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Computer Games - Science topic
Explore the latest publications in Computer Games, and find Computer Games experts.
Publications related to Computer Games (10,000)
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Introduction: The COVID-19 pandemic has significantly affected people's quality of life. Unfortunately, the epidemic continues in various variants and it remains unclear how long it will continue. Children staying at home in the COVID-19 quarantine spent hours in front of the screen with online education. In addition, since they could not go out, t...
In this design case, we report our design and playtest of a form of alternative reality, educational simulation that we call a playable case study (PCS). One of the features that make our simulations unique is how they are designed to implement a principle called This Is Not a Game, or TINAG, meaning that the affordances we design into the simulati...
CALYPSO written by MAKKI A superhero musical based on Malala Yousafzai.
This is a project outline and story within a story, for a computer game, graphic novel, musical play and movie. We are not affiliated or receive funding or support from Malala's organisation.
https://malala.org/malalas-story We thank Dr Susannah Self for giving us the idea an...
Motivational Intensity Theory could serve as a useful framework in the process of analyzing and optimizing a user's involvement in computer games. However, it has not yet been used in this way. Its main advantage is that it makes clear predictions regarding the relations between difficulty level, motivation and commitment. The current study aimed t...
The popularity of competitive computer and videogaming, also known as electronic sport (esport), has been rising rapidly during the past decades. Because of many parallels with traditional sports, like competitiveness, skill requirements, degree of professionalization, or the way it is portrayed in the media, esport has been adopted as part of the...
The growth and maturation of a child’s body are going on continuously, but unevenly. Therefore, children of the same age may have different growth and functional abilities. On the initiative of the Latvian government, a pilot project was launched, which aims to evaluate the readiness of children to start school at the age of six as well as compare...
3D audio technology is well known from cinema, computer games, and virtual reality and it is gaining more and more importance. Usually, consumers do not have a suitable multichannel loudspeaker system at home, whether for scene-based, channel-based, or object-based productions. Thus, a viable solution for the living room is to decode the 3D audio m...
Technological advances in smartphones, tablets, computer games, virtual reality, metaverse, and other fields have made gaze estimation (GE) using standard hardware more necessary than ever before. It can also be used in other areas such as psychology, increased driving safety, and advertisement. This paper proposes a structure based on convolutiona...
Mit dem Computerspiel Minecraft werden wichtige gesellschaftliche Themen für Schüler*innen erlebbar. Durch abwechselnde Spiel- und Reflexionsphasen können wesentliche Konzepte des Politischen erschlossen und reflektiert werden.
Depending on the type of computer games can be divided into two types: role-playing and non-role-playing. In a role-playing game on a computer, the player assumes the role of the character he controls, that is, the construction of the game is such that the player acts as a specific or imaginary computer hero. According to the degree of influence on...
Predicting results in electronic sports (e-sports) matches is not an easy task. Different methods can be used for this purpose. A well-known video game in the field of Multiplayer Online Battle Arena (MOBA) is the game League of Legends (LoL), which has a relevant professional scene. An important part of professional gaming is analyzing past matche...
Image recognition and classification were put in used in many places in recent years thanks to the great progress in machine learning and neural networks. However, seldom evidence indicate applications of image recognition in computer games. Since games are gradually becoming part of peoples life, it is the time to put the focus on those who are un...
Otok (The Island), an illustrated book, depicts a dystopian future of an unnamed Croatian island. Grandma, the main heroine and narrator, welcomes her granddaughter Zrinka, who arrives by boat from Zagreb. The majority of the island has sunk, and the remainder is inhabited by a few elderly people. Former Mediterranean vegetation has vanished, there...
Human Motion Prediction is a crucial task in computer vision and robotics. It has versatile application potentials, such as human-robot interactions, human action tracking for airport security systems, autonomous car navigation, and computer gaming, to name a few. However, predicting human motion based on past actions is extremely challenging due t...
Background:
Rehabilitation robotics is a field of study which aims to understand and augment rehabilitation through the use of robotics devices.
Objective:
This proof of concept study aimed to test the safety (no. adverse events, incidence of infection), feasibility (program demand, adherence, participant satisfaction) and efficacy (Peak Oxygen...
Student entering the workplace are now, more than ever, expected to have a sound theoretical knowledge of the job as well as the skills to function in the workplace. However, very few of the academic programs in the BCOM programmes at North-West University, South Africa, include Work-Integrated Learning to expose students to the real, business envi...
Empathy refers to what people experience and feel. Experts believed that empathy is an emotional intelligence skill that can be trained and taught. Therefore, it is very important to explore ways to experience and teach emotional empathy. Empathy experiences can be stimulated by reading fiction and other narratives, storytelling, watching movies, a...
Este artigo tem como intuito estudar a obra do Total Refusal, coletivo fundado na Áustria em 2018. O grupo tem como base ações de guerrilha midiáticas que exploram estratégias de intervenção artística em jogos de computador contemporâneos e outros dispositivos de realidade virtual, a partir da apropriação e ressignificação de materiais audiovisuais...
Between 2% to 5% of children are affected by Development Coordination Disorders in Canada and have been diagnosed with upper limb impairments, which affect their daily life by reducing their autonomy. The vast diversity of motor impairments and their severity make adaptive solutions imperative when children use a joystick. However, currently those...
Background/Objective
Physical activity (PA) has been suggested to reduce screen time. This study aimed to explore the associations of physical education (PE), muscle-strengthening exercise (MSE), and sport participation with screen time.MethodsA multi-cluster sampling design was used to select 13,677 school-attending adolescents that participated i...
The development of technology has paved the way for a revolution in education. Technology-enabled learning is becoming an integral part of a larger system of practices and policies to prepare and support a highly skilled workforce in 21st-century learning. E-learning, or digital instruction and training, has utilised gamification for several years....
The article analyzes the results of a study that reveals characteristics of preschool children play activities in the conditions of the war in Ukraine, which were collected in two regions of the country significantly different in the scope of military operations carried out, life activities of the population (in the temporarily occupied territory o...
Background
Physiotherapists show a positive attitude towards playing games in order to be a role model for pediatric patients and increase the success of therapy. The aim of study is to evaluate the attitudes of students in Physiotherapy and Rehabilitation department towards playing games that contain physical activity.
Methods
The sociodemographi...
Introduction: Creativity is one of the most important cognitive components, which is important to pay attention to in the educational process, especially in the elementary period. Purpose: Therefore, the present research was conducted with the aim of studying the effect of various educational games on the development of students' creativity. Resear...
Blue Eye technology is a cutting-edge field in the field of human-computer interaction that utilizes eye tracking and gaze detection to create moreintuitive and efficient interactions between humans and computers. This technologyhas a wide range of applications, including in areas such as computer gaming, virtualand augmented reality, and assistive...
Networked computers can potentially support classrooms to be more interactive. It can help students share representations amongst themselves and work together on a shared virtual activity space. In research on the role of shared screens or shared virtual workspace in learning settings, there has been less attention paid to contexts where learners a...
PPO (Proximal Policy Optimization) is a state-of-the-art policy gradient algorithm that has been successfully applied to complex computer games such as Dota 2 and Honor of Kings. In these environments, an agent makes compound actions consisting of multiple sub-actions. PPO uses clipping to restrict policy updates. Although clipping is simple and ef...
Goal recognition is an important problem in many application domains (e.g., pervasive computing, intrusion detection, computer games, etc.). In many application scenarios it is important that goal recognition algorithms can recognize goals of an observed agent as fast as possible and with minimal domain knowledge. Hence, in this paper, we propose a...
Purpose
There is a need for technology that can protect scientific findings as a unique asset but is this possible? Non-fungible tokens (NFTs) are one possible solution.
Design/methodology/approach
Plagiarism is an unethical act and a violation of acceptable practices in the field of scholarly research and writing. Over the years, effective tools...
ABSRACT In today's societies, an increasing number of adults buy products aimed at children and adolescents. There are adults who play computer games and watch cartoons for long hours. Clothes produced for young individuals are worn by older consumers. Such individuals are called kidults. Psychological neoteny relates to the continuation of childho...
Introduction
In recent years there has been an increasing interest in the field of educational computer games (ECGs). Although ECGs have been researched, more analyses still need to be performed on these variables to check their effects on language learning.
Methods
To this end, 74-third grade female state high school students from two schools in...
Background. The study of digital activity correlation with cognitive-emotional features, as well as with other parameters of adolescents’ life-activity in non-capital regions of Russian Federation remains relevant.
Objective. The aim of the study is to analyze the digital activity structure in adolescents and its correlation with cognitive-emotiona...
During the recent period of confinement, educational institutions and teachers worked together to provide online teaching to enable students to acquire the competencies of each educational level. Efforts mainly focused on secondary and higher education and, to a lesser extent, on primary education. Although these efforts have been useful, it is imp...
With the popularization of technological products, people’s everyday lives are now full of 3C (computer, communication, and consumer electronics) products. Children have gradually become acquainted with these new technological products. In recent years, more somatosensory games have been introduced along with the development of new media puzzle gam...
Advances in science and technology enable us to meet with a different concept and innovation every day. One of them is the concept of metaverse. The metaverse, which consists of the combination of the words beyond and universe in English, points to a new universe fiction designed beyond the universe we live in. In this fictional universe, just like...
We present a methodology to support the analysis of culture from text such as news events and demonstrate its usefulness on categorizing news events from different categories (society, business, health, recreation, science, shopping, sports, arts, computers, games and home) across different geographical locations (different places in 117 countries)...
Background
Upper extremity (UE) stroke rehabilitation requires patients to perform exercises at home, yet patients show limited benefit from paper-based home exercise programs.
Objective
To compare the effectiveness of 2 home exercise programs for reducing UE impairment: a paper-based approach and a sensorized exercise system that incorporates rec...
Background
Internet use disorder (IUD) is a new type of behavioral addiction in the digital age. At the same time, internet applications and eHealth can also provide useful support in medical treatment.
Objective
The purpose of this study is to examine if an internet-based eHealth service can reach individuals with IUD. In particular, it should be...
Digital asthenopia (DA) or Computer Vision Syndrome can occur after prolonged use of digital devices and is usually managed with ergophthalmological measures and the use of artificial tears. This prospective, controlled study evaluated the use of hyaluronic acid artificial tears on the signs and symptoms of DA in participants of a videogame convent...
Serious games (computer-based learning games) are increasingly used in medical education at various levels, as user access is independent of location and time and promotes non-linear learning. In legal medicine, interactive digital media are still scarce. The freely accessible online serious game “Adventure Legal Medicine” was developed as part of...
E-learning from an alternative learning years ago, today is accepted as
being equal to the standard face-to-face. The change in his role leads to the introduction of
new methods and means to achieve educational goals. Computer games are one such
tool that is actively used in e-learning and has a significant role in its implementation. Elearning fro...
Introduction: Children with Autism Spectrum Disorder (ASD) have diferent cognitive and intelligence profles than
typical developing individuals. Some of these children need cognitive rehabilitation. This study’s main purpose is to
provide a systematic review about applying computerized cognitive games for autistic children and to determine the
e...
Data mining approaches have proven to be successful in improving learners’ interaction with educational computer games. Despite the potential of predictive modelling in providing timely adaptive learning and gameplay experience, there is a lack of research on the early prediction of learners’ performance in educational games. In this research, we p...
Telepresence robots (TPRs) are the subject of an emerging field of application and research that has recently received attention from various disciplines. Most of the relevant research has been done in computer science, while the interest from psychology and education has been relatively modest. Proximity plays an important role in personal interac...
Today’s Network Operation Centres (NOC) consist of teams of network professionals responsible for monitoring and taking actions for their network’s health. Most of these NOC actions are relatively complex and executed manually; only the simplest tasks can be automated with rules-based software. But today’s networks are getting larger and more compl...
In this article, Nils Bühler conducts a critical genealogy of West Germany prohibiting (dubbed indexing) digital games in the 1980s. After a brief overview of the indexing practice and the BPjS as the enforcing authority, Bühler analyses 10 exemplary documents in order to trace the BPjS's process of knowledge generation. Finally, Sneath, Holbraad,...
This study examined students’ ability to select relevant ideas from multiple online texts and integrate those ideas in their written products. Students ( N = 162) used a web-based platform to complete an online inquiry task in which they read three texts presenting different perspectives on computer gaming and wrote an article for a school magazine...
Purpose. The purpose of the study is to determine the place, meaning, perspectives of the computer game simulator “The Sims” in the cultural space of youth, supplemented by a new digital environment, and to establish the reasons for its 20-year success. Methodology. The main theoretical and methodological approaches to the review of a computer game...
The process of creating a science fiction work is considered as a process of interaction of two concepts related to both everyday knowledge and scientific knowledge and being in dialectical interaction. It is shown that in a science fiction work, the share of both scientific and fantastic has a limit. In both cases, when such limit is reached, the...
From the tic-tac-toe, an ancient chess game, which was invented thousand years ago, to modern wargames that take weeks to finish, board games have long been defined as a tool to create a platform for entertainment, education, and training of strategy in fields such as military affairs and economics. Development of technology is worthy of a rapier t...
BACKGROUND: Gaming addiction is becoming a problem in young women. However, there has been no report on game usage in pregnant women. OBJECTIVE: The aim of this study was to determine the current status of computer game usage and the existence of game addiction and also to determine the associations of game usage time with lifestyle, personal relat...
This paper outlines the proposal for an egalitarian, transhumanist, and communal version of ars moriendi that should be coherent and meet the consequentialist criteria of the principle of minimizing anti-values and maximizing values, especially the ethical values of freedom and happiness. Transhuman-ist augmented dying (AD) refers to the extended b...
Revolusi terbesar dalam bidang pendidikan adalah dengan berkembangnya pembangunan teknologi multimedia. Pelbagai strategi pengajaran dihasilkan bagi meningkatkan minat dan kefahaman murid dalam menguasai kesemua mata pelajaran. Namun penggunaan teknologi ini masih kurang digunakan untuk menghasilkan bahan bantu mengajar bagi kesemua mata pelajaran...
Indonesia has a shortage of professionals in Information and Communications Technology (ICT). Therefore, to increase the pool of electrical experts who are also qualified in the field of computer science, it is necessary to boost interest in computer science at an early year of upper secondary level. The Game Based Learning (GBL) approach increased...
This paper is concerned with complexity theoretic aspects of a general formulation of quantum game theory that models strategic interactions among rational agents that process and exchange quantum information. In particular, we prove that the computational problem of finding an approximate Nash equilibrium in a broad class of quantum games is, like...
Como parte de um projeto que consiste em uma série de entrevistas com especialistas em Arqueologia e áreas correlatas, o grupo de pesquisa ARISE (Arqueologia Interativa e Simulações Eletrônicas) do Museu de Arqueologia e Etnologia da Universidade de São Paulo (MAE-USP) apresenta uma entrevista realizada com Robert Houghton, que é professor de Histó...
2048 is a single-player stochastic puzzle game. This intriguing and addictive game has been popular worldwide and has attracted researchers to develop game-playing programs. Due to its simplicity and complexity, 2048 has become an interesting and challenging platform for evaluating the effectiveness of machine learning methods. This dissertation co...
Obesity is a condition, in which you have too much body weight for your height, it results when intake of calories is more than are burned by exercise and normal daily activities. Overweight and obesity are due to accumulation of excessive fat. Obesity has grown to epidemic proportions with over 4 million people dyeing each year as a result of bein...
Introduction:
Faults or errors during use of closed-circuit rebreathers (CCRs) can cause hypoxia. Military aviators face a similar risk of hypoxia and undergo awareness training to determine their 'hypoxia signature', a personalised, reproducible set of symptoms. We aimed to establish a hypoxia signature among divers, and to investigate their abil...
The research aims to develop a method of creating moral and ethical scenarios for educational computer games based on stories from the cycle of robotic futurology by S. Lem. The result of the study revealed a correspondence between the directorial script and game design document; the critical components of
Lem’s story “Trurl’s Machine” were formal...
Factors impacting technology adoption encompass technical, organizational, and human issues. This paper shows two projects that aim to develop students’ digital aptitude by promoting a culture change from a game prejudiced environment into a habitat of technology-prone users. The first project, Ti-Games Maricá, took place three years ago, encompass...
Path planning or network route planning problems are an important issue in AI, robotics, or computer games. Appropriate implementation and knowledge of advanced and classical path-planning algorithms can be important for both autonomous navigation systems and computer games. In this paper, we compare advanced path planning algorithms implemented on...
The video game industry is a branch of the industry dealing with the creation and sale of computer games, or video games. It includes dozens of specialized professions and employs lot of people around the world. The aim of the work was to analyze the Czech video game industry in the years 2016-2020. The basic data source is data from the studies of...
Progress toward a revolutionary metaverse is currently underway, but it is being led by large tech companies, like Meta, who aim to build on their current platforms and extend their already exploitative internet products. These efforts dominate the conversation around what the metaverse can be and whether it can be conceived as a collection of viab...
The author reviews the past-to-present academic literature on game studies from the perspective of ludology and narratology. The academic study of video games has grown substantially since 2001 - the year Game Studies started publishing its first articles. Yet both ludology and narratology remain a particularly new field, especially in the Russian...
The rapid development of digital technologies and the finding of these technologies in the daily lives of societies have transformed social life. Accordingly, the games being played today have moved away from the physical world to digital platforms created in electronic environments. This situation has caused the digital game culture to dominate to...
Cognitive controls are a set of interrelated mental skills. Academic and professional successes require proper coordination of these skills. Young generations suffer from cognitive deficits due to their addiction to the internet and computer games. To resolve their mental health crisis, it is essential to understand the individuals’ cognitive abili...
The paper is devoted to the issue of virtual naturalism in computer games, in particular, to such a gaming phenomenon as speedrunning. The author of the study analyzes the essence of speedrunning as a special type of cybersport, as well as a form of counterplay that arose in the minds of gamers around the 1990s. Particular attention is paid to the...
The experience of game studios shows that classical methodologies of software development are poorly implemented in video game development because of the interactive component of this area, related to the correct creation of feedback between the game and the user. In addition, video game development involves a large number of developers from differ...
This study sheds light on the effects of computer games on the cognitive, affective and psychomotor development of students, forming an opinion on the features of computer games and some of the game development platforms, and the use of computer games in teaching. In addition, the effects of computer use in teaching on cultural and philosophical pe...
We present our Brain-Computer Interface (BCI) system, developed for the BCI discipline of Cybathlon 2020 competition. In the BCI discipline, tetraplegic subjects are required to control a computer game with mental commands. The absolute of the Fast-Fourier Transformation amplitude was calculated as a Source Feature (SF) from one-second-long electro...
Between 2% to 5% of children are affected by Development Coordination Disorders in Canada and have been diagnosed with upper limb impairments, which affect their daily life by reducing their autonomy. The vast diversity of motor impairments and their severity make adaptive solutions imperative when children use a joystick. However, currently those...
Die strukturale Medienbildung nach Benjamin Jörissen und Winfried Marotzki (2009) weist eine Vielzahl von Analysetools vor, die in den letzten Jahren erprobt, getestet und erweitert wurden. Das Medien in den unterschiedlichsten Formaten wie Film, Computerspiele oder Internet untersucht werden können, ist in Zeiten der Medienkonvergenz und neue Form...
The present study explored localization of computer games in Persian translation versions. Also, it investigated the applied strategies by Iranian translators in localization of computer games. Also, it found the shortcomings of the translation regarding localization. The corpus was composed of five computer games. First, the data of this project w...
In various media formats today, "invisible religion" is subliminally cultivated through commercial sales strategies. In the Heidelberg dissertation, the media formats used by children and young people in particular are used to show how "invisible religion" is constituted and initiated. With regard to possible consequences of this marketing strategy...
Besides the recent impressive results on reinforcement learning (RL), safety is still one of the major research challenges in RL. RL is a machine-learning approach to determine near-optimal policies in Markov decision processes (MDPs). In this paper, we consider the setting where the safety-relevant fragment of the MDP together with a temporal logi...