نتایج جستجو برای: gaming
تعداد نتایج: 8061 فیلتر نتایج به سال:
OBJECTIVE To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. SUBJECTS AND METHODS In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, hear...
BACKGROUND Online gaming technology has developed rapidly within the past decade, and its related problems have received increasing attention. However, there are few studies on the psychiatric symptoms associated with excessive use of online games. The aim of this study is to investigate the characteristics of online gamers, and the association between online gaming hours, social phobia, and de...
Online gaming is one of the main Internet services holding potential for a significant growth. Currently, much attention is paid on studying how high-quality 3D games with varying resource demands can be played over the Internet streamed real-time from a remote game server. This enables end-users to play high-quality games without need for having very powerful game machines as most of the proce...
One of the common expectations of ITS designers is that students efficiently learn from every practice opportunity. However, when students are using an Intelligent Tutoring System, they can exhibit a variety of behaviors, such as “gaming,” which can strongly reduce learning. In this paper, we present a new approach to infer the impact of gaming on learning at the fine-grained level. We integrat...
Although the general public appears to have embraced the term ‘videogame addiction’, the scientific debate as to whether ‘gaming addiction’ can actually be considered an addiction similar to substance addictions of DSM-IV is still unsettled. To date, research on gaming addiction has focused on problematic behavior from the gaming activity itself and there has been little empirical research rela...
INTRODUCTION Internet Gaming Disorder has been added as a research diagnosis in section III for the DSM-V. Previous findings from neuroscientific research indicate an enhanced motivational attention toward cues related to computer games, similar to findings in substance-related addictions. On the other hand in clinical observational studies tolerance effects are reported by patients with Intern...
Knowledge tracing has been used to predict students’ knowledge and performance for almost twenty years. Recently, researchers have become interested in looking at students’ behaviors, especially those considered gaming behaviors. In this work, we attempt to leverage a variation of knowledge tracing to predict gaming behaviors without damaging the prediction of performance. We compare the predic...
The global auditing business is made up almost exclusively of the “big six” on the supply side; their customers are multinational companies. Trends toward virtualization can be identified in the competition between the “big six”, as illustrated by a case study of one of the players, Coopers & Lybrand. It is clear that the other suppliers are also following this trend, thus possibly canceling ou...
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