نتایج جستجو برای: exercise and playing games
تعداد نتایج: 16865387 فیلتر نتایج به سال:
The goal of this paper is to describe an adaptive robot game, which motivates elderly people to do a regular amount of physical exercise while playing. One of the advantages of robot based games is that the initiative to play can be taken autonomously by the robot. In this case, the goal is to improve the mental and physical state of the user by playing a physical game with the robot. Ideally, ...
The purpose of this study is to explore gender differences among adolescents who play computer games: key areas of study include hours played, motivation, enjoyment experienced, and the impacts on the students lives. The data were obtained from 535 Taiwan high school students. Results indicated that males spent more time playing computer games than did females and also enjoyed it more. Results ...
This paper examines the performance of a number of AI agents on the games included in the General Video Game Playing Competition. Through analyzing these results, the paper seeks to provide insight into the strengths and weaknesses of the current generation of video game playing algorithms. The paper also provides an analysis of the given games in terms of inherent features which define the dif...
As a novel, grand AI challenge, General Game Playing is concerned with the development of systems that understand the rules of unknown games and play these games well without human intervention. In this paper, we show how Answer Set Programming can assist a general game player with the special class of single-player games. To this end, we present a translation from the general Game Description ...
This paper reports on two different approaches to combine two bodies of knowledge—collaboration design and simulation & gaming—in order to expand the ‘toolbox’ for designers and facilitators of group processes in the context of public policymaking. The first approach involves embedding collaboration tools in a policy exercise. The second, more innovative approach is based on the gameLet concept...
This study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, an...
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