To see the other types of publications on this topic, follow the link: Video game adaptations.

Journal articles on the topic 'Video game adaptations'

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

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Video game adaptations.'

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.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Barr, Matthew. "The Force Is Strong with This One (but Not That One): What Makes a Successful Star Wars Video Game Adaptation?" Arts 9, no. 4 (December 16, 2020): 131. http://dx.doi.org/10.3390/arts9040131.

Full text
Abstract:
The Star Wars films have probably spawned more video game adaptations than any other franchise. From the 1982 release of The Empire Strikes Back on the Atari 2600 to 2019’s Jedi: Fallen Order, around one hundred officially licensed Star Wars games have been published to date. Inevitably, the quality of these adaptations has varied, ranging from timeless classics such as Star Wars: Knights of the Old Republic, to such lamentable cash grabs as the Attack of the Clones movie tie-in. But what makes certain ludic adaptations of George Lucas’ space opera more successful than others? To answer this question, the critical response to some of the best-reviewed Star Wars games is analysed here, revealing a number of potential factors to consider, including the audio-visual quality of the games, the attendant story, and aspects of the gameplay. The tension between what constitutes a good game and what makes for a good Star Wars adaptation is also discussed. It is concluded that, while many well-received adaptations share certain characteristics—such as John Williams’ iconic score, a high degree of visual fidelity, and certain mythic story elements—the very best Star Wars games are those which advance the state of the art in video games, while simultaneously evoking something of Lucas’ cinematic saga.
APA, Harvard, Vancouver, ISO, and other styles
2

Meaning, Lindsay. "Adaptations of Empire: Kipling's Kim, Novel and Game." Loading 13, no. 21 (September 14, 2020): 55–73. http://dx.doi.org/10.7202/1071451ar.

Full text
Abstract:
This paper addresses the depiction of colonialism and imperial ideologies in video games through an adaptation case study of the 2016 indie role-playing game Kim, adapted from the Rudyard Kipling novel of the same name. I explore the ways in which underlying colonial and imperial ideologies are replicated and reinforced in the process of adapting novel to game. In the process of adaptation, previously obscured practices of colonial violence are brought to the forefront of the narrative, where they are materialized by the game’s procedural rhetoric. However, the game fails to interrogate or critique these practices, ultimately reinforcing the imperial ideological framework in which it was developed.
APA, Harvard, Vancouver, ISO, and other styles
3

Radtke, Rebekah, Eduardo Santillan-Jimenez, and Margaret Mohr-Schroeder. "Collaboration by Design: Development of a Video Game for Energy Literacy." International Journal of Designs for Learning 11, no. 2 (May 18, 2020): 46–54. http://dx.doi.org/10.14434/ijdl.v11i2.24109.

Full text
Abstract:
University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board game—previously developed and used to teach elementary students about complex and often misunderstood energy and sustainability issues—through a collaborative design process. The process of taking a tangible board game into the digital realm required significant design and pedagogical adaptations to maintain student learning outcomes and content delivery. Scientists, educators, and designers strengthened the graphical and pedagogical aspects of the game collaboratively to ultimately expand and deepen the energy literacy of elementary school students. This design case seeks to elucidate the multidisciplinary collaborative design process used by SEE(E)D faculty and researchers as well as students to redesign a board game into a didactic video game that is easier to both deploy and disseminate for the benefit of K-12 students and teachers.
APA, Harvard, Vancouver, ISO, and other styles
4

Hadaegh, Bahee, and Venus Torabi. "Borges’s “The Intruder” Remediated: Adaptation to Silver/Cyber Screens." Khazar Journal of Humanities and Social Sciences 21, no. 3 (November 2018): 136–53. http://dx.doi.org/10.5782/2223-2621.2018.21.3.136.

Full text
Abstract:
The present article is a critical scene for studying Ghazal 1975, an Iranian film by Masud Kimiai and Natalie Bookchin’s videogame, The Intruder 1999, both adapted from Borges’s short story, “The Intruder”. Exploiting Linda Hutcheon’s A Theory of Adaptation (three modes of engagement in a story), the concentration is on showing how Borges’s story, as a telling mode (print), is remediated into showing (film) and interactive (video game). Ghazal exercises both fidelity criticism and appropriation regarding contextualization and adaptability, whereas The Intruder is a game of narration and interaction simultaneously, where the significance lies at studying the game’s “narrative mode” as a show case of Cyber Literature. The effort is aimed at scrutinizing how literary adaptations as forms of remediation a
APA, Harvard, Vancouver, ISO, and other styles
5

Rooy, Ronald de. "Divine Comics." European Comic Art 10, no. 1 (March 1, 2017): 94–109. http://dx.doi.org/10.3167/eca.2017.100108.

Full text
Abstract:
Dante’s multifaceted cultural reception includes many comics adaptations. Against the background of a strong tradition of illustrating and visualising Dante, this article proposes a comparative analysis of significant contemporary comics adaptations from Europe and the United States. Recent European Dante comics generally adopt largely reverent modes of illustration, showing less aggressive forms of adaptation than their US counterparts. The text of Dante’s poem remains of great importance, and artists often refer to certain traditional milestones in Dante’s visual reception. American Dante comics are more firmly rooted in popular culture, adopting reductive adaptation methods to a greater extent, and are frequently embedded in transmedial constellations. Where the highbrow European tradition of Dante’s visual reception does shine through, it is always with strong ironic undertones. Especially interesting in this respect are the toy theatre/puppet movie Dante’s Inferno directed by Sean Meredith, Seymour Chwast’s graphic novel The Divine Comedy and the popular video game Dante’s Inferno.
APA, Harvard, Vancouver, ISO, and other styles
6

Švelch, Jan. "Mediatization of a card game: Magic: The Gathering, esports, and streaming." Media, Culture & Society 42, no. 6 (October 16, 2019): 838–56. http://dx.doi.org/10.1177/0163443719876536.

Full text
Abstract:
Magic: The Gathering is a household name among analog games. Its publisher, Wizards of the Coast, has experimented with digital adaptations since the late 1990s, however, it was only in 2018–2019 when the company announced a more radical push for the video game market, including a strategy for streaming and esports. By analyzing streaming content, paratextual elements, and online discussions leading up to the first major digital tournament, I explore the attempted and heavily promoted transition of Magic: The Gathering from a primarily analog card game toward a transmedia esports property. Beside conflicting reactions from players and fans to particular aspects of this transformation, this change brings along deepened mediatization of the game as a way to improve the spectator experience by following the media logics of streaming and esports. Professional players in the newly formed esports league along with other sponsored content creators were recruited to serve as advocates for this transition.
APA, Harvard, Vancouver, ISO, and other styles
7

Cornfeld, Li, Victoria Simon, and Jonathan Sterne. "Legitimating Media: Shakespeare’s Awkward Travels Through Video Games and Twitter." Communication, Culture and Critique 11, no. 3 (July 27, 2018): 418–35. http://dx.doi.org/10.1093/ccc/tcy015.

Full text
Abstract:
Abstract Since the 19th century, Shakespeare references have recurred with surprising consistency in experimental forms of media. This article considers the role of references to and adaptations of Shakespeare texts when a media form takes on a new valence for a set of users in a particular time and place. We consider two different moments at length: a commercial interactive game from 1984 that made novel use of cassettes and sound, and the production and reception of early Twitter adaptations of Shakespeare in 2010. By standing in for the aesthetic possibilities and limits of a changing media space, Shakespearean references and deviations from them serve a key role for artists and critics in debates over the legitimacy and significance of creative work in emergent media. Thus, cultural producers, critics and audiences thus use these sometimes-awkward appearances of Shakespeare as a means of describing their aesthetic potentials and limits.
APA, Harvard, Vancouver, ISO, and other styles
8

Sandika, Edria. "Medium Specificities of The Strange Case of Dr Jekyll and Mr Hyde by Robert Louis Stevenson: Marvel Comic, Video Game, and Korean TV Drama." Vivid: Journal of Language and Literature 9, no. 2 (December 9, 2020): 37. http://dx.doi.org/10.25077/vj.9.2.37-43.2020.

Full text
Abstract:
This study analyzes Medium Specificities found in the adaptations of The Strange Case of Dr Jekyll and Mr Hyde This study uses Linda Hutcheon’s theory of adaptation focuses on medium specificity in engaging audiences and the process of repetition but not replication. This study found three adaptation works of Dr Jekyll and Mr Hyde fulfilled the process of repetition but not replication from their textual transformations and innovations occurred in the works.
APA, Harvard, Vancouver, ISO, and other styles
9

Sandika, Edria. "Medium Specificities of The Strange Case of Dr Jekyll and Mr Hyde by Robert Louis Stevenson: Marvel Comic, Video Game, and Korean TV Drama." Vivid: Journal of Language and Literature 9, no. 2 (December 9, 2020): 37. http://dx.doi.org/10.25077/vj.9.2.37-43.2020.

Full text
Abstract:
This study analyzes Medium Specificities found in the adaptations of The Strange Case of Dr Jekyll and Mr Hyde This study uses Linda Hutcheon’s theory of adaptation focuses on medium specificity in engaging audiences and the process of repetition but not replication. This study found three adaptation works of Dr Jekyll and Mr Hyde fulfilled the process of repetition but not replication from their textual transformations and innovations occurred in the works.
APA, Harvard, Vancouver, ISO, and other styles
10

Thompson, Christian, Caleb Khan, Leticia Whitton-Martinez, Josh Volpini, Juliana Souza, Alexander Simon, Sasha Skinner, et al. "Physiological And Cognitive Adaptations To 8 Weeks Of Training On A Movement-based Video Game." Medicine & Science in Sports & Exercise 48 (May 2016): 922. http://dx.doi.org/10.1249/01.mss.0000487760.23290.b4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
11

England, Maureen. "Dickens's Afterlife: Character and Cultural Memory." Victoriographies 10, no. 3 (November 2020): 311–31. http://dx.doi.org/10.3366/vic.2020.0397.

Full text
Abstract:
As a post-mortem of Dickens, this paper will examine Dickensian afterlives in modern multimedia representations of Dickens and his characters. I will consider these representations and modern popular culture's representational balance between the writer and his works. The three recent examples of Dickens and his characters in different media – small screen, video game, and cinema – that will be discussed are: the 2015 BBC series Dickensian; the ‘Darwin and Dickens Conspiracy’ additional downloadable content (DLC) of the 2015 video game Assassin's Creed: Syndicate; and the 2017 film The Man Who Invented Christmas. These modern appropriations of Dickens illustrate how Dickens's characters persist in cultural memory, and indeed how Dickens himself has become a recognisable character. I will examine how these adaptations are rooted not in familiarity with the original texts, but in a shared cultural memory of Dickens and his characters. Ultimately, these Dickensian afterlives show that Dickens and his characters can be used in popular culture as a pseudo-authentication of the Victorian and as a memorial of Dickens himself.
APA, Harvard, Vancouver, ISO, and other styles
12

Kilit, Bülent, Ömer Şenel, Erşan Arslan, and Sema Can. "Physiological responses and match characteristics in professional tennis players during a one-hour simulated tennis match." Journal of Human Kinetics 51, no. 1 (June 1, 2016): 83–92. http://dx.doi.org/10.1515/hukin-2015-0173.

Full text
Abstract:
Abstract The purpose of this study was to investigate the effects of serve and return game situations on physiological responses and match characteristics in professional male tennis players during one hour-long simulated singles tennis matches. Ten internationally ranked tennis players (age 22.2 ± 2.8 years; body height 180.7 ± 4.4 cm; body mass 75.9 ± 8.9 kg) participated in this study. Their physiological responses were measured using two portable analyzers during indoor hard court matches. Ratings of perceived exertion were also determined at the end of the game. The variables describing the characteristics of the matches determined from video recordings were: (a) duration of rallies; (b) rest time; (c) work-to-rest ratio; (d) effective playing time; and (d) strokes per rally. Significant differences (p<0.05) were found between serving and returning conditions in an hour-long simulated singles tennis match in terms of oxygen uptake, a heart rate, ratings of perceived exertion, pulmonary ventilation, respiration frequency and a respiratory gas exchange ratio. In addition, both the heart rate and ratings of perceived exertion responses were moderately correlated with the duration of rallies and strokes per rally (r = 0.60 to 0.26; p<0.05). Taken together, these results indicate that the serve game situation has a significant effect on the physiological response in an hour-long simulated tennis match between professional male tennis players. These findings might be used for the physiological adaptations required for tennis-specific aerobic endurance.
APA, Harvard, Vancouver, ISO, and other styles
13

Nilsson, Johan. "Moments of intermediality: The use of television in joker narratives." Convergence: The International Journal of Research into New Media Technologies 26, no. 2 (July 10, 2018): 386–401. http://dx.doi.org/10.1177/1354856518786010.

Full text
Abstract:
This article uses the concept of intermediality to explore four different adaptations, across three different media, of the infamous supervillain the Joker. Independent of the medium representing him, a recurring practice is to have the Joker engage with media technologies. Television, in particular, is often used, as in the cases discussed here: Tim Burton’s film Batman (1989) and Christopher Nolan’s The Dark Knight (2008), the comic book Batman: Death of the Family (2014), and the video game Batman: Arkham Asylum (2009). Understood as media combination, intermedial referencing (Rajewsky (2005) Intermediality, intertextuality, and remediation: A literary perspective on intermediality. Intermédialités 6: 43–64), and through concepts such as contingency and liveness (Doane (2002) The Emergence of Cinematic Time: Modernity, Contingency, the Archive. Cambridge: Harvard University Press), these intermedial moments, by way of emphasizing the materiality and temporality of media, are found to promote immersion while simultaneously causing tension by destabilizing the act of viewing.
APA, Harvard, Vancouver, ISO, and other styles
14

Rowland, Jennifer L., Laurie A. Malone, Cali M. Fidopiastis, Sangeetha Padalabalanarayanan, Mohanraj Thirumalai, and James H. Rimmer. "Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities." Physical Therapy 96, no. 4 (April 1, 2016): 521–32. http://dx.doi.org/10.2522/ptj.20140258.

Full text
Abstract:
This perspective article explores the utility of active video gaming as a means of reducing sedentary behavior and increasing physical activity among youth with physical disabilities and limitations in lower extremity function who typically are excluded from mainstream exercise options. Youth with physical disabilities are disproportionately affected by health problems that result from sedentary behavior, lack of physical activity, and low fitness levels. Physical, programmatic, and attitudinal barriers have a synergistic and compounded impact on youths' ability to participate in physical activity. A recent health and wellness task force recommendation from the American Physical Therapy Association's Section on Pediatrics supports analyzing individualized health behaviors and preferences that are designed to improve fitness, physical activity, and participation in pediatric rehabilitation. This recommendation represents an opportunity to explore nontraditional options to maximize effectiveness and sustainability of pediatric rehabilitation techniques for youth with disabilities who could best benefit from customized programming. One new frontier in promoting physical activity and addressing common physical activity barriers for youth with physical disabilities is active video games (AVGs), which have received growing attention as a promising strategy for promoting health and fitness in children with and without disabilities. The purpose of this article is to discuss the potential for AVGs as an accessible option to increase physical activity participation for youth with physical disabilities and limitations in lower extremity function. A conceptual model on the use of AVGs to increase physical activity participation for youth with physical disabilities is introduced, and future research potential is discussed, including a development project for game controller adaptations within the Rehabilitation Engineering Research Center on Interactive Exercise Technologies and Exercise Physiology for People With Disabilities (RERC RecTech) at the University of Alabama at Birmingham (UAB)/Lakeshore Foundation Research Collaborative.
APA, Harvard, Vancouver, ISO, and other styles
15

Alidini, Stefan. "To be or not to be: Shakespeare and video games." Kultura, no. 168 (2020): 281–302. http://dx.doi.org/10.5937/kultura2068281a.

Full text
Abstract:
The paper analyses video games in the context of new media and considers their artistic potential from the perspective of Game Studies. Using to Be or Not to Be, an adaptation of Shakespeare's Hamlet as an example, the paper presents a theoretical examination of the game's structural, textual and narrative features and ludic elements, so as to elucidate the principles of adaptation and transformation of a literary text into a new digital form, as well as the advantages and the disadvantages of such processes. Trust in the narrative, along with adequate game mechanics and the player's perception have proven to be crucial for accomplishing intention of the game. At the same time, the analysis serves as a basis for interpretive framework that would lead to affirming the aesthetic potential of video games and thus give rise to uncovering the artistic potential of other algorithmic structures.
APA, Harvard, Vancouver, ISO, and other styles
16

Bontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (September 1, 2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.

Full text
Abstract:
Abstract Playing computer games is a predominantly emotional than rational process. Video games with affect-based adaptation measure player’s behavior signals and recognize player’s emotional states in order to adapt specific game features in a dynamic manner and to improve player’s engagement, immersion, excitement, and challenge. The present review deals with models for the presentation of emotions, techniques for measuring behavioral signals, emotion recognition and adaptation mechanisms applied in video games with affective feedback including methods for their assessment and validation. Studies using self-reports, observational methods and psychophysiological measurements of both autonomic and central nervous systems including processing and interpretation of signals are systematically reviewed with regard to their results concerning emotional adaptation in games. Next, the article provides a comparative analysis of affect-based adaptation methods and techniques applied in 14 adaptive video games developed in last ten years. Based on this comparison, we summarized future directions in research, design and evaluation of video games with affective adaption.
APA, Harvard, Vancouver, ISO, and other styles
17

EPSHTEIN, OLGA V. "PROBLEMS OF TRANSLATION ADAPTATION OF ENGLISH-LANGUAGE GAMING AAA PROJECTS." Cherepovets State University Bulletin 3, no. 102 (2021): 143–53. http://dx.doi.org/10.23859/1994-0637-2021-3-102-11.

Full text
Abstract:
The article examines the problems of translation adaptation when localizing high-budget AAA-class video games. The author considers the chosen specialized field as a new discursive genre, identifies verbal components of video game content, and classifies denotative, linguistic and pragmatic violations in the translation of the studied video game projects. Based on the results of the study, the solution to the problem of making an error-free translation is seen in an individual approach; the ways to improve the translation localization of the final product of gaming industry are proposed.
APA, Harvard, Vancouver, ISO, and other styles
18

Bontchev, Boyan, and Dessislava Vassileva. "Affect-based adaptation of an applied video game for educational purposes." Interactive Technology and Smart Education 14, no. 1 (April 18, 2017): 31–49. http://dx.doi.org/10.1108/itse-07-2016-0023.

Full text
Abstract:
Purpose This paper aims to clarify how affect-based adaptation can improve implicit recognition of playing style of individuals during game sessions. This study presents the “Rush for Gold” game using dynamic difficulty adjustment of tasks based on both player performance and affectation inferred through electrodermal activity and facial expressions of the player. The game applies linear regression for calculating playing styles to be applied for achieving a style-based adaptation in other educational video games. Design/methodology/approach The experimental procedure included subject selection, demonstration, informed consent procedure, two game sessions in random order – one without and another with affective adaptation control – and post-game self-report. The experiment was conducted with participation of 30 master students and university lecturers in informatics. Findings This study presents experimental results concerning the impact of affective adaptation over playing style recognition, game session time, task’s effectiveness, efficiency and difficulty and, as well, player’s assessment of affectively adaptive gameplay obtained by an adaptation control panel embedded into the game and by post-game self-report. Research limitations/implications The proposed adaptive game limits recognised styles to such based on the Kolb’s Learning Style Inventory model. Another limitation of the study is the relatively small number of participants constrained by the extended experimental procedure and the desktop game version. Originality/value The paper presents an original research on the effect of affect-based adaptation on a novel approach for implicit recognition of playing styles.
APA, Harvard, Vancouver, ISO, and other styles
19

Mangiron, Carmen. "The Localisation of Japanese Video Games." Journal of Internationalization and Localization 2 (January 1, 2012): 1–20. http://dx.doi.org/10.1075/jial.2.01man.

Full text
Abstract:
Over the course of the last three decades the entertainment software industry has become a multibillion dollar industry and a worldwide phenomenon. The United States and Japan have traditionally been the main players in this industry, which owes part of its global success to internationalisation and the associated localisation processes. Due to the cultural distance between Japan and Western countries, Japanese games often undergo extensive cultural adaptation in order to market them successfully in those territories. This paper analyses the localisation of Japanese console games. After presenting a brief overview of the history of the localisation of Japanese games it describes the main internationalisation strategies adopted by Japanese developers and publishers. It also explores the main localisation strategies applied to Japanese games, i.e. domesticating or exoticising, exploring the cultural adaptation processes to which some Japanese games have been subject, and examines how critics and players reacted to the localised versions. Finally, it concludes with a reflection on the extent to which Japanese games should be culturally adapted for their international release in order to strike the right balance between domesticating and exoticising strategies taking into account different factors, such as the genre of the game, the gaming preferences of the target players, and the intended audience.
APA, Harvard, Vancouver, ISO, and other styles
20

ÖZSOY, Özgür, and Bülent Onur TURAN. "SUCCESS AND FAILURE ANALYSIS OF FILMS ADAPTED FROM VIDEO GAMES." TURKISH ONLINE JOURNAL OF DESIGN ART AND COMMUNICATION 11, no. 2 (April 1, 2021): 635–58. http://dx.doi.org/10.7456/11102100/020.

Full text
Abstract:
One of the intersections of the video games and cinema industry is the subject of adaptation. There are many productions adapted from movies to video games or from video games to movies. In this study, it is aimed to define the response of the films adapted from video games on the audience side. The audience and the actor are part of these adapted productions, their location plays a role in shaping the future of these productions, in this context the results obtained in this study are valuable in terms of expressing the potential of these productions. In this study, two different methods were used to achieve objective results; Online survey with 11 professionals in the cinema industry and cinema education, an analysis of the data collected from the criticism sites on www.imdb.com and www.metascore.com, and the comments of registered users. With the analysis of these comments obtained from the audience, the focus of the audience has been determined, and with the answers given by the people who have received cinema education or professionals who are professional in the cinema sector, information has been provided on both the foresight and the situation in it. These methods are analyzed within themselves and in the conclusion part, the results of the two methods are combined. As a result, it is that the audience evaluates these films without separating them from the game and they wish that this cooperation will continue to develop and continue. It has been determined that failed film samples are not decisive for video games. Although the audience thinks that this genre will develop, more successful results will be achieved, it has been understood that the feeling of being active in the game is more dominant to the feeling of being passive in the movie. It was seen that the relationship of the audience with the films was video game centered, and the emotions he felt in the game and the details of the game were also looked for in the inner structure of the film.
APA, Harvard, Vancouver, ISO, and other styles
21

Bassiouni, Dina H., Chris Hackley, and Hakim Meshreki. "The integration of video games in family-life dynamics." Information Technology & People 32, no. 6 (December 2, 2019): 1376–96. http://dx.doi.org/10.1108/itp-11-2017-0375.

Full text
Abstract:
Purpose Empirical studies using the technology acceptance model (TAM) have mainly focussed on utilitarian technologies. The purpose of this paper is to extend the TAM in order to develop a more nuanced understanding of the family dynamic around video game acceptance within households. Design/methodology/approach This paper proposes a new and unique adaptation of the TAM to study the acceptance of hedonic technologies in the context of parents’/carers’ acceptance and integration of video games within family-life dynamics. This adaptation of the TAM attempts to shed light on the social influences and intrinsic motivations behind parents’ and carers’ intentions to purchase video games for their children’s consumption. Findings The usefulness of video games lies in how enjoyable and entertaining they are, and this seems to be influenced by the convenience and ease of use that ultimately affects the behavioural intention towards video games. Convenience of use brings in social influences on perceived enjoyment and on parents’ actual behaviour towards video games. Some social influences seem to play a direct role in affecting children’s behaviour towards video games. Research limitations/implications The authors acknowledge that using Facebook as a tool for data collection has limitations attributed to selection bias. Another limitation is not giving voice to the children to account for their own subjective experience of video games and relying on their parents’ perceptions on the matter. Social implications This study advocated extending TAM within a hedonic framework in the context of examining parents’/carers’ acceptance of video games, while re-validating past theories of TAM and introducing new contextual variables adapted to address hedonic technologies. Originality/value Empirical studies using TAM have focussed on the utilitarian nature of technologies and very few considered hedonic technologies. This study’s key contribution to research lies in explaining the effects of parents’ perceived enjoyment, ease of use and convenience on the intention to purchase and play video games. The findings feed into work on the ethics and developmental issues around the marketing of video games to and for children.
APA, Harvard, Vancouver, ISO, and other styles
22

Lantarón, Sagrario, Mariló López, Susana Merchán, and Javier Rodrigo. "Improving the Teaching of Real Valued Functions Using Serious Games. Binary Who Is Who?" Mathematics 9, no. 11 (May 28, 2021): 1239. http://dx.doi.org/10.3390/math9111239.

Full text
Abstract:
The study presented makes an original, new and exhaustive analysis of the adaptation of a classical board game which has been named Binary Who is Who? This proposal shows a very useful tool for the consolidation of mathematical concepts related to the study of real-valued functions that are treated in the different levels of the teaching of mathematics (first and second year of superior secondary studies and the first years of some university degrees). The use of games as a means for learning is the authors’ proposal. The aim is to offer teachers the chance of using the games as a method of teaching mathematical concepts, as well as a motivating instrument for them. This game has been created to be played face-to-face in the classroom and it has also been programmed to create a video game which allows the students to play virtually.
APA, Harvard, Vancouver, ISO, and other styles
23

Araújo, Naiara Sales. "VIDEO GAMES E LITERATURA: Do Nimrod à Neuromancer." Revista Observatório 3, no. 3 (May 1, 2017): 164. http://dx.doi.org/10.20873/uft.2447-4266.2017v3n3p164.

Full text
Abstract:
O presente artigo visa a refletir sobre a relação vídeo game e literatura, dos anos 50 aos anos 80, mostrando como a interface entre esses dois veículos tem proporcionado importantes diálogos no meio tecno-científico e artístico, contribuindo para uma vasta produção de jogos eletrônicos criados a partir de constante processo de reconstrução e adaptação. PALAVRAS-CHAVE: Vídeo games; Literatura; Diálogo. ABSTRACT The present article aims to reflect on the relationship between video games and literature, from the fifties to the eighies, showing how the interface between this two vehicles has provided important dialogues in the tecno-scientific and artistic fields contributing to a vast production of eletronic games developed by a constant processo d reconstruction and adaptation. KEYWORDS: Video Games; Literature; Dialogue. RESUMO El presente artículo tiene como objetivoo reflexionar la relación videojuego y literatura, de los años 50 hasta los 80, presentando como la interface entre estos dos vehículos ha proporcionado importantes diálogos en el medio tecno-científico y artístico, contribuyendo para una producción de juegos eletrónicos creados a partir de constante proceso de reconstrucción y adaptación. PALABRAS-CLAVES: Videojuegos; Literatura; Diálogo.
APA, Harvard, Vancouver, ISO, and other styles
24

Mangiron, Carme. "Found in Translation: Evolving Approaches for the Localization of Japanese Video Games." Arts 10, no. 1 (January 26, 2021): 9. http://dx.doi.org/10.3390/arts10010009.

Full text
Abstract:
Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can contribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. The analysis indicates that localization strategies for Japanese games have evolved over time from a higher to a lower degree of cultural adaptation in order to meet target markets’ expectations. However, it was also noted that despite the increasing tendency to preserve the sociocultural content of the original, the language used in the translations needs to be vivid and idiomatic in order to reach a wider audience and provide an enjoyable gameplay experience.
APA, Harvard, Vancouver, ISO, and other styles
25

Hartmann, Dap. "Sander Bakkes: Rapid Adaptation of Video Game AI." ICGA Journal 34, no. 1 (March 1, 2011): 30–31. http://dx.doi.org/10.3233/icg-2011-34107.

Full text
APA, Harvard, Vancouver, ISO, and other styles
26

Bakkes, S., P. Spronck, and J. van den Herik. "Rapid and Reliable Adaptation of Video Game AI." IEEE Transactions on Computational Intelligence and AI in Games 1, no. 2 (June 2009): 93–104. http://dx.doi.org/10.1109/tciaig.2009.2029084.

Full text
APA, Harvard, Vancouver, ISO, and other styles
27

Cannizzo, Alejandro, and Esmitt Ramírez. "Towards Procedural Map and Character Generation for the MOBA Game Genre." Ingeniería y Ciencia 11, no. 22 (July 31, 2015): 95–119. http://dx.doi.org/10.17230/ingciencia.11.22.5.

Full text
Abstract:
In this paper, we present an approach to create assets using proceduralalgorithms in maps generation and dynamic adaptation of characters for a MOBA video game, preserving the balancing feature to players. Maps arecreated based on offering equal chances of winning or losing for both teams. Also, a character adaptation system is developed which allows changing the attributes of players in real-time according to their behaviour, always maintaining the game balanced. Our tests show the effectiveness of the proposed algorithms to establish the adequate values in a MOBA videogame.
APA, Harvard, Vancouver, ISO, and other styles
28

Cutting, A. "Interiority, Affordances, and the Possibility of Adapting Henry James's The Turn of the Screw as a Video Game." Adaptation 5, no. 2 (September 15, 2011): 169–84. http://dx.doi.org/10.1093/adaptation/apr018.

Full text
APA, Harvard, Vancouver, ISO, and other styles
29

Bozdog, Mona, and Dayna Galloway. "Performing walking sims: From Dear Esther to Inchcolm Project." Journal of Gaming & Virtual Worlds 12, no. 1 (March 1, 2020): 23–47. http://dx.doi.org/10.1386/jgvw_00003_1.

Full text
Abstract:
In 2012 The Chinese Room launched Dear Esther, a video game that would go on to shape video game history and define a new genre: the walking simulator. Walking simulators renounce traditional game tropes and foreground walking as an aesthetic and as a dramaturgical practice, which engages the walker/player in critical acts of reading, challenging and/or performing a landscape. In October 2016, Dear Esther was adapted as a site-responsive, promenade performance set on the Scottish island of Inchcolm in the Firth of Forth. The resulting performance, Dear Rachel, was then experienced alongside the game under the umbrella name Inchcolm Project. This hybrid event ‐ multimedia (promenade performance, gameplay and musical performance) and mixed-reality (with physical, augmented and virtual components) ‐ required the development and implementation of complex processes of remediation and adaptation. Drawing from a range of theories and practitioner reflection, this article puts forward a design framework ‐ storywalking ‐ which reconciled the two adaptation challenges: responding to the site and to the game.
APA, Harvard, Vancouver, ISO, and other styles
30

Adam, George, Christos Bouras, Vaggelis Kapoulas, and Andreas Papazois. "Building Community and Collaboration Applications for MMOGs." International Journal of Computer Games Technology 2012 (2012): 1–13. http://dx.doi.org/10.1155/2012/969785.

Full text
Abstract:
Supporting collaborative activities among the online players are one of the major challenges in the area of Massively Multiplayer Online Games (MMOG), since they increase the richness of gaming experience and create more engaged communities. To this direction, our study has focused on the provision of services supporting and enhancing the players' in-game community and collaboration activities. We have designed and implemented innovative tools exploiting a game adaptation technology, namely, the In-game Graphical Insertion Technology (IGIT), which permits the addition of web-based applications without any need from the game developers to modify the game at all, nor from the game players to change their game installation. The developed tools follow a design adapted to the MMOG players' needs and are based on the latest advances on Web 2.0 technology. Their provision is performed through the core element of our system, which is the so-called Community Network Game (CNG) Server. One of the important features provided by the implemented system's underlying framework is the utilization of enhanced Peer-to-Peer (P2P) technology for the distribution of user-generated live video streams. In this paper, we focus on the architecture of the CNG Server as well as on the design and implementation of the online community and collaboration tools.
APA, Harvard, Vancouver, ISO, and other styles
31

Vodopivec, Tom, Spyridon Samothrakis, and Branko Ster. "On Monte Carlo Tree Search and Reinforcement Learning." Journal of Artificial Intelligence Research 60 (December 20, 2017): 881–936. http://dx.doi.org/10.1613/jair.5507.

Full text
Abstract:
Fuelled by successes in Computer Go, Monte Carlo tree search (MCTS) has achieved widespread adoption within the games community. Its links to traditional reinforcement learning (RL) methods have been outlined in the past; however, the use of RL techniques within tree search has not been thoroughly studied yet. In this paper we re-examine in depth this close relation between the two fields; our goal is to improve the cross-awareness between the two communities. We show that a straightforward adaptation of RL semantics within tree search can lead to a wealth of new algorithms, for which the traditional MCTS is only one of the variants. We confirm that planning methods inspired by RL in conjunction with online search demonstrate encouraging results on several classic board games and in arcade video game competitions, where our algorithm recently ranked first. Our study promotes a unified view of learning, planning, and search.
APA, Harvard, Vancouver, ISO, and other styles
32

Clay, Elonda. "These Gods Got Swagger." Bulletin for the Study of Religion 40, no. 3 (September 22, 2011): 4–9. http://dx.doi.org/10.1558/bsor.v40i3.002.

Full text
Abstract:
This paper expands the topography of contexts in which research on hip hop and religion takes place by investigating the ways in which video game engines and video editing software are used by game players to produce films within virtual environments. My investigation highlights the online dramatic form of "machinima" (machine-cinema) - a creative, often unintended user adaptation of video game engines and movie-making software. I argue that ‘swagger’, a collective of black cultural expressions that signify confidence, success, rhythmic body movements, and highly stylized appearance, is reconfigured by gamers for virtual environments, resulting in the creation of highly stylized virtual worlds, the modding (modifying) of simulated characters, and the re-composing of the game’s narrative architecture into player-created storylines. In this regard, this article proposes that digital performances and emergent authorship have multiple implications for the study of African American religions.
APA, Harvard, Vancouver, ISO, and other styles
33

Zhegallo, A. V., and I. A. Basyul. "Paired experiment to identify truth and lie indicators in the natural conditions." Experimental Psychology (Russia) 12, no. 4 (2019): 151–59. http://dx.doi.org/10.17759/exppsy.2019120412.

Full text
Abstract:
The aim of this work was to develop an experimental design to study the manifestations and methods of detectingthe indicators of reliability/unreliability of the reported information in the situation with high ecological validity. In this regard, the adaptation of the card game “I Believe, I do not believe”, which can be played by two players, and the maximum points can be obtained in situations where it is possible to outwit the opponent or reveal his cunning, was made. To ensure the possibility of further analysis of manifestations and methods of searching for indicators of reliability/unreliability of the reported information, the interaction of players is carried out by means of video communication, and the video streams themselves are recorded. Additionally, oculomotor activity of players is recorded for further analysis of strategies for searching for signs of truth/lies during the game. The software and hardware complex implementing this game is developed, performing synchronous recording of the game process, communication of players through the video communication system, as well as oculomotor activity of players. The results of pilot study conducted with the use of this complex are presented.
APA, Harvard, Vancouver, ISO, and other styles
34

Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

Full text
Abstract:
The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equivalency paradigm and needs the application of other dimensions. The article discusses the genre classification of videogames, characteristics and difficulties of RPG translation, various simulators translation. The author analyses the most popular translation strategies used by the modern translators of multimedia products: foreignization – keeping a “foreign flavor” of the text; domestication – texts adaptation to the particular features and standards of the target culture; no translation strategy – leaving the original titles, names, culture references without translation. The dominant translation strategy influences the localization strategy and others.
APA, Harvard, Vancouver, ISO, and other styles
35

Manolache, Gabriel. "The art of dominating in soccer play." Annals of "Dunarea de Jos" University of Galati Fascicle XV Physical Education and Sport Management 1 (July 15, 2019): 33–37. http://dx.doi.org/10.35219/efms.2019.1.07.

Full text
Abstract:
During the game the cognitive processes underlying decision making, both in attack and in defense, tactical skills, positioning players, occupying various positions, anticipating the opponent phases and movement are essential to victory. In soccer and not only, results are often the best indicator of a team’s performance but insufficient to a coach to assess his team performance.Video analysis, interpretation play on this method but a means of training comes and creates capacity for adaptation and response team and players from different areas and different football game The more information the player gets during training, in the meeting room and thisrepeats each day, the more he becomes aware of what he has to do in the field. If video images are perceived in the beginning (9-10 years) as motivating images for a particular execution and its correctness, then the same video and video analysis (if we speak about individual and individualization) can be used to better perceive the tactical position which he has to adopt on a certain stage of the game.
APA, Harvard, Vancouver, ISO, and other styles
36

Vujanov, Jovana. "The Seriality of Stephen King’s Overlook Hotel – a Transmedial Maze." Prague Journal of English Studies 9, no. 1 (July 1, 2020): 87–114. http://dx.doi.org/10.2478/pjes-2020-0005.

Full text
Abstract:
AbstractThis paper investigates three different medial instances of the Overlook Hotel, a space originally hailing from Stephen King’s The Shining. Based on close readings of King’s novel, Stanley Kubrick’s adaptation and a level in the action RPG Vampire the Masquerade: Bloodlines by Troika Games, the following text argues that the Overlook is a serial figure founded on the concept of malignant space in possession of a potent, and often overwhelming, story of violence that despite attempts at its repression cannot be silenced, as in the tradition of the Gothic ghost story. This basic formula is then traced through different media – the novel, film, and video game – where it is seen as gradually shifting its focus from the fictional characters to the recipient, which represents the intersection between the particular affordances of the respective media and the figure of a spatially-bound aggressive storyteller.
APA, Harvard, Vancouver, ISO, and other styles
37

Manzano-León, Ana, Pablo Camacho-Lazarraga, Miguel A. Guerrero-Puerta, Laura Guerrero-Puerta, Antonio Alias, Rubén Trigueros, and José M. Aguilar-Parra. "Adaptation and Validation of the Scale of Types of Users in Gamification with the Spanish Adolescent Population." International Journal of Environmental Research and Public Health 17, no. 11 (June 10, 2020): 4157. http://dx.doi.org/10.3390/ijerph17114157.

Full text
Abstract:
The video game has been one of the phenomena with the greatest impact on the entire social fabric, and especially among young people. Therefore, it is essential to understand the interaction between the players and the video game itself. However, few instruments have been designed to assess the types of players in the adolescent population. Therefore, the purpose of this study was to validate the Gamification User Types Hexad Scale for the Spanish adolescent population. The sample of participants consisted of 1345 adolescents between the ages of 13 and 18. To evaluate the psychometric properties of the scale, a confirmatory factor analysis and a multi-group analysis of invariance by sex were performed. The results provide evidence of a valid and reliable six-factor instrument to measure the types of players in the Spanish adolescent population, regardless of their sex.
APA, Harvard, Vancouver, ISO, and other styles
38

Jiresch, Ester, and Vincent Boswijk. "CONTEMPORARY RECEPTION OF EDDIC THEMES IN NEW MEDIA: VIRTUAL 'NORDIC' IDENTITIES, CASE STUDY: DARK AGE OF CAMELOT." Tijdschrift voor Skandinavistiek 37, no. 1 (June 24, 2020): 38–54. http://dx.doi.org/10.21827/tvs.37.1.36929.

Full text
Abstract:
This article discusses the most recent (twenty-first century) development in reception and adaptation of Nordic mythology (particularly referring to the Prose and Poetic Edda) and the appropriating of Nordic identities (stereotypes) that is taking place in the so-called new media. In the last two decades the reception of Nordic mythology or Nordic 'themes' in different new media like film, comic books, heavy metal music and computer games has exploded. New media are generally considered expressions of 'popular' culture and have therefore not yet received much scholarly attention. However, since those media are growing notably and especially computer games (console and online applications) reach an enormous audience.Scientific interest in them has increased in recent years. Miller mentions the 'sexiness of Vikings in video games, the pretense of Viking-like settings for popular television programs […]' (Miller, 2014, p. 4). The case study is Dark Age of Camelot (DAoC – Mythic Entertainment 2001) which is a MMORPG (Massive Multiplayer Online Role Playing Game) that is currently (2015) still available to play online. We will show examples of themes (characters, narratives, objects etc.) deriving from Eddic texts and how they are represented and deployed in the game. Since the representation of 'Nordic' identity is a key feature in the game's construction, it will therefore be addressed as well. The fictional world of DAoC consists of three realms – Albion, Hibernia and Midgard – that are at war with each other. Their (human) inhabitants are respectively based on medieval Anglo-Saxon, Celtic and Norse tribes that differ distinctively in their character traits. Our goal is to elaborate on the representation of identity traits of the fictional 'Norse' races (as defined by the game) that appear in DAoC. We will scrutinize if and how the game uses older or more current concepts of (national) identity. In order to do so, an overview of Scandinavian / Nordic identity constructions that have been popular and / or widespread from antiquity will be presented, via medieval sources to romanticism and nineteenth century nationalism until current discussions of national identity.
APA, Harvard, Vancouver, ISO, and other styles
39

Yuan, Hui, Huayong Fu, Ju Liu, Junhui Hou, and Sam Kwong. "Non-Cooperative Game Theory Based Rate Adaptation for Dynamic Video Streaming over HTTP." IEEE Transactions on Mobile Computing 17, no. 10 (October 1, 2018): 2334–48. http://dx.doi.org/10.1109/tmc.2018.2800749.

Full text
APA, Harvard, Vancouver, ISO, and other styles
40

O'Hagan, Minako. "Translation as the new game in the digital era." Translation Spaces 1 (August 13, 2012): 123–41. http://dx.doi.org/10.1075/ts.1.06oha.

Full text
Abstract:
Aimed at promoting a broader interdisciplinary discussion, this paper explores translation and entertainment in the context of current and emerging technological trends from a perspective beyond strictly Translation Studies concerns. Taking the case of video games as a rapidly growing modern digital entertainment genre, the article examines the concept of adaptation and how transmedia and remediation might further impact translation practices. It hints at a new development of translation itself as a form of entertainment, which may tie in with the concept of gamification to stimulate further thinking into the future of translation and entertainment.
APA, Harvard, Vancouver, ISO, and other styles
41

Fernández Vara, Clara. "Fictional worlds as the key to adaptation: The Blade Runner video game case study." Anàlisi, no. 54 (June 1, 2016): 31. http://dx.doi.org/10.7238/a.v0i54.2903.

Full text
APA, Harvard, Vancouver, ISO, and other styles
42

Beristain-Colorado, María Del Pilar, Jorge Fernando Ambros-Antemate, Marciano Vargas-Treviño, Jaime Gutiérrez-Gutiérrez, Adriana Moreno-Rodriguez, Pedro Antonio Hernández-Cruz, Itandehui Belem Gallegos-Velasco, and Rafael Torres-Rosas. "Standardizing the Development of Serious Games for Physical Rehabilitation: Conceptual Framework Proposal." JMIR Serious Games 9, no. 2 (June 24, 2021): e25854. http://dx.doi.org/10.2196/25854.

Full text
Abstract:
Background Serious games have been used as supportive therapy for traditional rehabilitation. However, most are designed without a systematic process to guide their development from the phases of requirement identification, planning, design, construction, and evaluation, which reflect the lack of adaptation of rehabilitation requirements and thus the patient’s needs. Objective The aim of this study was to propose a conceptual framework with standardized elements for the development of information systems by using a flexible and an adaptable process centered on the patient’s needs and focused on the creation of serious games for physical rehabilitation. Methods The conceptual framework is based on 3 fundamental concepts: (1) user-centered design, which is an iterative design process focused on users and their needs at each phase of the process, (2) generic structural activities of software engineering, which guides the independent development process regardless of the complexity or size of the problem, and (3) gamification elements, which allow the transformation of obstacles into positive and fun reinforcements, thereby encouraging patients in their rehabilitation process. Results We propose a conceptual framework to guide the development of serious games through a systematic process by using an iterative and incremental process applying the phases of context identification, user requirements, planning, design, construction of the interaction devices and video game, and evaluation. Conclusions This proposed framework will provide developers of serious games a systematic process with standardized elements for the development of flexible and adaptable software with a high level of patient commitment, which will effectively contribute to their rehabilitation process.
APA, Harvard, Vancouver, ISO, and other styles
43

Stracuzzi, David J., Alan Fern, Kamal Ali, Robin Hess, Jervis Pinto, Nan Li, Tolga Konik, and Daniel G. Shapiro. "An Application of Transfer to American Football: From Observation of Raw Video to Control in a Simulated Environment." AI Magazine 32, no. 2 (March 16, 2011): 107. http://dx.doi.org/10.1609/aimag.v32i2.2336.

Full text
Abstract:
Automatic transfer of learned knowledge from one task or domain to another offers great potential to simplify and expedite the construction and deployment of intelligent systems. In practice however, there are many barriers to achieving this goal. In this article, we present a prototype system for the real-world context of transferring knowledge of American football from video observation to control in a game simulator. We trace an example play from the raw video through execution and adaptation in the simulator, highlighting the system's component algorithms along with issues of complexity, generality, and scale. We then conclude with a discussion of the implications of this work for other applications, along with several possible improvements.
APA, Harvard, Vancouver, ISO, and other styles
44

del Blanco, Ángel, Javier Torrente, Pablo Moreno-Ger, and Baltasar Fernández-Manjón. "Integrating Adaptive Games in Student-Centered Virtual Learning Environments." International Journal of Distance Education Technologies 8, no. 3 (July 2010): 1–15. http://dx.doi.org/10.4018/jdet.2010070101.

Full text
Abstract:
The increasing adoption of e-Learning technology is facing new challenges, such as how to produce student-centered systems that can be adapted to each student’s needs. In this context, educational video games are proposed as an ideal medium to facilitate adaptation and tracking of students’ performance for assessment purposes, but integrating the games in the educational flow presents technical and practical challenges. Moreover, their eventual integration should be accomplished according to the current standardization trends in e-Learning to simplify general adoption. Barriers still exist between the gaming and e-Learning communities, preventing their mutual interaction. In this work, the authors present a middle-ware to bridge this gap, integrating adaptive educational video games in e-Learning environments with a special focus on the ongoing standardization efforts.
APA, Harvard, Vancouver, ISO, and other styles
45

Ismail, Mohd Norasri, Rosziati Ibrahim, and Mohd Farhan Md Fudzee. "A Survey on Content Adaptation Systems towards Energy Consumption Awareness." Advances in Multimedia 2013 (2013): 1–8. http://dx.doi.org/10.1155/2013/871516.

Full text
Abstract:
The availability of heterogeneous devices has rapidly changed the way people access the World Wide Web that includes rich content applications such as video streaming, 3D games, video conferencing, and mobile TV. However, most of these devices' (i.e., mobile phone, PDA, smartphone, and tablet) capabilities differ in terms of built-in software and library (what they can display), display size (how the content appears), and battery supply (how long the content can be displayed). In order for the digital contents to fit the target device, content adaptation is required. There have been many projects focused on energy-aware-based content adaptation that have been designed with different goals and approaches. This paper reviews some of the representative content adaptation solutions that have been proposed during the last few years, in relation to energy consumption focusing on wireless multimedia streaming in mobile devices. Also, this paper categorizes the research work according to different classifications of multimedia content adaptation requirements. In addition, we discuss some energy-related challenges content adaptation systems.
APA, Harvard, Vancouver, ISO, and other styles
46

Sayakhova, D. K. "LINGUOCULTURAL ADAPTATION OF A TEXT IN TRANSLATION (on the material of video games)." KAZAN LINGUISTIC JOURNAL 3, no. 1 (2020): 52–63. http://dx.doi.org/10.26907/2658-3321.2020.3.1.52-63.

Full text
APA, Harvard, Vancouver, ISO, and other styles
47

Chaput, J. P., C. Schwartz, Y. Boirie, M. Duclos, A. Tremblay, and D. Thivel. "Energy intake adaptations to acute isoenergetic active video games and exercise are similar in obese adolescents." European Journal of Clinical Nutrition 69, no. 11 (March 25, 2015): 1267–71. http://dx.doi.org/10.1038/ejcn.2015.31.

Full text
APA, Harvard, Vancouver, ISO, and other styles
48

Khangeldieva, Irina. "POSITIVE PRACTICES OF INNOVATIVE PEDAGOGICAL APPROACHES ABROAD AND IN RUSSIA: EXPERIENCES OF ADAPTATION OF THE MINECRAFT VIDEO GAME." World of academia: Culture, Education, no. 8 (October 30, 2020): 47–55. http://dx.doi.org/10.18522/2658-6983-2020-08-47-55.

Full text
APA, Harvard, Vancouver, ISO, and other styles
49

Debbabi, Imen, Wafa Kammoun, and Ridha Bouallegue. "A Survey of multimedia videoconferencing system and a proposal for a novel hybrid cloud and P2P architecture." INTERNATIONAL JOURNAL OF COMPUTERS & TECHNOLOGY 10, no. 5 (August 20, 2013): 1641–49. http://dx.doi.org/10.24297/ijct.v10i5.4148.

Full text
Abstract:
Technological advances of the Internet and network technology have allowed the development and deployment of new services as multipoint multimedia applications: long-distance education, IPTV, distributed games and videoconferencing systems. In this paper, we focus on videoconferencing systems, which represents the most complex type of video communication. These systems have been used for several of years in business, and more recently in everyday life and they allow interactive communications and facilitate the joint work among users regardless of their geographical location. In this paper, we describe a variety of proposed videoconferencing solutions and classify them according to characteristics such as network architectures and video coding technologies and we propose a novel hybrid cloud and P2P architecture with introduction a function for QoS Adaptation.
APA, Harvard, Vancouver, ISO, and other styles
50

Ciampi, Luca, Nicola Messina, Fabrizio Falchi, Claudio Gennaro, and Giuseppe Amato. "Virtual to Real Adaptation of Pedestrian Detectors." Sensors 20, no. 18 (September 14, 2020): 5250. http://dx.doi.org/10.3390/s20185250.

Full text
Abstract:
Pedestrian detection through Computer Vision is a building block for a multitude of applications. Recently, there has been an increasing interest in convolutional neural network-based architectures to execute such a task. One of these supervised networks’ critical goals is to generalize the knowledge learned during the training phase to new scenarios with different characteristics. A suitably labeled dataset is essential to achieve this purpose. The main problem is that manually annotating a dataset usually requires a lot of human effort, and it is costly. To this end, we introduce ViPeD (Virtual Pedestrian Dataset), a new synthetically generated set of images collected with the highly photo-realistic graphical engine of the video game GTA V (Grand Theft Auto V), where annotations are automatically acquired. However, when training solely on the synthetic dataset, the model experiences a Synthetic2Real domain shift leading to a performance drop when applied to real-world images. To mitigate this gap, we propose two different domain adaptation techniques suitable for the pedestrian detection task, but possibly applicable to general object detection. Experiments show that the network trained with ViPeD can generalize over unseen real-world scenarios better than the detector trained over real-world data, exploiting the variety of our synthetic dataset. Furthermore, we demonstrate that with our domain adaptation techniques, we can reduce the Synthetic2Real domain shift, making the two domains closer and obtaining a performance improvement when testing the network over the real-world images.
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