Academic literature on the topic 'Halo (Video game)'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Halo (Video game).'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Halo (Video game)"

1

Almanza Sepúlveda, Mayra Linné, Julio Llamas Alonso, Miguel Angel Guevara, and Marisela Hernández González. "Increased Prefrontal-Parietal EEG Gamma Band Correlation during Motor Imagery in Expert Video Game Players." Actualidades en Psicología 28, no. 117 (November 19, 2014): 27–36. http://dx.doi.org/10.15517/ap.v28i117.14095.

Full text
Abstract:
Abstract. The aim of this study was to characterize the prefrontal-parietal EEG correlation in experienced video game players (VGPs) in relation to individuals with little or no video game experience (NVGPs) during a motor imagery condition for an action-type video game. The participants in both groups watched a first-person shooter (FPS) gameplay from Halo Reach during five minutes. None of the participants was notified as to the content of the video before watching it. Only the VGPs showed an increased right intrahemispheric prefrontal-parietal correlation (F4-P4) in the gamma band (31-50 Hz) during the observation of the gameplay. These data provide novel information on the participation of the gamma band during motor imagery for an action-type video game. It is probable that this higher degree of coupling between the prefrontal and parietalcortices could represent a characteristic pattern of brain functionality in VGPs as they make motor representations.
APA, Harvard, Vancouver, ISO, and other styles
2

Enrico, Gandolfi, and Gandolfi Sofia. "Playing across the social zone - Animal Crossing, gaming communities and connectedness in a time of crisis." Academicus International Scientific Journal 23 (January 2021): 41–51. http://dx.doi.org/10.7336/academicus.2021.23.03.

Full text
Abstract:
This proposal focuses on the multifaceted interplay between video games, connectiveness, and online communities in a time of emergency; COVID-19 has presented challenges for teenagers, forcing them to re-mediate their interactions with peers. Digital entertainment has been frequently accused to be a bearer of negative attitudes and anti-social behaviors, but there is also relevant evidence about how video games can foster bonding and inclusion. Nevertheless, updated lenses are needed for understanding the impact of the pandemic on playing and vice versa; in other words, video games can become a lens through which we can understand how teenagers and young adults experience and see the world around them, especially during these turbulent times. Moreover, video games are increasingly experienced in multiple ways, from watching live shows on Twitch.tv to discussing games on Reddit; as such, this additional layer must be investigated too for situating the impact of gaming practices on social and individual schemes. This article intends to provide a snapshot of how this medium can be used as a catalyst for social research, looking at its consumption but also at the social halo it conveys. More specifically, an ethnographic approach has been chosen for providing an intensive analysis of how the acclaimed video game Animal Crossing was perceived and used as a socializing tool by a teenager.
APA, Harvard, Vancouver, ISO, and other styles
3

Paulissen, P. C. J. M. "The Dark of the Covenant: Christian Imagery, Fundamentalism, and the Relationship between Science and Religion in the Halo Video Game Series." Religions 9, no. 4 (April 12, 2018): 126. http://dx.doi.org/10.3390/rel9040126.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Cutumisu, Maria, Matthew Brown, Caroline Frayr, and Georg Schmolzer. "GROWTH MINDSET MODERATES THE IMPACT OF NEONATAL RESUSCITATION SKILL MAINTENANCE ON PERFORMANCE IN A SIMULATION TRAINING VIDEO GAME." Paediatrics & Child Health 23, suppl_1 (May 18, 2018): e22-e22. http://dx.doi.org/10.1093/pch/pxy054.055.

Full text
Abstract:
Abstract BACKGROUND The Joint Commission on Accreditation of Healthcare Organizations (2004) reporting on preventing infant death and injury during delivery identified human errors during neonatal resuscitation as responsible for more than two thirds of perinatal mortality and morbidity. One of the main causes of human error in neonatal resuscitation stems from a lack of practical learning experiences highlighted by the neonatal training paradox of high-acuity, low-occurrence (HALO) situations that arise infrequently. simulation-based medical education (SBME) is resource and cost intensive, and not offered frequently enough for development of competency and for supporting knowledge retention. Therefore, other methods of training to improve knowledge retention and decision-making are needed. We therefore developed a complementary tool to the physical SBME to improve knowledge retention during neonatal resuscitation in the delivery room. Specifically, we developed a game-based neonatal resuscitation training simulator called RETAIN. OBJECTIVES We hypothesized that HCP playing the video game will have an improved mindset and therefore an improved neonatal resuscitation performance. DESIGN/METHODS HCPs trained in NRP, including registered nurses, respiratory therapists, neonatal nurse practitioners, neonatal consultants, and neonatal fellows were recruited from the Royal Alexandra Hospital, a tertiary NICU. Each participant was asked to complete a pre-game questionnaire to obtain demographics (e.g. last Neonatal Resuscitation Course (NRP)-course, years of experience) and assess their neonatal resuscitation knowledge by completing a Resuscitation scenario. Afterwards each participant played the RETAIN simulator, which started with a tutorial before the actual three rounds and there was a countdown for each of the rounds to simulate the stress of a real-world scenario. After completion of the game each participant also completed a Post-game questionnaire to assess the player’s mindset (e.g. How much do you agree with the following statements? You can always change how good you are at your job or You can get better at your job with practice) using a Likert scale (1=Strongly Disagree to 5=Strongly agree). RESULTS We recruited 50 (45 females, 4 males, and 1 not reported) HCP who were all NRP-trained and had completed a NRP refresher course within the last 24 months. Participants needed a mean (SD) 8.47 (8.66) minutes to complete the game. On average, participants reported high levels of growth mindset (with scores ranging from seven to ten), took their latest NRP course more than eight months prior to the current study, and scored 93% in the game (32 was a perfect score). Interestingly, participants who took the NRP course more recently made more mistakes in the simulation game. There was a significant interaction of Last NRP Course and Growth Mindset in predicting Number of Tries (b =.09, S.E.=.04, beta=.32, t=2.25, p=.03), as well as a main effect for Last NRP Course (b= -.08, S.E.=.04, beta=-.30, t=-2.04, p<.05). Thus, participants who took an NRP course recently (i.e., within eight months), before the current study, completed the game in significantly fewer tries when they endorsed more rather than less of a growth mindset. However, participants who endorsed more of a growth mindset performed similarly on the game regardless of when they took the NRP course. CONCLUSION The study examined the relation between HCP task performance and time elapsed since their latest NRP course and found that growth mindset moderates this relation. Specifically, HCP who took the NRP course within the past eight months, those who endorsed a higher growth mindset made fewer mistakes in a simulation game. Some implications include growth mindset interventions and increased opportunities to practice skills in simulation sessions to help HCP achieve better performance after taking a refresher NRP course.
APA, Harvard, Vancouver, ISO, and other styles
5

Dyson, Jon-Paul C. "Building a Video Game Collection: Lessons Learned from The Strong’s International Center for the History of Electronic Games." International Public History 4, no. 1 (June 1, 2021): 7–16. http://dx.doi.org/10.1515/iph-2021-2019.

Full text
Abstract:
Abstract In 2006, The Strong National Museum of Play began an initiative to collect, preserve, and interpret the history of video games. That effort led to the founding of the International Center for the History of Electronic Games and World Video Game Hall of Fame. The museum’s collection today numbers more than 60,000 video game-related artifacts and hundreds of thousands of archival materials from key creators and companies in the industry. This article discusses the genesis of the museum’s efforts in its play mission, tracks the trajectories of The Strong’s video game initiatives over the years, and discusses some of the challenges faced by museums and other institutions working with video games.
APA, Harvard, Vancouver, ISO, and other styles
6

Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (October 2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

Full text
Abstract:
AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of video games within libraries and presents a case study of the University of Michigan’s Computer and Video Game Archive (CVGA), one of the largest academic archives of its kind. Moreover, video games are situated in a humanistic approach to the field of game studies as the article draws on the relevance of methods from art history and film studies.
APA, Harvard, Vancouver, ISO, and other styles
7

Stark, Doug. "Unsettling embodied literacy in QWOP the walking simulator." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 49–67. http://dx.doi.org/10.1386/jgvw_00004_1.

Full text
Abstract:
The purpose of this article is twofold: first, to cast a critical eye on an arguably conservative aspect of so-called ‘walking simulators’ ‐ their walking simulation and second, to position viral browser game QWOP (2008) as an intervention into dominant paradigms of video game walking control. The first half discusses how walking simulators inherit and share a ‘grammar of action’ for simulating walking with a number of other games (Galloway). I argue this grammar of action constitutes the reification of a particular subject position ‐ one associated with a normative bodymind ‐ in video gameplay via a combination of representations, control procedures and player ‘embodied literacy’ (Keogh). The second half considers QWOP’s alternate grammar of walking simulation and how this precipitates a different relationship between player and video game, prompting questions about distributed cognition, intentionality, failure and what it means for a game to be critical.
APA, Harvard, Vancouver, ISO, and other styles
8

Ilyanov, Dmitrii Sergeevich, Tatiana Constantinovna Chernysheva, and Maksim Andreevich Yurevich. "Sources of economic growth in the XXI century: video game industry." Теоретическая и прикладная экономика, no. 3 (March 2020): 78–89. http://dx.doi.org/10.25136/2409-8647.2020.3.31693.

Full text
Abstract:
This article focuses on determination of trends and prospects for the development of video game industry in the Russian Federation. Analysis is conducted on evolution of the video game market and trends that established thereof. The author examines the dynamics in gaming industry revenue allocated by segments, and the share held by video games on the markets of the Eurasian Economic Union member-states. The author carries out a comparative analysis of the revenue of the global gaming industry for all segments (games for smartphones, tablets, PC, etc.) with GDP of some EAEU member-states for the 7-year period, and as well as makes a forecast of the dynamics of revenue of gaming industry by the segments. The overall revenue obtained from the global gaming industry has increased by 115% in the past 7 years and account to $ 151.9 billion. The article explores the current state of video game market in the Russian Federation, which almost doubled in the past 5 years and accounts to $ 1.9 billion. The key risks that can negatively affect the development of video game industry are identified. The conclusion is made that despite the existing risks, a dynamic increase in the segment of mass multiuser online games and its audience should be expected in the nearest future; by 2022, the segment of games for mobile devices could take up to half of the entire gaming market.
APA, Harvard, Vancouver, ISO, and other styles
9

Guermazi, F., N. Halouani, K. Yaich, R. Ennaoui, S. Chouayakh, J. Aloulou, and O. Amami. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (April 2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.

Full text
Abstract:
IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.ResultsThe average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).ConclusionsPlaying video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.Disclosure of interestThe authors have not supplied their declaration of competing interest.
APA, Harvard, Vancouver, ISO, and other styles
10

Salor, Enrinc. "Neutrality in the Face of Reckless Hate : Wikipedia and GamerGate." Nordisk Tidsskrift for Informationsvidenskab og Kulturformidling 5, no. 1 (March 13, 2016): 23–29. http://dx.doi.org/10.7146/ntik.v5i1.25880.

Full text
Abstract:
The year 2015 will very likely be remembered as a turning point in video game industry and culture. While tensions were slowly escalating regarding diversity of representation in video games across the cultural sphere and the position and treatment of women and other minorities within the industry, these insular debates finally, and violently, broke into mainstream consciousness in the second half of 2014. As we grimly note the one-year anniversary of the birth of the amorphous movement called GamerGate, the games industry is showing slow but hopeful signs of change regarding inclusion and representation of gender and ethnic diversity. Meanwhile, since GamerGate as a movement strives to achieve its self-declared goal of "ethics in video game journalism" primarily through constant and brutal harassment of women across the cultural space of games, their frequent targets are slowly and painfully trying to rebuild their lives.
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Halo (Video game)"

1

Long, Vanessa Abigail. "Winning and losing in the hall of mirrors." Thesis, Brunel University, 2013. http://bura.brunel.ac.uk/handle/2438/7499.

Full text
Abstract:
Who are we? Why do we do the things we do? These questions are constantly under scrutiny, forever unable to provide us with adequate answers, it seems. Yet, with the continuing rise in popularity of digital media, we are able to situate these questions in a different sphere and see aspects of the self that we were unable to perceive before. Digital media forms have provided us with the capacity to explore whole new worlds, as well as allowing for new and innovative methods of communication. These changes make a huge impact on the daily lives of individuals. This thesis presents a theoretical contribution to both psychoanalytic thinking and to the rapidly expanding field of games studies, with especial reference to avatar-based games. It considers the status of the bond formed between the individual at play (known here as the ‘user’) and the game itself. Furthermore, it presents this as a model which identifies the user’s relation to the game dynamic through an understanding of the key components of a video game, including aspects such as the control mechanism. Elements which cross the boundary between the user/game realities are also considered with relation to hyperreality, thus forming a more complete imagining of this framework. This also allows for an application of this dynamic to what we define as violent (and associated) acts within games. In turn, this allows for a more complete understanding of the game situation, and can be applied to our understanding of the user as well. This thesis provides a standalone framework which can also be utilised in other types of investigation in future.
APA, Harvard, Vancouver, ISO, and other styles
2

Fisher, Irma. "Video Games and International Development: A Case Study of the Half the Sky Movement." Thesis, University of Oregon, 2016. http://hdl.handle.net/1794/20671.

Full text
Abstract:
Digital games have been used in the international development industry for over a decade, yet they have received little scholarly attention. This dissertation uses the Half the Sky Movement’s (HTSM) digital games as a case study to understand the production and use of games for development purposes. In doing so, it analyzes the games both as texts that extend the discourse of development, and as material objects with important political economic implications. Specifically, it looks at how the narratives embedded in these games disrupt or reinforce dominant narratives already at play in the development industry, and it considers how the private/public relationships created through the production of the games shape game content and impact both the gaming and development industries. The study uses critical qualitative methods, including textual analysis and in-depth interviews, and a political economic approach to complete this work.
APA, Harvard, Vancouver, ISO, and other styles
3

Keilen, Brian. "Echoes of Invasion: Cultural Anxieties and Video Games." Bowling Green State University / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1342217874.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Maulden, Hannah Leah. "Heroes and Villains: Political Rhetoric in Post-9/11 Popular Media." Bowling Green State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1431964700.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Books on the topic "Halo (Video game)"

1

J, Hodgson David S., Van Lierop Raphael, and Major League Gaming, eds. Halo 4: Prima official game guide. Roseville, CA: Prima Games, 2012.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
2

Red vs. blue: The ultimate fan guide. New York, NY: Dey Street Books, 2015.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Halo 2 hacks. Beijing: O'Reilly, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

Noll, Katherine. Scholastic's Pokémon hall of fame. New York: Scholastic, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Bell, Joseph. Half-life for Dreamcast: Prima's official strategy guide. Roseville, CA: Prima Games, 2000.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Halos and Avatars: Playing video games with God. Louisville, Ky: Westminster John Knox Press, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Juul, Jesper. Half-real: Video games between real rules and fictional worlds. Cambridge, MA: MIT Press, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Half-real: Video Games between Real Rules and Fictional Worlds. Cambridge, Mass: MIT Press, 2005.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Half-real: Video games between real rules and fictional worlds. Cambridge, Mass: MIT Press, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Microsoft Corporation. XBOX: The official guide : Halo 2. Redmond, WA: Microsoft Bungie, 2004.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Halo (Video game)"

1

Berger, Arthur Asa. "Half-Life and the Problem of Monsters." In Video Games, 93–104. Routledge, 2017. http://dx.doi.org/10.4324/9781351299961-9.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

"Players as People." In Advances in Library and Information Science, 22–38. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8175-0.ch002.

Full text
Abstract:
Video games are defined as much by the game as by the people that play them. With increased depth and breadth, and different types of games, there are as many different types of people playing games as there are games, and each of these games has individuals playing the same games in different ways. But it is not just about playing the games; it is also about the community that surrounds video games: eSports, machinima, streaming, etc. The ways in which video games are permeating culture are many, and understanding only the video games themselves leaves out more than half of the equation. This chapter explores the people playing the games.
APA, Harvard, Vancouver, ISO, and other styles
3

Leigh, R. John, and David S. Zee. "Disorders of Ocular Motility Due to Disease of the Brainstem, Cerebellum, and Diencephalon." In The Neurology of Eye Movements, 836–915. Oxford University Press, 2015. http://dx.doi.org/10.1093/med/9780199969289.003.0013.

Full text
Abstract:
This chapter reviews clinical features (with illustrative video cases) and pathophysiology of medullary lesions, including Wallenberg’s syndrome and oculopalatal tremor. Manifestations and pathophysiology of three cerebellar syndromes are described (flocculus and paraflocculus, nodulus and ventral uvula, dorsal vermis and fastigial nucleus), applying these principles to interpret the effects of developmental disorders (e.g., Chiari malformation), hereditary ataxia, paraneoplastic cerebellar degeneration, cerebellar stroke, and cerebellar tumors. Characteristics of pontine lesions are discussed, including lesions of the abducens nucleus, paramedian pontine reticular formation (PPRF), internuclear ophthalmoplegia (INO), one-and-a-half syndrome, slow horizontal saccades, and saccadic oscillations. The effects of midbrain lesions are summarized, including lesions affecting the rostral interstitial nucleus of the medial longitudinal fasciculus (RIMLF), interstitial nucleus of Cajal, posterior commissure, and more diffuse processes causing slow vertical saccades or vertical gaze palsy (dorsal midbrain syndrome), including Whipple’s disease. Effects of lesions affecting the superior colliculus, thalamus, and pulvinar are also discussed.
APA, Harvard, Vancouver, ISO, and other styles
4

Köksalan, Bahadir, Umit Ferit Aldım, and Şahin Göğebakan. "Media Consuming in Children." In Handbook of Research on Children's Consumption of Digital Media, 41–59. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-5733-3.ch004.

Full text
Abstract:
Media consuption is a term in “sociology” that describes the individuals that organize information on the basis of the use of produced goods, rather than on the axis of services and production. Mediums that fall under the scope of media consumption include radio, television, computer, mobile phones, newspaper, and magazine formats. The usage patterns and applications of these tools are internet, music, movies, games, etc. Among children between the ages of 5 and 8, those who do not use computers represent a small percentage of 10%. Even within this age group, a large majority know how to use computers. More than half of children under the age of 8 have played games and watched videos at least once via a smartphone, iPod, iPad or similar device. According to a US study, children spend about 9 hours a day on the screen. Besides this, despite all the options, listening to music and watching television for children and young people continue to be a favorite activity. This paper further explores the impact of media consumption on children's development.
APA, Harvard, Vancouver, ISO, and other styles
5

Keats, Jonathon. "w00t." In Virtual Words. Oxford University Press, 2010. http://dx.doi.org/10.1093/oso/9780195398540.003.0029.

Full text
Abstract:
W00t is a contraction of an exclamation once popular in Dungeons & Dragons, Wow, Loot! , imported online by nostalgic gamers. W00t is a codeword for root, the privileged user account of a system administrator, in the jargon of old-school hackers. W00t is onomatopoeic, imitating the sounds made by video games or by Daffy Duck or by railroad trains. W00t is an acronym, standing for “We owned the other team” and also “Want one of those.” W00t originated in dance clubs, where rappers in the early 1990s inspired shouts of “Whoot, there it is!” W00t comes from the Arsenio Hall Show, the Wizard of Oz books, Pretty Woman, Bloom County. Or it may be an inversion of the old Scots negation hoot, or a perversion of woeten, ostensibly an antiquated Dutch greeting. The many contradictory etymologies of w00t, of which the above are only a sampling, have baffled journalists and addled lexicographers since at least 2007, when the dictionary publisher Merriam-Webster announced that w00t was the Word of the Year. The term was chosen in a poll conducted on the Merriam-Webster website from a selection of the twenty most popular entries in the company’s user-generated Open Dictionary. In a public announcement the publisher was vague about the significance of the vote: “The word you’ve selected hasn’t found its way into a regular Merriam-Webster dictionary yet—but its inclusion in our online Open Dictionary, along with the top honors it’s now been awarded—might just improve its chances.” And in interviews with the media the Merriam- Webster staff seemed befuddled by the choice. “This is a word that was made up, has no classical roots, but has lasted,” the editor at large Peter Sokolowski told Newsweek. “I can’t say that w00t will stick, but it does show that sense of adventure in language that young people have.” In the absence of more authoritative information about the meaning of the word or where it came from reporters cobbled together whatever origin stories they could from the vast repository of lore on Wikipedia, the Urban Dictionary, and the web.
APA, Harvard, Vancouver, ISO, and other styles
6

Ahlskog, J. Eric. "Benefits of Regular Exercise: Disease-Slowing?" In Dementia with Lewy Body and Parkinson's Disease Patients. Oxford University Press, 2013. http://dx.doi.org/10.1093/oso/9780199977567.003.0031.

Full text
Abstract:
Our culture has seen a generational shift in activity levels. In the 1950s everyone walked. How do I know? I grew up in the 1950s. Cars were typically reserved for day trips or vacations, except for people living in the country. Garages had one stall. Shopping malls had not proliferated and people walked to stores; children did not take buses to school, except for farm kids. Snow was removed with shovels, and grass was cut with push mowers. In a half-century, this scene has changed and we have adopted a sedentary lifestyle. Further contributing to this lifestyle is the proliferation of video games, multichannel TVs with remote controls, and computers. Blue collar work is increasingly done overseas. A sedentary culture should favor those with DLB or PDD, right? Lewy-related parkinsonism is physically challenging. With our cultural change, there is no longer a need to get up from the chair and walk very far. In fact, a lift chair with a motor will make it easy to stand. Ostensibly, this is all good. However, there is a dark side to this scenario, which is the focus of this chapter. As you have probably already surmised, we are going to enlarge on that old adage “if you don’t use it, you lose it.” It turns out that there is much truth in that statement, documented in scientific and medical journals. Exercising is easy when one is young and energetic, but it becomes increasingly difficult in middle age; it is downright hard during senior years, even with no neurologic or orthopedic conditions. Excuses and alternatives can easily sidetrack the best of intentions. Anything this difficult needs a compelling rationale. This chapter will summarize the scientific evidence suggesting that vigorous exercise has a biological effect on the brain that may well counter neurodegeneration and brain aging. The term exercise is used in a variety of ways. In this chapter, the focus is on aerobic exercise, which will also be referred to as vigorous exercise. This is exercise sufficient to induce sweating and raise the heart rate.
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Halo (Video game)"

1

Gallimore, Jennie J., Blake Ward, Adrian Johnson, Bobbie Leard, Jeremy Lewis, Kyle Preuss, and Julie Skipper. "Human Perceptions of Nonverbal Behavior Presented Using Synthetic Humans." In ASME 2012 11th Biennial Conference on Engineering Systems Design and Analysis. American Society of Mechanical Engineers, 2012. http://dx.doi.org/10.1115/esda2012-82641.

Full text
Abstract:
Synthetic humans are computer-generated characters that are designed to behave like humans for the purpose of training or entertainment. The purpose of this study was to evaluate the perceptions of subjects interacting with synthetic humans to determine their responses to nonverbal behaviors, realism, and character personality. This study was part of a research program to develop a virtual game to train awareness of nonverbal communication for cross-cultural competency (3C). Three synthetic humans were created with different levels of realism with respect to their facial movements and skin textures. Low realism characters were defined as models purchased from the company Evolver, with additional facial action units (FAU) added to the character’s face. High realism characters were created based on a model of a real person’s head using 3D imaging cameras and a digital video camera. The same FAUs available in the Evolver characters were also coded into the high realism character as well as more realistic skin texture. During a virtual scenario the subject was asked to interview three characters in the U.S. Army. The subject interviewed each character one-on-one. The three computer characters included two white males, and one black female. The results of this study showed that it is possible to create synthetic humans that include nonverbal behaviors and personalities that are perceived by subjects, and that the subject’s own personal lens affected how they perceive the character. For example, the character Brent was rated similarly by most subjects with respect to personality traits as defined by the Big Five Factor Model. However, half the subjects indicated they liked him (friendly and confident), while about half the subjects did not like him (too confident as to be arrogant).
APA, Harvard, Vancouver, ISO, and other styles
2

Teng, Wei-Hsin, Mei-Ting Lin, Shu-Wei Guo, and Chung-Kan Chao. "A visual study of characters in video games — The role of half-human in Greek mythology as an example." In 2016 International Conference on Applied System Innovation (ICASI). IEEE, 2016. http://dx.doi.org/10.1109/icasi.2016.7539744.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography