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121
GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world
Published 2025-02-01“…Here, we show how Pokémon, the largest multimedia franchise worldwide, mirrors public discourse in the video games' narratives with regard to human impacts on environmental change. …”
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122
Théâtre immersif et jeu vidéo
Published 2021-03-01“…Video games and human-computer interfaces, in their development, were fed by drama and performing arts in order to integrate the consideration of the user and the human in their design. …”
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123
Review of Towards Game Translation User Research by Mikołaj Deckert, Krzysztof W. Hejduk, Miguel Á. Bernal-Merino, ISBN: 9781009509800, Cambridge University Press. 2024.
Published 2024-09-01“…However, there is more to the book than meets the eyes and the discussions presented on the book could provide ontological refinements when it comes to the study of video games, on the one hand, and video game players, on the other. …”
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124
La transmission universitaire des textes médiévaux : pleine propriété ou usufruit d’un héritage ? Imaginaires critiques du proche et du lointain
Published 2015-01-01“…The end of the 20th century was the time of a proliferation in new media (video games, TV series…) of “mediaevalist” productions, whose relation to the Middle Ages is of a stylistic, rather than a historical, nature. …”
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125
L’historien et le jeu-vidéo
Published 2018-10-01“…When they speak about historical representations in video games, it’s often thought of war and, whatever is the type of game. …”
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126
An environment adaptive gesture recognition system based on visible light
Published 2023-06-01“…Gesture-based human-machine interaction is becoming more and more important, which can provide users with a better experience in scenarios such as video games and virtual reality.In recent years, researchers have explored different sensing technologies to facilitate gesture recognition, including RF signal, acoustic signal, etc.Compared with these approaches, visible light-based gesture recognition is a more pervasive option.The basic principle is that different gestures will produce unique shadow patterns as they block the visible light, and gesture recognition can be achieved by capturing shadow changes through photoelectric sensors.To address the environment-dependent problem faced by existing solutions, a digit gesture recognition system was designed based on the photoelectric sensor array.In particular, by modeling recordings of the sensor array as images, the temporal and spatial correlation between different sensor recordings was discovered.An environment adaptive gesture recognition method was designed based on CNN-RNN by fusing the spatio-temporal features.To verify the effectiveness of the proposed method, a prototype gesture recognition system was designed, named Vi-Gesture.Experimental results show that the proposed method outperforms baselines by more than 10% in recognition accuracy.…”
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127
The Older Gamer in Games Studies: Marginalised or Idealised?
Published 2020-12-01“…Instead, researchers need to explore the original motivation of ageing people or people with disability to play video games, the sociocultural environment in which they are exposed to games and the specific social conditions under which games affect them.…”
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128
Creative occupations as knowledge practices: Innovation and precarity in the creative economy
Published 2014-06-01“…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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129
Design and Implementation of a Compiled Declarative Language for Game AI Control
Published 2024-12-01“…Video games have become one of the most popular forms of entertainment around the world. …”
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130
Immersivity: An Interdisciplinary Approach to Spaces of Immersion
Published 2020-12-01“…Using case studies from theme parks, film, and immersive theatre to video games and immersive educational spaces, we argue that immersivity is a distinct term that denotes an inherent quality of objects in general and of mediated, delineated, real and virtual spaces in particular. …”
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131
Advanced Modeling and 3D Printing Techniques for Game and CGI Characters
Published 2024-09-01“…This article explores the methods of designing 3D elements used in video games and CGI, highlighting the impact of these techniques on the perception and experience of digital art. 3D models are fundamental to create immersive virtual worlds, and the 3D modeling process extends from conception to execution, combining engineering principles with industrial design. …”
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132
Digital-based nutrition education on nutrition knowledge and behaviors in adolescents: A systematic review
Published 2025-01-01“…Digital media such as mobile apps, podcasts, social media, and video games are shown to be effective media in nutrition education for improving people's nutritional knowledge and behaviors, including in adolescents. …”
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133
Extension du champ télécinématographique de la science-fiction. The Mandalorian (Disney+)
Published 2022-06-01“…Going beyond the expected constraints of a monomedia seriality largely based on an expected return of the characters or the variation of a plot from the cinematographic pilot, the Disney + series are rooted in shared universes and therefore transfictional (Saint-Gelais, 2011) much broader by bringing together narrative information given on other media (video games, animation, comics, etc.) that they absorb and claim. …”
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134
Netnography of Fan Localization on Social Media Releases: Observation of Overwatch (OW) and Overwatch League (OWL)
Published 2024-03-01“…It illustrates the multifaceted nature of game localization and highlights the potential integration of social media fandom to generate localized content related to video games. Furthermore, it delves deeper into the intricate interplay between game localization, audiovisual translation, and game communities.…”
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135
Digital Games as Safe Places: The Case of Animal Crossing
Published 2025-01-01“…The article addresses the function of video games as safe spaces using a mixed-methods approach, emphasizing the role played during the pandemic and using Animal Crossing as an example. …”
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136
NÍVEL DE ATIVIDADE FÍSICA EM CRIANÇAS
Published 2012-10-01“…O tempo de permanência frente aos instrumentos eletrônicos (televisão, videogames, computadores), parece dominar seu cotidiano, levando a um estilo de vida sedentário. …”
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137
The efficiency of using the technology of “edutainment” in teaching foreign languages
Published 2019-06-01“…The peculiarity of edutainment technology is in introduction modern forms of entertainment in the system of traditional lectures, lessons, classes, seminars and master classes, as without television programs, desktop, computer and video games, movies, music, websites, multimedia programs it is difficult to imagine the daily reality of any student. …”
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138
The impact of COVID-19 and the confinement on the secondary level students of the Eastern region of Morocco
Published 2023-11-01“…Several factors were significantly associated with anxiety and depressive symptoms, including being a girl (P = 0.000), being a high-school student (P = 0.011), economic struggles during the pandemic (P = 0.003), doubting the necessity of home confinement (P = 0.000), spending over 3 hours a day on social networks and video games (P = 0.000), dropping out of remote learning (P = 0.000), having a psychiatric history (P = 0.000), having chronic illnesses in the family (P = 0.002), and changes in sleep habits (P = 0.000). …”
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139
Effect of the Wii Sports Resort on Mobility and Health-Related Quality of Life in Moderate Stroke
Published 2021-01-01“…Stroke is a common cerebral circulatory disorder that has several sequelae that affect the daily life of patients as well as their quality of life and the lives of people close to them. Video games are being used in the rehabilitation process to address these sequelae and their benefits are shown on physical activity and in the cognition area. …”
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140
Inclusion of preschool children into organized activity in leisure time
Published 2018-12-01“…The aim of the study was to present the results related to the participation of children in organized activities during leisure time and what is the perception of parents about the scope of their children's physical activity and the time spent on watching TV, using computers and playing video games (as a part of wider study). The research was conducted in 2017 in the Preschool institution “Naša Radost” in Subotica. …”
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