Showing 101 - 120 results of 174 for search 'Dead OR Alive (video game)', query time: 0.05s Refine Results
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    Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine by Dario Maggiorini, Laura Anna Ripamonti, Federico Sauro

    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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  5. 105
  6. 106

    User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies by Alasdair G. Thin, Craig Brown, Paul Meenan

    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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  7. 107
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    Comparing Expert Driving Behavior in Real World and Simulator Contexts by Hiran B. Ekanayake, Per Backlund, Tom Ziemke, Robert Ramberg, Kamalanath P. Hewagamage, Mikael Lebram

    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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  9. 109

    Using Camshift and Kalman Algorithm to Trajectory Characteristic Matching of Basketball Players by Shuang Liang, Yang Li

    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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  10. 110

    Edukacyjne walory gry "Minecraft". Analiza narracji uczniów i edukatorów by Dorota Zaworska-Nikoniuk

    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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  11. 111

    V's Virtual Afterlife by Jasmyn Connell, Christopher Moore, Reneé Middlemost

    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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  12. 112

    Analysis Technology of Tennis Sports Match Based on Data Mining and Image Feature Retrieval by Hong Huang, Risheng Deng

    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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  13. 113

    Pengembangan Gim Online Multiplayer Matematika 24 Berbasis Web by Thareq Abel Ramadhan, Komang Candra Brata, Mahardeka Tri Ananata

    Published 2024-08-01
    “…Selain itu, video game juga memiliki potensi sebagai alat pembelajaran yang efektif. …”
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  14. 114

    Accessibility and innovation: IEB Minecraft as a tool for collection exploration by Pedro B. de Meneses Bolle

    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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  15. 115

    Scene Construction and Application of Panoramic Virtual Simulation in Interactive Dance Teaching Based on Artificial Intelligence Technology by Na Guo, Feng.ming Liu

    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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  16. 116

    Media now : understanding media, culture, and technology / by Straubhaar, Joseph D., LaRose, Robert, Davenport, Lucinda

    Published 2018
    Table 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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  17. 117

    Changes in Internet Activities and Influencing Factors for Problematic Internet Use During the COVID-19 Pandemic in Korean Adolescents: Repeated Cross-Sectional Study by Sol I Kim, Jae-Chan Jin, Seo-Koo Yoo, Doug Hyun Han

    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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  18. 118

    E-sports: An analysis on global growth, revenue streams, and threats by Ahmet Şahin

    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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  19. 119

    On the Multimodal Resolution of a Search Sequence in Virtual Reality by Nils Klowait

    Published 2023-01-01
    “…This paper proposes a video-analytic detail-oriented methodological framework for studying virtual reality interaction. …”
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  20. 120

    Representasi Gangguan Mental dalam Permainan “A Space For The Unbound” by Felicia Stevanie

    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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