Showing 61 - 80 results of 174 for search 'Dead OR Alive (video game)', query time: 0.06s Refine Results
  1. 61

    The Effect of Digital Era on Human Visual Working Memory by Dandan Tang, Jiangtao Chen, Ping Xu

    Published 2025-01-01
    Subjects: “…active video games…”
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  5. 65

    The Older Gamer in Games Studies: Marginalised or Idealised? by Wu Huan, Guo Chen

    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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  6. 66

    La Première Guerre mondiale et les jeux vidéo by Antoine Maillard

    Published 2018-10-01
    “…Since the beginning of the Centenary of the First World War, we see a lot of production around this event: movies, books, documentaries…The Great War, which was the least represented in video games, begin to be used more and more by developers in their productions: Valiant Hearts: The Great War in 2014, Verdun 1914-1918 in 2015, Battlefield 1 in 2016… To create those worlds based on history, developers must learn some historical knowledge about those eras. …”
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    Article
  7. 67

    Fire Video Recognition Based on Local and Global Adaptive Enhancement by Jian Ding, Yun Yi, Tinghua Wang, Tao Tian

    Published 2025-01-01
    “…To facilitate the research and development in the domain of fire recognition, we constructed a Large-scale Fire Video Recognition (LFVR) dataset, which includes 11,560 video clips. …”
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    Article
  8. 68

    Digital Games as Safe Places: The Case of Animal Crossing by Ferreira Cátia, Ganito Carla, Gonçalves Soraia

    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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    Article
  9. 69

    Who Gets to Play? Disability, Open Literacy, Gaming by Ellis Katie, Kao Kai-Ti

    Published 2019-12-01
    “…Video games are an expanding area of popular culture spanning traditional age, gender and socioeconomic divides and appealing to a diverse market. …”
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    Article
  10. 70

    Target Tracking Algorithm in Football Match Video Based on Deep Learning by Wei Zhao

    Published 2022-01-01
    “…Therefore, a soccer game video target tracking algorithm based on deep learning is proposed. …”
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    Article
  11. 71

    A Systematic Review on Serious Games in Attention Rehabilitation and Their Effects by Leila Shahmoradi, Fatemeh Mohammadian, Meysam Rahmani Katigari

    Published 2022-01-01
    “…Cognitive rehabilitation via video games is an emerging hot topic in cognitive science. …”
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  12. 72

    Comment le jeu vidéo pense l’expérience du milieu urbain by Christophe Duret

    Published 2018-10-01
    “…Mesocriticism, a perspective that account for the aforementioned experience in video games will be described in this paper. Through an analysis of the problematic articulation between non-places and local socialities of the urban milieu of Dead Rising 3 and the alternative experience of this milieu, it will be shown how video games, as simulations of a mode of inhabiting, propose a cartography of the Self, and therefore a better comprehension of our being-in-the-world.…”
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  13. 73

    Prevalence and impact of Internet Gaming Disorder: A population-based study by Josip Razum, Renata Glavak Tkalić

    Published 2025-01-01
    “…Online and offline games did not differ in their risk for IGD. This study has shown that IGD has a relatively low prevalence among the general population and video game players, and that not all IGD criteria are equally relevant. …”
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  14. 74

    Using Digital Games to Teach History: A Design-Based Study by Çelik Türkan

    Published 2023-12-01
    “…The present study aims to examine prospective history teachers’ process of using digital games to design history lessons and delivering the designed lessons in virtual classrooms. …”
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    Article
  15. 75

    Advanced Modeling and 3D Printing Techniques for Game and CGI Characters by Ștefan-Andrei LAZĂR, Patricia Isabela BRĂILEANU

    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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  16. 76

    Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter by Edghar Danuwijaya, Yohanes Armenian Putra, Hilal Hudan Nuha, Ikke Dian Oktaviani

    Published 2025-01-01
    “…The doodle jump game is a video game with a jumping game model assisted by accelerometer sensor technology. …”
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  17. 77

    Investigating the Effectiveness of Serious Games in Educating Neonatal Resuscitation: A Systematic Review by Parisa Farshid, Kayvan Mirnia, Peyman Rezaei-Hachesu, Elham Maserat, Taha Samad-Soltani

    Published 2024-10-01
    “…Results: SGs were as effective as video lectures in improving neonatal resuscitation performance. …”
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    Article
  18. 78

    A Parallel Approach to Generate Sports Highlights from Match Videos Using Artificial Intelligence by Arjun Sivaraman, Tarun Kannuchamy, Anmol Anand, Shivam Dheer, Devansh Mishra, Narayanan Prasanth, S. P. Raja

    Published 2024-12-01
    “…This would benefit not only the broadcast industry but also sports fans who are looking for a quick and engaging way to catch up on the latest games. The objective of the paper is to develop an AI model that automates the process of sports highlight generation by taking a match video as input and returning the highlights of the game. …”
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  19. 79

    Tactical Analysis of Table Tennis Video Skills Based on Image Fuzzy Edge Recognition Algorithm by Weiqiang Li

    Published 2024-01-01
    “…In addition, this research combines the methods of target tracking and trajectory estimation to build a table tennis video game tactical analysis platform. The experimental data show that the recognition accuracy of the proposed fuzzy edge recognition algorithm is 98.1%, and the error and rejection rates are less than 1.6%. …”
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