نتایج جستجو برای: exercise and playing games

تعداد نتایج: 16865387  

2014
GABRIEL J. SANDERS MICHAEL REBOLD COREY A. PEACOCK MEAGAN L. WILLIAMSON ANTONIO S. SANTO JACOB E. BARKLEY

Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preferenc...

2014
Simon Fullerton Anne W. Taylor Eleonora Dal Grande Narelle Berry

BACKGROUND Measures of screen time are often used to assess sedentary behaviour. Participation in activity-based video games (exergames) can contribute to estimates of screen time, as current practices of measuring it do not consider the growing evidence that playing exergames can provide light to moderate levels of physical activity. This study aimed to determine what proportion of time spent ...

2007
Daniel W. Kee

This paper is concerned with the use of _hand held electronie games and microcotputers in places of public access and in the home. The paper consist& of four, sections. The first section prevides é description of the different activities supporte'd by this technology. Game playing is an activity common to both hand held devices and microcomputers. Indeed, game playing is a major introductory us...

2005

The disciplines of Computer Game Playing and Automated Theorem Proving have a lot in common and insights to share. From huge search spaces to heuristics and evaluation function, from learning to domain analysis to competition, both of these areas of Artificial Intelligence have much to gain from each other. This paper describes the use of a logic based language to describe games and a game play...

Journal: :PsychNology Journal 2004
Alexander E. Voiskounsky Olga V. Mitina Anastasiya A. Avetisova

Playing MUDs (Multi-User Dungeons, or Multi-User Dimensions), text-only online gaming environments, may initiate flow experience. Online survey research was administered within the population of Russian MUDs players, using the specially designed questionnaire with 3 blocks of questions: demography and experience in playing MUDs; flow experience; interactive patterns. Replies of respondents (N =...

2001
Robert E. Marks Shu-Heng Chen Partha Dasgupta

In 1987 the first published research appeared which used the Genetic Algorithm as a means of seeking better strategies in playing the repeated Prisoner’s Dilemma. Since then the application of Genetic Algorithms to game-theoretical models has been used in many ways. To seek better strategies in historical oligopolistic interactions, to model economic learning, and to explore the support of coop...

2000
Johannes Fürnkranz

This paper provides a survey of previously published work on machine learning in game playing. The material is organized around a variety of problems that typically arise in game playing and that can be solved with machine learning methods. This approach, we believe, allows both, researchers in game playing to find appropriate learning techniques for helping to solve their problems as well as m...

Journal: :Child development 2008
Geetha B Ramani Robert S Siegler

Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical magnitude comparison, number line estimation, co...

Journal: :Issues in mental health nursing 2009
Erin C Hastings Tamara L Karas Adam Winsler Erin Way Amy Madigan Shannon Tyler

This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression...

Journal: :Int. J. Serious Games 2016
Su Ting Yong Ian Harrison Peter Gates

The aim of this study was to explore how university foundation students perceive the use of digital games in learning mathematics. Data was collected using an online questionnaire and 209 foundation university students participated in this study. The questionnaire was used to explore students’ gaming experience and students’ attitude towards mathematics learning with digital games. It was found...

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