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Artykuły w czasopismach na temat "Pervasive game design framework"

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Söbke, Heinrich, Jannicke Baalsrud Hauge, and Ioana A. Stefan. "Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)." International Journal of Serious Games 4, no. 2 (2017): 39–58. https://doi.org/10.17083/ijsg.v4i2.182.

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The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive suc-cess of games such as Ingress and Pokémon Go made pervasive gaming a viable op-tion for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. De-spite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Perv
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Schmitz, Birgit, Roland Klemke, and Marcus Specht. "A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information." International Journal of Mobile and Blended Learning 5, no. 4 (2013): 59–71. http://dx.doi.org/10.4018/ijmbl.2013100104.

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Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective learning outcomes, the authors propose employing game design patterns for mobile games and context information. Context information, in the course of this article, is introduced as an additional characteristic feature of mobile game design patterns. W
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Abreu, Vinicius Santos de, and Tadeu Moreira de Classe. "EndGame for Corruption - A DPE-Based Framework to Support the Design of Serious Games for Fight Against Corruption." Journal on Interactive Systems 14, no. 1 (2023): 215–30. http://dx.doi.org/10.5753/jis.2023.3165.

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Corruption, a pervasive issue that affects societies globally, is closely linked to inequality and the inadequate provision of public services. In this context, where the population is the primary victim, serious games are utilized to raise awareness, aiming to empower individuals and strengthen their role as vigilant citizens. Game designers strive to develop solutions that facilitate learning and reflection on corruption. This article proposes an adaptation of the Design Play and Experience Framework, referred to as the Endgame for Corruption Framework (EgC Framework). This adaptation incorp
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Studley, Thomas, Jon Drummond, Nathan Scott, and Keith Nesbitt. "Evaluating Digital Games for Competitive Music Composition." Organised Sound 25, no. 1 (2020): 75–88. http://dx.doi.org/10.1017/s1355771819000487.

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Digital games are a fertile ground for exploring novel computer music applications. While the lineage of game-based compositional praxis long precedes the advent of digital computers, it flourishes now in a rich landscape of music-making apps, sound toys and playful installations that provide access to music creation through game-like interaction. Characterising these systems is the pervasive avoidance of a competitive game framework, reflecting an underlying assumption that notions of conflict and challenge are somewhat antithetical to musical creativity. As a result, the interplay between co
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Kasapakis, Vlasios, and Damianos Gavalas. "Revisiting design guidelines for pervasive games." International Journal of Pervasive Computing and Communications 13, no. 4 (2017): 386–407. http://dx.doi.org/10.1108/ijpcc-d-17-00007.

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Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa a
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Kristiansen, Erik. "Design Games for In-Situ Design." International Journal of Mobile Human Computer Interaction 5, no. 3 (2013): 1–22. http://dx.doi.org/10.4018/jmhci.2013070101.

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The mobile culture has spawned a host of context-based products, like location-based and tag-based applications. This presents a new challenge for the designer. There is a need of design methods that acknowledge the context and allows it to influence the design ideas. This article focuses on a design problem where an in-situ design practice may further the early design process: the case of designing a pervasive game. Pervasive games are computer games, played using the city as a game board and often using mobile phones with GPS. Some contextual design methods exist, but the author proposes an
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Santos, Luciano HO, Kazuya Okamoto, Shusuke Hiragi, et al. "Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults." Journal of Rehabilitation and Assistive Technologies Engineering 6 (January 2019): 205566831984444. http://dx.doi.org/10.1177/2055668319844443.

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Introduction Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case, we designed and evaluated the feasibility of a pervasive game to investigate how game design elements can affect the levels of physical activity of older adults. Methods A mobile, location-based pervasive game was developed, and a study with community dwelling elderly volunteers from Kyoto, Japan wa
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Kai, Liu, Wee Hoe Tan, and Erni Marlina Saari. "Undergraduate students' perceived success factors on learning: An online flipped classroom for designing pervasive games." Journal of ICT in Education 9, no. 2 (2022): 1–15. http://dx.doi.org/10.37134/jictie.vol9.2.1.2022.

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This study aims to identify undergraduate students' perceived success factors in designing a pervasive game using an online flipped classroom approach. Since the context coexisting with the Covid-19 epidemic, online teaching has become the new norm. Implementing the flipped classroom approach to online teaching is quite different from traditional teaching. Furthermore, teaching pervasive game design online with a flipped classroom procedure is undoubtedly a great challenge. After successfully applying the online flipped classroom approach to design pervasive games, a series of one-on-one inter
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Viviers, Herman Albertus, Jacobus Paulus Fouché, and Gerda Marié Reitsma. "Developing soft skills (also known as pervasive skills)." Meditari Accountancy Research 24, no. 3 (2016): 368–89. http://dx.doi.org/10.1108/medar-07-2015-0045.

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Purpose The purpose of this paper is to evaluate the usefulness of an educational game to develop soft skills (also known as pervasive skills), from the perspectives of three groups of role-players (student participants, student committee members and employer companies). The game was designed to provide students with the opportunity to develop soft skills and to determine whether students applied the pervasive skills required by the South African Institute of Chartered Accountants. Design/methodology/approach Action research was conducted according to a parallel convergent mixed-method researc
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Frazier, Spencer, and Mark Riedl. "Persistent and Pervasive Real-World Sensing Using Games." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 2 (September 5, 2014): 16–17. http://dx.doi.org/10.1609/hcomp.v2i1.13176.

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Games With a Purpose can enable an intelligent agent to persistently and pervasively sense the real world by using game players as reconfigurable sensors. We propose a technique whereby an intelligent agent incentivizes players to collect data by translating data collection tasks into a series of quests played on a mobile device. In this paper, we define the concept of Proactive Sensing and provide a framework for Game-Based Proactive Sensing that can adapt games and narrative that optimizes for data collection and long-term player engagement.
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Rozprawy doktorskie na temat "Pervasive game design framework"

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Kostakos, Vassilis. "A design framework for pervasive computing systems." Thesis, University of Bath, 2004. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.409882.

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Oest, Samuel. "A Playcentric Design Process of a Storytelling Pervasive Game." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-143812.

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One genre of games is pervasive games and it is a concept that many forms of gaming have been grouped into. Pervasive games can be described as games that are played in social environments and influence the ordinary life of the player and the people around them. Such influence creates new challenges for the game design, since the dynamics of game and ordinary life have to be taken into consideration. When not only designing for an engaging pervasive game, but having stakeholders with certain demands as well, the challenge gets even bigger. This thesis exlores the playcentric iterative game des
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Foxberg, Evelina. "Visby Treasure Haunt : An Evaluation of Impactful Design Patterns in a Pervasive Horror Game." Thesis, Uppsala universitet, Institutionen för speldesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333466.

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Treasure hunts are one of the earliest forms of pervasive games, and there are documentationsof them since the mid 19th century. In this study, the work by Björk & Pietz on design patternsin pervasive games are used as a base for analysing the impact of design patterns in a horrorthemed treasure hunt, a so called Treasure haunt. Through focus group interviews andtheoretical thematic analysis, 16 different patterns were analysed. The most prominent themes found were Player-player proximity which was expressedthrough the teams' interest in each other's activities and whereabouts, and Common
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Aava, Kim. "Game Save : Game Save Incorporation in Game Design through a MDA Analysis." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-204237.

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This paper is about save systems and will analyze save functions in various games. Save systems in games are usually blamed for harming the suspension of disbelief as it is an act taking place outside the game and should only be used for its intended purpose: letting the players store their game data, and progress whenever they need. The game save function developed as rapid leaps of technology were made, with the beginning era of home consoles and home computers allowing players to spend more time playing, creating a demand for longer play sessions in games which lead to a need of methods for
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Stauffer, Griffin K. "Design-build vs design-bid-build a procurement method selection framework." Thesis, (8 MB), 2006. http://handle.dtic.mil/100.2/ADA471905.

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Thesis (M.S. in Civil Engineering)--Purdue University, 2006.<br>"August 2006." Description based on title screen as viewed on June 9, 2010. DTIC Descriptor(s): Decision Making, Construction, Game Theory, Procurement, Models, Facilities, Standards, Selection. DTIC Identifier(s): Construction Projects, Utility Theory, Thresholds, Frameworks, Procurement Criteria, Project Delivery, Procurement Methods, DB (Design-Build), DBB (Design-Bid-Build) Includes bibliographical references (leaves 31-32). Also available in print.
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LUCIANO, HENRIQUE DE OLIVEIRA SANTOS. "Pervasive Game Design : a Case Study Using Social Interaction to Promote Physical Activity of Elderly People." Kyoto University, 2019. http://hdl.handle.net/2433/244577.

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付記する学位プログラム名: デザイン学大学院連携プログラム<br>Kyoto University (京都大学)<br>0048<br>新制・課程博士<br>博士(情報学)<br>甲第22096号<br>情博第706号<br>新制||情||121(附属図書館)<br>京都大学大学院情報学研究科社会情報学専攻<br>(主査)教授 黒田 知宏, 教授 吉川 正俊, 教授 矢守 克也<br>学位規則第4条第1項該当
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Carter, Justin T. "A conceptual framework of game feel: An evolutionary approach." Thesis, Queensland University of Technology, 2022. https://eprints.qut.edu.au/227919/1/Justin_Carter_Thesis.pdf.

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This thesis provides insight into the evolution of game feel design principles through an exploration of how game feel has existed and evolved in pivotal character action games. It includes a textual analysis of four influential character action games from discrete, historical generations and explores how design strategies associated with game feel have evolved. The analysis provides insight into the design characteristics that contribute to game feel. The thesis helps to demystify game feel for developers and to guide practice towards a clearer understanding of game feel as a central tenet of
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Inci, Semsa Ebru. "An Investigation Into The Process Of Architectural Design Within The Framework Of Game." Master's thesis, METU, 2005. http://etd.lib.metu.edu.tr/upload/12606427/index.pdf.

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THE THESIS STUDY AIMS TO UNDERSTAND AND INVESTIGATE THE ARCHITECTURAL DESIGN PROCESS BY UTILIZING THE CHARACTERISTICS AND TYPES OF ANOTHER FIELD, GAME. THE STEPS TAKEN IN ORDER TO ACCOMPLISH THIS AIM ARE &#039<br>ANALYZING GAME, ITS PROPERTIES, AND TYPES&#039<br>, &#039<br>RE-READING AND UNDERSTANDING ARCHITECTURAL DESIGN PROCESS BY INVESTIGATING THE SIMILARITIES AND DIFFERENCES WITH GAME TYPES IN ORDER TO END UP WITH INFORMATIVE, UNDERSTANDABLE TABULAR RESULTS&#039<br>, RESPECTIVELY.
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Yang, Yue. "Facilitating Game-Based Design in Personal Finance : The Design Process and Framework of Gamification Design in Personal Saving." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-272128.

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Personal financial health determines the majority of daily decisions, but managing it could be uninspiring, stressful and at times hard to insist, which is especially challenging for those without professional financial knowledge and chrematistic habits. Gamification is introduced as the approach to simplify the financial terminology and employs game design elements to impel the users to engage more efforts into managing personal finance. This study aims at applying a participatory design approach to gamify a financial saving service, employed with design activities including an online survey,
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Książki na temat "Pervasive game design framework"

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Gose, Stephen. Kiwijs Game Design Workbook: Game Development Workbook Using Kiwi JavaScript Game Framework Engine. Independently Published, 2016.

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Phaser. js Game Design Workbook: Game Development Guide Using Phaser JavaScript Game Framework. Independently Published, 2016.

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Phaser. js Game Design Workbook: Game Development Guide Using Phaser JavaScript Game Framework. Independently Published, 2016.

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Kiwijs Game Design Workbook: Game Development Workbook Using Kiwi JavaScript Game Framework Engine. Independently Published, 2016.

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Solarski, Chris. Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. CRC Press LLC, 2017.

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Solarski, Chris. Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. CRC Press LLC, 2017.

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Solarski, Chris. Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. CRC Press LLC, 2017.

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Solarski, Chris. Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. CRC Press LLC, 2017.

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Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. A K Peters/CRC Press, 2017.

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Interactive Stories and Video Game Art: A Storytelling Framework for Game Design. Taylor & Francis Group, 2016.

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Części książek na temat "Pervasive game design framework"

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Ricchiuti, Diego. "MDA Framework." In Game Design Tools. CRC Press, 2022. http://dx.doi.org/10.1201/9781003229438-15.

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Sintoris, Christos, Nikoleta Yiannoutsou, and Nikolaos Avouris. "A Game Design Workshop to Support the Elaboration of Game Ideas." In Distributed, Ambient, and Pervasive Interactions. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07788-8_7.

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Ferreira, Nivia, Priscila Trovo, and Sérgio Nesteriuk. "Emergence in Game Design: Theoretical Aspects and Project’s Potentialities." In Distributed, Ambient and Pervasive Interactions. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58697-7_45.

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Walk, Wolfgang, Daniel Görlich, and Mark Barrett. "Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design." In Game Dynamics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-53088-8_3.

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Konrad, Robert, Thomas Tregel, and Stefan Göbel. "Game Design Principles in a Game Programming Framework." In Serious Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02762-9_26.

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Monroy-Rodríguez, Guillermo, Luis Martín Sánchez-Adame, Sonia Mendoza, Ivan Giovanni Valdespin-Garcia, and Dominique Decouchant. "Towards an Interaction Design Framework for IoT Healthcare Systems." In Distributed, Ambient and Pervasive Interactions. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-34668-2_7.

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Dasgupta, Archi, Mohamed Handosa, Mark Manuel, and Denis Gračanin. "A User-Centric Design Framework for Smart Built Environments." In Distributed, Ambient and Pervasive Interactions. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-21935-2_11.

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Wang, Kun, Bilan Huang, Lin Ding, Hanxu Bu, Ying Ge, and Tingting Gu. "Experience Design for Multi-device Sharing Based on 3C Framework." In Distributed, Ambient and Pervasive Interactions. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-34668-2_9.

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Abade, Tiago, Tiago Gomes, José Luís Silva, and José C. Campos. "Design and Evaluation of a Smart Library Using the APEX Framework." In Distributed, Ambient, and Pervasive Interactions. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07788-8_29.

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Caporusso, Nicholas, Angela Walters, Meng Ding, et al. "Comparative User Experience Analysis of Pervasive Wearable Technology." In Advances in Human Factors in Wearable Technologies and Game Design. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20476-1_1.

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Streszczenia konferencji na temat "Pervasive game design framework"

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Balasubramanian, Vaidheyar Raman, Akhil Gupta, Nusrat Shaheen, Srinivasan Jayaraman, Nandish Shivaprasad, and Neelima Singh. "Secure Network Topology Design and Management Using Artificial Intelligence Framework." In 2025 International Conference on Pervasive Computational Technologies (ICPCT). IEEE, 2025. https://doi.org/10.1109/icpct64145.2025.10939212.

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Pattiasina, Timothy John, Harits Ar Rosyid, Anik Nur Handayani, Hartarto Junaedi, Edwin Meinardi Trianto, and David Saputra Octadianto Soedargo. "Pioneering a New Era in Mental Health Treatment: A Framework for Virtual Reality Serious Game Design." In 2024 International Conference on Information Technology Systems and Innovation (ICITSI). IEEE, 2024. https://doi.org/10.1109/icitsi65188.2024.10929457.

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Bratosin, Ioan alexandru, Ionelbujorel Pavaloiu, Nicolae Goga, et al. "ANALYZING ECONOMICAL MORAL TENDENCIES IN A VIRTUAL ENVIRONMENT." In eLSE 2021. ADL Romania, 2021. http://dx.doi.org/10.12753/2066-026x-21-066.

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An individual's moral behavior is shaped by his social identity, social distance, feedback received, the consequences of his actions, and the material gain after a dishonest action. In definition, dishonesty is a phenomenon that refers to ,,a pervasive behavior manifested as the disposition to lie, cheat, fraud or deceive''. This type of behavior can have a negative impact on the society that the individual belongs to by sacrificing the community's overall well-being for own personal gain. The current paper describes our approach and the game that we have developed to have a gamified applicati
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Ermi, Laura, and Frans Mäyrä. "Challenges for pervasive mobile game design." In the 2005 ACM SIGCHI International Conference. ACM Press, 2005. http://dx.doi.org/10.1145/1178477.1178554.

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Lankoski, Petri, Satu Heli�, Jani Nummela, Jussi Lahti, Frans M�yr�, and Laura Ermi. "A case study in pervasive game design." In the third Nordic conference. ACM Press, 2004. http://dx.doi.org/10.1145/1028014.1028083.

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Mora-Zamora, Rodolfo, and Esteban Brenes-Villalobos. "Integrated framework for game design." In CLIHC '19: IX Latin American Conference on Human Computer Interaction. ACM, 2019. http://dx.doi.org/10.1145/3358961.3358984.

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Tremblay, Jonathan, and Clark Verbrugge. "A Game Genre Agnostic Framework for Game-Design." In 2015 IEEE/ACM 4th International Workshop on Games and Software Engineering (GAS). IEEE, 2015. http://dx.doi.org/10.1109/gas.2015.9.

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Tanenbaum, Theresa Jean, Daniel Gardner, and Michael Cowling. "Teaching Pervasive Game Design in a Zombie Apocalypse." In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. ACM, 2017. http://dx.doi.org/10.1145/3130859.3131440.

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Barakat, Nahla H. "A Framework for integrating software design patterns with game design framework." In ICSIE '19: 2019 8th International Conference on Software and Information Engineering. ACM, 2019. http://dx.doi.org/10.1145/3328833.3328871.

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Guo, Hong, Hallvard Trætte, Alf Inge Wang, and Meng Zhu. "TeMPS: A Conceptual Framework for Pervasive and Social Games." In 2010 IEEE 3rd International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2010). IEEE, 2010. http://dx.doi.org/10.1109/digitel.2010.40.

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Raporty organizacyjne na temat "Pervasive game design framework"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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Fuentes, J. Rodrigo, Klaus Schmidt-Hebbel, and Raimundo Soto. Fiscal Rule and Public Investment in Chile. Inter-American Development Bank, 2021. http://dx.doi.org/10.18235/0003105.

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This paper reviews the design and operation of the Chilean fiscal rule in the past 30 years. Using different empirical approaches, we assess its impact on fiscal procyclicality, public debt, and public investment. While there has been substantial progress in building a modern institutional framework for fiscal policy, we find that the rule is incomplete in two dimensions: it lacks an escape clause, and it needs to supplement the budget balance rule with a debt rule. The former is seen in the pervasive inability of the authorities to steer fiscal accounts back to their long-term sustainable pat
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Framework for Integrating Gender Equality and Social Inclusion in the Asian Development Bank’s South Asia Operations. Asian Development Bank, 2023. http://dx.doi.org/10.22617/tim230294-2.

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This framework outlines how to integrate gender equality and social inclusion (GESI) into ADB’s operations in South Asia to help close the gender gap, combat exclusion, and bolster equitable economic growth. It highlights the experience of women and disadvantaged groups and assesses the impact of pervasive gender inequality and social exclusion. It includes practical guides and tools that can be integrated throughout project design and implementation. It underscores the need to improve data collection showing how women and vulnerable groups are excluded and increase financial and technical sup
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