نتایج جستجو برای: traditional games

تعداد نتایج: 345725  

Journal: :iranian journal of blood and cancer 0
mehrabi habibabadi h amiri f moslemi e habibi roudkenar m jalili m

background: mesenchymal stem cells (mscs) are ideal cells for cell and gene therapy. however, the low survival of mscs after transplantation has limited their applications. we aimed to evaluate the expression of cytoprotective genes including nqo1, txnrd1, ho-1, gclc following the over expression of nrf2 in umbilical cord-derived mscs (uc-mscs). methods: 3-5 passages of uc-mscs were cultured. r...

2013
Fanyong Meng Qiang Zhang

In this paper a new model of multichoice games with a coalition structure is proposed, which can be seen as an extension of the Owen coalition structure. A coalitional value on the given model is defined, which can be seen as an extension of the Owen value. Three axiomatic systems are studied. The first one is enlightened by Owen’s characterization for the Owen value and Faigle and Kern’s chara...

2012
Peter Jamieson Jack Hall Lindsay Grace

In this paper, we propose a research direction that will allow the harnessing of human computation to be included in mainstream video games. Human computing resources are vastly different and superior in some cases compared to traditional computing machines. Previous findings in this domain showed that humans playing FoldIt, a protein folding video game, created new solutions to the problem tha...

Journal: :IJHISI 2014
Paula Alexandra Rego Pedro Miguel Moreira Luís Paulo Reis

Serious Games is a field of research that has evolved substantially with valuable contributions to many application domains and areas. Patients often consider traditional rehabilitation approaches to be repetitive and boring, making it difficult for them to maintain their ongoing interest and to assure the completion of the treatment program. This paper reviews Serious Games and the natural and...

2014
Mohamed Ali Khenissi Fathi Essalmi Mohamed Jemni Kinshuk

The learner model is a key component of any adaptive E-Learning system, including educational games, as it stores the information about the learner, which can then be used to provide personalized experience. Recently, there has been growing interest in creating learner models using educational games. This is due to the limitations of traditional E-Learning systems, since the learner interaction...

Journal: :Social Choice and Welfare 2011
Sreejith Das

In this paper criticality within a voting game is rigorously defined and examined. Criticality forms the basis of the traditional voting power measures frequently employed to analyse voting games; therefore understanding criticality is a pre-requisite to understanding any such analysis. The concept of criticality is extended to encompass games in which players are allowed to express multiple le...

Journal: Addiction and Health 2011
Ahmad Abedi Ali Kheradmand, Eshrat Zamani, Maliheh Cheshmi Nasim Hedayati

Background: This study aimed to investigate and compare the social skills of students addicted to computer games with normal students. The dependent variable in the present study is the social skills. Methods: The study population included all the students in the second grade of public secondary school in the city of Isfahan at the educational year of 2009-2010. The sample size included 564 stu...

2017
Michael Urbanek Florian Güldenpfennig

There are many similarities between prototyping for traditional computer games and prototyping for other interactive systems, for example, applications for the work place. In most cases, pen and paper are used to initially test design ideas and feasibility. However, in audio games pen and paper can be rather useless for sketching the user experience of sound. In this paper, we argue that conven...

Journal: :CoRR 2017
Markus Luczak-Rösch

Location-based augmented reality games have entered the mainstream with the nearly overnight success of Niantic’s Pokémon Go. Unlike traditional video games, the fact that players of such games carry out actions in the external, physical world to accomplish in-game objectives means that the large-scale adoption of such games motivate people, en masse, to do things and go places they would not h...

2013
Björn Berg Marklund

The use of games in educational contexts is a highly popular subject of discussion among game scholars, educators and legislators alike. And although the potential of games as educational tools has been evangelized with varied intensity for a long time, examples of successful executions of the concept are still sparse. This has been attributed to many different factors, for example an inherent ...

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