Academic literature on the topic 'Game Technique'

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Journal articles on the topic "Game Technique"

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I, Made Mahaardhika. "MENINGKATKAN INTERAKSI SOSIAL MELALUI PERMAINAN TRADISIONAL BALI." WIDYADARI 22, no. 1 (2021): 159–81. https://doi.org/10.5281/zenodo.4661271.

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<em>This study aims to increase students social interaction through Balinese traditional games. The subjects in this study were nine grade IV students of elementary school 2 Jagapati who had low social interaction. To measure the level of student social interaction is the social interaction scale. To improve students&#39; social interaction, researchers applied the traditional Balinese game Juru Pencar as a technique in providing group guidance, so that students can apply aspects of communication, social contact, cooperation and mutual respect and motivation in the play activities they partici
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Smith, Ian, Erik Scheme, and Scott Bateman. "Designing a Technique-Oriented Sport Training Game for Motivating a Change in Running Technique." Proceedings of the ACM on Human-Computer Interaction 8, CHI PLAY (2024): 1–29. http://dx.doi.org/10.1145/3677064.

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Athletes often learn suboptimal techniques that place a ceiling on their performance or put them at risk of injury. Adopting a new technique can lead to a short-term dip in performance while learning it, which can be demotivating and cause an athlete to revert to their previous, suboptimal technique. To address the challenge of demotivation in adopting new techniques, we explore technique-oriented sport training games, which aim to improve sport skills by capturing behaviour and providing feedback that motivates adopting a new technique. As of yet, previous work has provided little information
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Schofield, Michael, and Michael Thielscher. "General Game Playing with Imperfect Information." Journal of Artificial Intelligence Research 66 (December 13, 2019): 901–35. http://dx.doi.org/10.1613/jair.1.11844.

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General Game Playing is a field which allows the researcher to investigate techniques that might eventually be used in an agent capable of Artificial General Intelligence. Game playing presents a controlled environment in which to evaluate AI techniques, and so we have seen an increase in interest in this field of research. Games of imperfect information offer the researcher an additional challenge in terms of complexity over games with perfect information. In this article, we look at imperfect-information games: their expression, their complexity, and the additional demands of their players.
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Sari, Diana Fauzia, Rosnani Sahardin, Vida Yani, and Yunisrina Qismullah Yusuf. "Scrabble game technique: A game changer for English vocabulary learning." Englisia: Journal of Language, Education, and Humanities 10, no. 1 (2022): 1. http://dx.doi.org/10.22373/ej.v10i1.12388.

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Students’ learning outcomes of vocabulary mastery in reading comprehension at junior high schools in Banda Aceh, Indonesia, are relatively low. To tackle the issue, the Scrabble Game Technique (hereafter, SGT) is hoped to be a game-changer. This study aims to investigate EFL students’ learning outcomes through the use of the SGT in learning English vocabulary through narrative texts to seventh-grade students at a junior high school. The aspects assessed for each type of vocabulary included nouns, verbs, pronouns, adverbs, adjectives, and conjunctions. The research design was quantitative with
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Syahran, Ridwan, Munifah Munifah, Micha Felayati Silalahi, Hasan Hasan, and Nurul Khalifah Usman. "Teknik Dispute Kognitif Terhadap Kecanduan Game Online Siswa." JKI (Jurnal Konseling Indonesia) 10, no. 2 (2025): 79–85. https://doi.org/10.21067/jki.v10i2.11912.

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This study aims to test that students' online game addiction has decreased before and after being given group guidance with the cognitive dispute technique. The research sample amounted to 8 students based on purposive sampling technique. Collecting research data using online game addiction scale. The research data were analyzed using descriptive and inferential methods with the Wilcoxon Sign Rank Test formula. The results of descriptive analysis showed that before the provision of group guidance cognitive dispute techniques there were 4 students with high online game addiction classification
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Ambarwati and Muhammad Nur Wangid. "Development of hiking games technical group guidance module to improve resilience for vocational school students." Journal of Professional Teacher Education 2, no. 1 (2024): 1–8. http://dx.doi.org/10.12928/jprotect.v2i1.645.

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The aim of developing the hiking game technique group guidance module is to increase personal resilience and determine the quality of the hiking game technique group guidance module as an innovation in guidance and counseling services. The method used in this research is Borg &amp; Gall's research and development. Sukmadinata's modification consists of three stages: preliminary study, model development, and model testing. The research results are a group guidance module on climbing game techniques to increase self-resilience. Validation tests are used to determine the feasibility of the produc
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Muhammad, Syafiq Bin Mohd Omar, Ismail Marina, Mat Diah Norizan, Ahmad Suzana, and Abd Rahman Hayati. "Modelling the recommendation technique for achieving awareness in serious game for obesity." Bulletin of Electrical Engineering and Informatics 8, no. 4 (2019): 1418–24. https://doi.org/10.11591/eei.v8i4.1627.

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Obesity among children is increasing alarmingly. Therefore it is crucial to instill the awareness about the danger of being obese to the children. To instill the awareness is a challenge. A good approach is required for the message to be accepted and conceptualized by the children. Serious game has been an important mechanism to assist the achievement of many serious purposes other than for entertainment and enjoyment. This paper proposes the implementation of content-based recommendation technique in serious game for obesity awareness among children. Several recommendation techniques for awar
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Qurbonov, G'ayrat Rejapovich Mamatov Ulugbek Ergashalievich. "VOLLEYBALL GAME TECHNIQUE AND ITS RULES." INTERNATIONAL BULLETIN OF APPLIED SCIENCE AND TECHNOLOGY 3, no. 4 (2023): 86–88. https://doi.org/10.5281/zenodo.7805744.

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Văn Đích, Trịnh. "Teaching practical electrics using game technique." Journal of Science, Educational Science 60, no. 8D (2015): 244–51. http://dx.doi.org/10.18173/2354-1075.2015-0280.

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Quliyev, Shuhrat Shomurodovich, and Hamrobek Ilxom o'g'li Matyaqubov. "VOLLEYBALL GAME TECHNIQUE AND ITS CLASSIFICATION." МЕДИЦИНА, ПЕДАГОГИКА И ТЕХНОЛОГИЯ: ТЕОРИЯ И ПРАКТИКА 2, no. 3 (2024): 206–11. https://doi.org/10.5281/zenodo.10839813.

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Dissertations / Theses on the topic "Game Technique"

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Cailes, John. "Following the game." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2001. https://ro.ecu.edu.au/theses/1016.

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This thesis consists of a collection of seventeen short stories and a critical essay of approximately 8000 words. Selected stories from this collection are discussed at varying length in the essay. Within the essay I have attempted to look at- and in one case in particular to demonstrate - the operation of some of the theories put forward by several literary critics- notably, Roland Barthes, Wolfgang lser, Mikhail Bakhtin and, to a lesser degree directly, Norman Holland. Not all of my stories were written with the specific purpose of having them conform to or elucidate a model: rather, to pres
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Swing, Oskar. "Using Gyroscope Technology to implement a Leaning Technique for Game Interaction." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15204.

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Context. Smartphones contain advanced sensors called microelectromechanical systems(MEMS). By connecting a smartphone to a computer these sensors can be used to test new interaction techniques for games. Objective. This study aims to investigate an interaction technique implemented with a gyroscope that utilises the leaning of a user’s torso and compare it in terms of precision and enjoyment to using a joystick. Method. The custom interaction technique was implemented by using the gyroscope of a Samsung Galaxy s6 Edge and attaching it to to the torso of the user. The joystick technique was imp
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Hansson, Oskar. "Can an Optimized MidSide Technique Improve Perceived Envelopment in Game Audio." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69063.

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Mid/side processing techniques are commonly used in the music recording industry to widen the stereo image to create a more enveloping listening experience. Since the gaming industry is now in need of better audio solutions to stay on par with the recent visual advances intechnology; these mid/side techniques could potentially be a useful tool for sound designers to use. In this study, an experiment was conducted where 16 participants were asked to play 4 scenarios with different audio settings meant to enhance envelopment in different ways. After each scenario the participants were asked to r
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Liljekvist, Pontus Holmertz, and Andreas Zsigmond. "Real-Time Tessellation A Region of Interest Based Technique Suited for Game Applications." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-2081.

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While the games industry grows, the need for visually appealing graphics increase. This drives the demand for new hardware and the development of new techniques forward. With the latest generation of 3D graphic APIs the new rendering pipeline technique tessellation was announced. With each generation of games getting more advanced, the demand for highly detailed models increase. This leads to a higher workload for the GPU. The purpose of this thesis is to research the fi eld of tessellation and develop a prototype to optimize the tessellation pipeline. The prototype is designed to help reduce
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Ludvigsen, Fredrik. "Play-Create-Share Gameplatform for the iPad : Exploring Game Creation Technique on a Touch Screen Platform." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13574.

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This report presents the implementation and analysis of a simple create-andplaygame for the iPad. The game is a platformer with a level editor, utilizingthe iPad&#146;s touchscreen and acceleration sensor. We believe the results arealso applicable to games, that have level editors, for other types of post-PCtablet devices (Samsung Galaxy Tab, Motorola Xoom etc.).The analysis comprise a usability test with a questionnaire. 33 universitystudents and 4 children attended the test. The attendants were given severalopportunities to provide feedback as free text. The free text answers havealso been c
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Burger, Clayton. "A hybridisation technique for game playing using the upper confidence for trees algorithm with artificial neural networks." Thesis, Nelson Mandela Metropolitan University, 2014. http://hdl.handle.net/10948/3957.

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In the domain of strategic game playing, the use of statistical techniques such as the Upper Confidence for Trees (UCT) algorithm, has become the norm as they offer many benefits over classical algorithms. These benefits include requiring no game-specific strategic knowledge and time-scalable performance. UCT does not incorporate any strategic information specific to the game considered, but instead uses repeated sampling to effectively brute-force search through the game tree or search space. The lack of game-specific knowledge in UCT is thus both a benefit but also a strategic disadvantage.
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Khambete, Surendra S. "MANAGING RATIONAL DIVERGENCE: TESTING THE EFFECTS OF A COGNITIVE BEHAVIORAL THERAPY (CBT) TECHNIQUE ON COLLABORATIVE VERSUS COMPETITIVE BEHAVIORS IN A GAME THEORETIC SETTING." Case Western Reserve University School of Graduate Studies / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=case1606306856751918.

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Enrich, Yann. "Étude socio-technique des usages et de l'imaginaire des communautés virtuelles sur Internet." Montpellier 3, 2009. http://www.theses.fr/2009MON30015.

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A travers trois communautés virtuelles distinctes que sont les hackers, les joueurs de jeux en réseau et les utilisateurs lambdas, cette étude met en lumière la dimension sociotechnique incontournable des liens sociaux entre les individus sur Internet. Appuyé par une analyse des outils majeurs tels que les forums, les blogs et les chats, il est démontré qu'Internet est un média communautaire par excellence, tant au niveau des usages de ses membres que de l'imaginaire commun à chaque internaute<br>Three communities are studied in this document : the hackers, the online gamers and the lambdas us
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Ryding, Karin. "Poetry is for everyone : A comparative analysis of the cut-up technique, Magnetic poetry and the casual word game Words of Oz." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-228190.

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Language is a system that fundamentally influences us as human beings. There are numerous schools of thought critiquing our use of language and celebrating attempts to break free of the control it has over our lives. In that perspective a transformative play with language can be seen as critical play, and a game design approach supporting this kind of play can be defined as critical. The cut-up technique is an aleatory literary technique invented by the Dadaists in the 1920s. It was the fundamental lack of belief in society and language that gave birth to the cut-up method. Mary Flanagan inclu
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Kurki, Saara. "How to let go : Different ways to detect and release tensions." Thesis, Kungl. Musikhögskolan, Institutionen för klassisk musik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kmh:diva-4186.

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The aim of my project was to find different ways to make playing easier and freer. What does it actually mean to let go and what could help to achieve more secure and relaxed feeling in your body when playing your instrument? I collected and experimented with exercises from a book The Inner Game of Music and Alexander Technique. I found out that knowing more precisely what to focus on and being more aware of the body can have a great effect. I discovered more gentle ways to teach myself and learned about the importance of how we are treating and using our bodies during practicing and in everyd
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Books on the topic "Game Technique"

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Pejcic, Bogdan. Pocket billiards: Fundamentals of technique & play. Sterling Pub. Co., 1993.

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Eio, Sakata. Killer of go: Technique and preventative measures. Yutopian Enterprises, 1994.

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Robert, Byrne. Byrne's advanced technique in pool and billiards. Harcourt Brace Jovanovich, 1990.

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Byrne, Robert. Byrne's advanced technique in pool and billiards. Harcourt Brace Jovanovich, 1990.

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Burk, Bruce. Game bird carving. 3rd ed. Winchester Press, 1988.

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Burk, Bruce. Game bird carving. Skyhorse Pub., 2010.

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Lukacs, Chuck. Fantasy genesis: A creativity game for fantasy artists. Impact Books, 2010.

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Kelman, Jim. Football: Skills of the game. Hodder Wayland, 2006.

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Erik, Demski, ed. How to draw Sly Cooper & friends. Scholastic, 2006.

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Tom, Wolfe. Out to the ball game. Schiffer Pub., 1992.

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Book chapters on the topic "Game Technique"

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Dee, Steve. "The SpongeBob Technique." In Worldbuilding for Game Designers. CRC Press, 2025. https://doi.org/10.1201/9781003521914-24.

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Schmuck, Anne-Kathrin, Philippe Heim, Rayna Dimitrova, and Satya Prakash Nayak. "Localized Attractor Computations for Infinite-State Games." In Computer Aided Verification. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65633-0_7.

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AbstractInfinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning strategies. Often, large problem instances require prohibitively complex arguments. Therefore, techniques that identify smaller and simpler sub-problems and exploit the respective results for the given game-solving task are highly desirable.In this paper, we propose the first such technique for infinite-state games. The main idea is to enhance symbo
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Baier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.

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AbstractWe present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for solving these games is based on the notion of subgoals, which are slices of the game that the reachability player necessarily needs to pass through in order to reach the goal. We use Craig interpolation to identify these necessary sets of moves and recursively slice the game along these subgoals. Our approach allows us to infer winning strategies th
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von Mouche, Pierre. "The Selten–Szidarovszky Technique: The Transformation Part." In Recent Advances in Game Theory and Applications. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-43838-2_8.

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Koutavas, Vasileios, Yu-Yang Lin, and Nikos Tzevelekos. "From Bounded Checking to Verification of Equivalence via Symbolic Up-to Techniques." In Tools and Algorithms for the Construction and Analysis of Systems. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99527-0_10.

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AbstractWe present a bounded equivalence verification technique for higher-order programs with local state. This technique combines fully abstract symbolic environmental bisimulations similar to symbolic game semantics, novel up-to techniques, and lightweight state invariant annotations. This yields an equivalence verification technique with no false positives or negatives. The technique is bounded-complete, in that all inequivalences are automatically detected given large enough bounds. Moreover, several hard equivalences are proved automatically or after being annotated with state invariants
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Du, Huaiyu, and Rafał Jóźwiak. "Representation of Observations in Reinforcement Learning for Playing Arcade Fighting Game." In Digital Interaction and Machine Intelligence. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-37649-8_5.

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AbstractReinforcement learning (RL) is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. Reinforcement learning algorithms have become very popular in simple computer games and games like chess and GO. However, playing classical arcade fighting games would be challenging because of the complexity of the command system (the character makes moves according to the sequence of input) and combo system. In this paper, a creation of a game environment of The King of Fighters ’97 (KOF ’97), which implements the open gym env interface, is described.
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Das, Santosh Kumar, Aman Kumar Tiwari, Somnath Rath, and Joydev Ghosh. "Game Theory– Based Conflicting Strategy Management Technique in Wireless Sensor Network." In Fuzzy Optimization Techniques in the Areas of Science and Management. CRC Press, 2022. http://dx.doi.org/10.1201/b23138-6.

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Rodrigues, Érick O., and Esteban Clua. "A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains." In Entertainment Computing - ICEC 2015. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24589-8_3.

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Wang, Xujie, and Ruwei Yun. "Design and Implement of Game Speech Interaction Based on Speech Synthesis Technique." In Technologies for E-Learning and Digital Entertainment. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69736-7_40.

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Al-Hashmy, Reham M., Mohamed AbdelRaheem, and Usama S. Mohmed. "Anti-jamming Cooperative Technique for Cognitive Radio Networks: A Stackelberg Game Approach." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-31129-2_68.

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Conference papers on the topic "Game Technique"

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Spasić, Aleksandar, Miljana Mladenović, Bratislav Nikolić, and Lazar Stošić. "CHATGPT-ASSISTED EDUCATIONAL GAME DEVELOPMENT: A PROMPT ENGINEERING TECHNIQUE FOR TEACHERS WITHOUT CODING EXPERIENCE." In 1st International Scientific Conference Education and Artificial Intelligence. University of Niš, Pedagogical Faculty, Vranje, 2025. https://doi.org/10.46793/edai24.153s.

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Extensive research in AI has raised various questions, including how AI transformers can advance teaching and learning practice. Typically, ChatGPT is employed for tasks like content creation, research assistance, and language learning, including coding in computer languages. The main objective of this study was to examine the possibilities of teachers designing and developing teaching material based on educational games, assuming they lack coding competencies. This study presents the development and implementation of an easy educational card game known as the Memory Game (also called Matching
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Boboc, Andreealarisa, Ivona Stoica, Cristina Niculescuciocan, and Gheorghe Orzan. "GAMIFICATION AND GAME-BASED LEARNING - A SOLUTION FOR ROMANIAN EDUCATION SYSTEM?" In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-033.

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Throughout history, many people have supported the use of game and gaming-inspired design in order to improve the human life. In the middle of 2000s, the confluence of web technologies, digital business models and online games gave rise to the latest manifestation of this basic idea. Large organizations have begun to explore gaming as a way to motivate people and improve user experience. Gamification is applied from education and training to health, management, innovation, employee involvement, patrimony, crowdsourcing, civic engagement and marketing (Seaborn &amp; Fels, 2015). Also, mobile ap
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Palade, Tudor, Grigore Gheorghe, Sorinmirel Ciolca, and Dan Badea. "CONTRIBUTION OF SOCIAL NETWORKS TO THE DEVELOPMENT OF FOOTBALL TECHNIQUE." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-188.

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This scientific paper aimed to address the development of technical and tactical behaviour in the game of football by using social networks. In terms of juvenile football, the technical component shows an outstanding importance in the formative strategy of the football player. This is highlighted by the technical particularities of the game of football in the context of the efficient achievement of the two main phases: the attack and defence. At this age, the methodical priorities in education refer to the consolidation of the previously achieved technical processes and the learning of new tec
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Khan, S. U., and I. Ahmad. "A cooperative game theoretical replica placement technique." In 2007 International Conference on Parallel and Distributed Systems. IEEE, 2007. http://dx.doi.org/10.1109/icpads.2007.4447750.

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"A Modern Game-Based Technique for Learning Software Engineering Course." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.179.

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Hernández, Luisa, Paulo Afonso Júnior, and Heitor Costa. "API Recommendation System for Software - Game Category." In XV Simpósio Brasileiro de Qualidade de Software. Sociedade Brasileira de Computação - SBC, 2016. http://dx.doi.org/10.5753/sbqs.2016.15126.

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Software development depends on Application Programming Interfaces (APIs) to achieve their goals. However, choosing the right APIs remains as a difficult ask for software engineers. Considering that recommendation systems are emerging to support software engineers in their decision-making task and Games industry has a huge economic and cultural success, we proposed a technique that considers Game category from SourceForge and recommends PIs to software engineers with software in initial (not using APIs) or advanced (using some APIs) stage of software development. We used collaborative filterin
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Ribeiro, Leonardo F. R., and Daniel R. Figueiredo. "Performance of Monte Carlo Tree Search Algorithms when Playing the Game Ataxx." In XV Encontro Nacional de Inteligência Artificial e Computacional. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/eniac.2018.4423.

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Monte Carlo Tree Search (MCTS) has recently emerged as a promising technique to play games with very large state spaces. Ataxx is a simple two-player board game with large and deep game tree. In this work, we apply different MCTS algorithms to play the game Ataxx and evaluate its performance against different adversaries (e.g., minimax2). Our analysis highlights one key aspect of MCTS, the trade-off between samples (and accuracy) and chances of winning the game which translates to a trade-off between the delay in making a move and chances of winning.
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"Analysing Hint Based Problem Solving Strategy among Novice Programmers through Gamification Technique." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.126.

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Costa, Laisa C. P., Ana G. D. Correa, Marcelo A. Jose, et al. "3D stereoscopic game development technique for smart TVs." In 2014 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2014. http://dx.doi.org/10.1109/icce.2014.6776141.

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Choi, Jin Woo, Tae Min Kim, and Taeg Keun Whangbo. "A Study on Estimation Technique of Extreme Precipitation Diameter." In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2016. Science & Engineering Research Support soCiety, 2016. http://dx.doi.org/10.14257/astl.2016.125.16.

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Reports on the topic "Game Technique"

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Kanivets, Oleksandr V., Irina М. Kanivets, Natalia V. Kononets, Tetyana М. Gorda, and Ekaterina O. Shmeltser. Development of mobile applications of augmented reality for projects with projection drawings. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3745.

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We conducted an analysis of the learning aids used in the study of general technical disciplines. This allowed us to draw an analogy between physical and virtual models and justify the development of a mobile application to perform tasks on a projection drawing. They showed a technique for creating mobile applications for augmented reality. The main stages of the development of an augmented reality application are shown: the development of virtual models, the establishment of the Unity3D game engine, the development of a mobile application, testing and demonstration of work. Particular attenti
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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
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Hasty, Ashley. Learning Professional Techniques Through Play: Using Games in the Apparel Classroom. Iowa State University, Digital Repository, 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1358.

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Ramachandran, Sivananth. Fun and Games: Investment Gamification and Implications for Capital Markets. CFA Institute, 2022. http://dx.doi.org/10.56227/22.1.17.

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Gamification and other behavioral techniques have many positive uses, such as education, but these methods could also be exploited to promote excessive trading. This paper analyzes the main issues and recommends reforms to prevent abuses.
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Smith, C. Gage cookbook: Tools and techniques to measure stresses and motions on explosive experiments. Office of Scientific and Technical Information (OSTI), 1996. http://dx.doi.org/10.2172/206564.

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Ersoy, Daniel. DTPH56-06-T-000001 Demonstration of ECDA Applicability and Reliability Demanding Situation. Pipeline Research Council International, Inc. (PRCI), 2008. http://dx.doi.org/10.55274/r0011826.

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The objective of this project was to support the identification and demonstration of external corrosion direct assessment specific technologies for demanding pipeline situations (e.g., bare pipe, cased and non-cased crossings, and crowded right of ways such as city gate stations). Project emphasis was placed on the use of guided wave ultrasonic techniques for these circumstances at the request of all the stakeholders involved in these efforts.
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van der Mensbrugghe, Dominique. The META 21 Integrated Assessment Model in GAMS and LHS Sampling. GTAP Working Paper, 2023. http://dx.doi.org/10.21642/gtap.wp95.

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The META 21 Integrated Assessment Model (Dietz et al., 2021) represents a fairly comprehensive climate change simulation model incorporating a number of features: (a) a recent simple climate model; (b) down-scaling of temperature change to the country level; (c) integration of a number of bio-physical tipping points linked to rising temperatures; and (d) economic damages linked to rising sea levels and temperature using recent country-level estimates from the literature. The original implementation of META 21 was in Excel and linked to the @Risk Excel add-in for performing Monte Carlo-type ana
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Huebschman, Benjamin, and Pankaj B. Shah. A Numerical Technique for Removing Residual Gate-Source Capacitances When Extracting Parasitic Inductance for GaN High Electron Mobility Transistors (HEMTs). Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada539647.

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Cummings, M., and S. R. Booth. Remediation of uranium-contaminated soil using the Segmented Gate System and containerized vat leaching techniques: a cost effectiveness study. Office of Scientific and Technical Information (OSTI), 1996. http://dx.doi.org/10.2172/382993.

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นิธิอุทัย, สุวรรณี, та มานพ ม่วงใหญ่. โรคบาบีเซียในโค : การเตรียม การเพาะเลี้ยง การถนอมและเก็บแช่แข็งเชื้อบาบีเซีย โบวิส : รายงานผลการวิจัย. จุฬาลงกรณ์มหาวิทยาลัย, 1998. https://doi.org/10.58837/chula.res.1998.59.

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Requirement of Babesia spp maintenance for experiments in various aspects is crucial. In this study, a thai strain of Babesia bovis was inoculated to splencetomized calves. During a high parasitaemia, they were bled for cryopreservaton and in vitro cultvation. Parasitized erythrocytes have been cryopreserved for future use by mixing with 3 cryoprotectants and freezing at -70℃ in liquid ntrogen. The cryoprotectants are glyccrolyte (electrolyte-based balanced), sorbitol-based and glycerol in phosphate buffered soluton (PBS). After cryopreservation for 6 weeks, viability of the parasited were ass
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