نتایج جستجو برای: نرمافزار games
تعداد نتایج: 56368 فیلتر نتایج به سال:
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...
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.
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.
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 ...
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...
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...
(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...
[This corrects the article on p. 277 in vol. 6, PMID: 25352805.].
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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