Journal articles on the topic 'Computer gaming and animation studies'

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1

Hughes, Ian. "The bright and shiny future of the gaming PC." ITNOW 63, no. 2 (June 1, 2021): 20–21. http://dx.doi.org/10.1093/itnow/bwab040.

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Abstract Ian Hughes CITP MBCS, Senior Analyst loT at 451 Research and Chair of the BCS Animation and Games SG, takes us on a journey inside the humble desktop PC of the past to explain its potential for an even brighter future.
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Junaedi, Hartarto, Mochamad Hariadi, and I. Purnama. "Profiling Director’s Style Based on Camera Positioning Using Fuzzy Logic." Computers 7, no. 4 (November 14, 2018): 61. http://dx.doi.org/10.3390/computers7040061.

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Machinima is a computer imaging technology typically used in games and animation. It prints all movie cast properties into a virtual environment by means of a camera positioning. Since cinematography is complementary to Machinima, it is possible to simulate a director’s style via various camera placements in this environment. In a gaming application, the director’s style is one of the most impressive cinematic factors, where a whole different gaming experience can be obtained using different styles applied to the same scene. This paper describes a system capable of automatically profile a director’s style using fuzzy logic. We employed 19 output variables and 15 other calculated variables from the animation extraction data to profile two different directors’ styles from five scenes. Area plots and histograms were generated, and, by analyzing the histograms, different director’s styles could be subsequently classified.
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Timplalexi, Eleni. "Shakespeare in Digital Games and Virtual Worlds." Multicultural Shakespeare: Translation, Appropriation and Performance 18, no. 33 (December 30, 2018): 129–44. http://dx.doi.org/10.18778/2083-8530.18.09.

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Shakespeare’s plays have long flirted with using various artistic and medial forms other than theatre, such as cinema, music, visual arts, television, comics, animation and, lately, digital games and virtual worlds. Especially in the 20th and 21st century, a fascination with Shakespeare both as a historical and theatrical figure and as a playwright has become evident in screen based media (cinema, television and video), ranging from “faithful,” almost documented performances of his plays to free style adaptations or vague film references. Digital games and virtual worlds carry on this tradition of the transmedial journey of Shakespeare’s plays to screen based media but top it up with new forms of interaction and performativity. For the first time in the history of mankind everyone can enjoy firsthand from his armchair and for free the experience of taking part in a play by the Bard by entering a virtual world as if it was a stage and by assuming roles through avatars. The article attempts first to introduce the reader to the deeper needs that gave rise to animation, a fundamental aspect of digital gaming and virtual worlds. It then tries to illuminate the various facets of digital performance and gaming, especially in relation to Shakespeare-themed and inspired digital games and virtual worlds, by putting forward some axes of classification. Finally, it both suggests some ideas that may be of use in rendering the Shakespeare gaming experience more “complete” and “theatrical” and ends by acknowledging the immense potential for the exploration of theatricality and performativity in digital games and virtual worlds.
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Bekkering, Denis J. "eGods: Faith Versus Fantasy in Computer Gaming." Nova Religio 18, no. 1 (February 2013): 112–13. http://dx.doi.org/10.1525/nr.2014.18.1.112.

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5

van Baerle, Susan L. "Report on the ottawa international animation festival and the society for animation studies conference." Journal of Visualization and Computer Animation 2, no. 2 (April 1991): 42–43. http://dx.doi.org/10.1002/vis.4340020203.

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6

Wei, Haiyan. "Research on Collaborative Innovation of Animation Specialty in Colleges under Digital Technology." Scientific Programming 2022 (April 26, 2022): 1–10. http://dx.doi.org/10.1155/2022/7614256.

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Digital technology plays an important role in promoting the development of the animation industry. With the rapid development of digital technology in China, the wide application of digital technology in the animation field has become a new method of animation production, which also is an important way for the development of animation major in colleges. This paper studies the collaborative innovation of animation majors in colleges under digital technology, combined with the driving effect of digital technology on animation major, and a collaborative innovation system of animation major based on digital technology is constructed. Based on this, a collaborative innovation platform for animation projects is designed, which is dominated by universities and supplemented by governmental enterprises. The basic functions of animation knowledge integration, animation knowledge maintenance, animation knowledge retrieval, and animation knowledge sharing are implemented. The platform not only innovates the teaching mode of animation major in colleges but also promotes the development of the animation industry, which has practical applicated value.
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Liu, Lianlian, and Yongjun Wang. "Innovation and Entrepreneurship Practice Education Mode of Animation Digital Media Major Based on Intelligent Information Collection." Mobile Information Systems 2021 (September 2, 2021): 1–11. http://dx.doi.org/10.1155/2021/3787018.

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With the rapid development of new media, it has also promoted the transformation of animation expression. One is the change of publishing media, which makes the dissemination of online media work faster and more convenient; the other is the order of magnitude change and the diversity of publishing channels and communication. The choice has contributed to a geometric increase in the number of works published. According to the flow of the new media animation production process, design and establish the classroom situation of animation studios, introduce “work” into the classroom, integrate occupations into studies, highlight occupations in studies, and strengthen professional concepts in the courses, in the form of animation studios, combined with animation companies. The production process and assessment standards effectively organize students to actively master animation theory knowledge and production technology; these experiences can accumulate effective and valuable experience for students’ career development. This article mainly introduces the research on the innovative and entrepreneurial practice education model of animation digital media major based on intelligent information collection and intends to provide some ideas and directions for the innovation and entrepreneurship practice education model reform of animation digital media major. This article proposes a studio-based animation digital media professional innovation and entrepreneurship practice education model research methods, used for studio-based animation research and experiment on innovation and entrepreneurship practice education mode of digital media major. The experimental results of this paper show that the Cronbach’s α coefficients of the questionnaire are all greater than 0.8, indicating that the survey content of the questionnaire is more authentic and highly reliable.
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Ng Lee-Luan and Rino Shafierul Azizie Shahrir Raghbir. "Learning English Vocabulary via Computer Gaming." Issues in Language Studies 10, no. 1 (June 29, 2021): 93–109. http://dx.doi.org/10.33736/ils.2708.2021.

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Due to the COVID-19 pandemic, educators have opted for online discussions and classes in which the teaching and learning sessions occur beyond the classroom environment. As various forms of technology such as gaming can be potentially used as platforms for online teaching and learning, the study aims to investigate the use of vocabulary learning strategies (VLS) in a massively multiplayer online role-playing game (MMORPG) among Malaysian English as a second language (ESL) players. Data were obtained via a 12-hour online game-play recorded sessions of Guild Wars 2 involving four Malaysian ESL players. The participants consisted of experienced online gamers aged between 24 and 25 years. The game-play sessions were also observed to provide supporting details on how the players utilised strategies when learning English vocabulary. The outcome of the study revealed that the ESL players employed different VLS during their game-play sessions. Gu and Johnson’s (1996) categorisation of VLS, which are metacognitive, cognitive, memory, and activation strategies, was subsequently modified to accommodate the MMORPG context. The results showed that the top five strategies used by the players were meaning-making, consultation, using online dictionary, word comparison, and incorporating words with real-world contexts.
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신형호. "Case Studies of Using Partly Non-Realistic Rendering Expression in Animation - Focused on 3D Computer Animation -." Journal of Korea Design Forum ll, no. 40 (August 2013): 155–64. http://dx.doi.org/10.21326/ksdt.2013..40.014.

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10

Soloveva, Svetlana I. "Linguistic specificity of French youth computer gamer jargon." Verhnevolzhski Philological Bulletin 1, no. 28 (2022): 155–61. http://dx.doi.org/10.20323/2499-9679-2022-1-28-155-161.

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This article discusses the features of the computer gaming jargon of the French youth. The main purpose of the study was a descriptive analysis of the features of French youth computer gaming jargon. The main task of the study was to classify computer gaming jargon by areas of use. Based on the materials of such sources as the dictionary "Vocabulary des techniques de l'information et de la communication (TIC)", the French-language Internet portal "Le Jargon Fran-çais" (the part that relates to computer and gaming jargon), as well as studies by French speaking authors (J.-M. Adam, I. Oseki-Dépré, A. Jeandidier, J. Lazar, etc.), the features of using computer gaming jargon were analyzed from the point of view of its classification by spheres. There was also an analysis of the formation of Internet slang which is widely used by French gamers and almost all young people who actively use computers. Special attention was paid to Anglicisms in the analyzed area, and it was concluded that the French computer gaming jargon actively bor-rows lexical units from the English language, either leaving them unchanged, or changing their spelling in accordance with the rules of the modern French language. A general conclusion was made: further systematic study of French youth computer gaming jargon will provide an opportunity for a deeper understanding of the language processes tak-ing place in the field of modern French from the point of view of its functioning within the Internet discourse and com-puter gaming jargon.
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Wu, Shan, Hubin Liu, Qi Xu, and Yulong Liu. "Design and Research of Interactive Animation of Immersive Space Scene Based on Computer Vision Technology." Mathematical Problems in Engineering 2021 (July 8, 2021): 1–10. http://dx.doi.org/10.1155/2021/5554879.

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With the development of computational simulation technology, the need for stable and immersive display effects of space scene animation in the field of life experience and visual art has gradually increased. In this case, the requirements for immersive characteristics of space scene animation have also been strengthened. The existing 3D space scene animation has a limited degree of stereoscopic display model and data visualization. However, the current space scene interactive animation adopts a plane layout as a whole, and the size of the view interface is generally fixed, including the size of virtual elements. However, the immersion in this paper interactive animation of spatial scene can effectively solve the problems of incomplete display of 3D effects and unstable view simulation in 3D effects. This paper takes immersive space scene animation as the research object and studies the 3D and characteristics of space scene animation based on computer parallel computing in different immersive space scenes and different virtual space technologies, as well as the animation effects of different scene transformations and art forms. The result of research shows that, with the continuous increase of the degree of virtuality within a certain range, the immersive effect of spatial scene interactive animation gradually becomes better. When the color of the space scene animation is below 15, the virtual immersive effect changes less. When the space scene is in the range of 15–20, the space scene will make people feel the atmosphere of a beautiful and mysterious illusion.
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Iqbal, Mohammad Aakil, Hritik Panwar, and Satya Prakash Singh. "Design and Implementation of Pathfinding Algorithms in Unity 3D." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 71–79. http://dx.doi.org/10.22214/ijraset.2022.41136.

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Abstract: In this paper, the pathfinding algorithm has been implemented using Unity 3D. Unity-3D is a game engine that provides a 3D environment to statistically incorporate various multimedia data into one platform. It was developed by Unity Technology in the year 2005 and has become one of the most popular platforms for developing 2D and 3D games. The gaming environment provides several elements such as the PhysX physics engine, animation system, terrain editor, etc. Pathfinding is a dynamic process in which the plotting of the shortest path or route between two points is being determined by a computer application. Algorithms are defined as the steps required for completing a particular objective or a task.
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Che Din, Sharkawi, Nurul Akma Abdul Wahab, and Farhanah Abu Sujak. "Exploring Spatial Visualization and Gender Among the 3D Computer Animation Undergraduates." Environment-Behaviour Proceedings Journal 5, SI3 (December 28, 2020): 87–90. http://dx.doi.org/10.21834/ebpj.v5isi3.2537.

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The Deficits in Spatial Visualization may affect the performance of 3D Computer Animation among Multimedia undergraduates. Spatial Visualization can be observed as a unique type of intelligence distinguishable from other forms of intelligence, such as verbal ability and reasoning ability. Most students experienced difficulties in performing the complicated visualization task for creating 3D animation. Students whose spatial visualization skills are insufficient to complete the assignment will not be able to obtain good grades in the 3D computer animation course. The purpose of this research is to explore the relationship between Spatial Visualization, gender, and 3D Computer Animation performance amongst undergraduates. Keywords: Computer Animation; Spatial Visualization; Multimedia; eISSN: 2398-4287© 2020. The Authors. Published for AMER ABRA cE-Bsby e-International Publishing House, Ltd., UK. This is an open access article under the CC BYNC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/). Peer–review under responsibility of AMER (Association of Malaysian Environment-Behaviour Researchers), ABRA (Association of Behavioural Researchers on Asians) and cE-Bs (Centre for Environment-Behaviour Studies), Faculty of Architecture, Planning & Surveying, Universiti Teknologi MARA, Malaysia. DOI: https://doi.org/10.21834/ebpj.v5iSI3.2537
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14

Zhang, Rong. "Computer Vision-Based Art Color in the Animation Film Performance Characteristics and Techniques." Journal of Sensors 2021 (September 13, 2021): 1–12. http://dx.doi.org/10.1155/2021/5445940.

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If an animated film wants to present extraordinary visual effects, the successful use of art colors is the key to the success or failure of an animated film. Although our country’s animated film started a short time ago, its development has been slow. In modern times, it is difficult to compete with excellent animation works of other countries; animation is an art form that requires the combination of modern technology and traditional cultural areas. Chinese cartoons are gradually declining today when the technology is taking off. The reason is that the traditional culture of the country has not been thoroughly explored. In today’s diversified world, if you want to revive the brilliance of Chinese animation, you must deeply and systematically study various elements of national art and form your own creative thinking and creation system. Particularly under computer vision, the gap is very obvious. Under the computer vision, in order to study the characteristics and techniques of the use of fine art colors in animated films, to promote the development of animated films in China, this article analyzes the role of art color in the animation of excellent Chinese and foreign animation works in recent years, through literature analysis, comprehensive qualitative and quantitative analysis, etc., to study the meaning and application of color symbols, hoping to be a Chinese animation providing useful help for film creation and development. Studies have shown that color has a strong influence on animated films. A good use of artistic color can add a lot of color to an animated film. According to statistics, art colors account for at least 20% of excellent animation works, which can be integrated into animation colors. Animation works with domestic characteristics are easier to succeed. This shows that the use of artistic colors can play a key role in animated films.
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15

Lewis, Richard, and Molly Taylor-Poleskey. "Hidden Town in 3D." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–14. http://dx.doi.org/10.1145/3431924.

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This article presents a case of collaborative pedagogy of digital humanities involving a virtual version of historic Salem, North Carolina. “Hidden Town in 3D” is a partnership between Middle Tennessee State University’s Public History, Animation, and Aerospace programs, and Old Salem Museums and Gardens. The object of Hidden Town in 3D is to use digital technologies to recover and represent the stories of the African Americans of Salem. The anticipated outputs for this project are an augmented reality application that can be used on-site at Old Salem, allowing visitors to see slave dwellings where they once stood and a virtual tour using gaming technology of the entire town in the year 1860 with African-American stories and homes reintegrated. Along with enhancing the museum’s visitor experience, these outputs enhance the educational experiences of undergraduate and graduate students through interdisciplinary, project-based learning. Thus, the technical work of modeling, animating, and augmented reality benefits teaching, historical scholarship, and museum offerings.
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Ausburn, Lynna J., Floyd B. Ausburn, and Paul J. Kroutter. "Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments." International Journal of Adult Vocational Education and Technology 4, no. 4 (October 2013): 1–14. http://dx.doi.org/10.4018/ijavet.2013100101.

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This study used a cross-case analysis methodology to compare four line-of-inquiry studies of desktop virtual environments (DVEs) to examine the relationships of gender and computer gaming experience to learning performance and perceptions. Comparison was made of learning patterns in a general non-technical DVE with patterns in technically complex, occupationally-specific DVEs. Two oppositely-gendered occupations were sampled in the technical studies: surgical technology and policing. The cross-case analysis confirmed in the occupationally-specific DVEs the gender effect in favor of males on spatial learning that has been documented in previous research literature. It also supported a gaming experience effect in favor of more experienced gamers, but did not clearly demonstrate a relationship between gender and gaming experience. Several implications and recommendations are presented for practitioners and researchers in adult vocational, career, and technical education.
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Popkonstantinovic, Branislav, Ivica Nikolic, Ana Perisic, and Igor Kekeljevic. "Fly-Through animation at the Faculty of Technical Sciences in Novi Sad." Facta universitatis - series: Architecture and Civil Engineering 9, no. 2 (2011): 277–87. http://dx.doi.org/10.2298/fuace1102277p.

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This article describes application of Fly-Through animation, especially in architecture. It shows application of this animation technique on Computer Graphics - Animation in Engineering studies and on Architecture and Urban Planning studies at the Faculty of Technical Sciences in Novi Sad. Three historically significant buildings have been modeled and animated: Gymnasium Jovan Jovanovic Zmaj, Department of Architecture and Urban Planning and a City Hall in Novi Sad. Development process of these models and animations is described in details, step by step.
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Li, Yuhui, and Wenjing Zhuge. "Application of Animation Control Technology Based on Internet Technology in Digital Media Art." Mobile Information Systems 2022 (April 6, 2022): 1–11. http://dx.doi.org/10.1155/2022/4009053.

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The advent of the Internet era has endowed artistic creation with new forms and connotations, and more and more digital media technologies have entered the stage of artistic creation and exhibition. At the same time, Internet technology has also provided more abundant artistic resources and art forms for digital media art for reference. With the development of animation control technology, various character animations present three-dimensional visual effects. Digital media art has emerged as a new concept in the field of multimedia applications and the integration and development of various technologies such as intelligent technology, network technology, media technology, and art design. This makes the art present a three-dimensional beauty with the support of modern high-tech technology. This paper mainly discusses the application of animation control technology in digital media art under the support of Internet technology. This paper also studies the artistic effect of digital media art under animation control technology. Through experimental research, this paper shows that the application of animation control technology in digital media art can improve the vividness of animation characters and promote the integration of digital media technology and culture and art. The fidelity to its simulated reality reaches 98.99%, and the actual effect achieved in the process of digital media art design work is completed, thereby realizing a large number of character animation scenes.
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Saunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire." Convergence: The International Journal of Research into New Media Technologies 25, no. 2 (March 6, 2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.

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This article is one of the first to consider the digital phenomenon of computer-generated imagery (CGI) pornography, a highly significant site of convergence that combines the technologies, cultures and aesthetics of digital animation, video games and pornographic film. As much of this controversial new content is produced through the hacking of licensed video game franchises, CGI pornography typifies the democratic possibilities of the digital economy. However, this bizarre digital subculture exemplifies too the tension between ludic and labour-intensive digital practises: its production is embedded simultaneously in the anti-productive play of gaming, hacking and pornography, and in the intensive, neo-liberal labour practises associated with free labour and the video game industry. This article explores CGI porn as a specific site of convergence that fundamentally alters the aesthetics and function of digital pornography and relatedly the libidinal subject that is interpolated in this crucial aspect of digital culture. The filmic genre of pornography has a long tradition of producing affective engagement through vicarious access to the material body; its evocations of veracious materiality and presence are only amplified in a digital culture of virtuality and dematerialization. This article analyses how the technological construction of CGI porn is foregrounded in its images and films, highlighting the codes and patterns of the genre and blending them with a stark revelation of the restrictions and capabilities of CGI technology. The article explores how multiple instances of hypermediacy and hypersignification in CGI porn expose and affectively engage with the fact of convergence itself: that is, revealing technological capacities and limitations of digital animation and eroticizing its interpenetration with the films’ diegeses, aesthetics and representations of movement become the central function of this new cultural output. The libidinal focus of this type of digital pornography fundamentally shifts, then, away from the human body and the attempt to gain vicarious imagistic access to it through digital technologies. Instead, the labour of the animator, and the coding and characters they borrow from video game designs, become the libidinal focus of computer-generated pornography. As this new digital phenomenon uncovers and eroticizes the workings of CGI, so it dismantles the veracity and materiality promised by ‘real body’ digital pornography: CGI porn’s stark foregrounding of its technological constructedness clarifies the artificiality of its ‘real body’ counterpart. This article posits, then, an important new site of convergence. Pornography is a central node in the culture, politics and economics of digital technology, and the ways in which its convergence with CGI practises and video game culture has produced not just an entirely new digital phenomenon, but has fundamentally altered digital pornography's conception of the desirous subject and the material body, are crucial.
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Liu, Xu Min, and Xu Zhai. "Animation Tree in the Wind." Advanced Materials Research 472-475 (February 2012): 1357–60. http://dx.doi.org/10.4028/www.scientific.net/amr.472-475.1357.

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Real time modeling and rendering of natural Phenomena has been a hotspot and One of the most difficult tasks in Computer Graphics, it has been found wide application in many domains such as computer animation, computer games, special effects of movie, landscaping, battlefield simulation and virtual reality etc.. Realistic simulation is generally consisting of natural elements simulation and man-made elements simulation, natural elements simulation is relatively complicated. However, in natural elements simulation trees simulation is one of the most complex technologies. In this paper, propose a method that is real-time visualization of animated trees in the wind. Compared with other previous studies, our work is to develop a physical model of real movement by the trees swaying animation. We describe the method is consistent with nature scene that branches move in the wind. Then, we describe a simple animation of trees swaying, in the local graphics processor.
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Liu, Guozhu, and Sang-Bing Tsai. "Online Optimization of Animation Art Design User Virtual Perception in Mobile Edge Computing Environment." Scientific Programming 2022 (March 25, 2022): 1–9. http://dx.doi.org/10.1155/2022/1171905.

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Animation art design is widely used in all levels of social life and has become an important part of modern social visual culture. Driven by new technologies, it is integrated with relevant application fields, resulting in new media forms and art categories. The development course of animation art design is sorted out, focusing on the analysis of the technical basis of animation art design and art form, social function and cultural form, creative practice, and theoretical research. This paper puts forward the concept of dimension composition of animation art design and analyzes and studies the dimensions of technology and art, cognition and experience, economy, and culture in animation art design and artistic creation based on this concept. The modeling of edge devices and services is proposed to abstract resources and provide a unified formal description of user virtual perception for animation art design of various sensing types. All related attributes are described uniformly, and the device model and task model are given. Users can customize services based on predefined attributes. According to the development demand of multiuser shared virtual environments, the characteristics and limitations of the previous perception management scheme are analyzed and a two-layer perception management scheme is designed to adapt to the development of new multiuser shared virtual environment of animation art design.
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Arroyo-Palacios, Jorge, and Daniela M. Romano. "Bio-Affective Computer Interface for Game Interaction." International Journal of Gaming and Computer-Mediated Simulations 2, no. 4 (October 2010): 16–32. http://dx.doi.org/10.4018/jgcms.2010100102.

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Affective bio-feedback can be an important instrument to enhance the game experience. Several studies have provided evidence of the usefulness of physiological signals for affective gaming; however, due to the limited knowledge about the distinctive autonomic signatures for every emotion, the pattern matching models employed are limited in the number of emotions they are able to classify. This paper presents a bio-affective gaming interface (BAGI) that can be used to customize a game experience according to the player’s emotional response. Its architecture offers important characteristics for gaming that are important because they make possible the reusability of previous findings and the inclusion of new models to the system. In order to prove the effectiveness of BAGI, two different types of neural networks have been trained to recognize emotions. They were incorporated into the system to customize, in real-time, the computer wallpaper according to the emotion experienced by the user. Best results were obtained with a probabilistic neural network with accuracy results of 84.46% on the training data and 78.38% on the validation for new independent data sets.
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Inwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (August 6, 2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.

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The editor’s introduction discusses progress so far and possible future directions in the emerging field of Sinophone game studies, taken to mean the study of games – in this case, specifically video, computer, digital, or electronic games – in a Sinophone context, including mainland China and the broader Chinese-speaking world. Recent industry figures and news stories related to video gaming in the People’s Republic of China (PRC) paint a picture of continued expansion and growing global ambitions, albeit tempered by the regular introduction of fresh government regulations surrounding game content, gaming permissions for under-18s, game streaming, and game license approval. The eleven contributions to this issue, however, reflect the diversity of possible approaches to the study of Sinophone gaming, focusing not just on the often-conflicting politics and economics of the PRC games industry, but also exploring Taiwan’s flourishing indie game scene, political uses of games in Hong Kong, game-based representations of online and offline realities, issues in the transnational adaptation and localisation of games, and more besides. Sinophone game studies is a highly fruitful area of academic research that is intrinsically inter- and cross-disciplinary in nature and well placed to respond to some of the most pressing issues of our time, whether they be international conflict, ecological crisis, identity politics, minority rights, or even the development of disparate virtual worlds into a cross-platform ‘metaverse’ in which many of us may one day live our lives.
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Miller, Toby. "Gaming for Beginners." Games and Culture 1, no. 1 (January 2006): 5–12. http://dx.doi.org/10.1177/1555412005281403.

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Schulzke, Marcus. "Rethinking Military Gaming." Games and Culture 8, no. 2 (March 2013): 59–76. http://dx.doi.org/10.1177/1555412013478686.

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Cole, Martin H., Deborah P. Rosenthal, and Michael J. Sanger. "Two studies comparing students’ explanations of an oxidation–reduction reaction after viewing a single computer animation: the effect of varying the complexity of visual images and depicting water molecules." Chemistry Education Research and Practice 20, no. 4 (2019): 738–59. http://dx.doi.org/10.1039/c9rp00065h.

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This paper describes two studies comparing students’ explanations of an oxidation–reduction reaction after viewing the chemical demonstration and one of two different particulate-level computer animations. In the first study, the two animations differed primarily in the complexity of the visual images. Students viewing the more simplified animation provided more correct explanations regarding the identity of water and nitrate ions in the animations, the absence of ion pairs, the correct ratios of silver to nitrate ions and silver ions to copper atoms, the electron transfer process, size changes in the atoms and ions as the reaction occurred, the source of blue colour in solution, and the driving force for the reaction. Students viewing the more simplified animation also wrote more correct balanced chemical equations for the reaction compared to students viewing the more complex animation. Students in the first study also noted that the more simplified animation did not depict extraneous information (camera angle changes, the overabundance of water molecules), and did depict relevant information (atom and ion charges, the number of electrons transferred, the source of the blue colour). In the second study, the two animations differed only by whether water molecules were shown or omitted from the animation. Students’ explanations for most concepts were similar for these two groups of students; however, students viewing the animation with water molecules omitted were better able to identify nitrate ions in the animation. The only difference the students in the second study noticed between the two animations is the presence or absence of water molecules, but these student did not agree as to whether showing or omitting water molecules was more beneficial. The results of the two studies together suggest that showing or omitting water molecules in the animations had a limited effect on students’ explanations of the oxidation–reduction process.
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Li, Leiming, Wenyao Zhu, and Hongwei Hu. "Multivisual Animation Character 3D Model Design Method Based on VR Technology." Complexity 2021 (April 20, 2021): 1–12. http://dx.doi.org/10.1155/2021/9988803.

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For VR systems, one of its core parts is to present people with a real and immersive 3D simulation environment. This paper uses real-time computer graphics technology, three-dimensional modeling technology, and binocular stereo vision technology to study the multivisual animation character objects in virtual reality technology; designs a binocular stereo vision animation system; designs and produces a three-dimensional model; and develops a virtual multivisual animation scene application. The main research content and work performed in the text include the research of the basic graphics rendering pipeline process and the analysis and research of each stage of the rendering pipeline. It mainly analyzes the 3D graphics algorithm used in the three-dimensional geometric transformation of computer graphics and studies the basic texture technology, basic lighting model, and other image output processes used in the fragment processing stage. Combined with the development needs of the subject, the principles of 3D animation rendering production software and 3D graphics modeling are studied, and the solid 3D model displayed in the virtual reality scene is designed and produced. This article also reflects the application of virtual reality in multivisual animation character design from the side, so it has realistic value and application prospects.
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Lee, Ji-Woo, Hyun Gug Cho, Byeong-Yeon Moon, Sang-Yeob Kim, and Dong-Sik Yu. "Effects of prolonged continuous computer gaming on physical and ocular symptoms and binocular vision functions in young healthy individuals." PeerJ 7 (June 4, 2019): e7050. http://dx.doi.org/10.7717/peerj.7050.

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Background and Objective Addiction to computer gaming has become a social problem in Korea and elsewhere, and it has been enlisted as a mental health disorder by the World Health Organization. Most studies related to computer use and vision have individually assessed physical and ocular symptoms and binocular vision. Accordingly, the present study comprehensively assessed subjective physical and ocular symptoms and functions related to binocular vision after prolonged continuous computer gaming. This study aimed to investigate the effects of prolonged continuous computer gaming on physical and ocular health and visual functions in young healthy individuals. Methods Fifty healthy college students (35 male/15 female), aged 19–35 years old, were enrolled in this study. The inclusion criteria were no binocular vision problems and no reported history of ocular disease. Participants played continuously for 4 h from 6:00 to 10:00 p.m. Physical and ocular symptoms and visual functions such as convergence, accommodation, phoria, and the blink rate were assessed before and after continuous computer gaming for 4 h. Results Continuous computer gaming for 4 h resulted in convergence and accommodation disturbances and increased physical and ocular discomfort. Near phoria showed an exophoric shift, whereas distance phoria showed no change. Moreover, the accommodative and vergence facilities and blink rate were significantly decreased. All visual functions recovered to the baseline levels by the following morning. Discussion Our findings suggest that excessive and continuous computer gaming impairs visual functions and causes ocular and physical fatigue. Our findings further the understanding of the adverse effects of excessive computer use on physical and ocular health, and adequate breaks are necessary to reduce physical and visual discomfort during computer gaming.
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Wang, Shiang-Kwei. "Effects of Playing a History-Simulation Game." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (April 2010): 36–56. http://dx.doi.org/10.4018/jgcms.2010040103.

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Studies on game-based learning usually investigate at least one of three subjects: the effects of gaming on learning performance, the effects of gaming on cognitive skills and attitudes, and learners’ game-design experiences. Whether gaming relates positively to learning outcomes is still under investigation. This study examines the components contributing to the development of a literate game player and how players could cognitively grasp the design of a game scenario based on real history (namely, the game Romance of the Three Kingdoms). This study surveyed 497 participants in Taiwan on their knowledge of Chinese history (the Three Kingdoms period). The participants constituted two groups: participants who had years of gaming experience and participants who did not. The study examined test performance by using an independent sample t-test and one-way ANOVA and Pearson-correlation methods. The results revealed that the game players were more knowledgeable about the history of the Three Kingdoms period, had greater motivation to learn history, and were more motivated to learn history by playing the game than was the case with the non-game players.
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Ding, Wei. "Ink Animation VR Design Based on Wireless Sensor and HTML5 Interactive Technology." Computational Intelligence and Neuroscience 2022 (May 29, 2022): 1–11. http://dx.doi.org/10.1155/2022/7574231.

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Ink element is one of the unique cultural symbols in China, which has profound cultural heritage and spiritual connotation. Animation is a form of art design, and it is a good way to convey and express information in an intuitive artistic image. The use of ink and wash elements for animation design has important value and significance in the start of Chinese culture. It can develop animation design, innovate animation creation forms, and can highlight Chinese style. In this article, we have studied the creation process, creation format, and creation method of using angular digital technology to make ink VR design. It combines art and technology and combines practical experience with wireless sensors. Based on HTML5 interactive technology, we have studied its advantages more deeply, better introduced the theme of ink element animation, solved the problem of realizing ink effect in 3D virtual environment, and better introduced ink animation in virtual reality environment. During the production process, students will learn how to simulate digital objects, render ink and wash effects, build a virtual environment in the later stage, and explore the knowledge, operation, and meaning of ink and wash elements and the animation design process. This paper studies the wireless sensor and HTML5 interactive technology and applies it to the design of ink and wash animation VR, aiming to promote its vigorous development and application.
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Lv, You. "Application of 3D Animation Cluster System Based on Artificial Intelligence and Machine Learning." Computational Intelligence and Neuroscience 2022 (June 26, 2022): 1–11. http://dx.doi.org/10.1155/2022/2904607.

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In many living phenomena, the behavior of social animals (such as ants, fish stocks, and birds) has attracted great attention, and many theories and models have emerged to simulate the behavior of biological communities. These studies are important in theory and practice and have wide application potential in optimization methods and product design, which leads to the so-called cluster intelligence. Development of the 3D animation system can be closely combined with cluster intelligence, and the full application of cluster intelligence is conducive to continuously improve the stability of animation system design, for animation system design to bring continuous design inspiration. The purpose of the development platform is to promote the development of enterprise projects, record each stage of the animation process in 3D, form a complete industrial chain, ensure the traceability and resilience of the whole process, and provide a comprehensive and effective solution for 3D animation production.
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Bergstrom, Kelly, and Nathaniel Poor. "Reddit Gaming Communities During Times of Transition." Social Media + Society 7, no. 2 (April 2021): 205630512110101. http://dx.doi.org/10.1177/20563051211010167.

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We studied the Reddit communities for three game franchises at the time of a new release in each franchise to see what the members of the Reddit community for the now-older game would do in terms of their community involvement and membership. Specifically, we sought to determine if community members transitioned to the community for a new game, leaving behind their established community devoted to the now-older game. Our main finding was that most people did not move to the new community, but instead remained with their established community. We argue that nostalgia played an important role for community members, whom we frame as fans. Data came from Reddit communities for The Elder Scrolls, Fallout, and the Civilization franchises, comprising data on over 10 million posts from five different year-long time periods, each centered on the release of a new game in each of those franchises.
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Li, Ke, Mark Peterson, and Jiahui Wan. "Digital Gaming in the Language Classroom." International Journal of Computer-Assisted Language Learning and Teaching 12, no. 1 (January 2022): 1–25. http://dx.doi.org/10.4018/ijcallt.291110.

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Despite the increasing awareness of digital games’ potential for language learning, only a handful of studies focus on their integration into classrooms. Informed by bridging activities, this mixed methods case study recruited six students to engage in instructed gameplay in class and game-related activities after class. Both qualitative and quantitative data were collected and analyzed so as to measure participants’ learning outcome, document their engagement, and explore their perceptions of game-based language learning. Results suggest progress in vocabulary recall and transfer. Participants also reported gains in writing and listening, satisfaction with the project, along with a positive attitude towards GBLL. Moreover, it is found that the instructor has a pivotal role to play in pre-game set-up, in-game guidance and post-game feedback. The study yields empirical evidence regarding the benefits of GBLL and may hold pedagogical implications for the integration of games into educational settings. The limitations of this research and future directions are also discussed.
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Yesilyurt, Ferahim. "Internet gaming disorder: Remarks of psychiatrists." World Journal on Educational Technology: Current Issues 12, no. 2 (April 30, 2020): 98–106. http://dx.doi.org/10.18844/wjet.v12i2.4813.

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Psychiatrists were interviewed to elicit their remarks on and clinical experiences with Internet Gaming Disorder (IGD). A case study design with four open-ended questions was chosen. Psychiatrists were asked to answer questions related to the clinical cases they encountered, what they have gone through and what they think about the diagnosis of IGD. Purposive sampling was employed and eight psychiatrists working in İstanbul made up the study sample. There have been numerous studies focusing on its prevalence and treatment but, to the best of author’s knowledge, there are no studies on psychiatrists’ experiences with and remarks on IGD. Therefore, the current study will contribute to the literature by shedding light on practical knowledge and experience, which is as much important as theory. The findings showed that psychiatrists diagnosed a few of the patients suspected of IGD with depression, anxiety disorder and attention-deficit/hyperactivity disorder as comorbidities. Medications were often used to treat comorbidities and cognitive behavioural therapy in some cases. They also stated that they had difficulties while applying the criteria for diagnosis and paid attention to various symptoms. Functionality was reported as the most important criterion and it was suggested to be coded separately in clinical trials. Keywords: Psychiatrist, internet gaming disorder, video games, case study.
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Nikiel, Sławomir. "A Proposition of Mobile Fractal Image Decompression." International Journal of Applied Mathematics and Computer Science 17, no. 1 (March 1, 2007): 129–36. http://dx.doi.org/10.2478/v10006-007-0012-5.

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A Proposition of Mobile Fractal Image DecompressionMultimedia are becoming one of the most important elements of the user interface with regard to the acceptance of modern mobile devices. The multimodal content that is delivered and available for a wide range of mobile telephony terminals is indispensable to bind users to a system and its services. Currently available mobile devices are equipped with multimedia capabilities and decent processing power and storage area. The most crucial factors are then the bandwidth and costs of media transfer. This is particularly visible in mobile gaming, where textures represent the bulk of binary data to be acquired from the content provider. Image textures have traditionally added visual realism to computer graphics. The realism increases with the resolution of textures. This represents a challenge to the limited bandwidth of mobile-oriented systems. The challenge is even more obvious in mobile gaming, where single image depicts a collection of shots or animation cycles for sprites and a backdrop scenery. In order to increase the efficiency of image and image texture transfer, a fractal based compression scheme is proposed. The main idea is to use an asymmetric server-client architecture. The resource demanding compression process is performed on the server side while the client part decompresses highly packed image data. The method offers a very high compression ratio for pictures representing image textures for natural scenes. It aims to minimize the transmission bandwidth that should speed up the downloading process and minimize the cost and time of data transfer. The paper focuses on the implementation of fractal decompression schemes suitable for most mobile devices, and opens a discussion on fractal image models for limited resource applications.
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Myers, Brian. "Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games." Games and Culture 14, no. 7-8 (September 27, 2017): 763–80. http://dx.doi.org/10.1177/1555412017732855.

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Recent scholarship in gaming studies has challenged the field to investigate and critique the hard core gaming audience (stereotypically seen as straight, White, cis-gendered male gamers) in a way that does not reinforce either the perceived marginalization of gamers or broader social hierarchies of gender, sexuality, and class. This article demonstrates a way to acknowledge the complexity of this audience without dismissing its most virulent tendencies via practice theory and weak theory. Using data drawn from a qualitative survey of 393 self-identified first-person shooter video game players, this article looks at the specific practice of “teabagging” in online competitive gaming contexts. Ultimately, this article argues that drawing attention to the gaps and fissures that local gaming practices can produce in broader structures of gaming, sexuality, and class can help critical gaming scholars encourage and cultivate such practices as well as construct new, reparative alliances between different fields and communities.
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Perreault, Gregory P. "Review of: eGods: Faith versus Fantasy in Computer Gaming, by W. S. Bainbridge." Journal of Media and Religion 14, no. 2 (April 3, 2015): 115–16. http://dx.doi.org/10.1080/15348423.2015.1051459.

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Morris, Sue. "Shoot First, Ask Questions Later: Ethnographic Research in an Online Computer Gaming Community." Media International Australia 110, no. 1 (February 2004): 31–41. http://dx.doi.org/10.1177/1329878x0411000106.

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For researchers investigating online communities, the existence of the internet has made the activities and opinions of community members visible in a public domain. FPS gaming culture is a highly literate culture — members communicate and represent themselves in textual forms online, and the culture makes use of a wide variety of communication and publishing technologies. While a significant amount of insider knowledge is required to understand and interpret such online content, a large body of material is available to researchers online, and sometimes provides more reliable and enlightening information than that generated by more traditional research methods. While the abundance of data available online in some ways makes research far easier, it also creates new dilemmas and challenges for researchers. What extra knowledge is required of the researcher? How can one ensure that one's interpretations of member statements are made with an understanding of meaning within that culture? What responsibilities does the researcher have in their representation of the culture under examination? What ethical issues must be considered?
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Tsoneva, Magdalena, and Todor Yankov. "GAMIFICATION IN MATH EDUCATION FOR GRADES 5-7." Knowledge International Journal 34, no. 2 (October 4, 2019): 497–501. http://dx.doi.org/10.35120/kij3402497t.

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The Digital Age has only just begun to change how we play, learn and work. In the 21st century technology knows no bounds smart devices such as tablets and phones are entering our everyday lives and are available at affordable prices, have great functionality and offer superior performance. We live in the Internet of Things era where digitization is the integration of digital technologies into everyday life.During this era of fast paced progression the education system must also adapt, develop and evolve itself in order to facilitate the new technological advancements and with it so must the limits of traditional learning be pushed to new heights. Digitalization is one such tool which will help us to transform the old paper educational system into a digital paperless one.Digital education involves the following main advantages: Online courses: Developed by experts in their fields and providing students with lessons which are accessible in real-time; Online exams: Making the examination process convenient for both teachers and students; Interactive content: Students are granted access to an interactive interface which lets them review multimedia content such as videos, presentation and hyperlinks; Animation: The visualization of content, presents the concept in a simplified way with the help of animation; Communication: Students and Teachers are connected in virtual classroom /chat, blog, platform/ designed to provide immediate feedback.Digital education requires a new classroom model to make learning difficult subject matter more exciting and interactive. “Gamification” in education increases motivation through engagement and offers many possible benefits including the following: students taking ownership over their creations; a more relaxed atmosphere which in turn facilitates a more fun and focused environment; the progress is visible through indicators; students often feel more comfortable in a gaming environment.In the following article we are going to present the integration of the core principles of gaming using different development platforms (Scratch / Game Maker / VBA in PowerPoint) and share the results which we achieved when we used this method to train our students grades 5 through 7 in a "gamified" classroom for the most popular international computer science and mathematics competition BEAVER.
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Griffiths, Mark, Jon Arcelus, and Walter Pierre Bouman. "Video Gaming and Gender Dysphoria: Some Case Study Evidence." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 34, no. 2 (November 14, 2016): 59–66. http://dx.doi.org/10.51698/aloma.2016.34.2.59-66.

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Video gaming has become an established area of research over the last two decades. Relatively little research has been carried out in the area of in-game gender swapping. Clinically, there is anecdotal evidence that people with Gender Dysphoria use video gaming for the purpose of experimenting with and experiencing their gender identity in a safe environment. This paper discusses the various positive and negative functions video gaming may have for people with Gender Dysphoria through a number of case studies. Recommendations for further research are suggested.
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Zhang, Cevin. "Evaluating the Impact of a Mobile Gaming System on the Collaborative Learning Process in a Hospitality Business Simulator." Mobile Information Systems 2022 (March 30, 2022): 1–16. http://dx.doi.org/10.1155/2022/2787848.

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Simulation-based pedagogy is fully considered when designing collaborative learning processes. However, particularly for training managerial skills in hospitality industries, limited work has been performed on analysing the impact of business simulations in the direction of a mobile gaming system. This paper presents a tablet gaming setup for a hospitality business simulator representing tourist flow characteristics, resource management, and the interaction of actors based on a competition relationship among hotel chain operators involved in the hospitality industry. The mobile gaming system was tested in game-based learning exercises, as in distance and classroom learning case studies, following identically parameterised scenarios. First, survey scores were collected using the self-report Learning Experience and Outcomes Questionnaire to evaluate ubiquitous human mobile-web interaction. Second, lag sequential analysis was employed to examine learning effects. Finally, a regression analysis was carried out to understand whether mobile gaming behaviours were likely to predict hotel performance as the outcome of the collaborative learning process. A total of 90 graduate students participated in game-based learning sessions in the autumn and spring semesters of 2020 and 2021, respectively. For the self-efficacy section, there were no significant differences in the scores. Sixty percent of the scored items in the classroom learning case study outperformed those in distance learning. Face-to-face participation enables more interaction between participants and mobile devices. The regression analysis delivered a △R2 of 0.43 ( F 4,31 = 7.56, P < 0.001 ) for the classroom learning case study and 0.49 ( F 4,47 = 13.19, P < 0.001 ) for the distance learning case study. The significant correlation between changes in hotel performance and learning behaviours could be attributed to the collaborative learning process. A business simulator powered by a well-designed mobile gaming system could be used to improve hospitality management.
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Roungas, Bill, Femke Bekius, and Sebastiaan Meijer. "The Game Between Game Theory and Gaming Simulations: Design Choices." Simulation & Gaming 50, no. 2 (April 2019): 180–201. http://dx.doi.org/10.1177/1046878119827625.

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Background. The abstraction of complex systems, which is required by default when modelling gaming simulations, is a convoluted and time-consuming process. For gaming simulations to be efficient and effective, the problem of the real system they imitate needs to be narrowed down and simplified as much as possible. Additionally, even after abstraction of the real system, multiple design decisions need to be made and these may differ depending on the gaming simulation. Aim. This article proposes a framework for formalizing, and consequently standardizing, expediting and simplifying, the modelling of gaming simulations. Method. The proposed framework applies game concepts pertaining to game theory in the abstraction of the real system and the game design decisions. Results. Application of the framework in three case studies reveals several advantages of incorporating game theory into game design, such as formally defining the game design elements and identifying the worst-case scenarios in the real-systems, to name but two. Conclusions. Given the framework’s advantages in general, and the game design recommendations it offers in particular, it is safe to conclude that, for the cases presented in this article, the framework make positive contributions towards the development of gaming simulations.
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Teoh, Lee San Chloe, and Ai-Girl Tan. "A study of the transtheoretical model of behaviour change in computer gaming." RICERCHE DI PSICOLOGIA, no. 1 (December 2011): 141–55. http://dx.doi.org/10.3280/rip2010-001008.

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Research questions about how adolescents in Singapore cope with additive gaming behavior (cyber, video, computer) were explored by applying The Transtheoretical Model (TTM) of Behavior Change. A total of 112 adolescent students from a secondary school participated in the study. All participants, aged 12 to 17, reported playing computer games for 3 hours and above every day; they each completed a demographic sheet and three scales that measured the TTM constructs explored in the study. Contrary to findings from previous studies, self efficacy measures of symptom (e.g., bad mood, long time spent in gaming) management and interpersonal skills were found to be related to the precontemplation rather than maintenance stage. In line with previous studies, decisional balance, particularly the perceived cost of behavior change, was related to the precontemplation stage, while the benefit of behavior change was related to contemplation, action and maintenance stages. In addition, boys were more likely than girls to consider the costs of changing their behavior when considering whether to quit playing computer games.
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Puritat, Kitti, Phimphakan Thongthip, Wanvimol Nadee, Orasa Sirasakamol, and Sumalee Sangamuang. "Virtual Reality Locomotion in Place for Virtual Museum Exhibitions of Culture Heritage: Comparing Joystick Controller, Point & Teleport and Arm Swinging." International Journal of Emerging Technology and Advanced Engineering 12, no. 8 (August 2, 2022): 91–99. http://dx.doi.org/10.46338/ijetae0822_12.

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Locomotion methods are user interaction approaches that assist users in navigating the virtual environment when using virtual reality display device of HMDs (head-mounted displays). Most previous studies have been focused on the locomotion techniques with joystick and teleport in general and gaming context. However, there are lack study of locomotion techniques in virtual museum for context of culture heritage. In this study, this paper presents a comparative evaluation with sixty participants of the three locomotions: Joystick Controller, Point & Teleport and Arm Swinging to measure sickness, presence and flow state. In order to evaluate, this paper developed the virtual museum of Himmapan animals (https://angkaew.com/Hinmapan_vr/) which consisted of digital paint art, digitization objects, animation and digitization books. The results showed that Point & teleport less sickness of nausea than other techniques and Point & teleport also highest in perceived enjoyment than other techniques. However, we found no significant difference in presence. Finally, this paper suggested implementing Point & Teleport locomotion techniques in the application of virtual museums
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Holmes, Virginia F. "The Winding Road to Discovery: A Review of Gaming Matters: Gaming Matters: Art, Science, Magic, and the Computer Game Medium." Eludamos: Journal for Computer Game Culture 6, no. 1 (May 25, 2012): 173–75. http://dx.doi.org/10.7557/23.6144.

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In this review of Ruggill and McAllister's Gaming Matters: Art, Science, Magic, and the Computer Game Medium, I seek to locate their argument within the larger framework of the game studies medium, specifically in that sparsely populated space between macro- and micro-focused game scholarship. This reviewer sees this book as a welcome and needed exploration of the computer game medium and the vast and various artifacts that are part of that medium. Though like so many attempts to define and taxonomize that have come before, Gaming Matters cannot place the computer game medium within a solid construction because of the fluidity and magic inherent to the medium. Despite this, Ruggill and McAllister through their whimsical and multidisciplinary approach offer a comprehensive and intriguing look at the computer game medium that is often forsaken in games research in favor of its larger and smaller constituent parts.
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Tao, Songqiao, Huajin Tao, and Yumeng Yang. "Extending FABRIK with Obstacle Avoidance for Solving the Inverse Kinematics Problem." Journal of Robotics 2021 (April 27, 2021): 1–10. http://dx.doi.org/10.1155/2021/5568702.

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Inverse kinematics (IK) has been extensively applied in the areas of robotics, computer animation, ergonomics, and gaming. Typically, IK determines the joint configurations of a robot model and achieves a desired end-effector position in robotics. Since forward and backward teaching inverse kinematics (FABRIK) is a forward and backward iterative method that finds updated joint positions by locating a point on a line instead of using angle rotations or matrices, it has the advantages of fast convergence, low computational cost, and visualizing realistic poses. However, the manipulators usually work in a complex environment. So, the kinematic chains are easy to produce the interference with their surrounding scenarios. To resolve the above mentioned problem, a two-step obstacle avoidance technology is proposed to extend the basic FABRIK in this study. The first step is a heuristic method that locates the updated linkage bar, the root joint, and the target position in a line, so that the interference can be eliminated in most cases. In the second step, multiple random rotation strategies are adopted to eliminate the interference that has not been eliminated in the first step. Experimental results have shown that the extending FABRIK has the obstacle avoidance ability.
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Carradini, Stephen, and Anya Hommadova Lu. "New motivations: Change over time in motivations for mobile gaming." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.

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Many studies of motivations for game play do not consider change in motivations over time. Given the depth of motivations research, this gap seems unusual. In this article, we explore the motivations that players have for beginning, continuing and quitting play in the mobile massively multiplayer online real-time strategy (MMMORTS) gameLords Mobileby reporting on a nineteen-month virtual ethnography. We found that players often download the game due to external motivators such as ads or a reward for playing the game. People often stay playing the game due to game mechanics that strongly encourage the player to form relationships with other players. Players often quit the game due to conflicts with their offline obligations or due to lack of interest in the game. Observing the beginning, middle and end of game play shows that players change motivations over time and respond to external motivators in addition to internal motivators.
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Kriz, Willy C., J. Tuomas Harviainen, and Timothy C. Clapper. "Game Science: Foundations and Perspectives." Simulation & Gaming 49, no. 3 (June 2018): 199–206. http://dx.doi.org/10.1177/1046878118781631.

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Background. Game studies offer cross-disciplinary perspectives, but the body of knowledge is not yet in the form of a cohesive game science paradigm. Klabbers (2018a) argues that a comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Aim. This single-theme symposium issue On the Architecture of Game Science is especially devoted to the reflection and discussion on the foundations and principles of gaming and simulation. Method. Raising a debate among scholars and professionals, addressing the questions and frame-of-reference presented in the introductory article of Klabbers (2018a) and completed by his rebuttal. Results. The contributions range from the linkages between game science and complex social systems design through gaming simulation, to gamification science, and game studies, focusing on the ludosphere and the growing field of digital games. Conclusion. The articles present an overview of the current state of the art, craft, and science of gaming simulation, gamification and game studies. They present a stimulating and challenging debate, and a good basis for advancing the principles and foundations of game science.
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Kisch, Mark, and Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study." JMIR Serious Games 10, no. 2 (April 22, 2022): e29077. http://dx.doi.org/10.2196/29077.

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Background Gambling within the world of gaming is an emerging phenomenon that may share common conceptual characteristics with traditional forms of gambling. The current literature suggests a higher degree of problematic behaviors in this gambling pattern, but studies are few, prompting for further research regarding individual characteristics and comorbid conditions associated with this activity. Objective The aim of the study is to investigate correlations between the use of gambling services within the world of gaming and individual characteristics and addictive behaviors including problem gambling. Methods A cross-sectional web survey was distributed to an existing panel of online respondents in Sweden. A total of 2001 respondents were included. Chi-square and Mann-Whitney U tests, followed by a logistic regression, were used in order to determine independent variables associated with gambling in the context of gaming. Results A total of 2.9% (58/1984) of respondents reported past-year gambling within gaming. Significant associations were found with male sex, younger age, history of treatment-seeking for alcohol problems, and higher Gaming Addiction Scale scores. Conclusions The demonstrated findings strengthen previously found associations between gambling in gaming and younger age, male sex, and problematic gaming behaviors. Additionally, the association with a history of treatment needs for alcohol problems adds to the previous impression of increased problem severity and comorbidity in within-gaming gamblers.
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Zeller, Benjamin E. "“American Wise Men Discover the Secret of Religion”: Religious Content in the Civilization Computer Game Series." Journal of Religion and Popular Culture 34, no. 1 (February 1, 2022): 37–52. http://dx.doi.org/10.3138/jrpc.2019-0009.

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The Civilization series of computer games (1991–) is one of the most popular and influential series in the history of computer gaming. The game’s impact and exposure indicate that its treatment of religion is therefore significant. Throughout the Civilization series, religion has been a part of the game. However, the role that religion played and the underlying models of religion represented in the game have changed over time. This article considers how the treatment of religion in the Civilization series has developed, what this reveals about the game designers’ assumptions, and what implicit lessons about religion it teaches players.
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