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Aust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. https://doi.org/10.15208/pieb.2014.14.

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By the beginning of the 21st century, media education on topics such as video games and strategies founded on the concept of Game-Based Learning has become an essential issue in school educational contexts. Continually rising standards in gameplay as well as recent developments in technology, in the gaming community, in the concepts and expectations of the potentials of gaming, have successively changed the perspectives on who is playing what, when and for what purpose, as well as on the consequences, opportunities and problems of gaming itself.     The authors of this article design
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Belmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.

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Cultural Studies and Game Studies analyses of video games often pay attention to the rules that articulate these media texts, the computer code used to write these games, and the visual and aural components utilised to represent game worlds and, sometimes, tell stories. All of these elements have a definite impact on the ways ideology is produced and reproduced by video games and, yet, the tactile interactions required to play games are often forgotten. This article highlights the importance of tactility when analysing identity discourses present in video games and expands forms of understandi
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Bontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.

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Abstract Playing computer games is a predominantly emotional than rational process. Video games with affect-based adaptation measure player’s behavior signals and recognize player’s emotional states in order to adapt specific game features in a dynamic manner and to improve player’s engagement, immersion, excitement, and challenge. The present review deals with models for the presentation of emotions, techniques for measuring behavioral signals, emotion recognition and adaptation mechanisms applied in video games with affective feedback including methods for their assessment and validation. St
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Zając, Błażej, and Szczepan Paszkiel. "USING BRAIN-COMPUTER INTERFACE TECHNOLOGY AS A CONTROLLER IN VIDEO GAMES." Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska 10, no. 3 (2020): 26–31. http://dx.doi.org/10.35784/iapgos.1543.

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Nowadays, control in video games is based on the use of a mouse, keyboard and other controllers. A Brain Computer Interface (BCI) is a special interface that allows direct communication between the brain and the appropriate external device. Brain Computer Interface technology can be used for commercial purposes, for example as a replacement for a keyboard, mouse or other controller. This article presents a method of controlling video games using the EMOTIV EPOC + Neuro Headset as a controller.
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the gam
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Wang, Guanhao. "A Pilot Study on the Video Game Interface from the Perspective of the Human-Computer Interaction -- Taking Far: Lone Sails as an Example." Lecture Notes in Education Psychology and Public Media 18, no. 1 (2023): 194–99. http://dx.doi.org/10.54254/2753-7048/18/20231314.

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The advancing IT industry gives rise to the video game industry, where more fancy and exquisite graphics can be generated. The property of video games based on human-computer interaction that associated the IT industry with art and design draws more and more attention from scholars. A genre called indie video games is less popular and less discussed. As a result, this paper is written to research the human-computer interaction applied in an indie video game, Far: Lone Sails. A pilot study will be conducted by reading and analyzing its official artbook, actual scenes during the process of the g
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Mitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.

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Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative langua
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Orekh, Ekaterina. "“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia." SHS Web of Conferences 50 (2018): 01122. http://dx.doi.org/10.1051/shsconf/20185001122.

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The article analyses the results of the exploratory empirical research of children’s video game practice. Based on the analysis of semi-structured interviews, as well as observation diaries on the theme of children’s game socialization, particularly the interaction of children, their peers, parents concerning video games, some conclusions about parenting strategies practiced in contemporary St. Petersburg’s families are made. It was found that the rapid expansion of computer games produces the parent’s fears associated with a lack of understanding of the consequences of the video games impact
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Wei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.

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Virtools is a set of integrated 2D graphic images, 3D models, audio, video, and so a variety of file formats, interactive software itself has a wealth of interactive behavior module, 3D games can be created, virtual experiments simulation objects very strong interaction with the display and other three-dimensional product. This paper presents a virtual experiment based on 3D and Virtools technology, which is built with 3D experiments scenes, making 3D animation; with Virtools data processing, interactive control. The experiments show that this method has the authenticity, interactivity, simple
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Mohd Tap, Mohamad Farhan, Norhanim Abdul Samat, and Tina Abdullah. "Exploring the Potential of Video Games in Enhancing Language Learning." LSP International Journal 11, no. 1 (2024): 29–39. http://dx.doi.org/10.11113/lspi.v11.21512.

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In the past few years, computer games have become popular as immersive language learning tools which help students to improve their language skills. This paper seeks to find out if video games can be used to improve language learning and to see the positive aspects of video games for this task. The participant for this research is based on 58 participants who had taken an English language class at a university in Johor; from which eight volunteers were selected for the interview. In our study we used mixed-method approach, and a survey was carried out by asking students questions about their g
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Morozova, Yulia K. "The Possibilities of Using Video Games for the Development of Cognitive Functions in Providing Psychological Assistance to a Person with Various Problems." SMALTA, no. 4 (December 30, 2022): 81–94. http://dx.doi.org/10.15293/2312-1580.2204.08.

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The article reveals the problem of the influence of computer video games on the psyche of a modern person. The purpose of the study is to identify, based on the theoretical analysis of literary sources, the possibilities of using video games as a means for the development of cognitive functions in providing psychological assistance to a person with various problems. The study is based on the study of the game from the point of view of the anthropological (J. Huizinga) and the culturological approach (L. S. Vygotsky, S. A. Shmakov). It is concluded that the possibilities of using video games fo
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Hofman-Kohlmeyer, Magdalena. "IMPACT OF PRODUCT PLACEMENT STRATEGIES ON BRAND RECEPTION – LITERATURE REVIEW." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 3 (2020): 69–86. http://dx.doi.org/10.5604/01.3001.0014.4509.

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Considering the changes in media consumption, many well-known brands decided to invest in product placement. Companies apply various strategies of placing the brand inside the media programming, not only in movies or television programs but also in social media, computer games and music videos. Present paper is aimed on investigate the influence of chosen product placement strategy on product placement effectiveness and is based on literature review. Research on product placement in movies shows that a mixed type of placement which encompass visual presentations of a branded product, company n
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Сапицька, О. М. "The role of video games in obtaining and disseminating historical knowledge." ВІСНИК СХІДНОУКРАЇНСЬКОГО НАЦІОНАЛЬНОГО УНІВЕРСИТЕТУ імені Володимира Даля, no. 3(259) (February 18, 2020): 62–70. http://dx.doi.org/10.33216/1998-7927-2020-259-3-62-70.

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The formation of the historical background in video games is provided by spatial narratives. In recent years, they are more and more amenable to adjustments in the direction of maximally exact correspondence to socio-economic, political, cultural, domestic, geographical, climatic and so on elements of the localized on the scenario of the game`s chronotop. This may indicate another qualitative transformation of video games as a socio-technical and socio-cultural phenomenon, as well as about the positive cultural and intellectual dynamics of the modern “consumer society”.
 Computer video ga
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Faiq Jamel, Melad, Wesam Saadoon Shafiq, and Salwa Sh Abdul-wahid. "The Impact of Computer- Based Video-games Devices on the Children's Health." Diyala Journal of Medicine 16, no. 1 (2019): 94–100. http://dx.doi.org/10.26505/djm.16014200801.

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Utoyo, Arsa Widitiarsa. "Video Games as Tools for Education." Journal of Games, Game Art, and Gamification 3, no. 2 (2021): 56–60. http://dx.doi.org/10.21512/jggag.v3i2.7255.

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Computer and video games are a channel of evolution and productivity that is most consumed keeping the notice of scholars through a variety of disciplines. In general, computers and video games were ignored by educators. When educators considered the games, they noticed the social consequences of gambling, ignoring the remarkable educational potential of the game. This article looks at the history of educational research games and argues that the perceptive potential of games has been ignored by educators. Current developments in the game, including interactive stories, authoring tools, and di
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Ben Rebah, Hassen, and Rachid Ben slama. "The educational effectiveness of serious games." Médiations et médiatisations, no. 2 (November 15, 2019): 131–55. http://dx.doi.org/10.52358/mm.vi2.97.

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A serious game is a computer application that combines a serious intention of a pedagogical, informative and a communicational type with playful springs of the video game (want to win, collaboration, competition, strategy). This two-dimensional approach has transformed the game from a simple means of entertainment to a robust-integrated tool growing in the world of training and learning. Serious games include the engagement of video games with the worlds of educational and computer simulation to integrate the user in a safe and entertaining learning environment. Many techniques have been used
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Irving, R., S. Paquin, R. Tesfaye, and R. Gruber. "Screens and Sleep: Are Interactive Screen Activities Associated with Short and Inefficient Sleep?" Paediatrics & Child Health 21, Supplement_5 (2016): e76-e76. http://dx.doi.org/10.1093/pch/21.supp5.e76.

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Abstract BACKGROUND: Although sleep is essential for healthy development, school-aged children are not getting the recommended number of hours of sleep each night. There is evidence that screen-based activity use is associated with shorter sleep duration and poorer sleep quality in pediatric populations. Findings also suggest that using more interactive activities, such as video games, might be associated with shorter and less efficient sleep, when compared to more passive activities, such as watching television. Few studies have examined this connection in school-aged children and none have e
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Manuel, Jean, Angelina Cacharo, and Ofelia Pigao. "Effect of Video Games on Work and Study Attitudes of Grade Four Pupils in Three Schools of Valencia City District III." Psychology and Education: A Multidisciplinary Journal 32, no. 10 (2025): 1208–18. https://doi.org/10.5281/zenodo.14967634.

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The study aimed to assess the frequency and type of video games played by Grade Four pupils, the time spent gaming per week, teachers' perceptions of video games' effects on study attitudes, and gender differences in gaming habits. Conducted in three schools of Valencia City District III—Vintar Elementary School, Kahaponan Elementary School, and San Isidro Elementary School—the study employed a descriptive research design. A total of 109 pupils and five teachers participated, with data gathered through questionnaires. Statistical tools such as percentage, mean, standard deviation,
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Bada, Joseph Kizito, and Jarkko Suhonen. "DEVELOPING AND EVALUATING COMPUTER GAMES: A PEDAGOGICAL PERSPECTIVE FOR HIV/AIDS PREVENTION IN SCHOOLS." Problems of Education in the 21st Century 33, no. 1 (2011): 9–28. http://dx.doi.org/10.33225/pec/11.33.09.

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This research report presents design, development and evaluation of computer games as a pedagogical approach for delivering HIV/AIDS preventive education to the lower level high school students within the age range of 13-18 years. The purpose of the research was to enable students to learn and test their understanding of HIV/AIDS basic knowledge and preventive measures using computer games. The models of the games were built using Empirical modeling approach together with experiential learning. Field experiment was used to demonstrate computer games in schools and questionnaire was used for ga
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Ghoman, Simran K., Siddhi D. Patel, Maria Cutumisu, et al. "Serious games, a game changer in teaching neonatal resuscitation? A review." Archives of Disease in Childhood - Fetal and Neonatal Edition 105, no. 1 (2019): 98–107. http://dx.doi.org/10.1136/archdischild-2019-317011.

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BackgroundNeonatal healthcare professionals require frequent simulation-based education (SBE) to improve their cognitive, psychomotor and communication skills during neonatal resuscitation. However, current SBE approaches are resource-intensive and not routinely offered in all healthcare facilities. Serious games (board and computer based) may be effective and more accessible alternatives.ObjectiveTo review the current literature about serious games, and how these games might improve knowledge retention and skills in neonatal healthcare professionals.MethodLiterature searches of PubMed, Google
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Cattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (2020): 92. http://dx.doi.org/10.3390/computers9040092.

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The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the developmen
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Teja, Andreas S., Muhammad Lukman I. Hanafi, and Nunung Nurul Qomariyah. "Predicting Steam Games Rating with Regression." E3S Web of Conferences 388 (2023): 02001. http://dx.doi.org/10.1051/e3sconf/202338802001.

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This paper tries to find out the best regression model to predict the rating of video games. It is done by comparing multiple variables related to Metascore, such as genres and player count. In order to be able to get accurate results, we gather some data by scraping them from Steam and combining them with public data. The games in this study are from Steam since it is one of the largest computer video games distributors. In this study, we evaluate several regression models, such as Linear regression, Decision Tree, Random Forest to predict the game rating. The experiment shows that tree-based
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Bevilacqua, Fernando, Henrik Engström, and Per Backlund. "Automated Analysis of Facial Cues from Videos as a Potential Method for Differentiating Stress and Boredom of Players in Games." International Journal of Computer Games Technology 2018 (2018): 1–14. http://dx.doi.org/10.1155/2018/8734540.

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Facial analysis is a promising approach to detect emotions of players unobtrusively; however approaches are commonly evaluated in contexts not related to games or facial cues are derived from models not designed for analysis of emotions during interactions with games. We present a method for automated analysis of facial cues from videos as a potential tool for detecting stress and boredom of players behaving naturally while playing games. Computer vision is used to automatically and unobtrusively extract 7 facial features aimed at detecting the activity of a set of facial muscles. Features are
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Hambleton, Elizabeth. "Gray Areas." Journal of Sound and Music in Games 1, no. 1 (2020): 20–43. http://dx.doi.org/10.1525/jsmg.2020.1.1.20.

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“Navigable narratives” are a subgenre of narrative-based video games under the umbrella definition of “walking simulators.” While they are a subgenre of video games, analyzing their score or soundscape purely through a video game lens paints an incomplete picture because of their different artistic focus. Models like Elizabeth Medina-Gray's modular analysis are a useful start but insufficient on their own to understand this genre's sound. Rather, a participant's experience in a navigable narrative is often quite similar to that of a soundwalk, especially a virtual reality soundwalk; the game c
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Elutina, Marina E., and Anton A. Nerush. "Attitude towards cosplay practices in the gaming community of young Russian gamers." Izvestiya of Saratov University. Sociology. Politology 23, no. 4 (2023): 379–85. http://dx.doi.org/10.18500/1818-9601-2023-23-4-379-385.

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Video games are one of the most popular forms of digital leisure among Russians in general and young people in particular. Passion for video games can be accompanied not only by virtual practices, but also by participation in offline events of various levels: from regional “gatherings” to international festivals. Cosplay is one of the forms of activity of gamers in the offline space, the study of which can contribute to channeling the activity of young people into non-gaming projects. The purpose of the study is to analyze the attitude towards cosplay practices among young Russian gamers. The
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Ahn, Dohyun, and Dong-Hee Shin. "Observers versus agents." Information Technology & People 29, no. 3 (2016): 474–95. http://dx.doi.org/10.1108/itp-07-2014-0152.

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Purpose – The purpose of this paper is to explore whether distinctive modes (observation vs control) of presenting diverse content differentially influence users. To achieve this goal, The authors first conceptualize empathy as social cognition and discuss the possible psychological mechanisms for divergent associations between observation-based media (i.e. video media) and control-based media (i.e. game media). Design/methodology/approach – In total, 300 adults (150 females) participated in this study through an online survey. Findings – Time spent with video media (television and film) was p
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Zagała, Kacper, and Artur Strzelecki. "eSports Evolution in Football Game Series." Physical Culture and Sport. Studies and Research 83, no. 1 (2019): 50–62. http://dx.doi.org/10.2478/pcssr-2019-0020.

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AbstractSport used to be practiced and watched only live. Over time, it started to be broadcast by the radio or television. The development of sport on the Internet has led to the emergence of eSports and professionalization of virtual sports competitions. For some gamers playing computer games has turned into competition and later into the professionalization of the game. This paper explores the topic of electronic sports and virtual competition. It discusses eSports and the accompanying behaviors and practices. Authors delivered taxonomy of video game types, game modes and current phenomenon
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Shevchenko, Viacheslav D., and Alexander V. Galashov. "Discourse peculiarities of computer games." Current Issues in Philology and Pedagogical Linguistics, no. 2 (June 25, 2024): 126–38. http://dx.doi.org/10.29025/2079-6021-2024-2-126-138.

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The present paper refers to the current problem of semiotic signs’ specifics in the context of gaming discourse based on texts from action first-person shooter game Ultrakill developed by Finnish creators. The problem is relevant due to the influence that computer games have on people’s mind – in particular on the minds of the younger generation. Moreover, the study will help to understand the linguistic mechanisms of the impact of video games on players. The study used methods of semantic analysis, semiotic analysis, observation and description techniques. As a result, the research revealed t
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Saito, Kumiko. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games." Arts 10, no. 3 (2021): 42. http://dx.doi.org/10.3390/arts10030042.

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Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer-generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for
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Ulitina, O., and Ye Yakusha. "VIDEO GAME AS A COPYRIGHT OBJECT IN THE CREATIVE INDUSTRIES: FOREIGN EXPERIENCE." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(60) (January 18, 2024): 40–46. https://doi.org/10.20535/2308-5053.2023.4(60).296977.

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The video game industry is one of the most developed and popular around the world. The production and distribution of video games is economically highly profitable and has a significant impact on society – entertainment, culture, and social life of people. The video game industry is closely intertwined with other creative industries, but its revenues are higher than those of the film industry or book publishing. The basis of the video game industry is the intellectual property objects that are created in it, and mainly these are video games. There are a wide variety of video game types, which
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Sarkar, Nina, Stephen W. Hammel, and Christina Manzo. "Impact of a Simulated Game on Learning and Engagement." HETS Online Journal 6, no. 2 (2016): 62–79. http://dx.doi.org/10.55420/2693.9193.v6.n2.229.

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 Today’s students are digital natives who have grown up with computer technology and video games. Their constant exposure to the internet and other digital media has shaped the way they receive, process and learn information. Consequently, the traditional lecture and textbook approach to education is not as effective for this generation. We believe that students can benefit from reality based computer simulated games which are incorporated into the course curriculum. Games and computer simulations are no longer just for fun; they can be used as an effective pedagogical tool
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Timofeeva, Marta Nikolaevna, and Alina Artemovna Fedyurko. "Naming of characters in computer game discourse as a factor in the development of translingualism and transculturality in the world (based on the material of the game Genshin Impact)." Litera, no. 9 (September 2024): 142–52. http://dx.doi.org/10.25136/2409-8698.2024.9.71758.

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This article examines the influence of video games on the interpenetration of world languages and cultures. The object of the study is video game discourse. The subject is the naming of video game characters as an element of the development of translingualism and transculturalism in the world. The material of the study is an onymic of one of the most popular video games – Genshin Impact. The author examines such aspects of the topic as the emergence of key research concepts – translingualism and transculturality, video games as an artistic text, mechanisms for translating cultural values and l
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Trejos Martinez, Frannier Daniel, and Nestor Alzáte Mejía. "Juego en la nube: un estado del arte." Entre Ciencia e Ingeniería 10, no. 20 (2016): 82–91. https://doi.org/10.31908/19098367.356.

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Video games have become a market that has been expanded rapidly, however running the current games requires a computer or console of last generation, where the first has better graphics performance but demands hardware upgrades which lead to higher costs. This can be avoided with the implementation of cloud-based video games, where servers provide the power of the central and graphics processing mainly to applications with high requirements, allowing that any user with an internet connection can execute in any type of device, graphically-demanding games remotely without worrying about their ha
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Liu 3, Guangquan, Azhari Md Hashim, and Norman Yusoff. "VISUAL PRESENTATION OF CYBERSPACE: ANALYZING THE PRODUCTION DESIGN OF THE FILM, FREE GUY." Journal of Information System and Technology Management 7, no. 29 (2022): 136–43. http://dx.doi.org/10.35631/jistm.729012.

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Cyberspace is a virtual world in a computer network. With the continuous development of information technology and the continuous expansion of the boundary of art, more and more artists and designers focus their exploration on the visual presentation of cyberspace. Video games and sci-fi movies have become the testing ground for the visual image of cyberspace. The film Free Guy is a science fiction film based on video games. The film production designers designed a fantasy and colourful cyberspace for Free Guy, which has been widely praised for its visual presentation. Therefore, this study ma
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Zhang, Jingwen. "The Influence of Chinese Martial Arts Films on the Theme, Imagery and Dramaturgy of Video Games." Bulletin of KNUKiM. Series in Arts, no. 49 (December 15, 2023): 72–80. https://doi.org/10.31866/2410-1176.49.2023.293288.

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<strong>The aim of the article</strong>&nbsp;is to identify and analyse the influence of Chinese wuxia martial arts action films on the video game industry. <strong>Results.</strong>&nbsp;The video game industry, which flourished in the 1980s and 1990s, was based on themes and images popular in mass culture. From the mid-1980s, developers began to actively use the appearance and plasticity of actors from Chinese wuxia films, reproduce characteristic episodes from famous martial arts films, insert cut-scenes (quotes from films). If the image of Bruce Lee began to be used in video games after hi
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JYOTHIRADITYA PERI. "Video gaming industry in the US." International Journal of Science and Research Archive 11, no. 1 (2024): 1257–65. http://dx.doi.org/10.30574/ijsra.2024.11.1.0194.

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Generations after generations, the entertainment industry evolved multiple folds, be it music, be it movies, be it sports, be it video games. Each industry doesn’t only set trends each decade but also changes peoples’ lifestyle. Video games are something which is involved almost in every person’s life. Some people play them when they’re young, some play in their teens, some play after they come home from office and some play after they retire. The video games were simply designed simulations that was started in 1950’s and 1960’s by computer scientists on the early computers. In 1952, British p
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Setiyadi, Didik, Mutia Khoirunnisa, and Syahbaniar Rofiah. "Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction." PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic 7, no. 1 (2019): 13–22. http://dx.doi.org/10.33558/piksel.v7i1.1665.

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Abstract&#x0D; &#x0D; Children are more interested in playing mobile games than reading books. Therefore mobile devices can be utilized in the learning process and learning tools in the interactive learning applications based on Android mobile devices. Computer-based learning or often called Computer Based Instruction, provides a clearer and more understandable understanding of the material with a variety of appropriate simulations. In this study, an interactive learning application was designed by applying the Computer Based Instruction method, also this application can be used to learn the t
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Dunbar, Norah E., Matthew L. Jensen, Claude H. Miller, et al. "Mitigation of Cognitive Bias with a Serious Game." International Journal of Game-Based Learning 7, no. 4 (2017): 86–100. http://dx.doi.org/10.4018/ijgbl.2017100105.

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One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about cognitive biases. We also compared the digital game-based learning condition to a professional training video. Overall, the digital game was significantly more effective than the video condition. Longer durations and repeats improve the effects on bias-mitig
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Koptelova, Svetlana A., and Ekaterina A. Rutskaya. "Linguistic Aspects of Video Game Localization." Вестник Пермского университета. Российская и зарубежная филология 14, no. 3 (2022): 16–25. http://dx.doi.org/10.17072/2073-6681-2022-3-16-25.

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The paper deals with the linguistic aspects of video game localization. The practical material for the study is the original and localized versions of the games Dishonored 2, Control, and Monster Hunter: Rise. The paper provides a brief overview of scientific research on localization. The analysis of existing studies gives grounds to speak about the relevance of investigating the linguistic aspect of video game localization, its specific features, and interrelation with other aspects of this process. Video game discourse as a multi-genre product, which includes all types of communicative influ
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Tereshchenko, S. Yu, K. V. Afonicheva, I. V. Marchenko, M. V. Shubina, and M. V. Smolnikova. "Polymorphic variants of the dopamine receptor gene DRD2 (rs6277, rs1800497) in adolescents with problematic video game use." Vavilov Journal of Genetics and Breeding 28, no. 6 (2024): 667–74. http://dx.doi.org/10.18699/vjgb-24-74.

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Problematic video games use, as a specific form of problematic Internet use, is widespread among adolescents and can have negative effects on their mental and somatic well-being. An increasing incidence of addictive video gaming, as well as the overuse of the Internet, among the young population makes the current study of susceptibility factors, including the genetic component, relevant. There has been a number of investigations related to the involvement of gene variants of the neurotransmitter system in the development of Internet addiction, with the results being different for various ethni
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Orekh, Ekaterina, and Elena Bogomyagkova. "“Take Everything from Life...”: the Discourse of Russian Parents about Children’s Video Games." Logos et Praxis, no. 3 (December 2018): 59–69. http://dx.doi.org/10.15688/lp.jvolsu.2018.3.7.

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The study reveals the analysis of the discourse of St. Petersburg parents for their ideas about children's computer games. The focus of our attention was the settings that underlie the strategies of regulation of these game practices by adults. The empirical base of the study was a series of semi-structured interviews with parents of children under ten years of age with different social characteristics (gender, age, nature and level of education, income), whose children play video games, and for various reasons are not involved in this process. Interviews were conducted in St. Petersburg in 20
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Dedeaux, Timothy, and Taralynn Hartsell. "Comparison Between Two Types of Educational Computer Games." Simulation & Gaming 49, no. 6 (2018): 661–74. http://dx.doi.org/10.1177/1046878118778727.

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Background. Educational computer games can enhance learner engagement and content knowledge gain. Video games based on Malone’s theory of game design that involve challenge, fantasy, and curiosity can help improve learning. Aim. The purpose of the study is to compare differences between two drill-and-skill games to learn French phrases. Variables examined were student engagement, content knowledge gain, and demographical implications (e.g., gender, minority status, and socio-economic status). One of the games in the study meets Malone’s theory of game design. Method. This quasi-experimental st
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Sidiq, Adity M., Jati H. Husen, and Sri Widowati. "A Bot Approach-Based Capacity Testing Automation for Online Video Games." Jurnal ELTIKOM 6, no. 2 (2022): 118–25. http://dx.doi.org/10.31961/eltikom.v6i2.550.

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Online games are a type of computer game that can be accessed using the internet network and played with other players to play the same game. With the advance in online game development, game developers are required to develop games that can be played by many players in one game, especially in the capacity of an online game server. Those needs can be achieved by utilizing bots. However, previous works only conducted bot-based testing for testing network capabilities. In this research, those works will be extended further ftotesting the capacity of a game server. The result of this research sug
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Lee, Younhee, Qi Lu, and Woong Lim. "An Application of Mathematics to Computer Programming: Connecting Translation Vectors, the Minkowski Difference, and Collision Detection." Mathematics Teacher 112, no. 2 (2018): 150–55. http://dx.doi.org/10.5951/mathteacher.112.2.0150.

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Translation by a vector in the coordinate plane is first introduced in precalculus and connects to the basic theory of vector spaces in linear algebra. In this article, we explore the topic of collision detection in which the idea of a translation vector plays a significant role. Because collision detection has various applications in video games, virtual simulations, and robotics (Garcia-Alonso, Serrano, and Flaquer 1994; Rodrigue 2012), using it as a motivator in the study of translation vectors can be helpful. For example, students might be interested in the question, “How does the computer
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souza, Nikhil D. "Physics Based Animation Using Computer Graphics." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30046.

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Physics-based animation is a multidisciplinary area that uses ideas from physics, computer science, and mathematics to create realistic and dynamic movements in virtual settings. The basic ideas and methods of physics-based animation are introduced in this research paper, with an emphasis on how mathematical models and physical laws are used to produce realistic motion in computer-generated images. To construct realistic virtual environments, key disciplines covered include fluid simulation, fabric simulation, rigid body dynamics, and soft body dynamics. The report highlights recent developmen
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Proulx, Mikhel. "Vera Frenkel’s String Games: Improvisations for Inter-City Video." Virtual Creativity 13, no. 2 (2023): 123–30. http://dx.doi.org/10.1386/vcr_00079_1.

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In the autumn of 1974, the Canadian artist Vera Frenkel staged String Games: Improvisations for Inter-City Video. Two groups of participants – five each in Toronto and Montreal – engaged in a remote version of the classic string game cat’s cradle. String Games is the first piece of telematic art. However, art historical attention to the artwork has been insufficient. String Games emerged from a watershed moment for network technologies, specifically within a context of telecommunications development in the Canadian nation state. Telecommunications-based art has a long legacy in Canada, the cou
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Funk, Jeanne B., Debra D. Buchman, Jennifer Jenks, and Heidi Bechtoldt. "An Evidence-Based Approach to Examining the Impact of Playing Violent Video and Computer Games." SIMILE: Studies In Media & Information Literacy Education 2, no. 4 (2002): 1–11. http://dx.doi.org/10.3138/sim.2.4.001.

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Cervantes, José-Antonio, Sonia López, Salvador Cervantes, Aribei Hernández, and Heiler Duarte. "Social Robots and Brain–Computer Interface Video Games for Dealing with Attention Deficit Hyperactivity Disorder: A Systematic Review." Brain Sciences 13, no. 8 (2023): 1172. http://dx.doi.org/10.3390/brainsci13081172.

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Attention deficit hyperactivity disorder (ADHD) is a neurodevelopmental disorder characterized by inattention, hyperactivity, and impulsivity that affects a large number of young people in the world. The current treatments for children living with ADHD combine different approaches, such as pharmacological, behavioral, cognitive, and psychological treatment. However, the computer science research community has been working on developing non-pharmacological treatments based on novel technologies for dealing with ADHD. For instance, social robots are physically embodied agents with some autonomy
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Tkachenko, Olha, and Andriy Doroshenko. "Some Aspects of Developing Video Games Using Methods of Computational Geometry." Digital Platform: Information Technologies in Sociocultural Sphere 1, no. 1 (2018): 57–66. https://doi.org/10.31866/2617-796x.1.2018.147255.

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The article deals with the general problems associated with the development of video games, in particular, the creation of a reliable system deformation game environment. The purpose of the article&nbsp;is to study and describe some possible solutions for optimizing the process of building and modifying video game objects that can be deformed in a two‐dimensional space. The main research methods&nbsp;are the methods of computational geometry over the external and internal contours of graphic objects of a video game. The article describes the process of creating a gaming world with a digital im
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Patil, Rahul, Yash Nimbalkar, Satyajeet Chavan, and Abhijeet Mahajan. "Golf Swing Analysis using Computer Vision." International Journal for Research in Applied Science and Engineering Technology 11, no. 5 (2023): 3700–3704. http://dx.doi.org/10.22214/ijraset.2023.52514.

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Abstract: Sports play a significant role in providing entertainment and recreational activities. As technology has advanced, video games featuring various sports and games have been developed using computer vision. In the game of golf, the golf swing is a crucial element that involves the entire body when players strike the ball. Having the correct posture is essential for a strong swing. However, beginners often struggle with identifying the keyframes they should focus on and which areas of their body they need to improve due to uneven timing and lack of expertise. To bridge this gap, this re
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