Showing 281 - 299 results of 299 for search 'Vivegam~', query time: 2.53s Refine Results
  1. 281

    Fractal Analysis of Stealthy Pathfinding Aesthetics by Ron Coleman

    Published 2009-01-01
    “…This paper uses a fractal model to analyze aesthetic values of a new class of obstacle-prone or “stealthy” pathfinding which seeks to avoid detection, exposure, openness, and so forth in videogames. This study is important since in general the artificial intelligence literature has given relatively little attention to aesthetic outcomes in pathfinding. …”
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  2. 282

    Les compétences transversales, une nouvelle « clé » pour l’insertion ? Enjeux et effets pour les acteurs by Frédérique Bros, Marie-Christine Vermelle, Ioana Boancă

    Published 2019-06-01
    “…After defining the aim of this paper, by presenting the research (Ludo Ergo Sum) and its object i.e. the sociotechnical videogaming training programme (Skillpass) experimented in different social and professional integration programmes in the Hauts-de-France region, the authors develop the design’s main impacts identified on the support practices implemented, the practitioners’ representations, and their educational and professional uses of this notion. …”
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  3. 283

    A Method for Fast Leaderboard Calculations in Massive Online Game-Based Environments by Julian Moreno Cadavid, Hernán Darío Vanegas Madrigal

    Published 2018-01-01
    “…Leaderboards and other game elements are present in many online environments, not just in videogames. When such environments have relatively few users, the implementation of those leaderboards is not usually a problem; however, that is no longer the case when they have dozens of thousands or more. …”
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  4. 284

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

    Published 2020-12-01
    “…After reviewing the literature about older gamers, we have found most studies focus on the therapeutic function of videogames for solving problems related to age. Using an intersectional vision of critical gerontology studies and critical disability studies, we find that implicit compulsory youthfulness and compulsory ablebodiedness or ablemindedness colours studies about both older gamers and disabled gamers. …”
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  5. 285

    Long Memory of Pathfinding Aesthetics by Ron Coleman

    Published 2009-01-01
    “…., space-time) model to measure aesthetic values in pathfinding for videogames. The results we report are important firstly because the artificial intelligence literature has given relatively little attention to aesthetic considerations in pathfinding. …”
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  6. 286

    Acessibilidade e inovação: o IEB Minecraft como ferramenta para exploração de acervos by Pedro B. de Meneses Bolle

    Published 2025-01-01
    “…RESUMO O Instituto de Estudos Brasileiros (IEB) concebeu um jogo de videogame no qual os participantes criam seus próprios personagens e entram no prédio da instituição para explorar de forma lúdica os acervos distribuídos entre o Arquivo, a Biblioteca e a Coleção de Artes Visuais. …”
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  7. 287

    NÍVEL DE ATIVIDADE FÍSICA E COMPORTAMENTOS SEDENTÁRIOS DE ESCOLARES DE SETE A DEZ ANOS DE FLORIANÓPOLIS-SC by Filipe Ferreira da Costa, Maria Alice Altenburg de Assis

    Published 2012-08-01
    “…Oscomportamentos sedentários de assistir TV, jogar videogame e usar o computador foraminformados pelos pais e categorizados em ≥ 2 horas para indicadores individuais e < 2, 2a 4 e ≥ 4 horas para o tempo total de tela. …”
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  8. 288
  9. 289

    Des lendemains incertains : immersion dans l’imaginaire du futur des adolescents. Étude sur l’intégration de la science-fiction et de la réalité virtuelle en enseignement des arts... by Martin Lalonde, Géraldine Wuyckens

    Published 2024-06-01
    “…The article provides an account of how the project unfolded in the field, and then demonstrates how teenagers used the codes of videogame environments to create narratives that led their peers to experience empathic immersion. …”
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  10. 290
  11. 291

    Les grandes guerres du XXe siècle dans No pasarán le jeu de Christian Lehmann : écrire et réécrire l’histoire pour les adolescents, du roman à la bande dessinée by Eléonore Hamaide-Jager

    Published 2017-07-01
    “…Using videogames as a means to tackle the major global conflicts of the twentieth century, Lehmann's trilogy No pasaran, le jeu, Andreas le retour and No pasaran, endgame immediately wins over its teenage readership through its immersive dimension. …”
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  12. 292

    NÍVEL DE ATIVIDADE FÍSICA EM CRIANÇAS by Ricardo Pinho, Édio Luiz Petroski

    Published 2012-10-01
    “…O tempo de permanência frente aos instrumentos eletrônicos (televisão, video­games, computadores), parece dominar seu cotidiano, levando a um estilo de vida sedentário. …”
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  13. 293

    The collaborative interactions of preschool children in solving problems in a collaborative virtual environment by Cristina Paniagua-Esquivel, Amaryllis Quirós-Ramírez

    Published 2020-01-01
    “…Method: The participants were seven triads (21 students) of the transition level (11 children, M = 6 years, 3 months, SD = 0.38) and a videogame designed for the participants to play in dyads, coordinating and negotiating to move forward. …”
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  14. 294

    Realidade virtual e hostilidade: Poderá a realidade virtual reduzir a hostilidade? by Maria João Rodrigues, Tânia Peixoto, Vanessa Pereira, Ângela Leite

    Published 2020-10-01
    “…Para a pesquisa deartigos nas bases de dados B-On e Google Scholar foram utilizadas as palavras chave “virtual reality” ou“VR” ou “videogames”, “hostility”, “agression”, “agressive behavior” ou “hostility reduction”, “virtualreality AND agression” e “virtual reality AND hostility”, tendo em conta os critérios de inclusãodefinidos, e sendo a data de publicação posterior a 2015. …”
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  15. 295

    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
    “…Simpulan studi ini ialah terdapat hubungan yang sangat  bermakna  antara kebiasaan membaca dengan myopia, tetapi tidak terdapat hubungan yang bermakna antara menonton  televisi, bermain videogame, dan menggunakan komputer dengan kejadian miopia.…”
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  16. 296

    Screen time, physical activity and cardiovascular risk factors in adolescents by Gabriel Gustavo Bergmann, Rafael Miranda Tassitano, Mauren Lúcia de Araújo Bergmann, Maria Cecília Marinho Tenório, Jorge Mota

    Published 2018-08-01
    “…Screen time was considered by the self-related electronic devices such as time watching TV, using computer (PC) and playing videogame (VG). Physical activity was estimated by the number of steps per day (steps/ day) measured by pedometers. …”
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  17. 297

    Phenolic Compounds from Apples: Reviewing their Occurrence, Absorption, Bioavailability, Processing, and Antioxidant Activity – a Review by Małgorzata Starowicz, Bohdan Achrem–Achremowicz, Mariusz K. Piskuła, Henryk Zieliński

    Published 2020-10-01
    “…It was proven that the processing of apples could significantly modify the content of phenolics in the finished products, including juices, concentrates, vinegars, and ciders. For instance, the use of high pressure or vacuum has been proposed as a highly potent solution in inhibiting flavonoid degradation during intensive processing. …”
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  18. 298

    ORGANIZACINIO KLIMATO RAIŠKA PROFESINĖJE KARO TARNYBOJE: LIETUVOS KARIUOMENĖS BATALIONO ATVEJIS by Andrius Šmitas, Tomas Vitkauskas

    Published 2021-09-01
    “…Šioje publikacijoje analizuotos 25 profesinės karo tarnybos karių (kareivių ir puskarininkių), tarnaujančių viename iš Lietuvos kariuomenės batalionų, nuomonės apie bataliono organizacinį klimatą. …”
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  19. 299

    Socialinių tinklų galimybių taikymas Lietuvos viešojo transporto įmonių komunikacijoje by Adomas Taraskevičius

    Published 2023-12-01
    “…Svarstoma, kodėl norint pritraukti daugiau keleivių naudotis viešuoju transportu svarbu komunikuoti ne viename socialiniame tinkle. Pristačius komunikacijos socialiniuose tinkluose transporto sektoriuje teorinius aspektus, toliau, pasitelkus socialinių tinklų kiekybinę ir kokybinę analizę, vertinama Lietuvos keleivių vežimo įmonių, vežančių keleivius tolimojo susisiekimo maršrutais, komunikacija socialiniuose tinkluose. …”
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