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Akıl Yürütme ve İşlem Oyunlarında 7. Sınıf Öğrencilerinin Kullandıkları Sayı Duyusu Stratejileri
Published 2022-11-01Get full text
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102
Dijital Şiddetin Yansıması: “Atomic Heart” Oyun İncelemesi
Published 2024-12-01Get full text
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103
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Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
Published 2014-01-01“…Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. …”
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User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
Published 2013-01-01“…The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. …”
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Comparing Expert Driving Behavior in Real World and Simulator Contexts
Published 2013-01-01“…Computer games are increasingly used for purposes beyond mere entertainment, and current hi-tech simulators can provide quite, naturalistic contexts for purposes such as traffic education. …”
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109
Using Camshift and Kalman Algorithm to Trajectory Characteristic Matching of Basketball Players
Published 2021-01-01“…Taking a basketball game video as an example, this paper studies the tracking feature matching of basketball players’ detection, recognition, and prediction in the game video. …”
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110
Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów
Published 2020-03-01“…This paper shows the educational aspects of video game Minecraft in primary education. It is based on a systematic review and interviews conducted with fourteen players of the aforementioned game as well as an analysis of interviews with the creator of Young Programmer Academy and an educator of an IT class. …”
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111
V's Virtual Afterlife
Published 2025-01-01“…NHOPs encompass entities like brands, places, artificial intelligences, and, as we explore in this study, video game characters. This article examines the NHOP of V, the customisable protagonist from the video game Cyberpunk 2077, to consider how such characters attain a virtual afterlife beyond the original text through collective fan engagement. …”
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112
Analysis Technology of Tennis Sports Match Based on Data Mining and Image Feature Retrieval
Published 2020-01-01“…Tennis game technical analysis is affected by factors such as complex background and on-site noise, which will lead to certain deviations in the results, and it is difficult to obtain scientific and effective tennis technical training strategies through a few game videos. …”
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113
Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web
Published 2024-08-01“…Selain itu, video game juga memiliki potensi sebagai alat pembelajaran yang efektif. …”
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114
Accessibility and innovation: IEB Minecraft as a tool for collection exploration
Published 2025-01-01“…ABSTRACT The Instituto de Estudos Brasileiros (IEB) has designed a video game in which playerscreate their own characters and enter the institution’s building to playfully explore the collections distributed among the Archives, the Library and the Visual Arts Collection. …”
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115
Scene Construction and Application of Panoramic Virtual Simulation in Interactive Dance Teaching Based on Artificial Intelligence Technology
Published 2022-01-01“…Due to the research capabilities and practical value of mobile video technology, it is widely used in advanced fields, such as video animation production, rehabilitation medicine, sports training, and game software, effectively realizing the connection between the three-dimensional world and the simulation world. …”
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116
Media now : understanding media, culture, and technology /
Published 2018Table of Contents: “…Media and the information age -- The changing media -- Media and society -- The media -- Books -- Print and digital newspapers -- Magazines -- Recorded music -- Radio -- Film and video -- Television -- The Internet -- The third screen: smart phones and tablets -- Video games -- Public relations -- Media issues -- Advertising -- Media uses and impacts -- Media policy and law -- Media ethics -- Global communications media.…”
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Changes in Internet Activities and Influencing Factors for Problematic Internet Use During the COVID-19 Pandemic in Korean Adolescents: Repeated Cross-Sectional Study
Published 2025-02-01“…In 2019, both the game and video groups had higher YIAS scores than other groups (F5=9.37; P<.001), and by 2022, the YIAS scores among the game, video, and Social Network Service groups did not differ significantly. …”
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118
E-sports: An analysis on global growth, revenue streams, and threats
Published 2023-10-01“…E-sports refers to organized video game competitions played by amateur and professional players and has evolved into a multi-billion dollar industry with a global following. …”
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119
On the Multimodal Resolution of a Search Sequence in Virtual Reality
Published 2023-01-01“…This paper proposes a video-analytic detail-oriented methodological framework for studying virtual reality interaction. …”
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Representasi Gangguan Mental dalam Permainan “A Space For The Unbound”
Published 2025-01-01“…Berbagai media mulai mengambil tema ini untuk menyuarakan keberadaan dan pentingnya hal ini, salah satunya adalah video game. “A Space For The Unbound” merupakan permainan yang menyuarakan tentang kepentingan kesehatan mental, dengan membawakan situasi dan kondisi aktual mengenai stigma, kebiasaan masyarakat Indonesia yang dapat memberikan dampak seperti gangguan mental terhadap anak-anak muda dalam jalan ceritanya. …”
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