Showing 81 - 100 results of 174 for search 'Dead OR Alive (video game)', query time: 0.06s Refine Results
  1. 81

    Game Theory Modelling for Vehicle U-Turn Behavior and Simulation Based on Cellular Automata by WenJing Wu, ZhiKang Liang, QingYu Luo, FangWu Ma

    Published 2018-01-01
    “…The hybrid strategy of the game is obtained. The relevant parameters of model are calibrated by collected video data in Changchun, China. …”
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  2. 82

    “Play by play”: A dataset of handball and basketball game situations in a standardized spaceZenodo by Bruno Cabado, Bertha Guijarro-Berdiñas, Emilio J. Padrón

    Published 2025-02-01
    “…In basketball, the penalty class refers to the free throws attempted by players after they have been fouled by an opposing player.Each frame in the dataset is assigned to one of these classes, considering the game situation and specific context. Importantly, the dataset does not contain actual video frames; instead, it provides a synthetic, normalized representation of each frame in JSON format. …”
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  3. 83

    A Novel Scheduling Algorithm Based on Game Theory and Multicriteria Decision Making in LTE Network by Mohammad Nour Hindia, Ahmed Wasif Reza, Kamarul Ariffin Noordin

    Published 2015-03-01
    “…This paper presents a novel technique consisting of both TOPSIS and game theory algorithms to study three smart grid applications. …”
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  4. 84

    Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial by Hee Kyung Yang, Dong Hyun Kim, Je Hyun Kim, Taeg Keun Whangbo, Jeong-Min Hwang

    Published 2025-02-01
    “…Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. …”
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  5. 85

    Impedance Controller Analysis for a Two-Degrees-Of-Freedom Ankle Rehabilitation Machine with Serious Game Interactions by Oscar I. Cirilo-Piñon, Agustín Barrera-Sánchez, Cesar H. Guzmán-Valdivia, Manuel Adam-Medina, Rafael Campos-Amezcua, Andrés Blanco-Ortega, Arturo Martínez-Mata

    Published 2024-12-01
    “…Impedance control is used in ankle rehabilitation machines for active–resistive-type rehabilitation, where the patient participates by exerting a force on the machine repeatedly. Serious games are an example of an activity where the patient can interact with a video game while rehabilitating. …”
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  6. 86

    Digital Gaming and Subsequent Health and Well-Being Among Older Adults: Longitudinal Outcome-Wide Analysis by Atsushi Nakagomi, Kazushige Ide, Katsunori Kondo, Koichiro Shiba

    Published 2025-01-01
    “…The exposure variable, digital gaming, was defined as regular video game play and was assessed in 2021. …”
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  7. 87

    The Influence of Pro Evolution Soccer Game-Based Learning on Understanding Football Rules among Tenth Grade Students by Irvan Abdillah, Samsuddin Siregar, Rafael Burgueño, Felisa Romo Lea, Gertude Barton

    Published 2025-01-01
    “…Data collection involved assessments of Soccer rule comprehension pre- and post-intervention, facilitated by the Pro Evolution Soccer game. Results. Data analysis indicated a substantial effect on comprehension of Soccer rules following the educational intervention utilizing the Pro Evolution Soccer game. …”
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  8. 88

    Scrutinizing the Gateway Relationship Between Gaming and Gambling Disorder: Scoping Review With a Focus on the Southeast Asian Region by Kristiana Siste, Daniel L King, Enjeline Hanafi, Lee Thung Sen, Adrian Adrian, Belinda Julivia Murtani

    Published 2025-01-01
    “…The most commonly studied gambling-like element in video games was loot boxes (n=105). Other elements investigated included esports betting, skin betting, token wagering, gambling advertisements, and gambling-like features. …”
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  9. 89

    Managing ADHD Symptoms in Children Through the Use of Various Technology-Driven Serious Games: A Systematic Review by Aikaterini Doulou, Pantelis Pergantis, Athanasios Drigas, Charalampos Skianis

    Published 2025-01-01
    “…., addressing inattention, impulsivity, working memory, executive functions, emotion regulation), and employ a wide range of technologies, including video games, PC, mobile, web, AR, VR, tangible interfaces, wearables, robots, and BCI/neurofeedback, occasionally even in tandem. …”
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  10. 90

    Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent by Jingyue Hao, Zhenjiang Liao, Qiuping Huang, Xinxin Chen, Shuhong Lin, Yongyan Shi, Yifan Li, Yin Tang, Xuhao Wang, Hongxian Shen

    Published 2025-02-01
    “…Methods An online survey was conducted within 5593 internet gaming users, including a demographic questionnaire, queries on internet gaming usage, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version. …”
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  11. 91

    Evaluation of Machine Learning Algorithms for Classification of Visual Stimulation-Induced EEG Signals in 2D and 3D VR Videos by Mingliang Zuo, Xiaoyu Chen, Li Sui

    Published 2025-01-01
    “…Backgrounds: Virtual reality (VR) has become a transformative technology with applications in gaming, education, healthcare, and psychotherapy. …”
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  12. 92

    Perfunctory gamification in the world of second language learning by Opacki Marcin

    Published 2022-04-01
    “…This is most notably visible in the form of apps and online teaching courses that take advantage of mechanics that are drawn directly from video game design principles. In the context of language learning, the incorporation of game mechanics can be used to construct effective systems of incentive and ultimately enrich the FL learning experience in various ways, potentially resulting in improved outcomes. …”
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  13. 93

    Usages des jeux video urbains dans le contexte de l'urbanisme participatif – le cas d'"INVESPACE-La Halle" (Rennes) by Marie-Anaïs Le Breton, Hélène Bailleul

    Published 2020-01-01
    “…The article deals with comparative use’s analysis of a hybrid urban video game developed by a French research unit (ESO) as part of an urban planning project in Rennes (France). …”
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  14. 94

    Netnography of Fan Localization on Social Media Releases: Observation of Overwatch (OW) and Overwatch League (OWL) by Dody M.H. Chen

    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. …”
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  15. 95
  16. 96

    Review of Towards Game Translation User Research by Mikołaj Deckert, Krzysztof W. Hejduk, Miguel Á. Bernal-Merino, ISBN: 9781009509800, Cambridge University Press. 2024. by Amir Arsalan Zoraqi

    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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  17. 97

    The internet gaming disorder and its associated factors among college students at Imam Mohammed Ibn Saud Islamic University, Riyadh, Saudi Arabia: A cross-sectional study by Khalid Bin Abdulrahman, Tariq Y. Alhomoud, Ismail S. Alateeq, Faisal N. Al-Mohaisen, Musab S. Alshamrani, Saleh I. Alhathlul, Mohammed Abdulaziz Khamsah

    Published 2025-01-01
    “…Background: Internet gaming disorder (IGD) or video gaming has been considered by World Health Organization (WHO) and American Psychiatric Association (APA) as a disease. …”
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  18. 98

    Essai pour une méthode d'analyse plastique du vidéoludique by Alexandre Saint-Jevin

    Published 2018-10-01
    “…Thirdly, one makes clear the different choices of the method at the level of categories of notions specific to video games analysis, in the game theory texts.…”
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  19. 99

    Optimizing Scanning in Youth Female Football: The Role of Verbal Instructions by Mirjam Hintermann, Michael Romann, Dennis Lüdin, Wolfgang Taube, Jörg Fuchslocher

    Published 2025-01-01
    “… Introduction In dynamic sports like football, where game situations change rapidly, gathering information through visual exploration is essential for expert performance (Aksum et al., 2021; Pokolm et al., 2022). …”
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  20. 100

    Learning and intergenerational communication through digital storytelling in the first grades of primary school: Yesteryear Jobs by Mouchtari Efthalia, Meimaris Michalis, Gouscos Dimitris, Sfyroera Maria

    Published 2015-10-01
    “…It has involved a 6-month empirical study and embraced skills such as literature reading, story and song listening, painting, creating digital stories as well as improvising through theatrical games. The evaluation tools for the outcomes of this project comprised a questionnaire, participant observation, informal interviews and a video rubric for evaluating the digital creations of schoolchildren.…”
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