Literatura académica sobre el tema "Sims 3 (Computer game)"

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Artículos de revistas sobre el tema "Sims 3 (Computer game)"

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Visser, B. A., M. Batinic, N. Worth, A. Book, and E. Toll. "Psychopathic Sims: Testing the Cheater-Hawk Hypothesis in a Video Game." Evolutionary Psychological Science 6, no. 3 (2020): 229–40. http://dx.doi.org/10.1007/s40806-020-00231-3.

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Rak, Julie. "Life Writing Versus Automedia: The Sims 3 Game as a Life Lab." Biography 38, no. 2 (2015): 155–80. http://dx.doi.org/10.1353/bio.2015.0015.

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Ali, Nazlena Mohamad, Siti Zahidah Abdullah, Juhana Salim, and Hyowon Lee. "Exploring user experience in game interface: a case study of The Sims 3." Computer Games Journal 2, no. 1 (2013): 6–18. http://dx.doi.org/10.1007/bf03392333.

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Antal, J., and S. Kugler. "Problems on computer processing of SIMS spectra." Vacuum 35, no. 12 (1985): 583–87. http://dx.doi.org/10.1016/0042-207x(85)90320-3.

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Hofman-Kohlmeyer, Magdalena. "CREATING BRANDED COMPUTER GAME ELEMENTS AS A FORM OF CUSTOMER ENGAGEMENT." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 20, no. 3 (2019): 271–86. http://dx.doi.org/10.5604/01.3001.0013.7254.

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Nowadays companies want to engage customers in all possible ways to better meeting their needs. New media gave managers opportunities to interact with people and establish cooperation. Present paper is aimed to give an outlook on creating branded computer game elements as a customer engagement behavior. The author carried out 20 in-depth interviews with users of three computer games: The Sims, Second Life and Euro Truck Simulator 2. The results show that players create branded game modifications with interference only into audiovisual presentation and interference in the game code. Inside the games, it can be find also a wide range of fictitious brands that replace the real one, among others for legal reason. The authors tried to answer the question why people engage in creating branded game elements. Based on some players statement during the interviews it can be assumed that players create branded elements for few reasons. They want to diversify the game, create some items as an entertainment activities, want to raise the realism of the game, need to belong to some community and also create add-ons to earn money.
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Gee, Elisabeth. "O game The Sims como catalisador da aprendizagem tecnológica de meninas." Perspectiva 33, no. 3 (2016): 1011–40. http://dx.doi.org/10.5007/2175-795x.2015v33n3p1011.

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Este artigo descreve como o jogo de computador The Sims e o mundo virtual Teen Second Life foram usados como pontos de partida para o desenvolvimento dos interesses e das capacidades de meninas em relação às tecnologias de informação. A trajetória de uma menina é usada para ilustrar o modo como a experiência com os games serviu de catalisador para promover sua paixão pelos computadores, envolveu-a em aprendizagens proativas e permitiu que ela passasse a ver a computação como uma potencial escolha profissional. Discute-se o papel do reconhecimento público, das comunidades de fãs e das mudanças nas ecologias de aprendizagem nas famílias em relação à tecnologia de informação e comunicação. O artigo conclui identificando estratégias e perspectivas ligadas ao uso dos games na aprendizagem das meninas no campo da tecnologia. The Sims as a catalyst for girls' it learningAbstract This paper describes how the computer game The Sims and the virtual world Teen Second Life were used as starting points for developing girls’ interests in and capabilities with information technology. One girl’s learning trajectory is used to illustrate how gaming served as a catalyst for fostering her passion for computing, engaged her in sustained, proactive learning, and changed her view of computing as a potential career choice. The role of public recognition, fan communities, and changing family ecologies for IT learning are discussed. The paper ends with identification of strategies and issues related to the further use of games for girls’ IT learning.Keywords: Gender and education. Science and technology. Computer games. The Sims como catalizador para el aprendizaje de tecnología de las niñas ResumenEste artículo describe como el juego de computadora The Sims y el mundo virtual Teen Second Life fueron utilizados como punto de partida para el desarrollo del interés y de las capacidades de las niñas en relación a las tecnologías de la información. La trayectoria de una niña ilustra el modo como la experiencia con games sirvió de catalizador para estimular su pasión por las computadoras, la involucró en aprendizajes proactivos y le permitió que pasase a ver la computación como una potencial elección profesional. Son discutidos el papel del reconocimiento público, de las comunidades de fans y de los cambios en las ecologías familiares en el aprendizaje en tecnología de la información y comunicación. El artículo concluye identificando estrategias y perspectivas vinculadas al uso de los games en el aprendizaje de las niñas en el campo de la tecnología.Palabras claves: Género y educación. Ciencia y tecnología. Juegos de computadora.
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Voskresenskaia, Tatiana Anatolievna. "Methodical recommendations on the use of computer game sims for the development of foreign language lexical skills." Interactive science, no. 5 (39) (May 27, 2019): 26–28. http://dx.doi.org/10.21661/r-496723.

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This article deals with the problems of teaching modern English to younger schoolchildren, who are also called «digital natives». Children born with «gadgets in their hands» require the use of new means of teaching a foreign language. Using the video game SIMs as an example, the possibility of involving students in the school curriculum, which helps to increase motivation, interest, and increase the authority of a teacher during lessons, is shown. Of course, this requires specific equipment, and most importantly, the teacher's desire to be on the same wavelengthwith the students.
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Collins, David, and Tamás Lengyel. "The game of 3-Euclid." Discrete Mathematics 308, no. 7 (2008): 1130–36. http://dx.doi.org/10.1016/j.disc.2007.03.064.

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Zhou, Feng, and Enhao Hu. "Human-computer Interaction Research in Computer Game Interface Design." Journal of Physics: Conference Series 1915, no. 3 (2021): 032075. http://dx.doi.org/10.1088/1742-6596/1915/3/032075.

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NAGANO, Yuichiro, Ayako NAKAO, Hiroyuki KOBAYASHI, Shuhei FUNAKI, and Takahiro NAKARAI. "Measurement of excitement in playing the Computer Game (3)." Proceedings of the Annual Convention of the Japanese Psychological Association 75 (September 15, 2011): 2AM054. http://dx.doi.org/10.4992/pacjpa.75.0_2am054.

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Tesis sobre el tema "Sims 3 (Computer game)"

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Wirman, Hanna Elina. "Playing the Sims 2 : constructing and negotiating woman computer game player identities through the practice of skinning." Thesis, University of the West of England, Bristol, 2011. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.557152.

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Despite some remarkable shifts in gender demographics of game players during the last decade, computer games remain male-gendered media. Engagement in such a culture, this work suggests, is characterised by confusion and incoherence for women players who are simultaneously taking part in male dominated leisure which marginalises them and a society which assumes gender equality as an acquired right. Small-scale ethnography tied together with an analysis of concurrent cultural discourses and the game system's characteristics allows a deep analysis of the construction of identities that conflict with the naturalised idea of a player. The Sims 2 (2004) computer game sets out a unique case for a study of women's player identities because it is both exceptionally popular among women and individuated by a theme and a structure that are understood as 'feminine'. Furthermore, a group of women players whose engagement with the game is characterised by creation and sharing of new and altered game content, the skinning of it, appears interesting since the women skinners resist traditional gender roles by taking active, productive positions towards the game. This work's original contribution to knowledge is in offering a nuanced view of female game playing which resists easy assimilation to some of the dominant concepts recently in play within the field of study, such as political resistance in the form of game content appropriation and female empowerment through video game play. While skinners seem to have a possibility to change a game that results from a male-dominated game development culture, their skinning is fundamentally facilitated and invited by the game they play. Such practice therefore appears different from the 'high' forms of subversive user-participation that are typically cherished in the studies of media use. Consecutively, the approach in this thesis questions the straightforwardly embracing undertone of the current Web 2.0 'buzz' that claims democratisation of media production. The Sims 2 skinning offers an example of a productive practice that does not go beyond what we understand as gameplay, but demands revisiting the very notion of gameplay itself.
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Patel, Purvag. "Improving Computer Game Bots' behavior using Q-Learning." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1966544161&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Kuru, Muhammed Furkan. "A Script Based Modular Game Engine Framework For Augmented Reality Applications." Master's thesis, METU, 2009. http://etd.lib.metu.edu.tr/upload/3/12611037/index.pdf.

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Augmented Reality (AR) is a technology which blends virtual and real worlds. The technology has various potential application domains such as broadcasting, architecture, manufacturing, and entertainment. As the tempting developments in AR technology continues, the solutions for rapid creation of AR applications become crucial. This thesis presents an AR application development framework with scripting capability as a solution for rapid application development and rapid prototyping in AR. The proposed AR framework shares several components with game engines. Thus, the framework is designed as an extension of a game engine. The components of the framework are designed to be changable in a plug-in system. The proposed framework provides the developers with the ability of agile coding through the scripting language. Our solution embeds a dynamic scripting programming language (Python) in a strictly typed static programming language (C++) in order to achieve both agility and performance. The communication between the AR framework components and the scripting programming language is established through a messaging mechanism.
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Gillispie, Lucas B. "Effects of a 3-D video game on middle school student achievement and attitude in mathematics." View electronic thesis, 2008. http://dl.uncw.edu/etd/2008-3/gillispiel/lucasgillispie.pdf.

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Lundberg, Martin. "Using game design elements in a mobile sign language learning application to increase user enjoyment and performance." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152785.

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The use of and research on gamification has increased substantially since 2010. Most of the research on gamification has been done within education, specifically higher education. There is a dearth of research on gamification for children with disabilities. There has also been much research on the characteristics of successful instructional and educational games. In this thesis, theory on both gamification and the characteristics of successful instructional and educational games were used to design and implement several game design elements in a mobile sign language learning application to make it more enjoyable for the users. The game design elelemnts implemented were points, appropriate challenge, proximal goals, randomness and control. The target group of the application is children with disabilities making the thesis unique compared to any previous research. A rigorous gamification methodology was followed and a meeting with experts on children with special educational needs was held to get a good understanding of the target group. The development was done iteratively with two-week long iterations. After each iteration a presentation was held for the intern company and feedback was given. A school was willing to participate in an evaluation session and at the end of the thesis and the session was held with 22 children with learning disabilities. Both the original application and the application with the added gamification elements were evaluated and the results were compared. Results found that the children using the new version of the application had less throughput and found learning sign language to be more enjoyable and easier compared to the children using the original version of the application. The results are questionable, however, due tolimitations of the evaluation. Some of the issues were that the ages of the children differed between the groups, the severity of the disabilities was not considered, and the participants only got to use one version of the application for fifteen minutes.<br>自2010以来,游戏化技术的使用和研究大幅增加。在教育领域,特别是高等教育领域,有很多很多关于游戏化的研究。关于成功教学和教育游戏的特征也有很多相关研究。然而目前对残疾儿童游戏化技术的研究尚不多见。本文运用游戏化理论和成功教学游戏和教育游戏的特点,设计并实现了移动手语学习应用中的几个游戏设计元素,使移动手语学习应用更加有趣。实施的游戏设计要素有明确的目标、难度的选择、随机性、点和层次。应用的目标群体是残疾儿童,使得本论文与以往研究有所不同。我们遵循严格的游戏化方法,并与特殊儿童教育专家举行会议,以便更好地了解目标群体。用两星期的时间进行迭代开发。每次迭代后,在实习生公司进行演示并得到反馈。一所学校愿意参加评测,在论文结束时,22名有学习障碍儿童参加了评测。对原有应用和添加游戏化元素的应用进行评价,并对结果进行比较。结果发现,使用新版本应用程序的儿童比使用原始版本应用程序的儿童的工作量较少,并且学习手语过程更愉快、更容易。然而由于评估的局限性,可能会影响实验结果,例如各组儿童的年龄不同,残疾的严重程度没有考虑,并且参与者只能使用一个版本的应用程序15分钟。后续研究将评估这些因素的影响。
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Kljajic, Haris, and Oskar Karlsson. "Applying automated testing in an existing client-server game : A pursuit for fault localization in Quake 3." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-50740.

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This paper addresses the question formulation “Is it possible to implement automated testing in an existing client-server game in order to pinpoint faults and achieve credibility to tests?” The gaming industry’s goal, in most cases, is to release games that appeal to both their financial goals and the enjoyment factor of the players. In order to fulfill these goals, the game will need to function properly and the process to assure this is testing the game to find possible faults. This process is time and cost consuming in an exponential rate in accordance to game extensiveness, which makes this problem a very important decision in the process of development. The problem is most commonly tackled by using massive manual testing session, called alpha or beta sessions. In these session the game is at an early stage of development and gets released to a set player base to test and report issues encountered. We believe that the process of testing games could be more effective by utilizing automated testing. This thesis will investigate the possibilities to our claim. The result is a visual representation of the tests we managed to apply, while focusing on the client-server connectivity of Quake 3 and a graph of measurements for our improvised fault localization. This paper describes a solution in form of automated tests within a existing client-server game and a start to what could be early stages of a pattern obtained throughout this project.
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Westholm, Erik. "A Simulator Tool for Human Activity Recognition." Thesis, Örebro University, School of Science and Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-10322.

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<p>The goal of this project was to create a simulator that was to produce data for research in the field of activity recognition. The simulator was to simulate a human entity moving around in, and interacting with, a PEIS environment. This simulator ended up being based on The Sims 3, and how this was done is described. The reader is expected to have some experience with programming.</p>
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Johnson, Claire. "'I liked it, but it made you think too much' : a case study of computer game authoring in the Key Stage 3 ICT curriculum." Thesis, University of East Anglia, 2014. https://ueaeprints.uea.ac.uk/53381/.

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The importance of giving pupils opportunities to become producers of digital media is well documented in the literature (see Harel, 1991; Papert, 1993; Kafai, 1995; Harel Caperton, 2010; Luckin et al., 2012; Nesta, 2012; Sefton-Green, 2013), however there has been little research in this area in the context of the UK Key Stage 3 ICT curriculum. The purpose of this study is to achieve an understanding of how authoring computer games in a mainstream secondary setting can support the learning of basic game design and programming concepts. The research explores pupils’ experiences of the process they followed and the areas of learning they encountered as they made their games, and considers what they valued and what they found difficult in the game authoring activity. The research draws on the learning theory of constructionism, which asserts the importance of pupils using computers as ‘building material’ to create digital artefacts. In the process of creating these artefacts, over time, computers become ‘objects to think with’, enabling pupils to learn how to learn (Papert, 1980b; Harel and Papert, 1991a). Data were collected in planning documents, journals and the games pupils made, in recordings of their working conversations, and in pair and group interviews. Findings indicate that as well as learning some basic programming concepts, pupils enjoyed the activity, demonstrated positive attitudes to learning and felt a sense of achievement in creating a complex artefact which had personal and cultural significance for them. This research acknowledges the need to develop accessible units of work to implement aspects of the new Computing curriculum (DfE, 2013c), especially for teachers and pupils who have little prior knowledge of the field. It suggests that computer game authoring may offer a viable entry and considers the extent to which constructionist approaches are suitable for this kind of work.
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Ozercan, Sertac. "Adapting Feature-Driven Software Development Methodology to Design and Develop Educational Games in 3-D Virtual Worlds." Ohio University / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1271449120.

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Busso, Thiago Matias. "Soluções reutilizáveis no domínio de jogos computacionais: a aplicação de padrões de projeto no desenvolvimento de motores de jogos." Universidade de São Paulo, 2006. http://www.teses.usp.br/teses/disponiveis/3/3141/tde-07122006-142908/.

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Com o desenvolvimento da indústria de jogos computacionais, cresceu também o custo de produção destes jogos, a cada dia mais complexos, inviabilizando sua construção a partir do ?nada?. Isto fez com que as empresas de jogos passassem a desenvolver ou adquirir soluções reutilizáveis. Nesse trabalho, realizou-se um estudo sobre o emprego de reuso em jogos e, como conclusão, apresenta-se a forma como os padrões de projeto (design patterns) podem contribuir para o projeto da arquitetura de jogos computacionais, enfocando o desenvolvimento do núcleo de software que os compõe, denominado motor de jogo ou game engine. Para facilitar a manutenção e evolução do sistema, este componente deve apresentar as características de ser modular e extensível, além de algumas outras propriedades discutidas ao longo do texto. Apresenta-se o que é um motor de jogo e quais os módulos que o compõem, descrevendo-se, em seguida, os padrões de projeto e suas aplicações. Como experimento, analisa-se o uso de padrões de projeto por motores de jogo, utilizando-se, para isso, os que possuem código aberto ou que estão disponíveis na literatura, dando-se ênfase à abstração da API gráfica e observando-se os aspectos positivos e negativos de cada solução. Com base nessa análise, propõe-se uma solução que visa atender aos requisitos considerados relevantes para um motor do jogo.<br>The development of computer games industry increased the costs of production of these games, that every day are more complex, and made almost impracticable their construction from the beginning. As a result, those companies started to develop or acquire reusable solutions. This study shows the application of reuse in games and, as a conclusion, it demonstrates how design patterns can contribute in a project of computer games, focusing on the development of the software core that composes them, called game engine. In order to facilitate the maintenance and evolution of the system, this device should be modular and extensible, beyond other characteristics discussed in this text. It is also presented the definition of a game engine, specifying the modules that compile it, describing, after that, the design patterns and their applications. As an experiment, it is analyzed the use of design patterns in already existing game engines, making use of the ones that are open source or that are available in the literature. In this experiment, it is emphasized the abstraction of the graphical API, pointing out the positive and negative aspects of each solution. Based on this analysis, it is proposed a solution which aims to fulfill the requirements considered relevant in a game engine.
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Libros sobre el tema "Sims 3 (Computer game)"

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(Firm), Prima Games, ed. The Sims 3 showtime: Prima official game guide. Prima Games, 2012.

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Browne, Catherine. The Sims 3: Officially licensed game guide. Prima Games, 2009.

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Browne, Catherine. The Sims 3: Officially licensed game guide. Prima Games, 2009.

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Johnson, Asha. The Sims 3 Pets expansion pack: Prima official game guide. Prima Games, 2011.

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Browne, Catherine. The Sims 3 Ambitions expansion pack: Prima official game guide. Prima Games, 2010.

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Browne, Catherine. The Sims 3: World adventures, expansion pack : Prima official game guide. Prima Games, 2009.

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The sims 2: Prima official game guide. Prima Games, 2004.

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Unity 3 game development hotshot. Packt Publishing, 2011.

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Unity 3.x Game Development Essentials. Packt Pub., 2011.

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Cohen, Mark L. The Sims house party expansion pack: Prima's official strategy guide. Prima Games, 2001.

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Capítulos de libros sobre el tema "Sims 3 (Computer game)"

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Stipp, Lauren Elizabeth, and Sercan Şengün. "The Sims Franchise, a Retrospective of Racial Representation and Skin Tones." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-08234-9_436-1.

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Hsiao, Hui-Chun. "Reflective Learning through Playing Digital Game The Sims 2." In Learning by Playing. Game-based Education System Design and Development. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-03364-3_28.

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Hunt, John. "TicTacToe Game." In Undergraduate Topics in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20290-3_37.

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da Silva, Isabel Cristina Siqueira, and João Ricardo Bittencourt. "Game Thinking X Game Design Thinking." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_289-1.

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Ozturkcan, Selcen. "Game Prosumption." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_133-1.

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Fiadotau, Mikhail. "Indie Game." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_188-1.

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Palazzi, Claudio E. "Online Game Performance Engineering." In Computer Performance Engineering. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-40725-3_2.

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Baier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.

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AbstractWe present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for solving these games is based on the notion of subgoals, which are slices of the game that the reachability player necessarily needs to pass through in order to reach the goal. We use Craig interpolation to identify these necessary sets of moves and recursively slice the game along these subgoals. Our approach allows us to infer winning strategies that are structured along the subgoals. If the game is won by the reachability player, this is a strategy that progresses through the subgoals towards the final goal; if the game is won by the safety player, it is a permissive strategy that completely avoids a single subgoal. We evaluate our prototype implementation on a range of different games. On multiple benchmark families, our prototype scales dramatically better than previously available tools.
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Xiong, Shuo, Wenlin Li, Xinting Mao, and Hiroyuki Iida. "Mafia Game Setting Research Using Game Refinement Measurement." In Advances in Computer Entertainment Technology. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_56.

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Hunt, John. "Number Guessing Game." In Undergraduate Topics in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20290-3_8.

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Actas de conferencias sobre el tema "Sims 3 (Computer game)"

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Pezeshk, Ali, and Mehdi Imaninejad. "A 3-D computer game controller." In ACM SIGGRAPH 2004 Posters. ACM Press, 2004. http://dx.doi.org/10.1145/1186415.1186529.

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Raija, Hämäläinen, Häkkinen Päivi, Järvelä Sanna, and Manninen Tony. "Computer-supported collaboration in a scripted 3-D game environment." In th 2005 conference. Association for Computational Linguistics, 2005. http://dx.doi.org/10.3115/1149293.1149359.

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Qingfeng Fan, Qiongli Wu, Naixue Xiong, Athanasios Vasilakos, and Yanxiang He. "3 Vectors Game and Balance Multicast architecture Algorithms for Sensor Grid." In IEEE INFOCOM 2011 - IEEE Conference on Computer Communications Workshops. IEEE, 2011. http://dx.doi.org/10.1109/infcomw.2011.5928876.

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Pavlova, Elena. "The Formal Approach to Computer Game Rule Development Automation." In Spring/Summer Young Researchers' Colloquium on Software Engineering. Institute for System Programming of the Russian Academy of Sciences, 2009. http://dx.doi.org/10.15514/syrcose-2009-3-22.

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Fan Ji and Wang Deyong. "Design and implementation of 3-D terrain generation module in game." In 2010 3rd International Conference on Advanced Computer Theory and Engineering (ICACTE 2010). IEEE, 2010. http://dx.doi.org/10.1109/icacte.2010.5579067.

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Wang, Tao, and Qing Zhu. "A Software Engineering Education Game in a 3-D Online Virtual Environment." In 2009 First International Workshop on Education Technology and Computer Science. IEEE, 2009. http://dx.doi.org/10.1109/etcs.2009.418.

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Miranda, Luis O., Joel M. Quiles, and S. Kami Makki. "Optimized Strategies for the Mastermind Game." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2011. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat11-3.

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Chatzidaki, Eleni, Michalis Xenos, and Charikleia Machaira. "A natural user interface game for the evaluation of children with learning difficulties." In WOCCI 2017: 6th International Workshop on Child Computer Interaction. ISCA, 2017. http://dx.doi.org/10.21437/wocci.2017-3.

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Nguyen, Linh Chi, and Luciano Andreozzi. "Tough Behavior in the Repeated Bargaining Game. A Computer Simulation Study." In 9th EAI International Conference on Bio-inspired Information and Communications Technologies (formerly BIONETICS). ACM, 2016. http://dx.doi.org/10.4108/eai.3-12-2015.2262403.

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Ratna Shakya, Sarbagya, Chaoyang Zhang, and Zhaoxian Zhou. "Basketball-51: A Video Dataset for Activity Recognition in the Basketball Game." In 11th International Conference on Computer Science and Information Technology (CCSIT 2021). AIRCC Publishing Corporation, 2021. http://dx.doi.org/10.5121/csit.2021.110712.

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Resumen
In recent years, there has been an increase in the association of technology in sports and live sports broadcasting networks. From score updates, broadcasting commercials, assisting referees for decision making, and minimizing errors, the adoption of technology has been used for fair play and improve results. This has been possible with the advancement in video analysis, classification techniques, and the availability of resources. This paper introduces a new labelled video dataset collected from a live basketball game broadcasted on live TV to determine the type of basket scored in the basketball game. Among different shots, the points the player can score are basically of three types: 3 points, 2 points, which depends on the range of shots taken and 1 point which is the free shots taken after a foul. This dataset consists of labelled video clips collected from the live broadcast of the game from the broadcasting medium to classify different scoring activities. This paper also gives the preliminary analysis of the dataset for different class labels using 3D ConvNet and two-stream 3D ConvNet methods to show the complexity of the dataset.
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