Showing 121 - 140 results of 174 for search 'Dead OR Alive (video game)', query time: 0.06s Refine Results
  1. 121

    GC Insights: The <i>Anthro-Pokécene</i> – environmental impacts echoed in the Pokémon world by L. J. Alcott, L. J. Alcott, T. Maavara

    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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  2. 122

    Contraintes sur le discours et genre de discours contraint : le commentaire sportif télévisé en direct by Catherine Mathon, Gilles Boyé, Sandra Augendre, Anna Kupść

    Published 2015-12-01
    “…In order to illustrate our proposal, we provide a detailed annotation of our video corpus of rugby match in terms of game actions and only then do we align them with and analyse linguistic content of the corresponding commentary.…”
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  3. 123

    La langue, matière à machines by Pierre Thévenin, Emmanuel Ducourneau, Anthony Stavrianakis

    Published 2024-12-01
    “…Our experimental method involves building a machine, based on the upcycling of a video game terminal. We describe its genesis and show how its design reflects, in turn, four “material planes” of a poem by Bernard Heidsieck, and a dual topological series of images by Francis Palanc, pertaining to the possible and impossible relations between signifiers.…”
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  4. 124

    Detection Algorithm of Tennis Serve Mistakes Based on Feature Point Trajectory by Hongxin Tang

    Published 2022-01-01
    “…To address the issue of high recognition error in conventional action error detection methods, this article proposes a game of tennis serve error action detection algorithm based on feature point trajectory. …”
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  5. 125

    Desain Media Pembelajaran dengan Model Problem-based Learning dan Gamitifikasi untuk Materi Bangun Ruang Tingkat SMK Berbasis Virtual Rality by Admi Rut Sinana, Herman Tolle, Fitra Abdurrachman Bachtiar

    Published 2022-02-01
    “…In addition, this study also uses a gamification model which is the use of elements in games or video games with the aim of inspiring and motivating students in the learning process so as to help build engagement with the learning process. …”
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  6. 126

    Penggunaan Internet Dikalangan Siswa SD di Kota Ternate: Suatu Survey, Penerapan Algoritma Clustering dan Validasi DBI by Firman Tempola, Miftah Muhammad, Abdul Mubarak

    Published 2020-12-01
    “…Sedangkan untuk game online, yang aktif dalam bermain game online yaitu 49,41%. …”
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  7. 127

    Projection Analysis Optimization for Human Transition Motion Estimation by Wanyi Li, Feifei Zhang, Qiang Chen, Qian Zhang

    Published 2019-01-01
    “…The 3-dimensional (3D) human motion animation is widely used in video game, movie, and so on. When making the animation, human transition motion is necessary. …”
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  8. 128

    Differences in spatiotemporal pressure and performance between Chinese and German elite youth football players during matches by Yapu Liang, Tianhe Li, Hansi Xu, Peng Zhang

    Published 2025-01-01
    “…This study aims to investigate the spatial pressure differences between Chinese and German U17 elite youth football teams, focusing on the ball-handler’s distance to the nearest defender (D).MethodsVideo analysis was conducted to measure D across various match contexts, including scorelines (leading, tied, and trailing), game phases (passing and receiving), pass outcomes (successful and unsuccessful), and pitch zones. …”
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  9. 129

    Marketing, advertising, and branding in Fortnite: how do brands and companies connect today to audiences through the metaverse? by Pavel Sidorenko-Bautista, Bárbara Castillo-Abdul, José-María Herranz-de-la-Casa, María Abellán-Hernández

    Published 2025-12-01
    “…The rise of digital marketing has significantly impacted the audio-visual industry, particularly in the online video game sector. This study, focusing on Fortnite as a case study, explores the connections between brands’ strategic practices and immersive gaming in the metaverse. …”
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  10. 130

    Functional and Structural Brain Plasticity Enhanced by Motor and Cognitive Rehabilitation in Multiple Sclerosis by Luca Prosperini, Maria Cristina Piattella, Costanza Giannì, Patrizia Pantano

    Published 2015-01-01
    “…In most cases, the rehabilitation program was based on computer-assisted/video game exercises performed in either an outpatient or home setting. …”
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  11. 131

    Le « géocyberespace » revisité by Henry Bakis

    Published 2007-12-01
    “…Today new “spaces” are grafted on the human geographical space and are enabled by the telecommunications networks and new Information Technologies (Telecommunications, Data Processing, Audio-Visual technologies), such as ludic video spaces (video games…). Today new spaces are “grafted” on it and were made possible thanks to new technologies (telecommunications, data processing, audio-visual): they are ludic video spaces (video games…). …”
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  12. 132

    Impact of distress and anxiety due to COVID-19 on digital addictions in university students in the third wave period  [version 2; peer review: 3 approved] by Yovana Pardavé-Livia, Armando Martínez-Portillo, Evelyn Barboza-Navarro, Luz Elizabeth Mayorga-Falcón, Walter Capa-Luque, Catalina Bello-Vidal, Aldo Bazán-Ramírez, Edmundo Hervias-Guerra

    Published 2025-01-01
    “…Regarding the problematic use of smartphones and internet, there is a prevalence of 40% regardless of sex; but as for the problematic use of video games, there is a marked difference between males (18.8%) and females (2.7%). …”
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  13. 133

    Hubungan Near-Work dengan Miopia pada Siswa SD Negeri Percobaan Kelas 5 dan 6 by Indah ARBR Tobing, Kemala Sayuti, Afdal Afdal

    Published 2017-07-01
    “…Tidak terdapat hubungan bermakna antara kebiasaan menonton televisi (p=0,579), bermain video game (p=0,205) dan menggunakan komputer (p=0,084)  dengan  kejadian  miopia. …”
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  14. 134

    A Virtual Reality Platform for Safety Training in Coal Mines with AI and Cloud Computing by Mei Li, Zhenming Sun, Zhan Jiang, Zheng Tan, Jinchuan Chen

    Published 2020-01-01
    “…The online cloud-rendered video streaming is adopted to provide enough computing and rendering power and hence a better browser-based user experience. …”
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    Associations of Physical Activity and Sedentary Behaviors with Dietary Behaviors among US High School Students by Richard Lowry, Shannon Michael, Zewditu Demissie, Laura Kann, Deborah A. Galuska

    Published 2015-01-01
    “…Students who exceeded recommended limits for television (TV) and computer/video game (C/VG) screen time were less likely than those who did not to consume fruits and vegetables and were more likely to consume fast food and sugar-sweetened beverages. …”
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  19. 139

    EFFECTIVENESS OF THE REHABILITATION APPROACH BASED ON THE VISUAL MODEL OF MOBIUS TAPE IN THE TREATMENT OF MYOFASCIAL PAIN SYNDROME OF THE CERVICAL REGION IN COMBATANTS by Ye. Yu. Strashko

    Published 2022-12-01
    “…In particular, it involves low cost and ease of implementation, and it should be noted that the comprehensive, at first glance, rehabilitation process is simplified due to mathematical logic, sequence, creativity, and game form.…”
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  20. 140

    Inhibitory properties of a latent inhibitor after its compound preexposure with several novel stimuli: evidence from human conditioning by Unai Liberal, Gabriel Rodríguez, Paula Nogueiras, James Byron Nelson, Geoffrey Hall, Geoffrey Hall

    Published 2025-02-01
    “…To examine whether this phenomenon generalizes to humans, we conducted two experiments using a video game-based conditioning paradigm. Experiment 1 demonstrated that this compound pre-exposure schedule enhanced the retardation effect compared to standard pre-exposure or control conditions. …”
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