نتایج جستجو برای: flow game

تعداد نتایج: 583868  

2005
Jason Tan Chris Beers Ruchi Gupta Gautam Biswas

Our goal in this work has been to bring together the entertaining and flow characteristics of video game environments with proven learning theories to advance the state of the art in intelligent learning environments. We have designed and implemented an educational game, a river adventure. The adventure game design integrates the Neverwinter Nights game engine with our teachable agents system, ...

2016
Diana Lora Antonio A. Sánchez-Ruiz-Granados Pedro A. González-Calero

Keeping a player within the flow in a game is a central goal for game designers, making the game neither too easy nor too hard. Dynamic Difficulty adjustment seeks to fulfill this goal by dynamically tuning difficulty according to player actions in the game. In this paper we demonstrate that case-based reasoning with time series can serve to automatically identify the ability of a player in a g...

2013
Jae min Kim Young joo Lee Hye won Lee

s Many types of business are rapidly growing in a social network service market. Social network could achieve brisk growth due to social network game (SNG). As users of SNG increase substantially, people are paying attention to profits making from users’ game item purchases. Thus, this research examines what make SNG users purchase items. First, we selected flow as antecedent of item purchase i...

2012
Kristian Kiili Sara de Freitas Sylvester Arnab Timo Lainema

Educational games have to be well designed to incorporate learner engagement, an integral component of educational effectiveness. One foundation of designing educational engagement is flow theory. This article presents a flow framework that describes the building blocks of flow experience that can be used to design appealing and effective educational games for formal and informal learning conte...

2009
Ezra Resnick Yoram Bachrach Reshef Meir Jeffrey S. Rosenschein

The core of a cooperative game contains all stable distributions of a coalition’s gains among its members. However, some games have an empty core, with every distribution being unstable. We allow an external party to offer a supplemental payment to the grand coalition, which may stabilize the game, if the payment is sufficiently high. We consider the cost of stability (CoS)—the minimal payment ...

2011
Sunghoon Hong Enrico Mattei Carlo Carraro

We develop a strategic model of network interdiction in a non-cooperative game of flow. An adversary, endowed with a bounded quantity of bads, chooses a flow specifying a plan for carrying bads through a network from a base to a target. Simultaneously, an agency chooses a blockage specifying a plan for blocking the transport of bads through arcs in the network. The bads carried to the target ca...

Journal: :New Media & Society 2012
Chad Raphael Christine Bachen Pedro F. Hernández-Ramos

Flow theory offers an individualistic explanation of media enjoyment, while cooperative learning theory posits a social explanation for enhanced learning in groups. This classroom-based experimental study examines whether game players can experience both conditions and the influence of each on several types of civic knowledge, skills, and dispositions. We find that high quality cooperative lear...

2014
Larry J. Crockett

HTML5 is significant for game pedagogy for many reasons, but the most significant is Canvas, a 2d graphics API that supports apps from word processors to space adventures. Canvas enables interactive dynamic bitmapping, drawing, animation, and simulations such as 3d-scrolling backgrounds with parallax. Alan Kay’s concept user illusion names the “simplified myth” we employ when we use icons, scro...

1999
Huimin Chen Yanda Li

In this chapter, we organize our work in two parts. The first part deals with the connection admission control (CAC) problem in ATM networks. By taking dynamic CAC from a different point of view, we propose a cooperative game model that considers certain combination of user preferences to optimize the call block probability while maintaining certain negotiated QoS. After deriving the product fo...

2009
Wolfgang Paier

This document roughly covers the steps which are needed to provide a user interface solely based on optical flow. We used two different digital cameras: a simple webcam or a expensive AVT-Marlin industrial camera. We also used two different algorithms to calculate the optical flow: Horn-Schunck and TV-L1. We finally show that also more complex computer games can be controlled only by optical flow.

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