matching game is computationally hard. In particular, the core non-emptiness problem and the core membership problem are co-NP-hard. Therefore, we focus on the convexity of the game, which is a sufficient condition of the core non-emptiness and often more tractable concept than the core non-emptiness. It also has several additional benefits. In this study, we give a necessary and sufficient condition of the convexity of the b-matching game. This condition also gives an O(n log n + m α(n)) time algorithm to determine whether a given game is convex or not, where n and m are the number of vertices and edges of a given graph, respectively, and α(・) is the inverse-Ackermann function. Using our characterization, we also give a polynomial-time algorithm to compute the Shapley value of a convex b-matching game.
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Chen, Yu, Shahin Jabbari, Michael Kearns, Sanjeev Khanna, and Jamie Morgenstern. "Network Formation under Random Attack and Probabilistic Spread." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/26.

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We study a network formation game where agents receive benefits by forming connections to other agents but also incur both direct and indirect costs from the formed connections. Specifically, once the agents have purchased their connections, an attack starts at a randomly chosen vertex in the network and spreads according to the independent cascade model with a fixed probability, destroying any infected agents. The utility or welfare of an agent in our game is defined to be the expected size of the agent's connected component post-attack minus her expenditure in forming connections. Our goal is to understand the properties of the equilibrium networks formed in this game. Our first result concerns the edge density of equilibrium networks. A network connection increases both the likelihood of remaining connected to other agents after an attack as well the likelihood of getting infected by a cascading spread of infection. We show that the latter concern primarily prevails and any equilibrium network in our game contains only $O(n\log n)$ edges where $n$ denotes the number of agents. On the other hand, there are equilibrium networks that contain $\Omega(n)$ edges showing that our edge density bound is tight up to a logarithmic factor. Our second result shows that the presence of attack and its spread through a cascade does not significantly lower social welfare as long as the network is not too dense. We show that any non-trivial equilibrium network with $O(n)$ edges has $\Theta(n^2)$ social welfare, asymptotically similar to the social welfare guarantee in the game without any attacks.
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Vaz, Alexandre, Alexandre Batista, Farmy Silva, Lincoln Magalhães Costa, and Geraldo Xexéo. "A Low-code Approach to Identify Toxicity in MOBA Games." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19657.

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In this work, we explore the use of KNIME to identify toxic behavior in the MOBA game DOTA 2. Using a dataset composed of 10530 messages taken from 1903 matches, we tested the use of KNIME to identify toxic messages obtaining an accuracy of 92% and 85% for toxic and non-toxic messages, respectively. The DOTA 2 game chat log was used to present a low-code approach to a supervised learning model for message classification. In addition to providing insight into the toxic behavior of MOBA players, our work supports the idea that low-code development can reach levels as good as traditional development. On the other hand, our study can also serve as a basis for more elaborate implementations that allow us to observe other aspects of toxic behavior from its detection, encouraging the construction of prevention and neutralization tools.
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Shen, Ruimin, Yan Zheng, Jianye Hao, et al. "Generating Behavior-Diverse Game AIs with Evolutionary Multi-Objective Deep Reinforcement Learning." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/466.

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Generating diverse behaviors for game artificial intelligence (Game AI) has been long recognized as a challenging task in the game industry. Designing a Game AI with a satisfying behavioral characteristic (style) heavily depends on the domain knowledge and is hard to achieve manually. Deep reinforcement learning sheds light on advancing the automatic Game AI design. However, most of them focus on creating a superhuman Game AI, ignoring the importance of behavioral diversity in games. To bridge the gap, we introduce a new framework, named EMOGI, which can automatically generate desirable styles with almost no domain knowledge. More importantly, EMOGI succeeds in creating a range of diverse styles, providing behavior-diverse Game AIs. Evaluations on the Atari and real commercial games indicate that, compared to existing algorithms, EMOGI performs better in generating diverse behaviors and significantly improves the efficiency of Game AI design.
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Tanjung, Heri, Chiara Cavalleri, Julfree Sianturi, et al. "Changing the Game in Mature Field Development by Means of Advance Pulsed Neutron Logging as a One-Stop-Shop Solution for Formation Evaluation Behind Casing." In SPE Reservoir Characterisation and Simulation Conference and Exhibition. SPE, 2023. http://dx.doi.org/10.2118/212631-ms.

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Abstract Nowadays, the stakes of operating hydrocarbon producing wells in mature field are getting higher. Advanced technologies are needed, and the industry must improve the cost efficiency of maturing assets to compensate for declining production and high fixed costs. One of the methods developed for efficient operation in producing hydrocarbon in mature field is one-phase-well (OPW), which is a well architecture without 9-5/8" surface casing. For safety reason, the conventional pressure temperature fluid analysis (PT-FA) logging can no longer be performed in OPW; alternative approaches are required to determine the potential of reservoirs. Pulsed neutron log (PNL) is proposed as a one-stop-shop solution to determine main reservoir characteristics and fluid status in anticipation of future OPW implementation. Latest generation PNL technology utilizes high-counting neutron generator coupled to high-resolution nuclear detectors to measure accurate oil and gas saturation by means of carbon/oxygen ratio (COR), in-situ total organic carbon, sigma, neutron porosity and novel fast neutron cross section (FNXS) measurements, while simultaneously providing accurate lithology volumes and porosity by means of advanced elemental spectroscopy combined with cased-hole porosity (TPHI). To evaluate the robustness and applicability of the method, the latest generation PNL was run in three recently drilled wells which have complete open-hole (OH) logs dataset along with fluid analysis (FA) and mudlog information. The PNL data were processed and interpreted independently, without utilizing any input from the OH log data and without the support of fluid analysis and mudlog information. A criterion based on comparison and correlation between fluid volumes and saturation defined by the PNL and the fluid analysis from FA was defined. For all the wells, the PNL interpretation results matched the hydrocarbon information from FA with success ratio higher than 90 percent over the logged interval, confirming its ability to perform accurate standalone evaluation and its value as alternative technology for effective fluid analysis. Because of the complexity of the system, conditions and potential risks must be properly analyzed case-by-case to encourage more massive application in the future.
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Kalia, Anup K., Nirav Ajmeri, Kevin S. Chan, Jin-Hee Cho, Sibel Adalı, and Munindar P. Singh. "The Interplay of Emotions and Norms in Multiagent Systems." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/53.

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We study how emotions influence norm outcomes in decision-making contexts. Following the literature, we provide baseline Dynamic Bayesian models to capture an agent's two perspectives on a directed norm. Unlike the literature, these models are holistic in that they incorporate not only norm outcomes and emotions but also trust and goals. We obtain data from an empirical study involving game play with respect to the above variables. We provide a step-wise process to discover two new Dynamic Bayesian models based on maximizing log-likelihood scores with respect to the data. We compare the new models with the baseline models to discover new insights into the relevant relationships. Our empirically supported models are thus holistic and characterize how emotions influence norm outcomes better than previous approaches.
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Reports on the topic "Game log"

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Singam, Kalicharan Veera. The Taliban’s long game out of isolation. East Asia Forum, 2025. https://doi.org/10.59425/eabc.1741341600.

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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
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Ostwald, Kai. The long game in Singapore’s ‘next gen’ politics. East Asia Forum, 2024. http://dx.doi.org/10.59425/eabc.1720864800.

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Chin, James. Saudis stick to long game in Southeast Asian politics. Edited by S. Vicknesan. Monash University, 2023. http://dx.doi.org/10.54377/6aef-ed95.

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Sharp, Jeremy A., Duncan B. Bryant, and Gaurav Savant. Low-Sill Control Structure Gate Load Study. U.S. Army Engineer Research and Development Center, 2022. http://dx.doi.org/10.21079/11681/44340.

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The effort performed here describes the process to determine the gate lifting loads at the Low-Sill Control Structure. To measure the gate loads, a 1:55 Froude-scaled model of the Low-Sill Control Structure was tested. Load cells were placed on 3 of the 11 gates. Tests evaluated the gate loads for various hydraulic heads across the structure. A total of 109 tests were conducted for 14 flows with each flow having two gate settings provided by the United States Army Corps of Engineers, New Orleans District. The load data illustrated the potential for higher gate lifting loads (GLL) to occur at the mid-range gate opening (Go) for Gates 3 and 6. While for Gate 10, the highest GLL (452 kips, maximum load in testing) was at a Go = 4.2 ft. Conversely, for the low-flow bays, the highest load occurred at Go = 24.86 ft.
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Quintana, Makenzie. Large Game Distribution Camera Study at Los Alamos National Laboratory. Office of Scientific and Technical Information (OSTI), 2021. http://dx.doi.org/10.2172/1764164.

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Quintana, Makenzie. Large Game Distribution Camera Study at Los Alamos National Laboratory. Office of Scientific and Technical Information (OSTI), 2021. http://dx.doi.org/10.2172/1764118.

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Inderst, Rudolf T., Jörg Burbach, Marion Plank, Benedikt Schüler, Nadine Trautzsch, and Thorsten Zimprich. GAMEPATHY #1: Fachtagung für Gamedesign & Digitalspielforschung 2023. IU Internationale Hochschule, 2025. https://doi.org/10.56250/4052.

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Am 26. und 27. Oktober 2023 fand die Gamepathy #1 statt, die einerseits aus einer Remote-Spielefachtagung und andererseits aus einem Game Jam vor Ort am IU-Standort Regensburg bestand. Während die Organisation und Durchführung der Tagung in erster Linie bei den Professor:innen des B.A.-IU-Studienganges Game Design lag, übernahmen Studierende die Arbeit beim Game Jam. Begleitet wurde die Doppelveranstaltung von einem Videoteam der IU und via Stream konnte das Geschehen online verfolgt werden. Die Aufzeichnung ist immer noch abrufbar. Im Folgenden lassen die Organisator- wie Herausgeber:innen sowohl die Planung sowie Durchführung der Gamepathy #1 Revue passieren als auch die Beitragenden der Fachtagung mit ihren ausgearbeiteten Vorträgen zu Wort kommen. Der Band enthält als Schlusskapitel ebenso einen Rückblick auf den Game Jam aus der Sicht der studentischen Organisator:innen.
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Judge, Seth, Kevin Brinck, Ayesha Genz, et al. Divergent trends in distribution and abundance of landbirds in low and high elevation habitats of the Ka?? Rainforest. National Park Service, 2024. http://dx.doi.org/10.36967/2303786.

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Federal, state, and non-governmental partners resurveyed landbirds in the Ka?? Rainforest on the Island of Hawai?i in 2019. Point-transect distance sampling was conducted in Hawai?i Volcanoes National Park, Ka?? Forest Reserve, Kap?pala Forest Reserve, and Kap?pala Cooperative Game Management Area. This is the first comprehensive survey of the region since 2008. Through a collaborative effort, monitoring transects were consolidated to provide a consistent, repeatable sampling frame for future surveys. We estimated landbird distribution, density, and abundance for eight surveys since 1976. Changes in species-specific densities were assessed using a log-linear regression to determine trends of the six most recent surveys since 2002. Trends were assessed in three strata: low elevation (&lt;1,500 m), high elevation (?1,500 m), and total survey area. We detected 23 species and there were sufficient detections of 11 species to estimate density and abundance. We provided indices of relative occurrence for the remaining 12 species detected. Native birds vulnerable to avian malaria (Plasmodium relictum) were absent or trended downward in the low elevation stratum. The federally endangered ?Akiap?l??au (Hemignathus wilsoni), ?Alaw? (Hawai?i Creeper, Loxops mana) and Hawai?i ??kepa (Loxops coccineus) were restricted to areas above 1,500 m elevation, likely due to the low prevalence of the cold-intolerant vector of avian malaria, the southern house mosquito (Culex quinquefasciatus), in this high elevation stratum. However, downward trends of the federally threatened ?I?iwi (Drepanis coccinea) above 1,500 m elevation may indicate an expansion in range of mosquitoes due to warming trends. Thought to be more resilient to avian malaria, the ?Apapane (Himatione sanguinea) and Hawai?i ?Amakihi (Chlorodrepanis virens virens) trended upward in all three strata. The Hawai?i ?Elepaio (Chasiempis sandwichensis) trended downward in each stratum. The ??ma?o (Myadestes obscurus) trended upward in the low stratum and downward in high. Trends were inconclusive for Hawai?i ??kepa, but favorable for ?Alaw?, which trended upward in its restricted range. There were insufficient detections of ?Akiap?l??au in 2019 to estimate density, but the 2008 abundance estimate of 691 ? 410 (SE) birds was the lowest since 1976. Trends were mixed for the non-native Warbling White-eye (Zosterops japonicus), Red-billed Leiothrix (Leiothrix lutea), and Northern Cardinal (Cardinalis cardinalis). Overall, upward trends of ?Apapane and Hawai?i ?Amakihi throughout the survey area, ??ma?o in the low stratum, and ?Alaw? in the high stratum, suggests management actions to protect native forest bird habitat are having a positive benefit. Nevertheless, avian malaria is predicted to have an increasing impact on vulnerable species as mosquitoes expand into higher elevations.
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