نتایج جستجو برای: xbox gaming console
تعداد نتایج: 11811 فیلتر نتایج به سال:
This chapter presents the theory of the Core Elements of the Gaming Experience (CEGE). The CEGE are the necessary but not sufficient conditions to provide a positive experience while playing video-games. This theory, formulated using qualitative methods, is presented with the aim of studying the gaming experience objectively. The theory is abstracted using a model and implemented in questionnai...
Obesity is a serious health problem globally and it is on the increase. Half of the adult US population is expected to be obese by 2025 if current trends continue. A major cause of obesity is inactivity and it has also been linked to playing computer games. As a result, fitness games and peripherals for games consoles are becoming increasingly popular as a method of exercise and as a way to hel...
BACKGROUND Xbox Kinect has been proposed as an exercise intervention in cystic fibrosis (CF), but its potential has not been compared with standard training modalities. METHODS Using a crossover design, subjects were randomized to 2 intervention groups: Xbox Kinect and a traditional stationary cycle. Heart rate, SpO2, dyspnea, and fatigue were measured. Subject satisfaction was tested. RESU...
This work addresses the question of determining the correctness of forensic file system analysis software. Current storage systems are built on theory that is robust but not invincible to faults, from software, hardware, or adversaries. Given a parsing of a storage system of unknown provenance, the lack of a sound and complete analytic theory means the parsing's correctness cannot be proven. Ho...
Recent studies of outlaw communities provide qualitative evidence of their existence and the organisation of the underlying innovation processes. We provide descriptive results from a large scale survey of two online outlaw communities focussing on Microsoft’s XBox. In line with previous findings, we identify two types of participants in outlaw communities user innovators and adopters. Based on...
This article is a critical reading of the book Une histoire du jeu vidéo en France by Alexis Blanchet and Guillaume Montagnon. The – divided into five chapters explains first three decades (1960–1991) digital game development in France, stretching from scientific experimentation, through rise fall console arcade gaming industry, to rapid increase microcomputing emergence French identity. Close ...
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