Academic literature on the topic 'Video games Modification'

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Journal articles on the topic "Video games Modification"

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Kelly, Matthew. "The Game of Politics." Games and Culture 13, no. 5 (2015): 459–78. http://dx.doi.org/10.1177/1555412015623897.

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This article examines the game Papers, Please to demonstrate how the aesthetic experience of gameplay resonates with the cultural logic of contemporary globalist paradigms. The author demonstrates how video games make their players undertake a synthesis of work and play via a process of psychological and physical self-modification. This interrelation between work, play, and subjectivity modification within gameplay experiences embodies the same ideological framework that governs many knowledge-based economies which thrive off of user-generated content. In using the work/play/subjectivity connection to locate similarities between video games and the logic of globalist paradigms, the author presents a revised understanding of what constitutes the political dimensions of video games and the experiences they elicit in their players. This article concludes with an analysis of how the mechanics and narrative of Papers, Please embodies the cultural mind-set of work-as-play while simultaneously challenging the discourses often applied to user-focused information technologies.
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Lee, Ch A. "Video game modding in the U.S. intellectual property law: Controversial issues and gaps." Digital Law Journal 3, no. 4 (2022): 8–31. http://dx.doi.org/10.38044/2686-9136-2022-3-4-8-31.

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This essay’s purpose is to illustrate a broad understanding of legal issues and gaps in U.S. law regarding video game modifications. Digital entertainment technology develops so quickly that often new technology does not fit precisely into current law and statutes. Two different approaches to video game modification are explored pertinent to companies’ different attitudes toward modification by third parties and end-users. These two approaches include companies that encourage third party modifications, and companies that want to deter against third party modifications. Then, issues and risks of modification are explored through potential breach of contract, copyright infringement, and reverse engineering. The author analyzes the relevant court rulings on the matter of distributing these risks. Besides there are different forms of affirmative defenses such as fair use in the U.S case law which are also discussed in the article. Finally, gaps in the law and ownership issues regarding modifications are shown in the cases involving Blizzard Entertainment Inc. This essay is meant to illuminate the dichotomy of laws and courts protecting the interests of copyright holders, giving them protection and incentive to continue creating, versus anti-monopolistic rules, and providing the ultimate beneficiaries of video games the right to modify them.
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Bakour, Chighaf, Fahad Mansuri, Courtney Johns-Rejano, Michelle Crozier, Ronee Wilson, and William Sappenfield. "Association between screen time and obesity in US adolescents: A cross-sectional analysis using National Survey of Children’s Health 2016–2017." PLOS ONE 17, no. 12 (2022): e0278490. http://dx.doi.org/10.1371/journal.pone.0278490.

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Objective This study examines the association between time spent watching TV, playing video games, using a computer or handheld device (screen time), and BMI among U.S. adolescents, and potential effect modification of these associations by sex, sleep duration, and physical activity. Methods A secondary analysis of 10–17-year-old participants in the 2016–2017 National Survey of Children’s Health was conducted. Multivariable logistic regression was used to examine the association between parent-reported screen time and BMI categories and effect modification by sex, sleep duration and physical activity. Results The analysis included 29,480 adolescents (49.4% female). Those with ≥1 hour (vs <1 hour) of TV/video games per day were more likely to be overweight/obese (adjusted Odds Ratio (aOR) 1–3 hours = 1.4; 95% Confidence Interval (CI)1.19, 1.65; aOR ≥4 hours = 2.19; 95% CI 1.73, 2.77). This association was stronger in adolescents who did not meet the guidelines for physical activity (aOR ≥ 4 hours = 3.04; 95% CI: 2.1, 4.4) compared with those who did (aOR ≥ 4 hours = 1.64; 95% CI: 0.72, 3.72). Using computers/handheld devices was associated with a smaller increase in odds of overweight/obesity (aOR ≥4 hours = 1.53; 95% CI:1.19, 1.97). Conclusion Watching TV or playing video games for ≥1 hour per day is associated with obesity in adolescents who did not meet the guidelines for physical activity. Using computers or handheld devices seems to have a weaker association with BMI compared with TV/video games.
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Abbasi, Amir Zaib, Umair Rehman, Zahra Afaq, et al. "Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study." JMIR Serious Games 9, no. 4 (2021): e30310. http://dx.doi.org/10.2196/30310.

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Background Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. Objective This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. Methods A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. Results The analysis uncovered 2 dimensions of video game engagement: social connection with P=.08 and interaction with P=.49, which did not significantly contribute to video game addiction. Conclusions This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.
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Bontchev, Boyan, and Radina Panayotova. "Towards Automatic Generation of Serious Maze Games for Education." Serdica Journal of Computing 11, no. 3-4 (2018): 249–78. http://dx.doi.org/10.55630/sjc.2017.11.249-278.

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Serious games based on video mazes can be easily and effectively applied for learning purposes with the goal of facilitating technology-enhanced education. In order to practice game-based learning for various curriculums, educators need software platforms for automatized construction and flexible customization of such games. This article presents an open software platform named Maze Builder built on Unity 3D, which is especially designed for automatic generation and easy modification of maze video games. We discuss the maze game design process, the platform architecture and its data model, the results obtained from the performance tests, and a practical experiment conducted with teachers using the platform for generating maze games with educational tasks embedded into maze rooms. The initial results acquired from these experiments are very positive and encouraging with regard of the usability of the Maze Builder platform by domain specialists who are not IT professionals.ACM Computing Classification System (1998): D.2.6, D.2.10, K.8.0.
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Freitas, Joana. "A (Silent) Game of Words." Journal of Sound and Music in Games 3, no. 1 (2022): 50–59. http://dx.doi.org/10.1525/jsmg.2022.3.1.50.

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When Jeremy Soule, composer for some of the most well-known video game franchises in the world such as Guild Wars and The Elder Scrolls, was accused of sexual misconduct by women in the gaming industry in 2019, the internet hosted reactions from several fronts. From questioning the victims’ credibility to taking a neutral position while waiting for further development, gamers and fans made use of digital platforms to express either concern, astonishment, or doubt; these reactions point to the significant symbolic capital that Soule possesses in the context of video game music. The Elder Scrolls franchise, and in particular Skyrim, is highly recognized for its soundtracks, and this franchise has given rise to the largest mods community to date. In previous research, I examined this mods community in order to consider music and sound in relation to immersion and modification in Elder Scrolls games. Since the data collected in that earlier research was limited to a time span until 2017, the recent developments concerning composer Jeremy Soule weren’t addressed in that earlier setting. However, these allegations were part of a larger phenomenon of awareness and public exposure of negative and abusive practices in several labor contexts in the video game industry, shedding some light on a much-needed discussion about sexism and mistreatment toward women and nonbinary professionals in these fields and raising some pertinent questions concerning users’ feedback and engagement. This article aims to discuss the possible impacts these accusations had on the relationship between Soule’s music and users in the mods community, including users’ overviews of their own personal affective engagement with the games, thus verifying the deep connection between music, interactivity, authorship and gamer identity.
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Wajid, Abdul, Nasir Kamal, Muhammad Sharjeel, et al. "A First Look at Private Communications in Video Games using Visual Features." Proceedings on Privacy Enhancing Technologies 2021, no. 3 (2021): 433–52. http://dx.doi.org/10.2478/popets-2021-0055.

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Abstract Internet privacy is threatened by expanding use of automated mass surveillance and censorship techniques. In this paper, we investigate the feasibility of using video games and virtual environments to evade automated detection, namely by manipulating elements in the game environment to compose and share text with other users. This technique exploits the fact that text spotting in the wild is a challenging problem in computer vision. To test our hypothesis, we compile a novel dataset of text generated in popular video games and analyze it using state-of-the-art text spotting tools. Detection rates are negligible in most cases. Retraining these classifiers specifically for game environments leads to dramatic improvements in some cases (ranging from 6% to 65% in most instances) but overall effectiveness is limited: the costs and benefits of retraining vary significantly for different games, this strategy does not generalize, and, interestingly, users can still evade detection using novel configurations and arbitrary-shaped text. Communicating in this way yields very low bitrates (0.3-1.1 bits/s) which is suited for very short messages, and applications such as microblogging and bootstrapping off-game communications (dialing). This technique does not require technical sophistication and runs easily on existing games infrastructure without modification. We also discuss potential strategies to address efficiency, bandwidth, and security constraints of video game environments. To the best of our knowledge, this is the first such exploration of video games and virtual environments from a computer vision perspective.
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Bontchev, Boyan, and Radina Panayotova. "Generation of Educational 3D Maze Games for Carpet Handicraft in Bulgaria." Digital Presentation and Preservation of Cultural and Scientific Heritage 7 (September 10, 2017): 41–52. http://dx.doi.org/10.55630/dipp.2017.7.3.

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Serious video games applied for learning purposes play a significant and important role for the modern technology enhanced education. The paper presents an educational 3D maze video game dedicated to the development of carpet fabrication in Bulgaria since 17 th century until modern days. The game was automatically generated by means of declarative description of the maze processed by an open software tool named Maze Builder and built on top of Unity game platform and specially designed for automatic generation and easy modification of maze video games. There are explained the maze game design process, the educational tasks embedded into the maze, and a practical experiment conducted with the generated game. The initial results obtained from these experiments are very positive and encouraging with regard of playability of such educational mazes and, as well, concerning their easy and straightforward generation by educators, who are not IT professionals.
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Shabih, Ferhana, Awais Gohar, Farah Ahmed, and Hasan Danish. "Effect of video game addiction on the physical and mental wellbeing of adolescents of Karachi." Journal of Fatima Jinnah Medical University 15, no. 3 (2022): 106–11. http://dx.doi.org/10.37018/biyk3428.

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Background: The current study aimed to determine the effect of video games among the Non-Video-Game Addicted (NVGA) and Video Game Addicted (VGA) in terms of mental health and physical activity among adolescents from Karachi.Subjects and methods: A cross-sectional study was conducted at public sector schools and colleges of different socioeconomic status of Karachi, Pakistan, from Jan-March 2020. Total of 321 students, adolescents, aged from 15-19 years, from both genders and who used to play video games but were considered as non-video game adictors (using less than four hours per day on video games) and video game adictors (using more than 5 hours per day). Questionnaires were used to collect data based on DSM-5 to find gaming addiction in adolescents with 21 questions. "General Health Questionnaire (GHQ)," with 14 questions on mental health. "International Physical Activity Questionnaire," for physical activity status. Students were divided into two groups: non-video game addicted (NVGA) and video game addicted (VGA). Results: Out of 321, 233 (72.6%) were VGA, and 88 (27.4%) were NVGA students. There were 184 (57.3%) males and 137 (42.7%) females. The mean addiction score was 2.221+0.49 and 3.34+0.35 in the VGA group and NVGA group, respectively. 19.0% of males and 8.4% of females were VGA. Variables used for video game addiction in the study were salience, tolerance to play the game, mood modification, relapse, withdrawal, conflict, and problems (such as sleep deprivation, etc.). The mean score for all these variables was higher in the VGA group (p<0.001). The mean score of MHQ responses was significantly higher in the VGA group, indicating the high intensity of distress.Conclusion: It has been concluded from the study that a very high frequency of video game addiction in adolescents (VGA group) caused mental and physical health problems in the study population.
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Klevjer, Rune. "Virtuality and Depiction in Video Game Representation." Games and Culture 14, no. 7-8 (2017): 724–41. http://dx.doi.org/10.1177/1555412017727688.

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This article seeks to clarify the role of the image in video game representation. I argue that virtuality is incompatible with depictive representation and that the distinction between virtual environments and interactive depiction is important in game theory and analysis. In the first part, I combine a critical modification of Kendall Walton’s concept of reflexive representation with Edmund Husserl’s concept of image consciousness, in order to clarify the ontological difference between physical models and depictive images. In the second part, I discuss the relationship between physical models and virtual things, and the difference between photographic depiction and screen-mediated prosthetic vision. Finally, I show how this theoretical framework can help clarify the nature of interactive depiction in games.
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Dissertations / Theses on the topic "Video games Modification"

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Lee, Yin Harn. "Videogame modifications under copyright law." Thesis, University of Cambridge, 2015. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709009.

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Coussieu, Wilfried. "La construction sociotechnique des joueurs coproducteurs : Ethnographie des pratiques de modification d’un logiciel de jeu : Kerbal Space Program." Electronic Thesis or Diss., Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLT031.

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Quel est le sens des pratiques de modification de logiciels de jeux ? Quel est leur rôle et comment s’articulent-elles au travail de conception de ces objets techniques ? Ce travail de thèse interroge la façon dont les pratiques ludiques et techniques de ‘modding’ du jeu commercial Kerbal Space Program découlent de sa conception tout en permettant sa remise en question à travers la figure de l’usager-moddeur. Nous explorons cette problématique en réalisant une ethnographie au croisement de trois approches conceptuelles : les Science and Technology Studies, la théorie de l’Acteur-Réseau et la sociologie pragmatique (Barthe et al., 2013 ; Lemieux, 2018), en les appliquant aux pratiques informatiques et vidéoludiques de notre terrain. Nous mobilisons un corpus de données qualitatives tractées par un travail d’observation participante, un questionnaire et une quinzaine d’entretiens approfondis auprès de moddeurs et développeurs salariés de l’entreprise du jeu. L’enquête aboutit à deux résultats de recherche en mettant à jour un régime d’action particulier : « l’engagement contributif ». Premièrement, l’équipe de développement pense un logiciel qui, au point de départ, doit être aussi ludique à manipuler qu’intéressant à modifier sur le plan technique. L’entreprise applique une stratégie d’innovation fondée sur la stimulation des attentions et des intérêts passionnés, des goûts et des besoins individuels (Boullier, 2009). Ce dispositif met en œuvre un enrôlement des forces critiques et suggestives des joueurs pour les rediriger vers une forme de « production conjointe » (Lallement, 2007). Ainsi, notre ethnographie décrit des pratiques d’usagers construites autour de normes juridiques et techniques permettant la collaboration en ligne, intriquées avec des valeurs d’ouverture, de partage et d’amélioration. Deuxièmement, en questionnant la rationalité de ces pratiques, c’est-à-dire en cherchant la justification (Boltanski, Thévenot, 1991) qui fonde la prétention des acteurs à se solliciter et s’entraider entre eux, de même qu’à se déléguer librement les tâches d’examen, de test et d’intervention sur le logiciel, nous mettons à jour les principes d’une nouvelle forme de travail collectif en réseau, brouillant la frontière entre les dichotomies classiques telles que : utilisateur et concepteur, producteur et consommateur, loisir et travail…<br>What is the meaning of game software modification practices? What is their role and how do they relate to their development? This thesis studies the way in which the playful and technical modding practices of the commercial game Kerbal Space Program depend as much as they question its design through the user-modder figure that it constructs. We explore this research by doing an ethnography, situated at the crossroads of three conceptual approaches: Science and Technology Studies, Actor-Network Theory and Pragmatic Sociology (Barthe et al., 2013; Lemieux, 2018), by applying them to computer and videogame practices of our fieldwork. We gather a set of qualitative data obtained by participant observation, questionnaire and fifteen in-depth interviews with modders and salaried developers from the company. The survey leads to two research results by mainly proposing to explore a type of action called the “contributive commitment”. First, we show that the development team has designed its software as it must be as playful as it is interesting to change technically. The company applies an innovation strategy based on the stimulation of attentions and passionate interests, tastes and individual needs (Boullier, 2009). They build a sociotechnical device that enrolls critical and suggestive forces from the players to redirect it towards a form of “joint production” (Lallement, 2007). In particular, our ethnography describes how user practices are built around legal and technical standards that allows online collaboration, and are entangled with values of openness, sharing and improvement. Secondly, we question the rationality of these practices, that is to say by seeking the justification (Boltanski, Thévenot, 1991) on behalf of which game users base their pretension to act, to solicit and help each other, as well as to freely delegate practices of reviewing, testing and investigating the software. We propose accordingly that the principles of this mass-distributed work via the Internet blurres the line between classical dichotomies such as: user and designer, producer and consumer, leisure and work…
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Books on the topic "Video games Modification"

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translator, Zhang Jiafen, ed. Guan diao ying mu, hai zi da nao chong kai ji: Zhong jie huai pi qi, shui de an wen, kai qi zhuan zhu xue xi nao, 4 zhou "dian zi jin shi" yue zao kai shi yue hao. Xiang shi wen hua, 2016.

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Reset your child's brain: A four-week plan to end meltdowns, raise grades, and boost social skills by reversing the effects of electronic screen-time. 2015.

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Book chapters on the topic "Video games Modification"

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Howard, Kenton Taylor. "A Design Framework for Learning About Representation in Video Games Through Modification of Narrative and Gameplay." In Interactive Storytelling. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-33894-7_46.

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"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.

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This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
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Daidj, Nabyla. "Video Game Consoles." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.

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This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
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Siriwat, Rasintra, Madeleine Grigg-Damberger, and Vaishal Shah. "Digital in Her DNA." In Sleep Disorders. Oxford University Press, 2019. http://dx.doi.org/10.1093/med/9780190671099.003.0033.

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The most common sleep disorder in pre-adolescents and adolescents is insufficient sleep syndrome. The use of screen-based activities (e.g., cellphones, tablets, and video games) is a major contributor to insufficient and poor-quality sleep. The authors discuss changes in the sleep/wake pattern at the transition from pre-adolescent to adolescent age and various factors affecting these changes. They explain how self-imposed poor sleep hygiene practices and behaviors at bedtime affect sleep latency. Sleep logs or actigraphy can be useful tools in the confirmation of ISS. Strategies to avoid wake-promoting late evening activities and a consistent sleep/wake schedule are the keys to optimal daytime functioning. Treating insufficient sleep in adolescents with education and behavioral modification is effective in most cases.
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Gee, Elisabeth R., and Kelly M. Tran. "Video Game Making and Modding." In Advances in Media, Entertainment, and the Arts. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-8310-5.ch010.

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The purpose of this chapter is to provide an overview of current literature on video game making and modding (modification). The chapter describes key game making tools and educational programs that incorporate game making, to promote student outcomes ranging from media literacy to the development of computational thinking and greater interest in computer science. This is followed by a discussion of empirical literature on game making and modding as fan practices, and an overview of new game making tools and communities that are blurring the lines between educational, professional, and fan-driven game making practices. Lastly, the chapter addresses key issues, directions for future research, and recommendations for policy and practice.
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Conference papers on the topic "Video games Modification"

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Moshirnia, Andrew. "The Educational Potential of Modified Video Games." In InSITE 2007: Informing Science + IT Education Conference. Informing Science Institute, 2007. http://dx.doi.org/10.28945/3130.

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As the popularity of video game playing has increased, educators have sought to co-opt video games as an instructional tool. However, educational games have made little impact in either the commercial market place or the average game player’s home library. The modification, or modding, of video games using in-game editors may be used by instructors to introduce educational content to professionally designed video games. This paper examines the effectiveness of a modified video game, Civilization IV, in improving the comprehension and retention of historical knowledge of 10th, 11th, and 12th grade students. Students exposed to the modified video game significantly improved their immediate recall of knowledge level history items. Students expressed interest in future educational game playing and felt that they had a better understanding of application level history items. While these results are encouraging, the small sample size of this experiment prevents generalization and necessitates further study.
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Ebrahimi, Michael, and Lei Chen. "Emerging cyberworld attack vectors: Modification, customization, secretive communications, and digital forensics in PC video games." In 2014 International Conference on Computing, Networking and Communications (ICNC). IEEE, 2014. http://dx.doi.org/10.1109/iccnc.2014.6785463.

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Frydenberg, Frederik, Kasper R. Andersen, Sebastian Risi, and Julian Togelius. "Investigating MCTS modifications in general video game playing." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317937.

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Vargas-Vazquez, Jose-Carlos, Jose-Angel Gutierrez-Garcia, Abel Hernandez-Guerrero, Luis Luviano-Ortiz, and Jose-Luis Zuñiga-Cerroblanco. "Waterblock Modelling for GPU Liquid Cooling." In ASME 2018 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/imece2018-88567.

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Nowadays, cooling of electronic chips is one of the most serious challenges due to the exponential growth in the demand of increasingly powerful computer systems; the overheating of these components has become a problem of high importance. For this reason, the new cooling technologies such as liquid cooling systems replace the conventional air-cooling systems to avoid the effect of hotspots generated on a chip. To make matters worse, the current use of video games is requiring a tremendous amount of energy dissipation, over passing the cooling requirements of CPUs. Therefore, in this paper a new geometry is proposed to keep cool the graphic processor unit (GPU) in a CPU, using water as the working fluid. The main aim of the design is to enhance the heat dissipation in the GPU, decrease the pressure drop during the cooling process and reduce the amount of material used to build the waterblock. A numerical simulation solves the energy and momentum equations. The thermal performance of the proposed geometry is compared with a commercial heat sink geometry previously characterized. The results for the new geometry show that greater heat dissipation is not reached (results are about the same as the results for the commercial geometry) but due to the modification made, there is less pressure drop, while reducing the size of the waterblock. These results make this new geometry quite a good candidate for the new state of the art of cooling waterblocks.
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Bishop, Robert, and David Churchill. "The Effects of Human-like Modifications to Heuristic Action Evaluation in Video Game Pathfinding." In FDG22: 17th International Conference on the Foundations of Digital Games. ACM, 2022. http://dx.doi.org/10.1145/3555858.3555888.

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Nurja, Anisa. "STRENGTH AND CONDITIONING PROFILE OF THE MOTIONS IN VOLLEYBALL." In INTERNATIONAL SCIENTIFIC CONGRESS “APPLIED SPORTS SCIENCES”. Scientific Publishing House NSA Press, 2022. http://dx.doi.org/10.37393/icass2022/38.

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ABSTRACT Most of the scientific reports about volleyball are focused on the technical aspect of the game and a very small amount of them are about time motion analysis. In this regard to the fore comes the necessity of the quantification of the time motion profile of the volleyball game. These analyses are important to the objectification of strength and conditioning. The aim of this research is to study the different motions of 16-17 years old female volleyball players. The main task of this report is to define basic motions that characterize the volleyball game. The second task of the research is to quantify this motion in a real game situation. The methods that are used for this research are video and statistical analysis. After thoroughly researching the reports on this topic we design a model for time motion characteristics that are important for strength and conditioning. It was based on and complied with all of the previously developed models with some modifications. The data were collected through video records of the 5 matches during the championship of the mentioned age group. Experience statistician derived the absolute values of all the motions. Based on the number of players that consist in one team it was calculated mean, maximal, and minimal values of all of the motions. Results: In total, one volleyball game at this age consisted of 83 rallies of different lengths. In these rallies one player makes 75 jumps with a different approach, 56 starts, and sprints at different distances. The most common jump is the standing jump followed by the jump after two steps. The most common movement in a game is the 3 m sprint. More than half of the rallies finished up to 10 seconds. Defending motions of the players are twice more than the attacking ones. Conclusion: On the basis of the received results in motion characteristics to the fore comes the conclusion that speed and power endurance are important factors in the game for this age group.
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