نتایج جستجو برای: نرمافزار games

تعداد نتایج: 56368  

Journal: :Neuropsychologia 2009
M W G Dye C S Green D Bavelier

Previous research suggests that action video game play improves attentional resources, allowing gamers to better allocate their attention across both space and time. In order to further characterize the plastic changes resulting from playing these video games, we administered the Attentional Network Test (ANT) to action game players and non-playing controls aged between 7 and 22 years. By emplo...

2013
Pakkinee Chitsakul

In this article, we would like to show that there is no cut point of any point in a plane, but there exists the cut locus of a point in a flat torus. By the results, we would like to determine the structure of cut locus of a flat torus. Keywords—Cut locus, flat torus, geodesics.

2007
Michael Buro Marc Lanctot

Real-time strategy (RTS) games are complex decision domains which require quick reactions as well as strategic planning and adversarial reasoning. In this paper we describe the second RTS game AI tournament, which was held in June 2007, the competition entries that participated, and plans for next year’s tournament.

2003
Eric Hoyle Matthew Adamson Helen Gunter

2016
Georgia Rossmann Martins Mário Escarce Junior Leandro Soriano Marcolino

AI is typically applied in video games in the creation of artificial opponents, in order to make them strong, realistic or even fallible (for the game to be “enjoyable” by human players). We offer a different perspective: we present the concept of “Art Games”, a view that opens up many possibilities for AI research and applications. Conference participants will play Jikan to Kukan, an art game ...

2013
Teresa de la Hera Conde-Pumpido

In this paper I propose a new theory for the study of persuasiveness within digital games. This theory aims to make visible how persuasiveness can be structured within digital games and to be useful to identify specific aspects of games' persuasiveness that might not be obvious to the naked eye, by giving them order and conferring them intelligibility. The theory that I propose here is based on...

2012
S. Paul Stermer Melissa Burkley

We examined the association between playing sexist video games and sexist attitudes. Undergraduate students (61 men and 114 women) indicated the level of perceived sexism present in their most frequently played video games. Students also completed the Ambivalent Sexism Inventory (Glick & Fiske, 1996), which measures both hostile and benevolent sexism. As predicted, men who played video games pe...

Journal: :IJLT 2014
Birgit Schmitz Roland Klemke Marcus Specht

(2014).Exploring support mechanisms for learners at-­‐risk through a coupled game environment. Abstract. Dropping out of the schooling system is one of the prevailing problems placing youths at-risk. With this paper we propose possible support mechanisms for learners at–risk by analysing the characteristics of a coupled game. We provide a detailed description of an educational setting that is d...

2015
Soledad Ballesteros Antonio Prieto Julia Mayas Pilar Toril Carmen Pita Laura Ponce de León José M. Reales John Waterworth

[This corrects the article on p. 277 in vol. 6, PMID: 25352805.].

Journal: :Journal of experimental psychology. General 2016
Paul J C Adachi Gordon Hodson Teena Willoughby Carolyn Blank Alexandra Ha

Here we addressed whether even violent video games can improve intergroup attitudes if played cooperatively with an outgroup, in keeping with the Contact Hypothesis. In addition, we examined potential mechanisms of this effect. In Experiment 1 (N = 77), Canadians played a violent video game (Call of Duty: Black Ops) against zombies, either cooperatively or independently (i.e., at the same time ...

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