نتایج جستجو برای: dimensional video games on problem

تعداد نتایج: 8987217  

پایان نامه :وزارت علوم، تحقیقات و فناوری - دانشگاه پیام نور - دانشگاه پیام نور استان تهران - دانشکده علوم ریاضی و مهندسی کامپیوتر 1392

heuristics are often used to provide solutions for flow shop scheduling problems.the performance of a heuristic is usually judged by comparing solutions and run times on test cases.this investigation proposes an analytical alternative ,called asymptotic convergence ,which tests the convergence of the heuristic to a lower bound as problem size grows. the test is a stronger variation of worst cas...

Journal: :Cyberpsychology, behavior and social networking 2015
Adam Eichenbaum Florian Kattner Daniel Bradford Douglas A. Gentile C. Shawn Green

Research indicates that a small subset of those who routinely play video games show signs of pathological habits, with side effects ranging from mild (e.g., being late) to quite severe (e.g., losing a job). However, it is still not clear whether individual types, or genres, of games are most strongly associated with Internet gaming disorder (IGD). A sample of 4,744 University of Wisconsin-Madis...

Journal: :Journal of personality and social psychology 2010
Tobias Greitemeyer Silvia Osswald

Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a n...

Journal: :CoRR 2010
Fabien Tencé Cédric Buche Pierre De Loor Olivier Marc

In this paper, we address the problem of creating believable agents (virtual characters) in video games. We consider only one meaning of believability, “giving the feeling of being controlled by a player”, and outline the problem of its evaluation. We present several models for agents in games which can produce believable behaviours, both from industry and research. For high level of believabil...

2017
Cathlena Martin

Cathlena Martin explores in her paper "Children's Video Games as Interactive Racialization" selected children's video games. Martin argues that children's video games often act as reinforcement for the games' television and film counterparts and their racializing characteristics and features. In Martin's analysis the video games discussed represent media through which to analyze racial identiti...

Journal: :Journal of adolescence 2004
Eric Uhlmann Jane Swanson

The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above a...

2012
Tobias Greitemeyer Silvia Osswald

Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a n...

Journal: :MMI Interaktiv 2007
Christian Bauckhage Bernard Gorman Christian Thurau Mark Humphrys

Present day multiplayer video games offer an interesting perspective for researching artificial cognitive systems. In this contribution, we focus on the problem of learning believable behavior models for artificial characters. Recordings of the network traffic of modern games allow for applying machine learning techniques to realize artificial agents that act more human-like than conventional c...

Journal: :American journal of preventive medicine 2008
Tom Baranowski Richard Buday Debbe I Thompson Janice Baranowski

BACKGROUND Video games provide extensive player involvement for large numbers of children and adults, and thereby provide a channel for delivering health behavior change experiences and messages in an engaging and entertaining format. METHOD Twenty-seven articles were identified on 25 video games that promoted health-related behavior change through December 2006. RESULTS Most of the article...

2011
Douglas A. Gentile

Video games are at the center of a debate over what is helpful or harmful to children and adolescents, and there is research to substantiate both sides. The existing research suggests that there are at least 5 dimensions on which video games can affect players: the amount of play, the content of play, the game context, the structure of the game, and the mechanics of game play. This article desc...

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