نتایج جستجو برای: word games

تعداد نتایج: 160429  

Adib, Yousef , Ebrahimi, Omid , Fathiazar, Eskandar ,

Introduction:  Due to the Attraction and enormous diversity of computer games, children and adolescents allocate a notable part of their time and energy to play these games. This necessitates the study of their Advantages and disadvantages. Therefore, the aim of this study was to represent the outcomes of playing computer games in the fourth grade students. Method: This is a qualitative and phe...

2015
Alexander Zook Brent Harrison Mark O. Riedl

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simula...

2015
Alexander Zook Brent Harrison Mark O. Riedl

Games are often designed to shape player behavior in a desired way; however, it can be unclear how design decisions affect the space of behaviors in a game. Designers usually explore this space through human playtesting, which can be time-consuming and of limited effectiveness in exhausting the space of possible behaviors. In this paper, we propose the use of automated planning agents to simula...

2013
Zuzana Neverilová

Language resources are hardly ever large enough. Building language resources that can be used as a gold standard for semantic analysis requires effort and investment. We present a prototype for acquiring language resources by means of a language game which is a cheap but long-term method. Games employed to acquire language resources are not new. For example games with a purpose are used for col...

2011
Namit Chaturvedi Jörg Olschewski Wolfgang Thomas

Infinite games are studied in a format where two players, called Player 1 and Player 2, generate a play by building up an ω-word as they choose letters in turn. A game is specified by the ω-language which contains the plays won by Player 2. We analyze ω-languages generated from certain classes K of regular languages of finite words (called ∗-languages), using natural transformations of ∗-langua...

2012
N. Chaturvedi J. Olschewski W. Thomas

Infinite games are studied in a format where two players, called Player 1 and Player 2, generate a play by building up an ω-word as they choose letters in turn. A game is specified by the ω-language which contains the plays won by Player 2. We analyze ω-languages generated from certain classes K of regular languages of finite words (called ∗-languages), using natural transformations of ∗-langua...

Introduction: Virtual reality was posed coinciding technology developing, creating user-interfaces, high-speed processing and powerful graphic. Virtual reality technology and video games can participate in providing health care with creating simulated, motivational, interactive and realistic environments. Integrating virtual simulation with video games has been proven in creating motivation and...

This study attempted to draw a comparison between the age average of Iranian medal winners in Olympic and Asian games and their counterparts from selected countries. The statistical population of the study included Olympic medal winners from the past 100 years and the Iranian who had won medals in 3 rounds of Asian games. The findings indicated that the age average of Iranian medal winners of 3...

Journal: :پژوهش های کاربردی روانشناختی 0

this study has aimed to investigate the effect ofthree-dimensional and two-dimensional video games on problem-solving styles ofstudents. statistic society in this study consisted of persian gulf universitystudents in 2016-2017 academic year. and after notification by theproclamation, 45 students were selected voluntarily. at first all 45 students,completed intelligence test and past the experie...

2006
Stephen Meyers Don Marzolf

The present research examined the combined effects of violent video games and violent TV programs on third and sixth-grade boys’ thoughts and behavior. In individual sessions, demographic information about the children’s television viewing and video game playing habits was collected. Participants were exposed to one of six following media conditions for 15 minutes; a) watch a violent (wrestling...

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