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Journal articles on the topic 'Media player'

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1

Pandey, Anshuman, and Hardik Goel. "Intellisense Media Player." International Journal of Computer Applications 183, no. 3 (2021): 47–50. http://dx.doi.org/10.5120/ijca2021921314.

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Monisha Sampath, PriyadarshiniVelraj, Vaishnavii Raghavendran, and M Sumithra. "Controlling media player using hand gestures with VLC media player." World Journal of Advanced Research and Reviews 14, no. 3 (2022): 466–72. http://dx.doi.org/10.30574/wjarr.2022.14.3.0565.

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In today's international, anyone opts for instant interaction with complicated structures that ensure a brief response. Thus, with increasing improvement in technology, reaction time and ease of operations are the issues. Here is where human-computer interaction comes into play. This interplay is unrestricted and challenges the used gadgets consisting of the keyboard and mouse for input. Gesture recognition has been gaining tons of attention. Gestures are instinctive and are often utilized in everyday interactions. Therefore, communicating using gestures with computer systems creates an entire
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Monisha, Sampath, PriyadarshiniVelraj, Raghavendran Vaishnavii, and Sumithra M. "Controlling media player using hand gestures with VLC media player." World Journal of Advanced Research and Reviews 14, no. 3 (2022): 466–72. https://doi.org/10.5281/zenodo.7731775.

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In today's international, anyone opts for instant interaction with complicated structures that ensure a brief response. Thus, with increasing improvement in technology, reaction time and ease of operations are the issues. Here is where human-computer interaction comes into play. This interplay is unrestricted and challenges the used gadgets consisting of the keyboard and mouse for input. Gesture recognition has been gaining tons of attention. Gestures are instinctive and are often utilized in everyday interactions. Therefore, communicating using gestures with computer systems creates an en
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Singh, Chaitanya, Tejashwini Rath, Sneha Singh, and Dr Swati agrawal. "Media player control using hand gestures." International Journal of Research Publication and Reviews 6, no. 4 (2025): 1866–70. https://doi.org/10.55248/gengpi.6.0425.1377.

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Nadar, Deepika. "Look based Media Player." International Journal for Research in Applied Science and Engineering Technology 7, no. 4 (2019): 831–33. http://dx.doi.org/10.22214/ijraset.2019.4149.

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SHAIK, Dr ABDUL NABI, E. SAI PRIYA, G. NIKITHA, K. PRACHEEN KUMAR, and N. SHRAVYA SHREE. "CONTROLLING VIDEOLAN CLIENT MEDIA USING LUCAS KANADE OPTIMAL FLOW ALGORITHM AND OPENCV." YMER Digital 21, no. 05 (2022): 246–55. http://dx.doi.org/10.37896/ymer21.05/29.

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In this project we've discussed a system which uses some dynamic hand gesture recognition technique to manage the media players like VLC media player. This project consist of certain modules which segments the foreground a part of the frame using detection of skin colour and approximate median technique. the popularity of hand gesture is finished by creating a call Tree, that uses certain features extracted from the segmented part. This hand gesture recognition technique introduces a replacement, natural thanks to interact with computers and is beneficial to several folks in our day-to-day lif
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Cai, Jiaxuan. "Comprehensive Analysis of Football Player Market Valuation: Integrating Performance Metrics and Marketability Factors." Transactions on Economics, Business and Management Research 10 (October 10, 2024): 152–58. http://dx.doi.org/10.62051/2rybtf79.

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In the fast-paced world of professional football, valuing players involves numerous factors. This paper explores the determinants of football players' market values using a mixed-methods approach. Quantitative data from sources like Opta Sports, Transfermarkt, and the CIES Football Observatory, along with qualitative insights from semi-structured interviews with industry experts, were analyzed. The quantitative analysis found that goals scored and social media followers significantly predict player market value, with a strong social media presence amplifying the impact of goals. Non-linear rel
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Syauqi, A'la, and Permata Rahmatul Hijjah. "Design of Networked Multiplayer Snake and Ladder Educational Game Based on Hash Map and Vector Data Structure." JUITA: Jurnal Informatika 8, no. 2 (2020): 159. http://dx.doi.org/10.30595/juita.v8i2.8436.

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Computer games have been used as educational media or popularly named as educational games. However, most educational computer games that have been created can be played by one player. This study aims to build a multiplayer ladder and snake educational game focused on the server program as a moderator that handles players, player groups, and data traffic during the game is running. The game is built on Java socket programming and local area network (LAN) as a data communication medium between players. Whereas to handle the username and socket address of the whole player, the hash map data stru
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Chen, Hui E. "The Design and Implementation of Micro Player." Advanced Materials Research 989-994 (July 2014): 4355–57. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.4355.

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Windows Media Player developed by Microsoft Player, it is a component of Microsoft Windows, can support through plug-ins enhancements. In this paper, by applying the ActiveX control, design a set play audio files, MIDI files and Windows Media files, movies (MPEG), such as video files as one of the players play a variety of Media files.
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Ahmed, Afzal, Mohammad Tariq Iqbal, and Mohsin Jamil. "A Comparative Analysis of Power Consumption While Using Open-Source and Proprietary Media Players." European Journal of Electrical Engineering and Computer Science 8, no. 5 (2024): 1–5. http://dx.doi.org/10.24018/ejece.2024.8.5.649.

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This study investigates the power consumption of various media player software applications, comparing open-source and proprietary options. The experiment measured the average power consumption of CPU, GPU, and memory usage of media players such as Kodi, MPC, MPV, SMP, VLC, Windows Media Player, ACG, ALLPlayer, GOM, KMPlayer, LAPlayer, POTPlayer, and RealPlayer while playing 4K video. The results revealed that proprietary media players generally consume less power compared to their open-source counterparts. Statistical analysis, including descriptive statistics and independent samples t-tests,
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Varshika, DSS. "Media-Player Controlling by Hand Gestures." International Journal for Research in Applied Science and Engineering Technology 9, no. VI (2021): 2022–30. http://dx.doi.org/10.22214/ijraset.2021.348515421.

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In this Project we try to control our media player using hand gestures with the help of OpenCV and Python. Computer applications require interaction between human and computer. This interaction needs to be unrestricted and it has made it challenging to traditional input devices such as keyboard, mouse, pen etc. Hand gesture is an important component of body languages in linguistics. Human computer interaction becomes easy with the use of the hand as a device. Use of hand gestures to operate machines would make interaction interesting. Gesture recognition has gained a lot of importance. Hand ge
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Chakradhar, K. S., Prasanna Rejinthala Lakshmi, salla chowdary Sree Rama Brunda, Bharathi Pola, and Bhargava Petlu. "Controlling Media Player Using Hand Gestures." Electrical and Automation Engineering 2, no. 1 (2023): 45–54. http://dx.doi.org/10.46632/eae/2/1/7.

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Computer usage is increasing rapidly day by day but the input devices are limited and to access them, we need to be near the screen. To overcome this problem and control the screen, we can use hand gestures. For every operation, we used different hand gestures. We proposed a python program to control the media player through hand gestures. In this method, we used libraries like OpenCV, Media Pipe, PyAuto GUI, and other libraries to capture the video, provide ready-to-use ML solutions and automate your GUI and programmatically control your keyboard and mouse. Hand gestures will be used as the i
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Chakradhar, K. S., Lakshmi Prasanna Rejinthala, chowdary Sree Rama Brunda salla, Bharathi Pola, and Bhargava Petlu. "Controlling Media Player Using Hand Gestures." Electrical and Automation Engineering 2, no. 1 (2023): 45–54. http://dx.doi.org/10.46632/ese/2/1/7.

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Computer usage is increasing rapidly day by day but the input devices are limited and to access them, we need to be near the screen. To overcome this problem and control the screen, we can use hand gestures. For every operation, we used different hand gestures. We proposed a python program to control the media player through hand gestures. In this method, we used libraries like OpenCV, Media Pipe, PyAuto GUI, and other libraries to capture the video, provide ready-to-use ML solutions and automate your GUI and programmatically control your keyboard and mouse. Hand gestures will be used as the i
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14

Sakhare, Nikhil, Pawan Khade, and Purshottam J. Assudani. "Different Approaches for Design of Android based Media Player: A Review." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 13, no. 8 (2014): 4729–37. http://dx.doi.org/10.24297/ijct.v13i8.7071.

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Many users like to watch video by a mobile phone, but the media player has many limitations. With a rapid development of communication and network, multimedia based technology is adopted in media player. Different approaches shows in this paper are plug-in extension technology, multimedia based on hierarchy, media player based on file browser, media player based on FFmpeg (Fast Forward Moving Picture Expert Group), media player based on file server.
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Zawacki, Alexander J. "Glitches and ghosts: The digital uncanny in video games and creepypasta." Horror Studies 15, no. 1 (2024): 83–98. http://dx.doi.org/10.1386/host_00082_1.

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This article seeks to address the phenomenon of glitches and ‘creepypasta’, or short anonymous stories (usually in prose but sometimes presented in other media), that focus on video games and related ludic media. The inherent uncanniness of the glitch – as an affront to player agency and an assertion of mysterious operations performed ‘under the hood’, as though possessed of an agency of their own – is assessed, as well as the ways in which such eerie interruptions are put to use in fictional narratives about haunted video games. It is argued that the glitch, as an instance of a video gamer as
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Milala, Hendi Farta, Endryansyah Endryansyah, Joko Joko, and Acmad Imam Agung. "KEEFEKTIFAN DAN KEPRAKTISAN MEDIA PEMBELAJARAN MENGGUNAKAN ADOBE FLASH PLAYER." Jurnal Pendidikan Teknik Elektro 11, no. 02 (2021): 195–202. http://dx.doi.org/10.26740/jpte.v11n02.p195-202.

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Media pembelajaran merupakan salah satu instrumen yang digunakan untuk menunjang tercapainya ketuntasan belajar. Di zaman di mana semua sudah sangat maju ini pun mengharuskan media pembelajaran juga harus diperbaharui. Dengan kemajuan tersebut sudah sangat banyak media yang dapat dipakai, dapat disesuikan dengan kebutuhan. Media yang digunakan dalam penelitian ini adalah Adobe Flash Player. Adobe Flash Player adalah salah satu perangakat lunak yang dapat dipakai untuk meracang, menggabungkan, menambahkan objek pada media pembelajaran sehingga kelihatan sangat menarik. Adobe Flash Player sendir
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Hikmah Ayu Retno, Alifa Rizka Utami, and Aufadini Bunga Firmansyah. "Pengembangan Media Pembelajaran Menggunakan Permainan Tic Tac Toe Pada Materi Trigonometri." Konstanta : Jurnal Matematika dan Ilmu Pengetahuan Alam 2, no. 3 (2024): 123–43. https://doi.org/10.59581/konstanta.v2i3.3886.

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This study aims to improve students' understanding skills in learning Mathematics, especially in Trigonometry material by using tic tac toe game-based learning media, which is called the Tic Tac Toe game. The Tic Tac Toe game is a type of tic tac toe game in which players mark the spaces in an 8×8 grid with their chips. The player who manages to place 5 tokens using the chips in a row in a horizontal, vertical or diagonal row will win the game. The Tic Tac Toe game is a fun and challenging game for students who play it. Students as players are required to answer the math questions listed on th
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Lee, Injae, Hankyu Lee, Jinwoo Hong, and Jihun Cha. "Interactive contents player for rich media service." IEEE Transactions on Consumer Electronics 55, no. 1 (2009): 112–18. http://dx.doi.org/10.1109/tce.2009.4814422.

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19

Voronov, R. V., A. A. Rogov, A. V. Brilev, and E. A. Petrov. "Modeling Media Player Switching between Bit Rates." Journal of Physics: Conference Series 1352 (October 2019): 012060. http://dx.doi.org/10.1088/1742-6596/1352/1/012060.

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20

González, María, Lourdes Moreno, and Paloma Martínez. "Approach design of an accessible media player." Universal Access in the Information Society 14, no. 1 (2013): 45–55. http://dx.doi.org/10.1007/s10209-013-0342-z.

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Maurya, Akash Kumar, Vandana, Abhishek Kumar, and Abhinav Kumar. "Music Player Box." International Journal for Research in Applied Science and Engineering Technology 11, no. 11 (2023): 2657–61. http://dx.doi.org/10.22214/ijraset.2023.57108.

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Abstract: In the realm of digital media, music players have emerged as indispensable tools for organizing, managing, and enjoying personal music collections. This project aims to develop a comprehensive music player application that caters to the diverse needs of modern music enthusiasts. The proposed application will encompass a wide range of functionalities, including seamless music playback, efficient music organization, and personalized user experience. The proposed music player application will be developed using a modern software development framework, ensuring crossplatform compatibilit
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Cassilo, David, and Jimmy Sanderson. "“I Don’t Think It’s Worth the Risk”." Communication & Sport 6, no. 1 (2016): 86–110. http://dx.doi.org/10.1177/2167479516654513.

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Football player safety, specifically concussions, has been a growing area of debate in U.S. mainstream media. Whereas many of these discussions are centered on the health effects experienced by former players, active National Football League (NFL) players often discursively minimize concussions. However, in March 2015, 24-year-old, San Francisco 49ers player Chris Borland voluntarily retired, specifically citing concerns about the health risks associated with concussions sustained while playing football. A textual analysis of 112 digital media and 187 print media articles revealed 10 frames th
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Hidayah, Luthfi Fatihatul, and Moh Farih Fahmi. "PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN IPS." UTILITY: Jurnal Ilmiah Pendidikan dan Ekonomi 4, no. 02 (2020): 17–35. http://dx.doi.org/10.30599/utility.v4i02.1153.

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Media pembelajaran dapat membantu dan mempermudah guru untuk menyampaikan materi pelajaran IPS, serta membantu siswa untuk memahami materi IPS yang disampaikan secara menyeluruh, sehingga proses pembelajaran lebih interaktif dan menyenangkan. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis Macromedia Flash Player yang layak serta menghasilakan media pembelajaran berbasis Macromedia Flash Player yang efektif digunakan dalam proses pembelajaran IPS kelas VIII. Objek yang diteliti dalam penelitian dan pengembangan ini seluruh siswa-siswi kelas VIII B di sekolah SMP Al Kama
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Riyadi, Slamet, Rumi Iqbal Doewes, and Satria Yudi Gontara. "The value of Adobe Flash Player media in the learning of football skills." International Sports Studies 42, no. 3 (2020): 92–96. http://dx.doi.org/10.30819/iss.42-e.10.

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Football´s basic skills involve physical, tactical and mental coordination. Without good basic skills, football players cannot develop their game. The purpose of this study was to investigate the value of Adobe Flash Player based media in the learning of football skills. Thirty male students took part in eight weeks of learning football skills. During this programme, participants did the same warm-up routines and exercises. The media group (15 male students, 17.4 ± 0.4 years) received input from Adobe Flash Player media in the learning of their football skills. The media treatment was given af
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Luthfi Fatihatul Hidayah. "Pengembangan Media Pembelajaran Interaktif Macromedia Flash Player Mata Pelajaran IPS." Journal of Education and Learning Sciences 2, no. 1 (2022): 42–69. http://dx.doi.org/10.56404/jels.v2i1.15.

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Media pembelajaran dapat membantu dan mempermudah guru untuk menyampaikan materi pelajaran IPS, serta membantu siswa untuk memahami materi IPS yang disampaikan secara menyeluruh, sehingga proses pembelajaran lebih interaktif dan menyenangkan. Penelitian ini bertujuan untuk menghasilkan media pembelajaran berbasis Macromedia Flash Player yang layak serta menghasilakan media pembelajaran berbasis Macromedia Flash Player yang efektif digunakan dalam proses pembelajaran IPS kelas VIII. Objek yang diteliti dalam penelitian dan pengembangan ini seluruh siswa-siswi kelas VIII B di sekolah SMP Al Kama
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Wijayanto, Setiawan Arief. "Pengaruh Media Pembelajaran Dan Kemandirian Belajar Terhadap Hasil Belajar Sejarah Siswa SMA." AGASTYA: JURNAL SEJARAH DAN PEMBELAJARANNYA 9, no. 2 (2019): 172. http://dx.doi.org/10.25273/ajsp.v9i2.4299.

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<p>Penelitian ini bertujuan untuk mengungkapkan pengaruh media pembelajaran dan kemandirian belajar terhadap hasil belajar siswa sejarah. Penelitian ini dilakukan di SMA Negeri 1 Cikarang Selatan Bekasi tahun pelajaran 2012/2013. Metode penelitian yang digunakan dalam penelitian ini adalah metode eksperimen dengan desain faktorial 2x2. Populasi penelitian adalah siswa kelas sebelas dengan 36 subjek sampel uji coba kedua, diambil dari dua kelas dengan media pembelajaran yang berbeda, 18 orang dengan media pembelajaran flash player. dan 18 orang dengan media konvensional. Hasil penelitian
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Fairuzabadi, Ahmad, Ahmad Afif Supianto, and Herman Tolle. "Analysis of Players' Speed Thinking in Color Mix Game Application." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 8 (2018): 113. http://dx.doi.org/10.3991/ijim.v12i8.9279.

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<p class="0abstract">Color Mix Game is an educational game that introduces the theory of color mixing, which is very important for everyday needs, especially in all areas of visual art such as graphic design and videography. Unfortunately, just a few people know this knowledge. The game has become an interesting and fun learning media for its players. In addition to learning media, games can have positive impacts on the players. Among its effects, it can improve basic mental skills for players, such as alertness, speed thinking ability, and concentration ability. Therefore we are interes
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Dewi, Deshinta Arrova. "Analyzing the Impact of Social Media and Influencer Endorsements on Game Revenue using Multiple Linear Regression in the Metaverse." International Journal Research on Metaverse 2, no. 2 (2025): 167–82. https://doi.org/10.47738/ijrm.v2i2.29.

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The gaming industry, particularly within the metaverse, has seen significant transformations driven by the integration of social media, influencer marketing, and player engagement metrics. These elements are crucial in shaping the success and revenue generation of games. This study explores the role of social media mentions and influencer endorsements in influencing game revenue, applying DBSCAN clustering to segment player engagement into distinct groups. By analyzing the "Gaming Trend 2024" dataset, which includes key metrics such as social media mentions, influencer endorsements, in-game pu
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Cover, Rob. "Transforming Scandal: The ‘St Kilda Schoolgirl’, Digital Media Activism and Social Change." Media International Australia 143, no. 1 (2012): 47–56. http://dx.doi.org/10.1177/1329878x1214300107.

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Between May 2010 and March 2011, a sex scandal involving members of the St Kilda Football Club, other AFL stakeholders and a young woman was played out in both traditional media and online sites. The scandal involved claims of pregnancy to a player, the online distribution of nude and sexual images of several footballers, and an affair with a much older player-manager. This article examines the series of incidents comprising the scandal with a view to demonstrating that the young woman's use of digital media not only allowed her to maintain a media focus on herself as complainant rather than t
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Yu, Hongmin, and Xiaokang Wei. "Application of social media data mining in biomechanical and tactical analysis of tennis tournament players." Molecular & Cellular Biomechanics 21, no. 3 (2024): 425. http://dx.doi.org/10.62617/mcb425.

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The rise of social media has provided a rich source of real-time data for analyzing player performance and tactics in professional sports, particularly tennis. This study harnesses social media data mining techniques to analyze tennis-related discussions on Twitter, focusing on identifying biomechanical patterns and tactical strategies during major tournaments. We propose a hybrid model combining Bidirectional Encoder Representations from Transformers (BERT) for generating contextual embeddings and Bidirectional Long Short-Term Memory (Bi-LSTM) for analyzing the sequential nature of tweets. Th
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Fogel, Curtis A. "Public Responses to Violence in Quebec Junior Hockey: An Unobtrusive Analysis of the Patrice Cormier-Mikael Tam Incident." Sport Science Review 21, no. 5-6 (2012): 173–82. http://dx.doi.org/10.2478/v10237-012-0024-4.

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Abstract While much is known about how players perceive violence in Canadian sport, little research has been conducted on public perceptions of this violence. This paper provides a preliminary enquiry into how the public perceives acts of excessive violence in Canadian ice hockey through an unobtrusive analysis of 923 responses posted electronically on an internet site following a media article pertaining to a single violent act. The online media article describes an incident involving a Quebec Junior Hockey League (QJHL) player, Patrice Cormier, elbowing an opposing player, Mikael Tam, in the
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Vukojević, Borislav, and Miloš Španović. "Interplay between Media and Player Engagement: A Study of Media’s Effect on the World of Warcraft Gaming Experience." Društvene i humanističke studije (Online) 8, no. 3(24) (2023): 693–712. http://dx.doi.org/10.51558/2490-3647.2023.8.3.693.

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In the dynamic realm of online gaming, sustaining player engagement and immersion within a virtual environment is paramount for both the player community and game developers. World of Warcraft (WoW), a prominent massively multiplayer online role-playing game (MMORPG), has experienced considerable evolution since its inception in 2004. As gaming technologies advance and player expectations shift, a variety of media platforms, such as forums, social networks, and streaming services, have surfaced, playing a pivotal role in augmenting the WoW gaming experience. This study delves into the impact o
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Kubo, Masao, Sadayoshi Mikami, Yukinori Kakazu, and Mitsuo Wada. "Adaptive Formation Plays in Simulated Soccer Game Based on Pheromon as Communication Media and Reward Resources." Journal of Robotics and Mechatronics 11, no. 1 (1999): 72–77. http://dx.doi.org/10.20965/jrm.1999.p0072.

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In this paper, a methodology for self-organization of autonomous agents is proposed. Agents make an organization to adapt their environment, building an adaptable soccer team. In soccer games, each player must forecast correctly, and players behave strongly as a team. They must also react and reform team plays if accidents happen by statistical movement of the ball. To adapt the soccer environment, we introduce an on-time communication style among autonomous agents, pheromone communication. Agents as players give their forecasting (represented by pheromones) acquired by the learning ability of
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Alsagoff, Syed Agil, Fan Zhao, and Karmilah Abdullah. "How Do Mobile Games Connect Us? A Perspective on Social Media Affordances." Jurnal Komunikasi: Malaysian Journal of Communication 41, no. 2 (2025): 122–42. https://doi.org/10.17576/jkmjc-2025-4102-08.

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Games as a "third place" for public interaction have attracted growing academic attention, particularly with their integration into the new media environment, which grants them enhanced media functions and deeper social significance. This study explores how and under what conditions mobile games effectively connect player communities, drawing on the perspective of Social Media Affordances. A walkthrough method and in-depth interviews with 19 Honor of Kings players were employed to examine this phenomenon. The findings indicate that mobile games utilize interface interactions, platform algorith
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Chu, Yingchi. "Self-hybridisation: China as a global media player." Media Asia 40, no. 4 (2013): 344–53. http://dx.doi.org/10.1080/01296612.2013.11689987.

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Jeng, Bo-Ming, and Ching-Hsing Luo. "INTEGRATED DTV ANTENNA FOR PORTABLE MEDIA PLAYER APPLICATION." Progress In Electromagnetics Research Letters 23 (2011): 49–56. http://dx.doi.org/10.2528/pierl11031701.

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Perera, Waat, and B. Hettige. "Subtitle Generating Media Player using Mozilla DeepSpeech Model." International Journal of Computer Applications 185, no. 28 (2023): 34–42. http://dx.doi.org/10.5120/ijca2023923033.

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Busch, Marc, Elke Mattheiss, Wolfgang Hochleitner, et al. "Using Player Type Models for Personalized Game Design – An Empirical Investigation." Interaction Design and Architecture(s), no. 28 (March 20, 2016): 145–63. http://dx.doi.org/10.55612/s-5002-028-008.

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Personalized games should provide a better player experience than one-size-fits-all games. As a method for personalization, player type models have been discussed recently. Player type models would be useful tools in the personalization of games, if they have a relationship to the players’ experience of specific game mechanics. However, this relationship has never been empirically investigated. To close this gap, we examine whether player types—as a specific appearance of personality traits—can significantly and reliably predict player experience. We investigate the predictive power of two pla
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Khodjimurotov, Sherzod Abdakimovich. "IS TAPPING UP PLAYERS CONTRACTED TO OTHER CLUBS ACTUALLY AN ILLEGAL PRACTICE?" «Zamonaviy dunyoda pedagogika va psixologiya» nomli ilmiy, masofaviy, onlayn konferensiya 1, no. 22 (2022): 15–23. https://doi.org/10.5281/zenodo.7066143.

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This is one of the most touched up on topics in football, and it often involves clubs, players, coaches, and even football agents. Tapping up occurs when a football club attempts to persuade a player who is currently under contract with his current club to switch to them by offering him improved sporting and monetary incentives to do so. When looking at it in a larger sense, approaches in the tapping up process are made by player's representatives pushing for a transfer to another club, coaches or other club players openly proclaiming their adoration for a specific player when speaking to
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Kuhn, Raymond. "Platforms, Arenas and Players: The Media in the 2017 French Presidential Election." Nottingham French Studies 57, no. 2 (2018): 126–42. http://dx.doi.org/10.3366/nfs.2018.0211.

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This article examines selected different roles that the French media performed in the 2017 presidential campaign. Three in particular are highlighted: the media as platforms, as arenas and as players. Each component of this conceptual triad represents a distinctive status in terms of the degree of control exercised by candidates and media in terms of agenda construction and issue framing: candidate-centred communication (platform), mutual interdependence (arena) and relative media autonomy (player). In the concluding section the article evaluates the impact of the media on voters.
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Xiong, Anjie. "Analysis of NBA player salary based on multiple linear regression model." Theoretical and Natural Science 51, no. 1 (2024): 206–13. http://dx.doi.org/10.54254/2753-8818/51/2024ch0205.

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Abstract. This study explores the use of machine learning techniques to predict NBA player salaries. Traditional salary evaluation methods often rely on subjective expert judgment, whereas data-driven approaches can provide more objective and accurate predictions. With the advancement of data analysis techniques and machine learning algorithms, it is now feasible to predict player salaries based on performance data. This study employs advanced statistical and machine learning techniques to analyze detailed player performance data, including points scored, rebounds, assists, steals, and blocks,
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Pacheco, António C., and Carlos Martinho. "Alignment of Player and Non-Player Character Assertiveness Levels." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 181–87. http://dx.doi.org/10.1609/aiide.v15i1.5242.

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With the intent to broaden videogames’ audiences, and based on the Media Equation study on the law of similarity–attraction, we propose aligning the NPCs’ assertiveness level to the player’s own assertiveness level. We developed a testbed game, a 2D puzzle platformer with a companion NPC, with two versions of the NPC’s behavior, one for each end of the assertiveness scale. We conducted a 2x2, between-subjects experiment (n=48), in which Assertive and Non-Assertive subjects were randomly matched with one of the NPCs. Subjects recognized the NPC’s personality type, giving a significantly higher
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Diwnale, Tanvi, Shreyas Done, Pornima Dokhale, Disha Borale, Yash Divate, and Shardul Dixit. "GestureFlow: Intutive Multimedia Interactor." International Journal of Membrane Science and Technology 10, no. 2 (2023): 4288–95. http://dx.doi.org/10.15379/ijmst.v10i2.3406.

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Gesture Flow: Intutive Multimedia Control is a project aimed at revolutionizing the way users interact with digital media. Leveraging cutting-edge technologies and innovative design principles, this project introduces a media player that incorporates intuitive interactions and augments the user's senses. By merging the physical and digital realms, the Intutive Multimedia Interactor Media Player provides an immersive and seamless media experience. The key objective of this project is to enhance user engagement and convenience while consuming digital media content. The Intutive Multimedia Intera
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Ahmed, Afzal, Mohammad Tariq Iqbal, and Mohsin Jamil. "A Comparative Study of CPU and GPU Power Consumption while using Open-Source and Proprietary Media Players." European Journal of Information Technologies and Computer Science 4, no. 4 (2024): 14–19. http://dx.doi.org/10.24018/compute.2024.4.5.135.

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This study presents a comparative analysis of power consumption between open-source and proprietary media players when playing open-media format videos (.webm). As media consumption grows, energy-efficient software is critical for both environmental sustainability and device performance. Using tools like HWiNFO, key metrics such as GPU and CPU power consumption, memory usage, and efficiency were evaluated for popular open-source (e.g., VLC, Kodi) and proprietary (e.g., GOM Player, KMPlayer) players. The results reveal that open-source players generally consume less GPU power but more CPU resou
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Nirmala, Nirna, Marrieta Moddies Swara, and Lastry Forsia. "ONLINE MUSIC PLAYER TO TEACH VOCABULARY." Lingua 17, no. 2 (2021): 164–71. http://dx.doi.org/10.34005/lingua.v17i2.1185.

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Abstract
 It goes without saying that vocabulary mastery has a pivotal role in language learning. The more vocabulary the students acquire, the easier the students master the language skills. However, to acquire vocabulary is not an easy task for most students. To acquire vocabulary means that learners need to understand the aspects of vocabulary such as meaning, grammar, pronunciation, and spelling. However, the subjects of this study found it difficult to understand all the aspects. To overcome the problem, teacher needs to explore the use of teaching media. One of media that can be use
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Krismawan, Andi Danang, and Lekso Budi Handoko. "A Video Quality Testing : Review of Human Visual Aspect." Journal of Applied Intelligent System 6, no. 2 (2021): 85–93. http://dx.doi.org/10.33633/jais.v6i2.4613.

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Various types of video player applications have been widely used by the community. The emergence of the latest version and a variety of features make people need to make a choice to use a video player application with a good visual level. The type of video that is often played is a file with an MP4 extension. This file type is not heavy but is usually intended for long file durations such as movies. In this paper, we will use a dataset in the form of a movie file with an MP4 extension. The video player applications used include VLC, Quick time, Potplayer, KMPLayer, Media Player Classic (MPC),
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Reyvalda, Reyki, Yudi Rustandi, and Andi Warnaen. "Desain Media Penyuluhan Interaktif Berbasis Flash Player dengan Model ADDIE pada Materi Probiotik sebagai Pakan Aditif Sapi Perah." JURNAL PENYULUHAN PEMBANGUNAN 1, no. 1 (2019): 64–70. http://dx.doi.org/10.34145/jppm.v1i1.16.

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Tujuan penelitian ini adalah mendesain media penyuluhan interaktif berbasis flash player dengan model ADDIE (Analyze – Design – Development – Implementation – Evalution) pada materi probiotik sebagai pakan aditif sapi perah. Model ADDIE ini ditempuh berdasarkan need assesment. Pada tahapan analisis (Analyze), dilakukan analisis meliputi identifikasi kesenjangan permasalahan, penetapan tujuan instruksional, kriteria peserta penyuluhan, sumberdaya yang tersedia, rekomendasi jenis media, penentuan jenis media, dan analisis biaya. Pada tahapan desain (Design), dilakukan perancangan media berdasark
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Bostan, Barbaros, and Sercan Şengün. "FORGING CONNECTIONS: THE SOCIAL DYNAMICS OF “DEATH STRANDING” AS A PARADIGM SHIFT IN GAMING." New Trends in Computer Sciences 1, no. 2 (2023): 97–112. http://dx.doi.org/10.3846/ntcs.2023.19412.

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This paper explores the video game Death Stranding as a shift in digital interactive media, emphasizing altruism, collaboration, and social connection in its gameplay. The close reading of the game focuses on features that diverge from traditional norms, pivoting towards a more empathetic, community-driven model and identifies five domains of analysis: narrative infrastructure; game mechanics; player-to-player interactions; player-to-NPC interactions; and player interactions as a social agent. The findings are discussed with the possibility of defining a new genre, named by the game’s creator
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Muqtadir, Abdul. "Caravan Music Player." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 5721–25. http://dx.doi.org/10.22214/ijraset.2023.53008.

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Abstract: The purpose of this research paper is to provide an overview of a web-based music player, called the "Caravan Music Player," which is built on WordPress and PHP. The Caravan Music Player offers users the ability to purchase music albums, listen to music, and create custom playlists. The research paper details the features and functionality of the Caravan Music Player, including its user interface, payment processing system, and media player. Additionally, the research paper explores the technical aspects of the Caravan Music Player, such as the architecture, database design, and secu
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Shelton, Stephanie Anne, Carlson H. Coogler, and Venus Watson. "Queer Worldmaking in Animal Crossing: Disruptive and Joyful Critical Media Literacies." International Journal of Critical Media Literacy 3, no. 2 (2023): 120–40. http://dx.doi.org/10.1163/25900110-03020004.

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Abstract While the educational possibilities for the Nintendo Switch video game Animal Crossing: New Horizon seem near-endless, we have been particularly struck with the game’s worldmaking potential, and the ways that such opportunities push against pervasive anti-queer and anti-trans educational legislation, while offering queer- and trans- affirming communities and creativity for players. Through analysis of online gaming communities, online gaming community, and authors’ gameplay, this paper explores the research question: How does acnh afford players opportunities to engage in queer- and t
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