Literatura académica sobre el tema "War games – fiction"

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Artículos de revistas sobre el tema "War games – fiction"

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Sołodki, Paweł. "Digital docu-games, czyli cyfrowe gry dokumentalne." Panoptikum, no. 24 (October 20, 2020): 10–27. http://dx.doi.org/10.26881/pan.2020.24.06.

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In this paper, I would like to take a closer look at the hybrid genre of digi­tal documentary (“docu-game”), which is part of a larger group, the so-called “serious games”. Documentary games are both game-specific (rules, levels, op­ponents, measurable progress, rewards, etc.), and are also strongly based on the facts, playing educational and activist roles. They can be available through browsers, similar to hypertext websites, but are often designed for stationary or mobile consoles. In terms of genres, a significant range can also be observed: platform games, like Never Alone (2014, E-Line M
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Mallan, Kerry. "Everything You Do: Young Adult Fiction and Surveillance in an Age of Security." International Research in Children's Literature 7, no. 1 (2014): 1–17. http://dx.doi.org/10.3366/ircl.2014.0110.

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Espionage, surveillance and clandestine operations by secret agencies and governments were something of an East–West obsession in the second half of the twentieth century, a fact reflected in literature and film. In the twenty-first century, concerns of the Cold War and the threat of Communism have been rearticulated in the wake of 9/11. Under the rubric of ‘terror’ attacks, the discourses of security and surveillance are now framed within an increasingly global context. As this article illustrates, surveillance fiction written for young people engages with the cultural and political tropes th
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Green, Andrew, and Roger Dalrymple. "Playing at Murder: The Collaborative Works of the Detection Club." Crime Fiction Studies 2, no. 1 (2021): 63–78. http://dx.doi.org/10.3366/cfs.2021.0034.

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This paper explores the inter-war collaborative works of the Detection Club as a source of commentary and insight on the ludic and dialogic nature of Golden Age detective fiction. Less well known than the single-authored works of Detection Club members, the multi-authored Behind the Screen, The Scoop, The Floating Admiral, Ask a Policeman and Six Against the Yard capitalise upon the genre's capacity for intertextual play and self-conscious engagements with literary formula and convention. By adopting a range of collaborative approaches and working in different combinations, the joint authors (
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Korolev, Cyril M. "BACK TO THE USSR, OR GAMES OF QUASI-HISTORICAL IMAGINATION: FICTITIOUS LATE SOVIET CHILDHOOD IN CONTEMPORARY RUSSIAN POPULAR CULTURE." Children's Readings: Studies in Children's Literature 24 (2023): 336–64. http://dx.doi.org/10.31860/2304-5817-2023-2-24-336-364.

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At the turn of the 2010s, one more plot, which implies the physical movement of the protagonist back in time in order to change the past, has begun to be actively developed in modern Russian science fiction — a return to the USSR, and not to the years of the Great Patriotic War, where the first authors of current alternative science fiction sent their heroes, but to the much more peaceful years of “zastoy”, in the late Soviet Union of Brezhnev times. In many works, the hero, during such a transfer, ends up in a child’s body and thereby is forced to live through late Soviet childhood — the way
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Fouzia Usmani and Shahin Fatma. "Adaptation Odyssey: Tracing the Evolution of Postcolonial Narrative from Fiction, Film to Digital Gaming." Shanlax International Journal of English 12, S1-Dec (2023): 433–39. http://dx.doi.org/10.34293/rtdh.v12is1-dec.137.

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The vibrant advancement of Joseph Conrad’s Heart of Darkness is observed in this essay through an ongoing process of modification and alteration. The novella, which first appeared in 1902 and was based on Conrad’s experiences in the Congo in the 1890s, has subsequently been the subject of numerous adaptations that have sparked debates and criticisms. As a Nigerian writer, Chinua Achebe engaged in a thoughtful analysis of the novella, scrutinizing it for potential instances of racism. Conversely, Francis Ford Coppola fearlessly reimagined the narrative within the context of the Vietnam War in h
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Pittner, Fruzsina, and Iain Donald. "Gaming the Heart of Darkness." Arts 7, no. 3 (2018): 46. http://dx.doi.org/10.3390/arts7030046.

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The history of Joseph Conrad’s Heart of Darkness has been one of adaptation and change. The enduring story is based upon Conrad’s experiences in the Congo in the 1890s and was published as a novella in 1902. Since then, the story has been criticised for racism by Nigerian writer Chinua Achebe and relocated to Vietnam by Francis Ford Coppola as Apocalypse Now, influencing computer games such as Far Cry 2 and Spec Ops: The Line. In examining the adaptations of Heart of Darkness, we can consider how the story evolves from the passive reading of post-colonial narratives through to the active parti
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Blades, Peter. "Encyclopedia of Weird War Stories: Supernatural and Science Fiction Elements in Novels, Pulps, Comics, Film, Television, Games and Other Media." Reference Reviews 32, no. 2 (2018): 13–14. http://dx.doi.org/10.1108/rr-10-2017-0210.

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Lynch, Deidre. "“Is This Real?”." Victorian Literature and Culture 47, no. 1 (2018): 103–9. http://dx.doi.org/10.1017/s1060150318001365.

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One salutary effect of encountering the often bizarre materials—Leibniz's possible worlds theory, war-games played in Prussian military academies, books about the presidency of Jefferson Davis—that Catherine Gallagher has assembled in Telling It Like It Wasn't is that one obtains a better purchase on the deep weirdness that also informs normal realist novels. That weirdness is central to the realist tradition's historical fictions especially, by virtue of the peculiar manner in which they compound together fictional invention and referentiality and call on readers to traverse the ontological c
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Ivashyna, Oleksandr. "“Planless Life”: Leisure Studies in the Context of Melvillean Paradigmatic Figure of Bartleby." NaUKMA Research Papers. History and Theory of Culture 7 (August 7, 2024): 42–51. http://dx.doi.org/10.18523/2617-8907.2024.7.42-51.

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Considered differently at different historical times, leisure as a particular lifestyle is quite a common research topic. Today, at times of war, we tend to compensate for its horrors and nonsense with something remote, and this can be leisure, either in the form of what the global culture industry recommends to a mass consumer (Netflix, crime fiction reads, computer games), or as moments of personal development and education. Both, however, seem to transform us into cogs in the machine of culture industry.Is there any possibility of leisure without any project, leisure which would not comply
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Blažić, Milena Mileva. "OVERLOOKED AVANT-GARDE IN THE YOUTH OPUS OF LOJZE KOVAČIČ." ANGLISTICUM. Journal of the Association-Institute for English Language and American Studies 12, no. 7 (2023): 11. http://dx.doi.org/10.58885/ijllis.v12i7.11mb.

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<p><span>The article presents the literary works foryouth by Lojze Kovačič (1928-2004) who mostly wrote for adults.He was born in Basel, Switzerland, but before the Second World War, the author's family had to leave Switzerland and they emigrated to the then Kingdom of Yugoslavia, to the birthplace of his father. As early as 1947, he began publishing in Slovene in the student newspaper “Mi mladi” (We Young). After 1950, he wrote short modern fairy tales for children with modernist elements typical of adult literature. This deliberate modernity already heralds a top author who, for
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Tesis sobre el tema "War games – fiction"

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Perniciaro, Leon. "Shifting Understandings of Imperialism: A Collision of Cultures in Starship Troopers and Ender's Game." ScholarWorks@UNO, 2011. http://scholarworks.uno.edu/td/1338.

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In this paper, I consider how Robert Heinlein's Starship Troopers (1959) and Orson Scott Card's Ender's Game (1985) allegorically treat U.S. Cold War fears of invasion by the Soviet Union. Given the texts' historical relationship to the Vietnam War and their use of very similar science fiction tropes (namely, invasion by communistic, insect-like aliens), I argue that Orson Scott Card reimagines the binary Cold War conflict, softening the rhetoric of Starship Troopers and allowing for a more qualified understanding of the relationship between the U.S.S.R. and the U.S. Through this analysi
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Horner, Ann Elizabeth. "No-one was watching: A collection of short fiction and Stories beyond the gates: An exegesis." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2018. https://ro.ecu.edu.au/theses/2132.

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This research project asserts the primacy of creative practice as a key method of enquiry and explores how fictional stories, re-imagined from historical events of the mid-twentieth century, may provide different ways of viewing a world which was inhabited by once-silenced children, now known as the ‘forgotten Australians’. To this end, the thesis is made up of a creative component in the form of a book-length collection of short fiction that is accompanied by a critical component positioning the thesis contextually, theoretically and methodologically. The research reveals overwhelming evidenc
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Peyron, David. "La construction sociale d'une sous-culture : l'exemple de la culture geek." Thesis, Lyon 3, 2012. http://www.theses.fr/2012LYO30089.

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Cette étude porte sur la « culture geek » et son émergence en tant que sous-culture et identité culturelle revendiquée en France depuis le milieu des années 2000. En effet, ce mouvement d’abord américain a fait une entrée remarquée dans l’espace public qui incite à s’interroger sur sa réalité sociologique. Les geeks sont abordés ici comme fans de mondes imaginaires fantastiques (science-fiction, fantasy…), passionnés de nouvelles technologies et en tant que public premier et fondateur du processus de convergence culturelle théorisé par Henry Jenkins. La montée en visibilité du phénomène geek e
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Libros sobre el tema "War games – fiction"

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Akila, Couloumbis, ed. War games. Random House Children's Books, 2009.

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Couloumbis, Audrey. War Games. Random House Children's Books, 2009.

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Sheldrake, Rauf. Noble war games. Rauf Sheldrake, 2009.

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Sheldrake, Rauf. Noble war games. Rauf Sheldrake, 2009.

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Sheldrake, Rauf. Noble war games. Rauf Sheldrake, 2009.

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Sheldrake, Rauf. Noble war games. Rauf Sheldrake, 2009.

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O'Reilly, Victor. Games of the hangman. Berkley Books, 1992.

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Copyright Paperback Collection (Library of Congress), ed. Patriots and tyrants. ROC, 2001.

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Beckwith, Kathy. Playing war. Tilbury House, 2005.

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Clark, Sherryl. Kim's tug of war. Capstone Classroom, 2015.

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Capítulos de libros sobre el tema "War games – fiction"

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Watkins, Peter. "The War Game." In 100 Science Fiction Films. British Film Institute, 2013. http://dx.doi.org/10.1007/978-1-349-92604-6_96.

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Novell, Noemí. "A Lover Boy with Battle Scars: Romance, War Fiction, and the Construction of Peeta Mellark as a Good Man in The Hunger Games Trilogy." In Detoxing Masculinity in Anglophone Literature and Culture. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-22144-6_10.

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Cinquegrani, Maurizio. "Olympiapark, Munich, Germany, 5 September 1972, 4:30 a.m." In Film, Hot War Traces and Cold War Spaces. Edinburgh University Press, 2022. http://dx.doi.org/10.3366/edinburgh/9781474475198.003.0007.

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Chapter Six begins when wrestling referee Yossef Gutfreund was awakened by the noise made by the terrorists who, on 5 September 1972, were breaking into the apartment hosting the Israeli team at the Munich Olympic Village. This chapter focuses on Apartment 1 at 31 Connollystrasse, in the Olympic Village, and the Fürstenfeldbruck airfield, the two places where the assassination of eleven Israeli athletes, coaches and referees unfolded. Along with the dissection of the ways in which these locations have been used in documentaries and fiction films, this chapter looks at the relationship between
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Husbands, Phil. "Robot Fantasies." In Robots. Oxford University Press, 2021. http://dx.doi.org/10.1093/wentk/9780198845386.003.0005.

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This chapter focuses on the depiction of robots in popular culture. The word robot came from literature, specifically Karel Čapek's 1921 play R.U.R. (Rossum's Universal Robots). But perhaps the first literary appearance of robot-like machines was in H.G. Wells' celebrated novel The War of The Worlds, originally published in 1898. Wells' outrageously imaginative visions of walking and crawling machines influenced later generations of science fiction writers and film makers. These fictions in turn influenced late-twentieth-century roboticists as they experimented with designs for walking machine
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Ahmed, Omar. "The Legacy of RoboCop." In RoboCop. Liverpool University Press, 2018. http://dx.doi.org/10.3828/liverpool/9781911325253.003.0006.

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This chapter explores the legacy of Paul Verhoeven's RoboCop in terms of the original critical reception, the film's relationship with its two sequels, and the marketing of the film. Released in the summer season of 1987, RoboCop was an unexpected commercial success, leading to the creation of the RoboCop universe, extending into television, video games, animation, and numerous sequels. The chapter then considers Verhoeven's work in the Hollywood science-fiction genre. The success of RoboCop led to an interest in science-fiction cinema that would lead Verhoeven to direct three more science-fic
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Markey, Anne. "The Irish Fin de Siècle." In The Edinburgh Companion to Fin de Siècle Literature, Culture and the Arts. Edinburgh University Press, 2018. http://dx.doi.org/10.3366/edinburgh/9781474408912.003.0011.

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This chapter provides a survey of the range of cultural activity in Ireland during the late decades of the nineteenth century. It points to the importance of Irish writers in defining the Victorian fin de siècle, and the Irish backgrounds of many famous fin-de-siècle writers, especially women. Attention is given to specific forms of Irish writing, such as Land War fiction and experimental Irish drama and a distinct genre of Irish children’s fiction, as well as activities promoted by Irish revivalists, such as the Irish Arts and Crafts Movement, the Feis Coil Association and traditional Celtic
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Hout, Syrine. "De Nior's Game." In Post-War Anglophone Lebanese Fiction. Edinburgh University Press, 2012. http://dx.doi.org/10.3366/edinburgh/9780748643424.003.0006.

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"5 De Niro’s Game." In Post-War Anglophone Lebanese Fiction. Edinburgh University Press, 2012. http://dx.doi.org/10.1515/9780748643431-009.

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Griffin, Martin. "The Soldier’s Song: Britain’s Irish War in Gerald Seymour’s Trilogy." In Reading Espionage Fiction. Edinburgh University Press, 2024. https://doi.org/10.3366/edinburgh/9781399520799.003.0008.

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Chapter reads Gerald Seymour’s trilogy of novels, Harry’s Game, Field of Blood, and The Journeyman Tailor, set in Northern Ireland during the so-called ‘Troubles’ from the 1970s to the 1990s as exploring the uncomfortable reality of armed conflict within the United Kingdom itself. Protagonists of these novels are English characters plunged into covert operations and asymmetric warfare in a place that is both foreign and looks like home. Nationality becomes blurry and, because of this reality, the intelligence war in Northern Ireland is merciless and can be fatal.
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Jones, Ian Bryce, and Chris Carloy. "Three Dimensions of Bond : Adaptive Fidelity and Fictional Coherence in the Videogame Adaptations of GoldenEye." In The Cultural Life of James Bond. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789462982185_ch15.

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Rare’s 1997 game GoldenEye 007 redefined the first-person shooter genre not only through its mission-based gameplay, improved enemy AI, and architecturally believable level designs, but also how it combined these features to create an internally consistent, believable Bond experience. When the game was remade in 2010, new developers Eurocom had to negotiate intellectual property restrictions and new genre developments to create a game that was both faithful to the beloved original and successful on its own terms. We explore the relationship between these games via the rubrics of adaptive fidel
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Actas de conferencias sobre el tema "War games – fiction"

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Budakova, M. N. "A Board Game as a Means of Educating Young People's Interest in the Events of the Great Patriotic War." In Berkov Readings. Book Culture in the Context of International Contacts. Scientific and Publishing Center "Science" of the Russian Academy of Sciences, 2025. https://doi.org/10.52929/9785605111085_35.

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The article analyses the military-historical board games and shows the practice of development, creation, implementation and popularization of own projects on the theme of the Great Patriotic War on the example of the Prokhorov district library. Such projects as historical dominoes «Victories of 1943», card games «30 facts about Prokhorovka battle», «Truth or fiction about the Great Patriotic War», which were created both on the basis of grants and by the library itself, are considered.
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Pawlowski, Camila, and Rosilane Ribeiro da Mota. "Do You Choose Him or Does He Choose You? - Analyzing Character Archetypes in Otome Games." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/sbgames_estendido.2022.224865.

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The relationship between fiction and humanity is long-established and can create strong affective bonds. This connection can also be seen in digital games, especially otome games. In this sense, this research was developed in order to obtain a richer understanding of players’ bonds with character tropes from otome games through the archetypal typology developed by Margareth Mark and Carol Pearson, and was able to identify that the analyzed tropes are connected to at least one of the archetypes defined by the authors. This study’s findings can contribute to the understanding of parasocial relat
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Dotta, Adriano Tolfo, Marcelo Resende Thielo, and Jean Felipe Patikowski Cheiran. "Use of a generative chatbot as a middleman to improve User Experience in Interactive Fiction games." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.234160.

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In the 1970s and 1980s, interactive fiction games emerged and changed the gaming world by enabling players to talk to the machine, make their own decisions, choose their paths, and decide what to collect and do. This freedom captivated players, but at the time, games were limited by programmed scripts that only accepted words present in the game’s code dictionary in a limited format, usually two or three keywords by phrase. However, technological advances have paved the way for improvements in this regard, replacing scripts with artificial intelligence using APIs, such as ChatGPT, for example.
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Corrêa, Chessman K. F., and Geraldo Xexéo. "RFG: An Interactive Fiction Game to Stimulate Software Requirements Learning." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241169.

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Software development begins with the elicitation of different types of requirements. Therefore, students must learn elicitation techniques and the types of requirements to carry out this activity. The teaching and learning process has been described as a challenge. Due to this, Game-Based Learning was created to use games to improve the engagement and learning of students. Different kinds of games have been proposed to improve the learning of requirements. In this paper, we describe a text-based interactive fiction game for learning software requirements.
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Spallazzo, Davide, Martina Sciannamé, and Ilaria Mariani. "LBMGs as educational means. The case of The Fellowship of the Umbrella." In Fourth International Conference on Higher Education Advances. Universitat Politècnica València, 2018. http://dx.doi.org/10.4995/head18.2018.8052.

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The paper discusses how Location Based Mobile Games can successfully support informal educational activities. Referring to Location Based Mobile Games as meaning-making tool, the paper starts from a brief introduction, framing the field of action, and then, explains the peculiarities that make such games powerful means for informal learning: the different levels of learning conveyed by the activity of designing and playing LBMGs; their communicative nature; the implication of being situated and of including physical/spatial activities in the process of interiorizing the experience and realisin
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Madinabeitia, Monika. "Frank Bergon’s Fiction: From Black to White." In XII Congress of the ICLA. Georgian Comparative Literature Association, 2024. https://doi.org/10.62119/icla.2.8455.

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Frank Bergon’s Fiction: From Black To White Basco. That is the how Basque Americans in the US West are referred to nowadays. Basque Americans enjoy not only the acceptance, but rather the fascination of the Ame-rican community. However, it was not always so. For decades Basque Americans were derisively called Black Bascos. Basque children were frequently picked on at schools or playgrounds. Adults were often ruthlessly rejected by the mainstream and were given jobs that no one else wanted, such as sheep herding. The aim of this presentation is to analyse how the term Basco has shifted from bei
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Vale, Constance. "Image Fictions: Fabricating Worlds." In 109th ACSA Annual Meeting Proceedings. ACSA Press, 2021. http://dx.doi.org/10.35483/acsa.am.109.57.

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Images play a central role in contemporary culture, and it is crucial that architects understand, control, and engineer their political forces.¹ From hyper-real simulations to machine vision, the structure and way that images are mobilized is changing. Photorealistic techniques and data-driven ones are entrusted as “objective” image types, often deployed to represent reality, truth, or facts, when in actuality, they can be used to call those into question through critical narratives. This paper investigates the potential of images to cultivate conversations about emerging technology’s implicat
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Short, Ada-Rhodes. "Designing Fictional Worlds for Play Through Large Language Models." In ASME 2024 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2024. http://dx.doi.org/10.1115/detc2024-143923.

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Abstract This paper explores the application of Large Language Models (LLMs) in addressing the challenges of procedural generation in video game design, specifically tackling the Oatmeal Problem and the Bach Faucet Problem. These issues refer to the generation of endlessly similar, unengaging content and the devaluation of content due to its infinite producibility, respectively. By integrating design thinking, computational-cognitive heuristics, and prompt engineering with modern machine intelligence tools, we propose a novel approach termed Procedural Woodworking (PWw). This methodology aims
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Grosu, Corina, and Marta Grosu. "THE CHEMICAL CLOUD." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-128.

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The present paper contains the presentation of a new adventure educational game targeting Environmental Chemistry students. The game is supposed to attract students towards discovering the applications of Mathematics wrapped in a youth-friendly and exciting fictional environment. The game is conceived in such a way that by playing it the students' comprehension of Mathematical notions pertaining to the Environmental Chemistry field is verified and tested. All the components (the scenario, the mission, the artifacts and the game's levels) are designed to prepare the students for recognizing pos
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Nelson, Justin, Timothy Heggedahl, Justin Morgan, Samuel Johnston, and Jenna Cotter. "Does Military Experience Influence Strategic Decision-Making with Respect to Geographical Headquarter Placement." In 2025 Intelligent Human Systems Integration. AHFE International, 2025. https://doi.org/10.54941/ahfe1005821.

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Intelligence, Surveillance, and Reconnaissance (ISR) operations leverage five key disciplines to facilitate and support the detection of our adversaries defensive posture, battle rhythm pattern, and headquarter location. These disciplines include geospatial intelligence (GEOINT), measurement and signature intelligence (MASINT), signals intelligence (SIGINT), imagery intelligence (IMINT), and human intelligence (HUMINT). However, understanding when to utilize the appropriate discipline for intel collections can be extremely challenging. To combat this issue, the 711th Human Performance Wing at
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Informes sobre el tema "War games – fiction"

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory o
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