Auswahl der wissenschaftlichen Literatur zum Thema „Paid games“

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Zeitschriftenartikel zum Thema "Paid games"

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Costa, Liliana Vale, und Ana Isabel Veloso. „Factors Influencing the Adoption of Video Games in Late Adulthood“. International Journal of Technology and Human Interaction 12, Nr. 1 (Januar 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Alonso-Sanz, Ramón. „Spatial correlated games“. Royal Society Open Science 4, Nr. 11 (November 2017): 171361. http://dx.doi.org/10.1098/rsos.171361.

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This article studies correlated two-person games constructed from games with independent players as proposed in Iqbal et al. (2016 R. Soc. open sci. 3 , 150477. ( doi:10.1098/rsos.150477 )). The games are played in a collective manner, both in a two-dimensional lattice where the players interact with their neighbours, and with players interacting at random. Four game types are scrutinized in iterated games where the players are allowed to change their strategies, adopting that of their best paid mate neighbour. Particular attention is paid in the study to the effect of a variable degree of correlation on Nash equilibrium strategy pairs.
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Musa, Azlina. „Graphic Technology in Computer Games at Internet Shop Pay for Teenage Impications“. Journal of Computational and Theoretical Nanoscience 17, Nr. 2 (01.02.2020): 1302–5. http://dx.doi.org/10.1166/jctn.2020.8804.

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This paper discusses about graphic technology in computer games or gaming pc at internet stores with pay implications for adolescents. This paper will examine the existence of a paid internet store that has been offering fast broadband services accessible at the fingertips to surrounding communities. However, there are adolescents who misuse the services provided by accessing computer games with no restrictions, monitoring and escort. This paper will examine whether the adolescent driving factor that is still in school is willing to spend time, energy and invest money solely for enjoying the fun of computer games at a paid internet shop. In addition, paid internet shop dealers who offer dvd and vcd computer games with unlimited payment rates have attracted teenagers. Research on teenager’s attitude towards the influence of computer games. Examine how computer games affect youth health. Besides examining teenage obsessors on computer graphics technology to reality realms and teenage satisfaction exploring computer games at paid internet shops regardless of the surrounding community. Besides examining the negative implications of computer games on the quality of teenage education. Hence the lack of parent’s awareness of child supervision led to the spreading outbreak of school dropouts for being trapped by computer games during school days of fun with computer games at paid internet shops. This paper is obtained through field research such as observation, interviews and questionnaire with one hundred respondents involved in the study area. Through the documentation of the findings of this study can add further references to other researchers in the future.
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Tseng, Fan-Chen, und Ching-I. Teng. „An Empirical Investigation into the Sources of Customer Dissatisfaction with Online Games“. International Journal of E-Business Research 7, Nr. 4 (Oktober 2011): 17–30. http://dx.doi.org/10.4018/jebr.2011100102.

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Most extant research focused on the attractiveness of online games, but paid scant attention to the sources of customer dissatisfaction with online games. Thus, this study investigates the sources of customer dissatisfaction (dissatisfiers) with online games. From an online survey, this study identified five factors as the sources of customer dissatisfaction: (1) the deceptive behavior of other online gamers, (2) the discourteous behavior of other online gamers, (3) the unattractive design of online games, (4) the ineffective customer support of online game service providers, and (5) the undesirable restrictions or regulations imposed by online game service providers. Findings in this study highlighted the fact that the anonymous and intensive interactions among online customers themselves can result in customer-originated dissatisfiers such as deceptive behavior and discourteous behavior. This study also reminded online service providers of company-originated dissatisfiers such as ineffective customer support and improper constraints.
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Lavenir, Gabrielle, und Nicolas Bourgeois. „Old people, video games and french press: A topic model approach on a study about discipline, entertainment and self-improvement.“ MedieKultur: Journal of media and communication research 33, Nr. 63 (02.11.2017): 20. http://dx.doi.org/10.7146/mediekultur.v33i63.24749.

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Over the past few years, the French mainstream press has paid more and more attention to "silver gamers", adults over sixty who play video games. This article investigates the discursive and normative paradigms that underlie the unexpected enthusiasm of the French mainstream press for older adults who play video games. We use mixed methods on a corpus of French, Swiss and Belgian articles that mention both older people and video games. First, we produce topics, that is, sets of words related by their meanings and identified with a Bayesian statistical algorithm. Second, we cross the topic model results with a discursive analysis of selected articles. We preface the topic modeling's conclusions with a discussion of the representations of older people and video games in European French-language mainstream media. Our analysis explores how the press coverage of older people who play video games simultaneously erases moral panic about video games and reinforces the discourse of "successful ageing".
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Sokolov, E. S. „Games That Kill Us: Video Games and Violence in the Russian Printed Media Discourse“. Sociology of Power 32, Nr. 3 (Oktober 2020): 165–88. http://dx.doi.org/10.22394/2074-0492-2020-3-165-188.

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The paper investigates the video game discourse of the Russian state media from 2011 to 2015. Critical discourse analysis serves as a methodological framework for this work, and Foucault’s power/knowledge model is used to explain the logic behind the «grotesque discourses». In the Russian press, video games are described as an instance of inculcation, provoking overintense emotions and forcing individuals to commit symbolic acts impossible from the standpoint of “normal” pedagogy. The paper problematizes the mythologization of violence in video games and identifies the main tropes used to establish the connection between video games and violence (murders) as “natural” and “obvious”. Particular attention is paid to the publications of Aleksandr Minkin, a reporter at “Moskovskij Komsomolets” (“Moscow Komsomol Member”) and one of the most prominent critics of video games, as well as to the media coverage of the first school shooting in Russia (shooting at school № 263 in 2014). It is shown that video games are used in the media discourse as an explanatory principle that allows a shift from the crime to the criminal, to those acts which reveal moral depravity or psychological disorder, and those circumstances which foster criminalism. Pointing to the games helps restore the “normal” connection between social and moral qualities, explaining the crime committed by an honours student from a “good family” as being the result of the depictions of violence in video games affecting the child’s psyche. Video games are also described as a factor in shaping the “digital generation” or “generation of gamers” — odd and politically dangerous. The dangers that games create for both gamers and society in general (the non-distinction between the “real” and the “virtual”, the illusion of a “possible restart”) allow the journalists and experts to insist on strengthening measures of supervision and protection, and expanding legal and medical control.
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Yu, Wan-Chuan. „Game Method in Preschool English Teaching“. International Journal of English Language Education 4, Nr. 1 (10.01.2016): 93. http://dx.doi.org/10.5296/ijele.v4i1.8845.

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<p>Interest is a great motivation for the study of almost everything, particularly for L2 study. To preschool students, games are quite attractive. Therefore game method is a good way to help students to learn English, especially in kindergartens. It fits the characteristics of preschool students, providing learning motivation, lowering students’ stress and offering the opportunity for real communication. Nowadays, more and more teachers are using games effectively in class to improve their teaching. In order to apply game method effectively in teaching English in kindergartens, games must be designed purposeful, interesting, various, heuristic and student-oriented. During the course of games (pre-games, in games and post-games), some details should be paid more attention to.</p>
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Orlova, Lyubov K. „Intensification of the process of a foreign language communicative competence formation with the help of computer games“. Science and School, Nr. 3, 2020 (2020): 172–78. http://dx.doi.org/10.31862/1819-463x-2020-3-172-178.

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The article considers the intensification of the process of a foreign language communicative competence formation with the help of computer games. The author emphasizes the advantages of computer games use as one of the types of information and communication technologies to achieve the modern goals of foreign language teaching in the conditions of the society informatization. Special attention is paid to the creative potential of computer games use in the process of foreign language studying. The article sets and describes some genres of computer games that are recommended for use in order to form a foreign language communicative competence in the combination of all its components. The author gives some recommendations for learners on studying a foreign language with the help of computer games. Thus, the purposeful use of computer games in teaching foreign languages helps to create appropriate psychological and pedagogical conditions for increasing the level of a foreign language communicative competence formation.
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Xu, Qingbing. „Analysis of the Application of Basketball Games in College Basketball Teaching“. Lifelong Education 9, Nr. 4 (22.07.2020): 244. http://dx.doi.org/10.18282/le.v9i4.972.

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Educational games are also called "game teaching methods", which aim to effectively combine the teaching content with vivid and interesting games according to the syllabus. As a flexible teaching strategy, they are widely favored by teachers and students. In the physical education classes of colleges and universities, basketball is a traditional teaching subject, which is deeply loved by students, and therefore it is also very important in the physical education teaching system. With the reform of the teaching system, colleges and universities have gradually paid attention to innovation in teaching. Therefore, this article analyzes and discusses the application of basketball games in college basketball teaching.
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Gillani, Umar Farooq, Muhammad Ishfaq Khan, Manzar Waseem Ishaq, Kashif Aziz und Muhammad Nawas Akram. „The Factors of Why the People of Pakistan Do Not Purchase Paid Apps“. International Journal of Online Marketing 10, Nr. 2 (April 2020): 44–56. http://dx.doi.org/10.4018/ijom.2020040104.

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Despite the huge growth potential that has been predicted for purchase intention toward paid apps and the mobile game market, little is known about what motivates game players to make such purchases. The purpose of this article is to build a research model based on the satisfaction literature and studies of value theory to identify the antecedents of paid app purchase intention in the context of mobile games. The proposed model was empirically tested and uses data from 310 players of different games groups. Multiple regression, Process Macro, and moderation regression were used to measure the research model. The results tell that satisfaction to the mobile game has a significant influence on a player's intention to make paid app purchase. The perceived values of the game have a direct influence on the satisfaction of all players but appear to have relatively moderation impact of price have significant negative impact on the purchase intentions of players. Specifically, our study revealed a high price decrease the purchase intention of a satisfied player.
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Dissertationen zum Thema "Paid games"

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Gillani, Syed Muhammad Farhan. „Evaluation of Games Monetization Approaches : A case study on PlayersUknown’s Battlegrounds (PUBG)“. Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37490.

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Video games have become a great source of entertainment and emerged as a massive industry in the past few decades. Technological advancements and evolution of smartphones have made it easier for developers to develop and launch their games on different platforms mostly in digital form. Where the technology has facilitated game developers, it has also made this industry very competitive. Companies/developers need to consistently review their monetization strategies and make necessary changes to them in order to stay profitable. This study evaluates the monetization approaches of a case game by conducting a public survey. By analyzing the responses received from users from different regions of the world, this study found out how users from different regions have different attitudes towards gaming and how these can affect monetization approaches. Users from different regions spend time on gaming differently and their total number of gaming hours also vary. The findings from the thesis show that the specific hours might be a potential for gaming companies monetization investigation. In-game advertisements is one of the most popular monetization approaches and majority of the users from all age groups, regions, genders, and professions have no issues watching ads to receive some in-game benefits. Similarly, in-app purchase model of the case game proved to be very popular among its users. Subscriptions model, on the other hand, may prove to be another popular model for generating revenue, however, the company needs to address some issues to make users continue with their subscriptions. This study points out some reasons why users stop spending money on the case game. The study identifies some mitigation points as potential aspects that might have impact on monetization.
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Veron, Maxime Pierre Andre. „Scalable services for massively multiplayer online games“. Thesis, Paris 6, 2015. http://www.theses.fr/2015PA066212/document.

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Les jeux massivement multi-joueurs en ligne (jeux MMOGs) visent à rassembler un nombre infini de joueurs dans le même univers virtuel. Pourtant, tous les MMOG existants reposent sur des architectures client / serveur centralisé qui imposent une limite sur le nombre maximum de joueurs (avatars) et sur les ressources qui peuvent coexister dans un univers virtuel donné. Cette thèse vise à proposer des solutions pour améliorer l'évolutivité de MMOG. Cette thèse explore deux services qui sont essentiels à toutes les variantes de MMOG: jumelage et détection de triche. Ces deux services sont les goulots d'étranglement connus, et pourtant les implémentations actuelles restent centralisées. Cette thèse montre également qu'il est possible de concevoir un service d'arbitrage au-dessus d'un système de réputation. Le service résultant reste très efficace sur une grande échelle, à la fois en termes de performance et en termes de prévention de la fraude. Comme l'arbitrage est un problème similaire à la détection de fautes, cette thèse étend l'approche proposée pour surveiller les défaillances
Massively Multi-player Online Games (MMOGs) aim at gathering an infinite number of players within the same virtual universe. Yet all existing MMOGs rely on centralized client/server architectures which impose a limit on the maximum number of players (avatars) and resources that can coexist in any given virtual universe. This thesis aims at proposing solutions to improve the scalability of MMOGs. To address the wide variety of their concerns, MMOGs rely on independent services such as virtual world hosting, avatar storage, matchmaking, cheat detection, and game design. This thesis explores two services that are crucial to all MMOG variants: matchmaking and cheat detection. Both services are known bottlenecks, and yet current implementations remain centralized. This thesis also shows that it is possible to design a peer to peer refereeing service on top of a reputation system. The resulting service remains highly efficient on a large scale, both in terms of performance and in terms of cheat prevention. Since refereeing is somewhat similar to failure detection, this thesis extends the proposed approach to monitor failures. The resulting failure detection service scales with the number of monitored nodes and tolerates jitter
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BRANDÃO, Luis Rodrigo Gomes. „Análise da emergência narrativa em Metal Gear Solid V: The Phantom Pain“. Universidade Federal de Pernambuco, 2016. https://repositorio.ufpe.br/handle/123456789/17724.

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Devido ao diferencial da interatividade, os jogos digitais possuem um singular potencial narrativo que permitem os jogadores construírem suas próprias narrativas mesmo em gêneros lúdicos com pouca ou nenhuma história explícita. Consolidada como uma linguagem própria dos jogos digitais, a narrativa emergente usufrui princípios multidisciplinares do game design para prover a multiformidade nos games, principalmente nos gêneros sandbox e mundo aberto. Apesar do frequente questionamento da validade da experiência do jogador como uma narrativa pela indústria do entretenimento interativo, a crítica especializada e a comunidade gamer, a narrativa emergente também contém diferentes tipos e efeitos de imersão narrativa, além de atender a todas as funções narrativas, porém colocando o jogador num papel ativo e de coautoria da história. A pesquisa exploratória realizada neste trabalho identificou doze elementos emergenciais provenientes da mecânica e do comportamento dos jogadores que fomentam a narrativa emergente nos jogos digitais, servindo de base para o estudo de caso do jogo Metal Gear Solid V: The Phantom Pain. Além de servir como modelo de análise para jogos de gêneros afins, esse doze elementos emergenciais também podem auxiliar na concepção de mecânicas de jogos digitais com elevada narrativa emergente.
Due to the differential of interactivity, digital games have a singular narrative potential that let players build their own narratives even in ludic genres with little or no explicit story. Consolidated as a language of digital games, the emergent narrative enjoys multidisciplinary principles of game design to provide the multiformity in games, especially in the sandbox and open world genres. Despite the frequent questioning of the validity of the player's experience as a narrative by the interactive entertainment industry, specialized press and the gaming community, the emergent narrative also contains different types and effects of narrative immersion, in addition to service all narrative functions, but putting the player in an active role and co-author of the story. Exploratory research performed in this work identified twelve emergency elements from mechanical and behavior of the players that promote emerging narrative in digital games, providing the basis for the case study of the game Metal Gear Solid V: The Phantom Pain. In addition to serving as an analytical model for game related genres, this twelve emergency elements can also assist in the conception of game mechanics with high emergent narrative.
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Gerardi, Nicole. „Evaluation of computer-based simulation for pain management education“. Honors in the Major Thesis, University of Central Florida, 2013. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/847.

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Effective pain management is an elusive concept in the acute care setting. Improving nurses' knowledge about optimal pain management is one way to improve the patient's pain experience. A computer-simulation game was developed as an alternative method of teaching the subject of pain management to nursing students. In the game, two patient scenarios are presented, one male and one female. Both patients present with acute pain and request help from the nurse. The player progresses through a series of nine questions as the scenarios unfold, each with one best or correct answer. The purpose of this study was to evaluate the game's potential as a teaching method compared to traditional methods of teaching, such as a lecture. A total of 30 nursing students participated in the study. After playing through the game, each student was asked to complete a post-game survey consisting of 10 standard 5-point Likert scale items and five open-ended questions. The survey was used to evaluate the students' enjoyment of the game, educational benefits, preference compared to traditional teaching methods, and perceived potential to change nursing practice. Results of the survey show that the majority of nursing students enjoyed playing the game and found it captured their attention more than traditional teaching methods. Nine out of the ten Likert scale items received universal high scores. Nursing students were receptive to the computer-simulation game as a teaching method and found it preferable to traditional methods.
B.S.N.
Bachelors
Nursing
Nursing
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Pühler, Simon. „Funny games“. Doctoral thesis, Humboldt-Universität zu Berlin, Philosophische Fakultät III, 2014. http://dx.doi.org/10.18452/17063.

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"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" ist der Versuch, eine Geschichte medialer Schmerzlust zu rekonstruieren – in etwa von 1789 bis heute. Neben klassischer SM-Literatur sind es Spielfilme wie VIDEODROME (1983), FALSCHER BEKENNER (2005), THE HURT LOCKER (2008) oder SHORTBUS (2006), in denen modernes Schmerzlust-Empfinden und -Begehren offenbar wird. Die Untersuchung richtet sich dabei auf Konzepte technoimaginärer Wunsch- und Höllenmaschinen, dynamisierte Ich-Apparate, wie sie Donatien-Alphonse-François de Sade, Leopold und Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze und Félix Guattari, David Cronenberg, Michael Haneke, Kathryn Bigelow u.v.a. im Medienumfeld ihrer Zeit individuell erleben und auf ihre je eigene Art – meist sehr fantasiereich – bearbeiten. Der vorliegende Entwurf, medienarchäologische Spurensicherung und gleichsam Test-Spiel, ist vor allem eine Einladung zum Mitmachen: Beim obsessiven Durchschreiten virtueller (Alptraum-)Welten und realer Körper negative und positive Lust zu erfahren, sich neuen Sinnesreizqualitäten zu öffnen, um schließlich Mehr-Lust und -Wissen zu erwerben. Anti-Ödipus als interaktives Video(bei)spiel. Als Analysetools haben sich Erkenntnisse aus der (strukturalen) Psychoanalyse, der (technischen) Medienwissenschaft, (Film-)Philosophie, der Gender-, Gewalt-, Fetisch- und (kulturwissenschaftlichen) Spieltheorie als hilfreich erwiesen, um dem Geheimnis und Rätsel sadomasochistischer Schmerzlust – und ihrer crash-Medien – ein wenig näher zu kommen.
"FUNNY GAMES. Spielräume des Sadomasochismus in Film und Medien" aims to reconstruct a history of pleasure and gratification through pain in the media since the end of the eighteenth century. In addition to classical sado-masochistic literature, the thesis focuses on movies in which modern forms of experiencing and desiring pain such as VIDEODROME (1983), I AM GUILTY (2005), THE HURT LOCKER (2008) and SHORTBUS (2006) manifest themselves. Central to the study are concepts of techno-imaginary wish machines and infernal devices, dynamised ego-apparatuses, that are experienced and expressed through the media of their time by writers, philosophers, psychoanalysts and film directors such as Donatien-Alphonse-François de Sade, Leopold and Wanda von Sacher-Masoch, Ernst Kapp, Sigmund Freud, Daniel Paul Schreber, Jacques Lacan, Gilles Deleuze and Félix Guattari, David Cronenberg, Michael Haneke and Kathryn Bigelow. The present study, an attempt to secure the medial evidence and try it out at the same time, is meant most of all as an invitation to participate: to experience positive desire and lust while obsessively progressing through virtual worlds of dreams and nightmares and the real world of the human body, to open oneself to new experiences in order to gain both new knowledge and new desires. Anti-Oedipus as a textual videogame. The analytical tools employed in this study include findings from (structural) psychoanalysis, media sciences, (movie) philosophy, gender theory, the theory of violence, fetish theory and game theory as applied in cultural studies. They have proven to be very helpful in illuminating at least some aspects of the mystery that is the sado-masochist desire for pain.
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Her, Shyang-Kuen. „Improved I/O pad positions assignment algorithm for sea-of-gates placement“. PDXScholar, 1992. https://pdxscholar.library.pdx.edu/open_access_etds/4316.

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A new heuristic method to improve the I/O pad assignment for the sea-of-gates placement algorithm "PROUD" is proposed. In PROUD, the preplaced I/O pads are used as the boundary conditions in solving sparse linear equations to obtain the optimal module placement. Due to the total wire length determined by the module positions is the strong function of the preplaced I/O pad positions, the optimization of the I/O pad circular order and their assignment to the physical locations on the chip are attempted in the thesis. The proposed I/O pad assignment program is used as a predecessor of PROUD. The results have revealed excellent improvement.
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Alvares, Lorena Olímpio. „O BRINQUEDO EM INSTITUIÇOES PÚBLICAS DE EDUCAÇAO INFANTIL: OS SIGNIFICADOS ATRIBUÍDOS POR PAIS E PROFESSORAS“. Pontifícia Universidade Católica de Goiás, 2011. http://localhost:8080/tede/handle/tede/1026.

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This dissertation analyzes the meaning given the toy for parents and teachers at a public institution of education. The issue involved the need for a study about the importance of toys for child development, as well as the conceptualization that is attributed to terms such as play, game, toy and game. Another aspect investigated concerns the way parents and educators understand how children appropriate the toys to create play situations, as well as its importance in education. In order to proceed to this investigation, we sought a grounding in the theoretical framework that follows the socio-historical perspective of Vygotsky (1916-1934), which postulates the influence and interplay of social, cultural and the biological development of the individual. Also contributed to the construction of this theoretical framework, other authors, as Kishimoto (2008), Elkonin (1998), Huizinga (1999, 1993); by Brougère (1997,1999, 2004) and Rock (2005). For Vygotsky (2007), is the experience in the human environment, the activity that occurred in the interaction with other individuals that allow the development of a new and complex psychological system in children. This study about the meanings attributed by parents of young children and teachers from kindergarten through play and the toy can help us understand the social situation of children compared to adults. To perform this study, besides reviewing the literature, we conducted a field survey, a qualitative approach, whose main instrument of data collection was the interview, guided tours designed specifically for this purpose: a model for educators and another for parents. Analyzing the results obtained on how parents and teachers realize how children take ownership of the toy to create situations of play, we could see that they believe in development through interaction in everyday life, where the toy acts as a facilitator.
Esta dissertação analisa o significado atribuído ao brinquedo por pais e professoras de uma instituição pública de educação infantil. O tema implicou na necessidade de um estudo acerca da importância do brinquedo para o desenvolvimento infantil, assim como, da conceituação que se atribui a termos como lúdico, jogo, brinquedo e brincadeira. Outro aspecto investigado refere-se à forma como os pais e educadoras compreendem a maneira como crianças apropriam-se do brinquedo para criar situações lúdicas, bem como, sua importância na educação infantil. Com o fim de proceder-se a esta investigação, buscou-se embasamento em um referencial teórico que segue a perspectiva sócio-histórica de Vigotsky (1916-1934), que postula a influência e a inter-relação dos aspectos sociais, culturais e biológicos no desenvolvimento do indivíduo. Contribuíram, também, para a construção deste referencial teórico, outros autores, como Kishimoto (2008), Elkonin (1998), Huizinga (1999, 1993); Brougére (1997,1999,2004); e Rocha (2005). Para Vigotsky (2007), é a vivência no meio humano, na atividade ocorrida na interação com outros indivíduos que permitem o desenvolvimento de um novo e complexo sistema psicológico na criança. Este estudo acerca dos significados atribuídos por pais de crianças pequenas e professoras da educação infantil ao lúdico e ao brinquedo pode ajudar-nos a entender a situação social das crianças em relação aos adultos. Para realizar este estudo, além da revisão da literatura, realizamos uma pesquisa de campo, numa abordagem qualitativa, cujo principal instrumento de coleta de informações foi a entrevista, orientada por roteiros elaborados especificamente para este fim: um modelo para as educadoras e outro para os pais. Ao analisarmos os resultados obtidos acerca de como os pais e professoras percebem a forma como as crianças se apropriam do brinquedo para criar situações de brincadeira, pudemos perceber que eles acreditam no desenvolvimento a partir da interação no cotidiano, onde o brinquedo atua como facilitador.
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Grishchenko, Alice. „Navigating the Pixelated Waters of Voxel Bay: Designing a Virtual Reality Game for the Pediatric Patient-Player Experience“. The Ohio State University, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=osu1492711773997784.

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Nikoloski, Zoran. „Graph-theoretic Approach to Modeling Propagation and Control of Network Worms“. Doctoral diss., University of Central Florida, 2005. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3164.

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In today's network-dependent society, cyber attacks with network worms have become the predominant threat to confidentiality, integrity, and availability of network computing resources. Despite ongoing research efforts, there is still no comprehensive network-security solution aimed at controling large-scale worm propagation. The aim of this work is fivefold: (1) Developing an accurate combinatorial model of worm propagation that can facilitate the analysis of worm control strategies, (2) Building an accurate epidemiological model for the propagation of a worm employing local strategies, (3) Devising distributed architecture and algorithms for detection of worm scanning activities, (4) Designing effective control strategies against the worm, and (5) Simulation of the developed models and strategies on large, scale-free graphs representing real-world communication networks. The proposed pair-approximation model uses the information about the network structure--order, size, degree distribution, and transitivity. The empirical study of propagation on large scale-free graphs is in agreement with the theoretical analysis of the proposed pair-approximation model. We, then, describe a natural generalization of the classical cops-and-robbers game--a combinatorial model of worm propagation and control. With the help of this game on graphs, we show that the problem of containing the worm is NP-hard. Six novel near-optimal control strategies are devised: combination of static and dynamic immunization, reactive dynamic and invariant dynamic immunization, soft quarantining, predictive traffic-blocking, and contact-tracing. The analysis of the predictive dynamic traffic-blocking, employing only local information, shows that the worm can be contained so that 40\% of the network nodes are not affected. Finally, we develop the Detection via Distributed Blackholes architecture and algorithm which reflect the propagation strategy used by the worm and the salient properties of the network. Our distributed detection algorithm can detect the worm scanning activity when only 1.5% of the network has been affected by the propagation. The proposed models and algorithms are analyzed with an individual-based simulation of worm propagation on realistic scale-free topologies.
Ph.D.
School of Computer Science
Engineering and Computer Science
Computer Science
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Schlünz, Uwe. „Vergleich der Effektivität von rehabilitativen Trainingsformen im Wasser zu herkömmlichen Maßnahmen bei Patienten mit Low Back Pain“. Phd thesis, Universität Potsdam, 2002. http://opus.kobv.de/ubp/volltexte/2005/78/.

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Die wachsenden Kosten für die Behandlung chronischer lumbaler Rückenschmerzen stehen zunehmend in Diskrepanz mit den begrenzten Mitteln für das Gesundheitswesen.
Untersuchungen zeigen, dass aktive Trainingsprogramme, je früher sie eingesetzt werden, einen positiven Einfluss auf die Senkung von Kosten für die Gesellschaft haben. Ein rechtzeitiger Einsatz der medizinischen Kräftigungstherapie bei Rückenschmerzpatienten ist somit unter rehabilitativen Gesichtspunkten notwendig. Insbesondere das Training im Wasser gestattet gelenkschonende Übungen in frühen Phasen der Rehabilitation und lassen eine raschere Wiederherstellung erwarten.
Über die körperlichen Auswirkungen therapeutischer Trainingsmaßnahmen im Wasser sind bis dato wenige Studien verfügbar, welche die Wirkung des Mediums Wasser auf konditionelle Parameter objektiv quantifizieren und bewerten. Jedoch sind bislang die Möglichkeiten für ein gezieltes Krafttraining im Wasser begrenzt.

Eine gerätetechnische Entwicklung, die ein rumpfstabilisierendes Krafttraining im Warmwasser ermöglicht, lässt im Vergleich zu herkömmlichen Trainingsmöglichkeiten eine noch effizientere rehabilitative Behandlung erwarten.
Es wird die Fragestellung verfolgt, inwieweit aktive Trainingsformen im Wasser die Maximalkraft und die neuromuskuläre Funktion der Rumpfmuskulatur, sowie den Schmerz von Rückenpatienten beeinflussen. Ferner soll im Rahmen der Untersuchungen die Effektivität eines neu entwickelten Wassertrainingsgerätes geprüft werden.
Die Untersuchungen der Ergebnisse von 80 weiblichen Probanden (in fünf Gruppen aufgeteilt: Kontrollgruppe, Aquajogging, Aquarücken, Aquagerät und Rückengymnastik an Land) zeigen, dass durch aktive Interventionsmaßnahmen eine Verbesserung der Kraftfähigkeit und eine Reduzierung von Schmerzen erzielt werden kann. Hingegen kommt es in der Kontrollgruppe, ohne Trainingsanwendungen, zur Stagnation des chronischen Schmerzzustandes, sogar zur Verschlechterung der Kraftentwicklung der Rückenstreckmuskulatur.

In allen Trainingsgruppen konnten kurzfristig und mittelfristig weniger Muskelfunktionsstörungen nachgewiesen werden. Bei Betrachtung der Kraftentwicklung der unteren Rumpfmuskulatur fällt auf, dass die höchsten Zuwächse der Bauchmuskelkraft in den Gruppen Aquarücken und Aquagerät festzustellen sind. Die Kraft der Rückenstreckermuskulatur entwickelte sich in der Gruppe Aquagerät mit einer Steigerung von 55% nach der Intervention am stärksten. Es kann die Hypothese aufgestellt werden, dass das Training im warmen Wasser unter stabilisierten Voraussetzungen eine effizientere Methode zur Stärkung der unteren Rumpfmuskulatur zu sein scheint.
Bei der Entwicklung der Kraft der oberen Rücken- und Schultergürtelmuskulatur kommt es in den Gruppen Aquajogging und Aquarücken zu den größten Steigerungen. Dies könnte mit der höheren Aktivität der Arme im Übungsprogramm zusammenhängen.
Positiv ist die hohe Reduzierung der Schmerzen in allen Trainingsgruppen zu bewerten. Jedoch ist bei Betrachtung der Ergebnisse festzustellen, dass für eine weitere Manifestierung der Trainingserfolge ein weiterführendes Training bedeutsam ist.
Die Ergebnisse dieser Studie belegen, dass durch ein gezieltes Training im Wasser und an Land über 6 Wochen, je zweimal pro Woche, deutliche Verbesserungen in der Entwicklung von Kraft, Schmerzintensität, Funktionseinschränkung und Muskelfunktion möglich sind. Ferner werden in dieser Arbeit positive Zusammenhänge zwischen den Entwicklungen Schmerzintensität und Rückenstreckerkraft, sowie Schmerzintensität und Bauchmuskelkraft beobachtet. Zwischen den Versuchsgruppen im Wasser und der Versuchsgruppe an Land konnten nur geringe Unterschiede in den Ergebnissen nachgewiesen werden. Jedoch geben die Resultate Hinweis darauf, dass bei höheren Schmerzintensitäten die Intervention im Wasser die Therapie der Wahl zu sein scheint.
Die Resultate dieser Untersuchungen machen deutlich, dass der Einsatz eines Wassertrainingsgerätes in der Therapie chronischer Rückenschmerzpatienten eine effiziente Methode zur Senkung von Schmerzen und zur Steigerung der Kraft der Rücken- und Bauchmuskulatur ist.
Vorteile des Wassertraingsgerätes sind die gute Stabilisation des Beckens, trotz auftriebswirksamer Mechanismen im Wasser, die bedienerfreundliche Handhabung, der separat einstellbare Widerstand, die schnellen Therapieerfolge und die hohe Motivation der Kursteilnehmer. Diese Beobachtungen lassen eine effizientere Therapie und damit Kostenersparnisse vermuten.
Nachteile sind das hohe Gewicht des Wassertraingsgerätes und die relativ hohen Anschaffungskosten. Die hohe Reduzierung der Schmerzintensität bei den Probanden, die am Wassertrainingsgerät Interventionen durchführten, lassen vermuten, dass diese Geräteanwendungen für Patienten mit sehr schmerzhaften oder subakuten Verlaufsformen besonders geeignet ist.
Der schonende Charakter der Aquatherapie und der Einsatz eines neuen Wassertrainingsgerätes unterstützt in effektiver Weise die modernen Konzepte der Rehabilitation chronischer Rückenschmerzpatienten.
Question: Aim of the study was to evaluate the influence of different aquatic exercise programmes on trunk strength, pain level, neuromuscular function and functional ability for patients with low back pain. Another aim was to construct and implement of a new aquatic exercise machine.

Methods: 80 female subjects aged from 25 to 45 years with low back pain were randomized into a control group or one of the following training groups: aqua jogging, aqua gymnastics, aqua machine and gymnastics on land. The four training groups took part in a muscle strengthening program two times a week over 6 weeks. The control group did not receive any alternative physiotherapeutic treatment. All groups were tested at the beginning, after 6 weeks and 4 months later.

Results: The data obtained for the control group remained unchanged over all periods of investigation. The isometric maximum of trunk strength improved significantly in all exercise groups. Furthermore it was to be seen that there were less malfunction in all training groups after 6 weeks. The most significant improvements are in the exercise machine group concerning reduction of pain level and increase strength of lumbar extension.

Conclusions: The results of this study should be viewed as encouraging. The aquatic exercise machine is to be seen as an effective complement of treatment for low back pain.
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Bücher zum Thema "Paid games"

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Books, Lantern. Metal gear solid V, the phantom pain: The ultimate stealth guide. [Place of publication not identified]: Lantern Books, 2015.

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Stratton, Stephen. Smackdown!: Here comes the pain : Prima's official strategy guide. Roseville, CA: Prima Games, 2003.

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Thomases, Judi. Wisdom's game: How to change life's pain into joy. Fort Bragg, Calif: Cypress House, 2005.

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The art of failure: An essay on the pain of playing video games. Cambridge, Mass: MIT Press, 2013.

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Golf fitness: Play better, play without pain, play longer and enjoy the game more. Lanham, Md: Taylor Trade Pub., 2011.

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Anderson, Gordon A. Legislation on conservation laws enforcement: 1999 Assembly Bill 490, relating to the designation and duties of Chief Warden ... : 1999 Assembly Bill 491, relating to authorizing conservation wardens to ... : 1999 Assembly Bill 492, relating to limiting administrative expenses paid from ... Madison, Wis. (One E. Main St., Ste. 401, Madison): Legislative Council Staff, 1999.

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Ginzburg, Sergey. English-Russian explanatory dictionary of hockey terms. ru: INFRA-M Academic Publishing LLC., 2017. http://dx.doi.org/10.12737/24257.

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The dictionary contains more than 5000 eponymous, acronymic and figurative terms used in such a modern and popular sport in Russia and abroad as ice hockey. Special attention is paid to terms from the field of game technology, its history and rules. The dictionary includes figurative expressions that are actively used in modern hockey. Terminology from the field of sports medicine is widely presented-names of symptoms, syndromes, diseases, injuries that occur in hockey. The dictionary is provided with historical excursions-description of rules, traditions adopted in hockey, stories about famous players of the past, awards given in their honor. The dictionary also contains modern and historical names of hockey arenas in the world, indicating the names of the clubs that play on them, and the main technical characteristics of the arenas. The dictionary provides a wide range of typologies of hockey clubs currently playing and clubs that have become history. The publication contains a large number of examples of the use of hockey terms in modern sports journalism and scientific literature. These examples are taken from articles by North American sports journalists describing each national hockey League championship game. The book is based on more than thirty years of experience of the author-a professional translator who has been a passionate fan of ice hockey since childhood. The dictionary is intended for students of higher educational institutions who are studying in bachelor's and master's degrees in the areas of Linguistics, Journalism, Philology, International relations, Advertising and public relations, and Physical culture, as well as for teachers of these areas. This dictionary can also be useful for professional hockey players, coaches, referees, hockey commentators, and specialists. The publication will also be of interest to a wide range of readers who are interested in such a popular and actively developing sport around the world as ice hockey.
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Plaskova, Nataliya. Analysis of financial statements prepared in accordance with IFRS. ru: INFRA-M Academic Publishing LLC., 2021. http://dx.doi.org/10.12737/1121571.

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The textbook introduces modern methods and techniques for analyzing the activities of a commercial organization using the information contained in its financial statements prepared in accordance with International Financial Reporting Standards. Considerable attention is paid to the disclosure of calculation and analytical procedures for identifying and quantifying the impact of factors on the level of business performance. The presentation of each chapter is accompanied by practical calculation and analytical materials using the "cross-cutting task" technique, the initial information base of which is the actual financial statements of the company prepared in accordance with IFRS. After each chapter, there are control questions and tests for self-control. The tutorial includes a practical business game in the form of a built-in "Workbook". It is a solution of interrelated tasks using practical materials — the financial statements of a real commercial organization — and illustrates all the methodological methods of analysis contained in the textbook. Meets the requirements of the federal state educational standards of higher education of the latest generation. For students of higher educational institutions studying under bachelor's and master's degree programs in Economics, as well as teachers and postgraduates of economic specialties, students of the system of professional training and advanced training of accountants, auditors, financial managers, practitioners of financial and analytical services of organizations.
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Paid to Play: An Insider's Guide to Video Game Careers. Prima Games, 2006.

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Stratton, Bryan, David Hodgson und Alice Rush. Paid to Play: Revised & Expanded: An Insider's Guide to Video Game Careers (Prima Official Game Guides). Prima Games, 2008.

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Buchteile zum Thema "Paid games"

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Wardle, Heather. „Introduction“. In Games Without Frontiers?, 1–8. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74910-1_1.

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AbstractRecent academic and policy attention focuses on the “convergence” of gambling and games. Yet, looking at the social and historical context of gambling and games, we see they were always intertwined, with both reflecting broader social, economic and cultural conditions. Setting out the argument for this book, this chapter contends that what we see today, with phenomena like loot boxes, is an acceleration of this trend, amplified by the changing technologies which underpin both industries. Little attention has been paid to these broader social and historical processes, which limits our understanding of them and our anticipation of what might happen next. This book aims to act as a primer to place the “convergence” of gambling and gaming within its rightful historical context and encourages us to take a broader perspective when thinking about the impact of these developments.
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Hardy, Sandro, Florian Feldwieser, Tim Dutz, Stefan Göbel, Ralf Steinmetz und Elisabeth Steinhagen-Thiessen. „ALFRED Back Trainer: Conceptualization of a Serious Game-Based Training System for Low Back Pain Rehabilitation Exercises“. In Serious Games, 36–47. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-19126-3_4.

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Bidarra, Rafael, Dien Gambon, Rob Kooij, Dylan Nagel, Maaike Schutjes und Ioanna Tziouvara. „Gaming at the dentist's – serious game design for pain and discomfort distraction“. In Games for Health, 207–15. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_16.

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Bonnechére, B., B. Jansen, L. Omelina, L. Da Silva, D. Mouraux, M. Rooze und Jan S. Van Sint. „Patient follow-up using Serious Games. A feasibility study on low back pain patients.“ In Games for Health, 185–95. Wiesbaden: Springer Fachmedien Wiesbaden, 2013. http://dx.doi.org/10.1007/978-3-658-02897-8_14.

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Fassbender, Eric, und Wolfgang Heiden. „Atmosphaeres – 360° Video Environments for Stress and Pain Management“. In Serious Games Development and Applications, 48–58. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11623-5_5.

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Davis, Olivia, und Claudia Hart. „The Healing App: Augmented Reality and Art for Pediatric Patients with Chronic Pain“. In Augmented Reality Games II, 205–21. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15620-6_9.

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Choo, Amber, Xin Tong, Diane Gromala und Ari Hollander. „Virtual Reality and Mobius Floe: Cognitive Distraction as Non-Pharmacological Analgesic for Pain Management“. In Games for Health 2014, 8–12. Wiesbaden: Springer Fachmedien Wiesbaden, 2014. http://dx.doi.org/10.1007/978-3-658-07141-7_2.

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van der Spek, Erik D., und Luuk P. M. Roelofs. „Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?“ In Entertainment Computing and Serious Games, 97–110. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_8.

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Parsons, Thomas D., und Zina Trost. „Virtual Reality Graded Exposure Therapy as Treatment for Pain-Related Fear and Disability in Chronic Pain“. In Virtual, Augmented Reality and Serious Games for Healthcare 1, 523–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_25.

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Ozturkcan, Selcen, und Sercan Sengun. „Pleasure in Pain: How Accumulation in Gaming Systems Can Lead to Grief“. In Gamer Psychology and Behavior, 41–55. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29904-4_3.

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Konferenzberichte zum Thema "Paid games"

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Sarkar, Anurag, und Seth Cooper. „Comparing paid and volunteer recruitment in human computation games“. In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235796.

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Dingli, Alexiei, und Luca Bondin. „Realtime Adaptive Virtual Reality for Pain Reduction“. In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848119.

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Patil, Ashokkumar, Sanghun Nam und Youngho Chai. „A Smart Pad Assisted Hybrid Sketch System“. In Games and Graphics and 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.46.37.

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Steffen, Daniel, Corinna Christmann, Wolfgang Teufl und Gabriele Bleser. „No Game, No Pain?“ In CHI PLAY '17: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3130859.3131310.

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Masek, Martin, Philip Hingston und Matthew Carrigy. „Raising Heart Rate with Dance Pad Based Computer Games“. In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2009. http://dx.doi.org/10.5176/978-981-08-3190-5_454.

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Nakajima, Mitsuru, Yasutoshi Makino und Hiroyuki Shinoda. „Displaying Pain Sensation in Midair by Thermal Grill Illusion“. In 2019 IEEE International Symposium on Haptic, Audio and Visual Environments and Games (HAVE). IEEE, 2019. http://dx.doi.org/10.1109/have.2019.8921267.

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Simmonds, Maureen J., und Dimitrios Zikos. „Computer games to decrease pain and improve mood and movement“. In the 7th International Conference. New York, New York, USA: ACM Press, 2014. http://dx.doi.org/10.1145/2674396.2674435.

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Akbulut, Akhan, Feray Gungor, Ela Tarakci, Abdurrahman Cabuk und Muhammed Ali Aydin. „Immersive Virtual Reality Games for Rehabilitation of Phantom Limb Pain“. In 2019 Medical Technologies Congress (TIPTEKNO). IEEE, 2019. http://dx.doi.org/10.1109/tiptekno.2019.8895177.

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Goodman-Vincent, Ella, Mathieu Roy und Najmeh Khalili-Mahani. „Affective Game Planning for Playing the Pain“. In CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3383668.3419933.

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Iermachkova, Olga. „Языковая игра с именами собственными в газетном заголовке“. In Пражская Русистика 2020 – Prague Russian Studies 2020. Charles University, Faculty of Education, 2020. http://dx.doi.org/10.14712/9788076032088.1.

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The article is devoted to the phenomenon of language game in journalistic title. Particular attention is paid to proper names (anthroponyms, toponyms, etc.), which have become the material for the formation of game titles in the print media. The purpose of the article is to determine the most productive class of proper nouns, as well as the most popular method for creating a game headline in the Russian printed edition “Kommersant” for 2019-2020.
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Berichte der Organisationen zum Thema "Paid games"

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Her, Shyang-Kuen. Improved I/O pad positions assignment algorithm for sea-of-gates placement. Portland State University Library, Januar 2000. http://dx.doi.org/10.15760/etd.6200.

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Levantovych, Oksana. COVID 19 MEDIA COVERAGE: AN ANALYSIS OF HEORHII POCHEPTSOV’S VIEW. Ivan Franko National University of Lviv, Februar 2021. http://dx.doi.org/10.30970/vjo.2021.49.11061.

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The article analyses the peculiarities of the coverage of the covid pandemic in the Ukrainian media, the emphasis placed by the media in news, and how the online mode of modern life and social distancing affects the growth of media influence. Special attention is paid to the view of the famous publicist Heorhii Pocheptsov, who does not exclude the possibility that the coronavirus was invented intentionally to control millions of people around the world. Permanently, the world faces numerous challenges of different scales: economic, military, socio-political, environmental, epidemiological ones. In 2020, the largest and the most unexpected event, undoubtedly, was the deadly coronavirus pandemic, which spread from the small Chinese province of Wuhan to the whole world and already took more than one million people’s lives in less than a year. Thus, the media, that in the post-information society actually have an unprecedented impact on people, form a person’s perception of such challenges. As a result, our understanding of the pandemic is directly related to the information we consume from the media. In fact, from the very start of quarantine, the media space began to be captured by analytical materials in which experts from various fields tried to predict what the world would be like after the end of coronavirus. These experts were of two types: some claimed that irreversible changes would deepen the permanent economic and socio-political crisis, and by claiming that they intensified panic, while others argued that any crisis is a chance to restart and grow. The experts put different emphases covering the covid pandemic in the media, but it is important to pay attention to the analysis of the famous publicist, propaganda researcher – Heorhii Pocheptsov, who sees the coronavirus as a tool to influence millions of people. The pandemic will end sooner or later, but no matter whether the virus was artificially invented or not, the processes that have already been launched around the world cannot stop as if nothing had happened. But Heorhii Pocheptsov’s opinion about the possible artificial nature of the virus should make us more vigilant while consuming information from TVs or from the online media, as it is possible that this information might be a part of a great game that we were not warned about.
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