نتایج جستجو برای: xbox gaming console

تعداد نتایج: 11811  

Journal: :IJGBL 2012
Jennifer Groff Cathrin Howells Sue Cranmer

The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning with games played on games consoles, such as PlaySt...

2002
Mark Finn

In this paper, I discuss the development of the games console as a converged form, focusing on the industrial and technical dimensions of convergence. Starting with the decline of hybrid devices like the Commodore 64, the paper traces the way in which notions of convergence and divergence have infl uenced the console gaming market. Special attention is given to the convergence strategies employ...

2014
Pontus Huotari Kati Järvi Samuli Kortelainen Jukka Huhtamäki Jari Jussila

Adoption of competing platforms, such as video game consoles, is usually explained retrospectively with cumulative, direct (overall quantity of other players) and indirect network effects (overall quantity of games). An agent-based model, fed with big data representing the competition between PlayStation 3 and Xbox 360, shows that the quality of the network effects explain adoption more accurat...

2011
Gautham Sekar Nicky Mouha Vesselin Velichkov Bart Preneel

The block cipher XTEA, designed by Needham andWheeler, was published as a technical report in 1997. The cipher was a result of fixing some weaknesses in the cipher TEA (also designed by Wheeler and Needham), which was used in Microsoft’s Xbox gaming console. XTEA is a 64-round Feistel cipher with a block size of 64 bits and a key size of 128 bits. In this paper, we present meet-in-the-middle at...

Journal: :Digital Investigation 2010
Joseph R. Rabaiotti Christopher James Hargreaves

The research in this paper is the result of a court case involving copyright infringement, specifically, a request for expert evidence regarding the proportion of copyrighted data present in the RAM of a games console. This paper presents a novel method to image the memory of an embedded device (a games console) where normal software and hardware memory imaging techniques are not possible. The ...

Journal: :Disability and rehabilitation. Assistive technology 2015
Jesper Mortensen Lola Qvist Kristensen Eva Petersson Brooks Anthony Lewis Brooks

PURPOSE Little is known of Motion-Controlled Video Games (MCVGs) as an intervention for people with chronic pain. The aim of this study was to explore the experience women with fibromyalgia syndrome (FMS) had, using commercially available MCVGs; and to investigate indicators of symptom severity and performance of activities of daily living (ADL). METHOD Of 15 female participants diagnosed wit...

Journal: :Human factors 2008
Thomas A. Stoffregen Elise Faugloire Ken Yoshida Moira B. Flanagan Omar A. Merhi

OBJECTIVE We tested the hypotheses that (a) participants might develop motion sickness while playing "off-the-shelf" console video games and (b) postural motion would differ between sick and well participants, prior to the onset of motion sickness. BACKGROUND There have been many anecdotal reports of motion sickness among people who play console video games (e.g., Xbox, PlayStation). METHOD...

2016
Andreas Ficklscherer Jonas Stapf Kay Michael Meissner Thomas Niethammer Matthias Lahner Markus Wagenhäuser Peter E. Müller Matthias F. Pietschmann

INTRODUCTION The Nintendo Wii game console is already used as an additional training device for e.g. neurological wards. Still there are limited data available regarding orthopedic rehabilitation. The authors' objective was to examine whether the Nintendo Wii is an appropriate and safe tool in rehabilitation after orthopedic knee surgery. MATERIAL AND METHODS A prospective, randomized, contro...

2003
John Halloran Yvonne Rogers Geraldine Fitzpatrick

The social experience of multiplayer gaming is mediated by the communications tools that are available to use. Until recently, these have been largely text-based, but with the advent of new voiceover IP tools like Roger Wilco and Xbox Live, voice-mediated communication is becoming increasingly common. We present three studies of multiplayer gaming, where we analyse what happens in terms of the ...

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