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Artykuły w czasopismach na temat "Game therory"
Waring, Michael, i Len Almond. "Game-Centred Games- A Revolutionary or Evolutionary Alternative for Games Teaching?" European Physical Education Review 1, nr 1 (kwiecień 1995): 55–66. http://dx.doi.org/10.1177/1356336x9500100106.
Pełny tekst źródłaGutierrez, David, i Luis M. García-López. "Gender differences in game behaviour in invasion games". Physical Education & Sport Pedagogy 17, nr 3 (lipiec 2012): 289–301. http://dx.doi.org/10.1080/17408989.2012.690379.
Pełny tekst źródłaHamzah, Mohd Pouzi bin, i Muhammad Faris Izzat bin Ahmad Khairil. "Game Based Learning on Android Platform: Cognitive Remediation Therapy Games". International Journal of Computer Theory and Engineering 9, nr 3 (2017): 179–84. http://dx.doi.org/10.7763/ijcte.2017.v9.1134.
Pełny tekst źródłaHarrison, Craig B., Andrew E. Kilding, Nicholas D. Gill i Taisuke Kinugasa. "Small-sided games for young athletes: is game specificity influential?" Journal of Sports Sciences 32, nr 4 (9.09.2013): 336–44. http://dx.doi.org/10.1080/02640414.2013.824600.
Pełny tekst źródłaDillon, Deborah, Diane Ailor i Shelly Amato. "We're Not Just Playing Games: Into Aging-An Aging Simulation Game". Rehabilitation Nursing 34, nr 6 (12.11.2009): 248–49. http://dx.doi.org/10.1002/j.2048-7940.2009.tb00259.x.
Pełny tekst źródłaCrawford, Garry, i Victoria K. Gosling. "More than a Game: Sports-Themed Video Games and Player Narratives". Sociology of Sport Journal 26, nr 1 (marzec 2009): 50–66. http://dx.doi.org/10.1123/ssj.26.1.50.
Pełny tekst źródłaArifovna, Atadjanova Ludmila. "GAME THERAPY AS A FACTOR IN THE FORMATION OF ADOLESCENTS COMMUNICATION SKILLS". Frontline Social Sciences and History Journal 4, nr 6 (1.06.2024): 17–23. http://dx.doi.org/10.37547/social-fsshj-04-06-03.
Pełny tekst źródłaWorley, Jennifer R., Sharon N. Rogers i Robert R. Kraemer. "Metabolic Responses to Wii Fit™ Video Games at Different Game Levels". Journal of Strength and Conditioning Research 25, nr 3 (marzec 2011): 689–93. http://dx.doi.org/10.1519/jsc.0b013e318207eae9.
Pełny tekst źródłaSaavedra, Jose M., Sveinn Þorgeirsson, Milan Chang, Hafrún Kristjánsdóttir i Antonio García-Hermoso. "Discriminatory Power of Women’s Handball Game-Related Statistics at the Olympic Games (2004-2016)". Journal of Human Kinetics 62, nr 1 (13.06.2018): 221–29. http://dx.doi.org/10.1515/hukin-2017-0172.
Pełny tekst źródłaKatsarov, Johannes, Markus Christen, Ralf Mauerhofer, David Schmocker i Carmen Tanner. "Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms". Games and Culture 14, nr 4 (20.07.2017): 344–66. http://dx.doi.org/10.1177/1555412017719344.
Pełny tekst źródłaRozprawy doktorskie na temat "Game therory"
Xiaoxi, Zhao. "Framework for an Eye Gaze Driven Video Game: an Application to Therapy of Stroke Patients with Hemispatial Neglect". The Ohio State University, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=osu1440394724.
Pełny tekst źródłaHannan, Joseph. "Formative Evaluation of a Family Cooperation Board Game". UKnowledge, 2017. http://uknowledge.uky.edu/hes_etds/50.
Pełny tekst źródłaCosta, Túlio Henriques. "NuSense: Um framework baseado em plug-ins para ambientes inteligentes aplicado ao monitoramento de gameterapias". Universidade Estadual da Paraíba, 2016. http://tede.bc.uepb.edu.br/tede/jspui/handle/tede/2773.
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Made available in DSpace on 2017-07-20T11:34:28Z (GMT). No. of bitstreams: 1 PDF - Túlio Henriques Costa.pdf: 16351811 bytes, checksum: a42cb29217d807c2e93d72df0b20c1e1 (MD5) Previous issue date: 2016-03-30
The emergence of technologies that promote the users' immersion has pointed the interest of researchers into the healthcare field. These technologies, when combined with electronic games, have obtained good results by being used for therapeutic purposes. Commercial games have been widely used to that end, however, it is still required the supervision of health professionals for a better targeting in the patients' treatment. To decrease the burden of the supervision, tailor-made games with monitoring capabilities have been developed. The problem with this approach is that the quality - in terms of gameplay - of those games is low due to the lack of playfulness. To solve this problem, a good scenario is add monitoring capabilities to the treatments using commercial games. Given the lack of proposals with this approach, it is necessary a mechanism to assist developers in building applications for monitoring patients during the gameplay, according with predetermined characteristics set by health specialists. In this work, we propose the NuSense, a plugin-based framework to support in developing applications for the automatic monitoring of people in environments applied to game-based therapies, motor rehabilitation and physical exercises.
O surgimento de tecnologias que promovem a imersão dos usuários tem despertado o interesse dos pesquisadores da área da saúde. Essas tecnologias, quando aliadas aos jogos eletrônicos, têm obtido bons resultados ao serem utilizadas para fins terapêuticos. Jogos comerciais vêm sendo amplamente utilizados com essa finalidade, contudo, ainda é necessária a supervisão de profissionais de saúde para um melhor direcionamento no tratamento dos pacientes. Para diminuir o nível de supervisão necessário, jogos sob medida, com capacidade de monitoramento, estão sendo desenvolvidos. Porém, a qualidade desses jogos – em termos de jogabilidade – ainda é baixa, devido, muitas vezes, à falta de ludicidade, ou seja, torna-se difícil atrair a atenção do paciente. Para resolver esse problema, o cenário ideal é o uso de jogos comerciais com capacidade de monitoramento. Diante da falta de propostas com esse enfoque, torna-se necessário um mecanismo que auxilie os desenvolvedores na construção de aplicações para o monitoramento de pacientes durante o gameplay, de acordo com características pré-determinadas pelo profissional de saúde. Neste trabalho propõe-se o NuSense, um framework baseado em plug-ins para o auxílio no desenvolvimento de aplicações para o monitoramento automático de pessoas em ambientes aplicados a terapias baseadas em jogos – gameterapia, bem como reabilitação motora e exercícios físicos.
Byles, Hestie Sophia. "The impact of a board game as parent guidance strategy to reinforce Cognitive Control Therapy in the home environment". Diss., Pretoria : [s.n.], 2007. http://upetd.up.ac.za/thesis/available/etd-11132007-113100/.
Pełny tekst źródłaOrnelas, Barajas Alejandra. "A Serious Game for Children with Autism Spectrum Disorder". Thesis, Université d'Ottawa / University of Ottawa, 2017. http://hdl.handle.net/10393/36273.
Pełny tekst źródłaHall, Courtney D. "Efficacy of Gaze Stability Exercises". Digital Commons @ East Tennessee State University, 2014. https://dc.etsu.edu/etsu-works/582.
Pełny tekst źródłaDelande, Olivier. "Symmetric dialogue games in the proof theroy of linear logic". Palaiseau, Ecole polytechnique, 2009. http://pastel.archives-ouvertes.fr/docs/00/50/14/81/PDF/These_Olivier_Delande.pdf.
Pełny tekst źródłaSur la plateforme de thèses en lignes Tel on trouve le résumé suivant en anglais : This thesis develops an original approach to the interactive interpretation of the proof theory of linear logic. In contrast with the player/opponent dichotomy commonly associated with game semantics for logic, we propose a model in which the two players have symmetric roles. More precisely, we shift from a situation in which a player aims at proving a goal while the other one aims at refuting it to a situation in which the players aim at proving opposite goals. In the tradition of computation-as-proof-search, each step of the interaction is seen as a step in two orthogonal sequent calculus proof searches. To some extent, this work contributes to formalising the connections between proof search and proof normalisation. We first present a simple symmetric game for the additive fragment of linear logic, as a first introduction to dual proof search. We then introduce a much more involved symmetric game accounting for the multiplicative and additive fragment of linear logic. In order to get a full completeness result, we then develop a third, highly concurrent, symmetric game. Finally, we investigate a few extensions of our model
Chamberlain, Morne Edward. "A 3D Virtual Environment Development Platform for ASD Therapy Tools". Thesis, Stellenbosch : University of Stellenbosch, 2009. http://hdl.handle.net/10019.1/2634.
Pełny tekst źródłaENGLISH ABSTRACT: The aim of this thesis is to develop a generic 3D virtual environment development platform for autism spectrum disorder (ASD) therapy tools. The potential of using computerised therapy tools for ASD therapy is well known. However, the development of such tools is expensive and time-consuming, and is language and culture speci c. This work intends to alleviate these problems. The design of the platform is based on known game engine designs, but adapted for the requirements of ASD therapy tools. It supports standard features such as 3D rendering, animation and audio output. Speci c features, aimed at ASD therapy tools and educational games, included in our engine are: replays, data capturing, remote monitoring over a network and language localisation. We also implemented an input hardware abstraction layer to allow support for non-standard input peripherals in the future, without modifying existing game implementations. Furthermore, to separate the development of games and tools from the engine, we include wrapper libraries in our engine for Lua and Java. We successfully developed our engine and implemented a number of prototype therapy tools and educational games. These implementations confirmed that the engine works as expected. Some of these programs are currently in use at a local primary school.
AFRIKAANSE OPSOMMING: Die doel van hierdie tesis is om 'n 3D virtuele omgewing en ontwikkelingsplatform vir outistiese spektrum versteuring (OSV) terapiemiddels te ontwikkel. Die gebruik van rekenaargebaseerde terapiemiddels vir OSV terapie is bekend. Om sulke terapiemiddels te ontwikkel is egter duur, tydrowend en is dikwels gerig op spesi eke taal- en kultuurgroepe. Hierdie werk het dit ten doel om hierdie probleme te bowe te kom. Die ontwerp van die platform is gebaseer op die ontwerp van bekende videospeletjie-enjins, maar is aangepas vir die benodigdhede van OSV terapiemiddels. Dit ondersteun standaard funksionaliteit soos 3D uitbeelding, animasie en klank. Ons platform sluit in spesi eke funksionaliteit, wat gerig is op OSV terapiemiddels en opvoedkundige speletjies, naamlik: kykweer, datavaslegging, afstandswaarneming oor 'n netwerk en taal-lokalisering. Verder is 'n abstrakte koppelvlak vir toevoerapparatuur ontwikkel, wat dit moontlik maak om in die toekoms nie-standaard toevoerapparatuur te ondersteun, sonder om bestaande speletjies se implementasies aan te pas. Verder, om die ontwikkeling van speletjies en terapiemiddels te skei van die enjin, is koppelvlakke ontwikkel wat dit moontlik maak om die enjin in Lua en Java te gebruik.
Pon, Kwai-ling, i 潘桂玲. "My wonderful life: developing a game based intervention for patients with advanced cancer". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B44751461.
Pełny tekst źródłaMaung, David. "Tile-based Method for Procedural Content Generation". The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461077485.
Pełny tekst źródłaKsiążki na temat "Game therory"
Schaefer, Charles E., i Steven E. Reid. Game play: Therapeutic use of childhood games. Wyd. 2. New York: John Wiley, 2000.
Znajdź pełny tekst źródłaFranz, Marion J. Diabetes actively staying healthy: Your game plan for diabetes and exercise. [Minneapolis, MN]: International Diabetes Center, 1990.
Znajdź pełny tekst źródłaBaker, Robert A. Mind games: Are we obsessed with therapy? New York: Prometheus Books, 1996.
Znajdź pełny tekst źródłaBarber, Vicky. Creating children's art games for emotional support. London: Jessica Kingsley Publishers, 2011.
Znajdź pełny tekst źródłaSpringer, Craig. Game-based cognitive-behavioral therapy for child sexual abuse: An innovative treatment approach. New York: Springer Publishing Company, 2015.
Znajdź pełny tekst źródłaHauck, Paul A. Overcoming the rating game: Beyond self-love, beyond self-esteem. Louisville, Ky: Westminster/John Knox Press, 1991.
Znajdź pełny tekst źródłaIsabelle, Streng, red. Lifegames: The social skills game. London: Jessica Kingsley Publishers Ltd, 1996.
Znajdź pełny tekst źródłaBatel, Günther. Spiellieder und Bewegungsspiele in der Musiktherapie. Stuttgart: G. Fischer, 1992.
Znajdź pełny tekst źródłaA, McCubbin Jeffrey, red. Games, sports, and exercises for the physically disabled. Wyd. 4. Philadelphia: Lea & Febiger, 1991.
Znajdź pełny tekst źródła1925-, Brown Fred, red. Progress in polio eradication: Vaccine strategies for the end game : Institut Pasteur, Paris June 28-30 2000. Basel: Karger, 2001.
Znajdź pełny tekst źródłaCzęści książek na temat "Game therory"
Markocki, Milosz. "Fame or Infamy: The Influence of Let's Plays on Independent Game Developers". W Paratextualizing Games, 237–56. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-010.
Pełny tekst źródłaGerber, Andreas, Markus Ulrich i Patrick Wäger. "Review of Haptic and Computerized (Simulation) Games on Climate Change". W Simulation Gaming Through Times and Disciplines, 275–89. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72132-9_24.
Pełny tekst źródłaFeasey, Don. "The Rules of the Game". W Therapy, 53–70. London: Macmillan Education UK, 2005. http://dx.doi.org/10.1007/978-0-230-80211-7_5.
Pełny tekst źródłaHull, Kevin B. "Electronic game play therapy." W Play therapy with children: Modalities for change., 225–40. Washington: American Psychological Association, 2021. http://dx.doi.org/10.1037/0000217-015.
Pełny tekst źródłaMader, Stéphanie, Stéphane Natkin i Guillaume Levieux. "How to Analyse Therapeutic Games: The Player / Game / Therapy Model". W Lecture Notes in Computer Science, 193–206. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33542-6_17.
Pełny tekst źródłaJost, Patrick, i Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education". W Technology-Enhanced Learning for a Free, Safe, and Sustainable World, 178–92. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.
Pełny tekst źródłaCooper, Scot J. "The Game Plan". W Brief Narrative Practice in Single-Session Therapy, 170–74. New York: Routledge, 2024. http://dx.doi.org/10.4324/9781003431688-14.
Pełny tekst źródłaPanic-Cidic, Natali. "Digital Fictions: Towards Designing Narrative Driven Games as Therapy". W Mental Health | Atmospheres | Video Games, 77–86. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-008.
Pełny tekst źródłaWiddowson, Mark. "Therapy OF GAMES". W Transactional Analysis, 291–93. Wyd. 2. London: Routledge, 2023. http://dx.doi.org/10.4324/9781003375890-86.
Pełny tekst źródłaHand, Daniel. "Concluding Therapy". W Role-Playing Games in Psychotherapy, 159–80. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-31740-8_10.
Pełny tekst źródłaStreszczenia konferencji na temat "Game therory"
Stahl, Matilda. "GENDER AND IDENTITY IN VIDEO GAMES AS A VIRTUAL LEARNING ENVIRONMENT". W eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-079.
Pełny tekst źródłaDubey, Venketesh N., i Soumya K. Manna. "Design of a Game-Based Rehabilitation System Using Kinect Sensor". W 2019 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/dmd2019-3237.
Pełny tekst źródłaSouza, Paula Maia de, Bianca Alessandra de Souza Alves, Vinícius Matheus Romualdo Santos, Fernando Roberto Proença, Vânia de Oliveira Borges i Vânia Paula de Almeida Neris. "Development and evaluation of a web system for the design of digital games with therapeutic potential by end users". W Simpósio Brasileiro de Computação Aplicada à Saúde. Sociedade Brasileira de Computação - SBC, 2024. http://dx.doi.org/10.5753/sbcas.2024.1974.
Pełny tekst źródłaTomsons, Dzintars, i Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM". W 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.
Pełny tekst źródłaHarrenstein, Paul, Paolo Turrini i Michael Wooldridge. "Characterising the Manipulability of Boolean Games". W Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/150.
Pełny tekst źródłaPeixoto, Henrique de Oliveira, Guilherme Brun Moraes, Eunice P. dos Santos Nunes, Luciana Correia L. F. Borges i Kamila Rios da Hora Rodrigues. "Requirements Gathering for the Development of a Game for Therapy Sessions with Autistic Children to Encourage Social Communication". W Life Improvement in Quality by Ubiquitous Experiences Workshop. Brazilian Computing Society, 2022. http://dx.doi.org/10.5753/lique.2022.19996.
Pełny tekst źródłaKronbauer, Artur Henrique, João Graça Neto i Shirley Gois Barreto. "Therapy game". W IHC 2015: XIV Brazilian Symposium on Human Factors in Computer Systems. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/3148456.3148494.
Pełny tekst źródłaAlnafjan, Abeer. "Math Game for Elementary School Children Using Leap Motion Controller". W Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004605.
Pełny tekst źródłaBarros De Sales, André, Eduardo Palmeira, Fabiana Mendes i Mateus Augusto Sousa Silva. "Designing User Persona Cards to Support the Development of Digital Human-Computer Interaction Learning Games". W 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1005039.
Pełny tekst źródłaZsiray, Barbara, i Ildikó Koós. "HOW RORY’S STORY CUBES CAN IMPROVE THE ABILITY OF STORYTELLING IN WRITING AND SPEAKING". W International Conference on Education and New Developments. inScience Press, 2022. http://dx.doi.org/10.36315/2022v1end041.
Pełny tekst źródłaRaporty organizacyjne na temat "Game therory"
Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev i I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, lipiec 2022. http://dx.doi.org/10.12731/er0577.04072022.
Pełny tekst źródłaGingerich, Daniel, Mauricio Ruiz-Vega, Ana Corbacho i Virginia Oliveros. Corruption as a Self-Fulfilling Prophecy: Evidence from a Survey Experiment in Costa Rica. Inter-American Development Bank, marzec 2015. http://dx.doi.org/10.18235/0011681.
Pełny tekst źródłaZachry, Anne, J. Flick i S. Lancaster. Tune Up Your Teaching Toolbox! University of Tennessee Health Science Center, 2016. http://dx.doi.org/10.21007/chp.ot.fp.2016.0001.
Pełny tekst źródłaHaylock, Stuart. Limbs Alive: Use of computer games to provide motivating, child centred therapy to improve bimanual skills for children with hemiplegic cerebral palsy. National Institute for Health Research, lipiec 2021. http://dx.doi.org/10.3310/nihropenres.1115160.1.
Pełny tekst źródłaCarrico, Caitlyn, Erwin Corong i Dominique van der Mensbrugghe. The GTAP 10A Multi-Region Input Output (MRIO) Data Base. GTAP Research Memoranda, czerwiec 2020. http://dx.doi.org/10.21642/gtap.rm34.
Pełny tekst źródłaJust, Richard E., Eithan Hochman i Sinaia Netanyahu. Problems and Prospects in the Political Economy of Trans-Boundary Water Issues. United States Department of Agriculture, luty 2000. http://dx.doi.org/10.32747/2000.7573997.bard.
Pełny tekst źródłaMackie, James. Promoting policy coherence: Lessons learned in EU development cooperation. European Centre for Development Policy Management, wrzesień 2020. http://dx.doi.org/10.55317/casc005.
Pełny tekst źródłaArora, Sanjana, i Olena Koval. Norway Country Report. University of Stavanger, 2022. http://dx.doi.org/10.31265/usps.232.
Pełny tekst źródłaAyala, David, Ashley Graves, Colton Lauer, Henrik Strand, Chad Taylor, Kyle Weldon i Ryan Wood. Flooding Events Post Hurricane Harvey: Potential Liability for Dam and Reservoir Operators and Recommendations Moving Forward. Redaktor Gabriel Eckstein. Texas A&M University School of Law Program in Natural Resources Systems, wrzesień 2018. http://dx.doi.org/10.37419/eenrs.floodingpostharvey.
Pełny tekst źródłaChopra, Deepta, Devanik Saha, Luize Guimarães, Lucia Bernadete i Kerry Selvestre. The case of MUVA Assistentes: Moving Beyond Income Generation to a New Approach Towards Achieving Women’s Empowerment. Institute of Development Studies, marzec 2023. http://dx.doi.org/10.19088/muva.2023.002.
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