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The Value of Gaming
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《China Report ASEAN》 2023年第2期24-25,共2页
China’s video game industry is gathering momentum for further development.After a significant drop in both corporate revenue and publication approval for new games in 2022,the gaming industry is expected to bounce ba... China’s video game industry is gathering momentum for further development.After a significant drop in both corporate revenue and publication approval for new games in 2022,the gaming industry is expected to bounce back with the ease of COVID-19 restrictions.In 2023,more games will be licensed in China and a government plan will help to spread the positive influence of online games among the players and encourage game firms to contribute to technological progress.The new plan will also help people see the value of video games beyond entertainment such as its abilities to advance the economy,culture,and technology. 展开更多
关键词 GATHERING APPROVAL GAMES
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Challenges of gaming disorder: suggestions from a public health perspective 被引量:3
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作者 Min Zhao Wei Hao 《General Psychiatry》 CSCD 2019年第3期105-106,共2页
Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelop... Based on the results from numerous studies and discussions by expert groups organised by the WHO, gaming disorder is recognised as a mental disorder and is listed in the chapter of mental, behavioural and neurodevelopmental disorders in the recently released International Classification of Diseases, 11th Version (ICD-11). 展开更多
关键词 CHALLENGES gaming DISORDER a PUBLIC HEALTH PERSPECTIVE
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Research progress and debates on gaming disorder 被引量:2
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作者 Qianjin Wang Honghong Ren +2 位作者 Jiang Long Yueheng Liu Tieqiao Liu 《General Psychiatry》 CSCD 2019年第3期99-104,共6页
Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controv... Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder. 展开更多
关键词 RESEARCH PROGRESS debates gaming DISORDER
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A Scientometric Analysis and Critical Review of Internet Gaming Disorder Behaviours
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作者 Shirley Qi-Yu Sun Anson Chiu-Yan Tang +2 位作者 Qing Wang Loretta Yuet-Foon Chung Regina Lai-Tong Lee 《International Journal of Mental Health Promotion》 2022年第6期795-810,共16页
There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD b... There are increasing concerns about internet gaming disorder (IGD). No review of existing studies has systematicallyanalyzed and visualized the trends of IGD and those early identification of symptoms related to IGD behaviors.This critical review focuses on the emerging trends for early identification of symptoms related to IGDbehaviors in papers published in Web of Science Core Collection from 2009 to 2021 by scientometric analysisand critical review. Scientometric data analysis technique includes co-occurrence analysis, cluster analysis andburst analysis of authors, countries, keywords and co-citation to visualize those contributing and associated factorsto develop IGD behaviors and their relationships to mental-emotional symptoms. About 81.8% of the paperswere published in the following countries: United States, United Kingdom, Australia, China and South Korea. Thetop co-occurrence keywords were ‘children’, ‘depression’, ‘anxiety’ and ‘attention deficit hyperactivity disorder(ADHD)’, ‘scale’, identifying the population, characteristics and commonly used assessment tools that are susceptibleto certain symptoms relating to IGD of which influencing factors facilitate the understanding of the associationof sociodemographic characteristics. The main emerging topics were identified in this critical review afterconducted the scientometric analysis. The results identified five topics: game impulse, motivation, evaluationscale, mediating effects and diagnostic criteria. This study provides an overview of the research trends on theidentity and development of the IGD field of study. 展开更多
关键词 Internet gaming disorder bibliometric analysis CiteSpace SCIENTOMETRICS TRENDS
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Constructs of L.S.Vygotsky:Studies in Cognitive Development:Implications for Computer Gaming
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作者 Randall E.Basham 《Psychology Research》 2020年第1期35-41,共7页
This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have... This brief paper will attempt to present some of the more important contributions of Vygotsky to understand cognitive development and implications for computer gaming summarized through five relevant studies that have investigated various aspects of Vygoskyan concepts in child and adolescent cognitive development.Each of these selected scoping reviewed,and historical studies contributes to the understanding of social transmission of cognitive and reasoning skills in and out of family context.These may be extended to computer gaming and role play experiences at various stages of development.The selected studies offer some confirmation of Vygotsky’s theorized concepts of the social and interactional aspects of cognitive development in a variety of contexts.Although there are some methodological considerations for each study with respect to generalizability and replication,each offers some support for the social and interactional model of development and as these would apply to implications for computerized gaming as an aspect of development. 展开更多
关键词 COMPUTER gaming COGNITIVE development Lev VYGOTSKY PSYCHOLOGY scoping review
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Design and Implementation of a Programming Learning Support System Using the Concepts of Physical Visualization and Serious Gaming
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作者 Noriyuki Ishiguro Yusuke Saitoh +1 位作者 Kazuhiro Yamamoto Hirohide Haga 《Journal of Computer and Communications》 2022年第11期197-223,共27页
The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as ... The purpose of this research is the design and implementation of a support system for learning programming. To archive this purpose, in this article, we propose a Puzzle Programming System that uses jigsaw puzzles as an example of the application of physical visualization, which visualizes logical constraints to physical ones. This Puzzle Programming System aims to teach basic programming concepts by presenting the invisible constraints of programming language syntax using the visual constraints of jigsaw puzzle pieces. This system runs on an Apple iPad and was developed using the Unity game engine. We used YAML as a data format for serializing structured data for data management. By inviting high school students to try out a prototype, we could confirm the usefulness of the Puzzle Programming System. The experimental evaluation results also shed light on aspects of the game that need to be redesigned and parts where the visual programming model needs to be modified and expanded. 展开更多
关键词 Serious gaming Augmented Reality Visual Programming Constraint Visualization
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打造Gaming“视”界——3000元,挑一款心宜的游戏LCD
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作者 武超 郑晔 《电子竞技》 2008年第9期102-105,共4页
从什么时候,我们开始接触游戏LCD的呢?华硕的PG系列?还是明基的FP系列?也许几年前,游戏LCD意味着高对比度、高亮度以及快速的响应时间……而如今,随着LCD技术的不断成熟,超高参数、众多概念不断涌现;同时,出众的工业设计也频频出现在国... 从什么时候,我们开始接触游戏LCD的呢?华硕的PG系列?还是明基的FP系列?也许几年前,游戏LCD意味着高对比度、高亮度以及快速的响应时间……而如今,随着LCD技术的不断成熟,超高参数、众多概念不断涌现;同时,出众的工业设计也频频出现在国产品牌的产品当中。因此,对于广大玩家来说。 展开更多
关键词 分辨率 动态对比度 gaming LCD 响应时间
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NPCG GAMING:民间赛事的ESL梦想
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作者 赖艺文 《电子竞技》 2016年第9期54-55,共2页
电子竞技想要在中国更好的发展,如何调动更多的玩家参与显得尤为重要。十几年前CS能够在中国风靡一时并不是因为拥有如今那么多大手笔、高质量的职业赛事,网吧赛才是那个时代的主流,很多玩家把成为某一个网吧中的"枪神"当做一件极其... 电子竞技想要在中国更好的发展,如何调动更多的玩家参与显得尤为重要。十几年前CS能够在中国风靡一时并不是因为拥有如今那么多大手笔、高质量的职业赛事,网吧赛才是那个时代的主流,很多玩家把成为某一个网吧中的"枪神"当做一件极其荣耀的事。转眼十几年过去了CS:GO作为CS的续作重新回到大众视线中,网吧赛则被更大的平台取代,民间赛事。作为一个更大的舞台,民间赛事不光能为普通玩家提供一个释放激情的平台,也能在那些有志进军职业赛场的玩家与俱乐部之间搭起一座桥梁。 展开更多
关键词 ESL NPCG gaming 电子竞技 续作 职业联赛 全明星赛 NCAA 学生团体 联盟成员 王中王
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Intelligent Gaming Input Device for Tilt Recognition
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作者 Ilman Shazhaev Dmitry Mikhaylov +1 位作者 Abdulla Shafeeg Ekaterina Mulyarchik 《Journal of Intelligent Learning Systems and Applications》 2022年第4期96-106,共11页
Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which afte... Farcana has developed a smart a gaming input device, that, apart from being a tool for the gamer to use in the process of gameplay, is also a suitable tool to collect biomedical information about the gamer, which after analysis by the artificial intelligence (AI) system allows informing the gamer about whether the individual is in a state of tilt. Tilt itself is a poor emotional state of the individual that appears due to the latter’s inability to control one’s emotions in the process of gameplay. The gamer can be either winning or losing, yet the fact that he/she can neither control nor even acknowledge the emotional state is tilt. The latter is an immense factor of impact on the overall success of the individual in the sphere of gaming and one’s rating in cybersport. This paper has analyzed numerous studies and patents on the topic at hand. The available literature has provided the necessary insight on the topic of tilt and why it is important to help the gamer acknowledge one’s state, especially given deteriorating results. Also, we have proposed a framework for the AI system for tilt recognition. 展开更多
关键词 TILT Psychological State gaming Cybersport PROGRESS
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宽屏游戏的梦想Surround Gaming & PV230 DSK
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作者 太子 《计算机应用文摘》 2003年第17期17-18,共2页
关键词 多头显示 游戏视角 宽屏游戏 PV230DSK SURROUND gaming 显卡
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OpTic Gaming联合创始人讨论“使命召唤”的电竞崛起
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作者 Mondo 《电子竞技》 2016年第15期89-90,共2页
OpTic Gaming,一支美国的职业COD战队,曾赢得过多个COD比赛的冠军。Ryan Musselman是OpTic Gaming的联合创始人和首席运营官,他的故事被收录在柯林斯的《OpTic Gaming的电竞冠军之旅》的书中。书中详细记录了Musselman以及另一位联合创... OpTic Gaming,一支美国的职业COD战队,曾赢得过多个COD比赛的冠军。Ryan Musselman是OpTic Gaming的联合创始人和首席运营官,他的故事被收录在柯林斯的《OpTic Gaming的电竞冠军之旅》的书中。书中详细记录了Musselman以及另一位联合创始人Hector Rodriguez一路走来的历程,他们坐在电竞这趟列车的前排,见证了电竞事业从无到有以及从有到多的变革。 展开更多
关键词 柯林斯 OPTIC gaming 首席运营官 Rodriguez 电子竞技 家院子 次见 职业选手 狙击步枪 LEAGUE
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ESWC总决赛复盘:wNv.gaming的夺冠之旅 轻轻松松淘汰赛
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《电子竞技》 2006年第10期24-25,共2页
wNv.gm在小组赛后半段的表现也马马虎虎,不但被EOS逼平,还在最后的头名争夺战中输给了SP Clan。虽然输给SP有场外因素的考虑(这样就能以小组第二出线避开同门兄弟wNv.cn),但是平EOS就多少有点说不过去了。只是在小组出线杀入淘汰赛之... wNv.gm在小组赛后半段的表现也马马虎虎,不但被EOS逼平,还在最后的头名争夺战中输给了SP Clan。虽然输给SP有场外因素的考虑(这样就能以小组第二出线避开同门兄弟wNv.cn),但是平EOS就多少有点说不过去了。只是在小组出线杀入淘汰赛之后,wNv.gm就像小宇宙爆发一般重新成为了一支世界顶尖强敌,一场未负而且波澜不惊地卫冕成功,多次大比分击溃对手(甚至包括自己的同门wNv.vn),再次让人看不懂。当然,目前全世界找出一支敢说能在3张地图击败wNv.gm 2次的CS队伍是相当困难的事情。 展开更多
关键词 淘汰赛 总决赛 wNv.gaming WCG
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游戏魔王 华硕(ASUS)Gaming系列G1笔记本
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《电子竞技》 2007年第Z1期199-201,共3页
玩是人类的天性,从嗷嗷待哺的婴儿,到呀呀学语的幼儿,不论是青春年少的学生,还是辛勤工作的白领,每一个都需要休闲活动,而这休闲活动的本质就是玩。科技的发展,造就了人类生活质量的提高;电脑的发明,提高了人类工作的效率;笔记本电脑的... 玩是人类的天性,从嗷嗷待哺的婴儿,到呀呀学语的幼儿,不论是青春年少的学生,还是辛勤工作的白领,每一个都需要休闲活动,而这休闲活动的本质就是玩。科技的发展,造就了人类生活质量的提高;电脑的发明,提高了人类工作的效率;笔记本电脑的发明,成就了移动工作的可能性。发展、发明到现在,办公的需要已经可以满足了,但是可供娱乐游戏的王者产品却一直没有出现,现在华硕推出的G系列笔记本真正的满足了娱乐游戏的需要。 展开更多
关键词 笔记本电脑 G1 ASUS)gaming 镜面板 休闲活动
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ESWC总决赛复盘:wNv.gaming的夺冠之旅 一波三折小组赛
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《电子竞技》 2006年第10期22-23,共2页
无庸置疑,wNv.gm是国内目前综合实力最强、临场表现最稳定的CS队伍。在刚刚结束的ESWC中国区总决赛中,5月击退欧美豪强成功问鼎WEG大师赛的wNv.gm蝉联冠军。虽然夺冠的结果在大家意料之中,但是wNv.gm的实战过程却不能用所向披靡纵横... 无庸置疑,wNv.gm是国内目前综合实力最强、临场表现最稳定的CS队伍。在刚刚结束的ESWC中国区总决赛中,5月击退欧美豪强成功问鼎WEG大师赛的wNv.gm蝉联冠军。虽然夺冠的结果在大家意料之中,但是wNv.gm的实战过程却不能用所向披靡纵横天下来形容。在本期的ESWC中国赛区复盘中,我们的视角就首先锁定以强者姿态出线的wNv.gm,虽然大家对他们的比赛方式已经越来越熟悉了。想必读者朋友对于ESWC独特的小组赛加单淘汰赛制并不陌生,在今年的ESWC中,24支队伍分到了4个组采取单循环决出2个小组出线名额。wNv.gm分在了C组,小组对手是来自广东的Star.EX、河南的SP Clan、山东的EOS、石家庄的TR以及VmAx。这五场小组赛wNv.gm的战绩是3胜1平1负,和WEG大师赛小组赛的一波三折可谓是”交相辉映”,一度也让他们的支持者大呼看不懂。下面我们就选取其中一场进行简要分析。 展开更多
关键词 总决赛 wNv.gaming
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Effects of exergaming on motor skill competence,perceived competence,and physical activity in preschool children 被引量:11
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作者 Zan Gao Nan Zeng +2 位作者 Zachary C.Pope Ru Wang Fang Yu 《Journal of Sport and Health Science》 SCIE 2019年第2期106-113,共8页
Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outco... Background: Few school settings offer opportunities for preschool children to engage in structured physical activity, and only a few studies have been conducted examining exergaming's effectiveness on health outcomes in this age group. This study's purpose, therefore, was to examine a school-based exergaming intervention's effect on preschool children's perceived competence(PC), motor skill competence(MSC), and physical activity versus usual care(recess), as well as to examine gender differences for these outcomes.Methods: A total of 65 preschool children from 2 underserved urban schools were assigned to 1 of 2 conditions, with the school as the experimental unit:(1) usual care recess group(8 weeks of 100 min of recess/week(5 days £ 20 min)) and(2) exergaming intervention group(8 weeks of100 min of exergaming/week(5 days £ 20 min) at school). All children underwent identical assessments of PC, MSC, and moderate-to-vigorous physical activity(MVPA) at baseline and at the end of the 8 th week.Results: A significant Group £ Time effect was observed for MVPA, F(1, 52) = 4.37, p = 0.04, h2 p= 0.04, but not for PC, F(1, 52) = 0.83, p = 0.37,h2 p= 0.02, or MSC, F(1, 52) = 0.02, p = 0.88, h2 p= 0.00. Specifically, the intervention children displayed significantly greater increased MVPA after8 weeks than the comparison children. Additionally, there was a significant time effect for MSC, F(1, 52) = 15.61, p < 0.01, h2 p= 0.23, and gender effect for MVPA, F(1, 52) = 5.06, p = 0.02, h2 p= 0.09. Although all preschoolers' MSC improved across time, boys demonstrated greater MVPA than girls at both time points.Conclusion: Exergaming showed a positive effect in promoting preschool children's MVPA at school and has the potential to enhance PC and MSC. More research with larger sample sizes and longer study durations are warranted. 展开更多
关键词 Active video GAMES CHILDHOOD obesity GENDER differences Moderate-to-vigorous physical activity RECESS
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Twelve weeks of dance exergaming in overweight and obese adolescent girls:Transfer effects on physical activity,screen time,and self-efficacy 被引量:9
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作者 Amanda E.Staiano Robbie A.Beyl +2 位作者 Daniel S.Hsia Peter T.Katzmarzyk Robert L.Newton Jr 《Journal of Sport and Health Science》 SCIE 2017年第1期4-10,127,共8页
Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA f... Background: Given the low levels of physical activity(PA) among adolescent girls in the US, there is a need to identify tools to motivate increased PA. Although there is limited evidence that adolescents transfer PA from one context to another, exergames(i.e., video games that require gross motor activity) may act as a gateway to promote overall PA outside game play. The purpose of this study was to examine potential transfer effects(i.e., influences on external behaviors and psychological constructs) of a 12-week exergaming intervention on adolescent girls' PA, screen time,and self-efficacy toward PA, as well as the intrinsic motivation of exergaming.Methods: Participants were 37 girls aged 14–18 years(65% African American, 35% white) who were overweight or obese(body mass index ≥ 85 th percentile) and were recruited from the community via school, physicians, news media, and social media websites. Adolescents were randomly assigned to a 12-week group exergaming intervention(thirty-six 60 min sessions of group-based dance exergaming in a research laboratory using Kinect for Xbox360(Microsoft Corporation, Redmond, WA, USA)) or to a no-treatment control group. Outcome variables included objectively measured PA(total) and self-reported leisure-time PA(discretionary time only) 1 week before vs. 1 week after the intervention; selected type and intensity of PA when placed in a gym setting for 30 min("cardio free choice"); screen time; self-efficacy toward PA; and intrinsic motivation toward exergaming.Results: Attendance at the exergaming sessions was high(80%). Compared with the control group, the intervention group self-reported an increase in PA(p = 0.035) and fewer hours watching television or videos(p = 0.01) after the intervention, but there were no significant differences in sedentary, light, moderate, or vigorous PA measured by accelerometry. The intervention group significantly improved self-efficacy toward PA(p = 0.028). The intervention group highly rated intrinsic motivation toward exergaming.Conclusion: Exergaming for 12 weeks was associated with positive impacts on adolescent girls' self-reported PA, television viewing, self-efficacy,and intrinsic motivation. Future research is warranted to leverage exergames as an enjoyable, motivating, and effective PA tool. 展开更多
关键词 Active video games Leisure activity Motivation Screen time SELF-EFFICACY Television
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Impact of exergaming on young children's school day energy expenditure and moderate-to-vigorous physical activity levels 被引量:3
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作者 Zan Gao Zachary Pope +5 位作者 Jung Eun Lee David Stodden Nida Roncesvalles Denis Pasco Charles C.Huang Du Feng 《Journal of Sport and Health Science》 SCIE 2017年第1期11-16,共6页
Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.I... Background: Although emerging research is demonstrating the potential health impact of exergaming,investigations have primarily been conducted in laboratory settings among small samples with short-term interventions.Information on the effectiveness of exergaming in underserved children's objective physical activity(PA) in population-based settings is also scarce.Moreover,most empirical studies have only included 1 type of exergame in the intervention.Therefore,this study's purpose was to investigate the long-term impact of a multigame exergaming intervention among underserved children integrated within school curricula.Specifically,this study examined the effect of exergaming on children's accelerometer-determined sedentary behavior(SB),light PA,moderate-to-vigorous PA(MVPA),and energy expenditure(EE) over 2 years as compared with regular physical education(PE) classes.Methods: A total of 261 second-and third-grade children(134 girls,127 boys; mean age 8.27 years) were recruited from 2 Texas elementary schools.Children's pre-test 3-day SB,light PA,MVPA,and EE at school were assessed in the fall of 2012.Participants were assigned to 1 of 2groups:(1) exergaming/PE group(125 min weekly of exergaming-based PA program) and (2) comparison group(125 min weekly of PE).PA(SB,light PA,and MVPA) and EE outcome variables were assessed again in 2013(post-test) and 2014(follow-up).Results: Significant time effects were observed for SB(F(1,162)=25.0,p<0.01,η~2= 0.14),light PA(F(1,162)=9.6,p<0.01,η~2= 0.06),and MVPA(F(1,162)=6.2,p=0.01,η~2= 0.04) but not for EE(F(1,162)=0.63,p>0.05,η~2= 0.004).Subsequent pairwise comparisons revealed significant increases from pre-to post-test for light PA(p<0.01),MVPA(p<0.01),and EE(p=0.02) with no changes in SB(p>0.05).Conversely,significant decreases occurred in light PA(p<0.01) from post-test to follow-up with no differences seen in MVPA(p=0.08) and EE(p=0.06) over the same time period.A significant increase was seen,however,for SB from post-test to follow-up.Conclusion: Exergaming PE can have the same positive effect on children's light PA,MVPA,and EE as regular PE.More research is necessary to discern how to promote long-term PA participation after conclusion of the intervention. 展开更多
关键词 Active video games Childhood obesity Light physical activity Moderate-to-vigorous physical activity Physical education Sedentary behavior
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Dimensionality and Angular Disparity Influence Mental Rotation in Computer Gaming
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作者 Akanksha Tiwari Ram Bilas Pachori Premjit Khanganba Sanjram 《Computers, Materials & Continua》 SCIE EI 2022年第7期887-905,共19页
Computer gaming is one of the most common activities that individuals are indulged in their usual activities concerning interactive systembased entertainment.Visuospatial processing is an essential aspect of mental ro... Computer gaming is one of the most common activities that individuals are indulged in their usual activities concerning interactive systembased entertainment.Visuospatial processing is an essential aspect of mental rotation(MR)in playing computer-games.Previous studies have explored how objects’features affect theMRprocess;however,non-isomorphic 2Dand 3D objects lack a fair comparison.In addition,the effects of these features on brain activation during the MR in computer-games have been less investigated.This study investigates how dimensionality and angular disparity affect brain activation duringMRin computer-games.EEG(electroencephalogram)data were recorded from sixty healthy adults while playing an MR-based computer game.Isomorphic 2D and 3D visual objects with convex and reflex angular disparity were presented in the game.Cluster-based permutation tests were applied on EEG spectral power for frequency range 3.5–30 Hz to identify significant spatio-spectral changes.Also,the band-specific hemispheric lateralization was evaluated to investigate task-specific asymmetry.The results indicated higher alpha desynchronization in the left hemisphere during MR compared to baseline.The fronto-parietal areas showed neural activations during the game with convex angular disparities and 3D objects,for a frequency range of 7.8–14.2Hz and 7.8–10.5Hz,respectively.These areas also showed activations during the game with reflex angular disparities and 2D objects,but for narrower frequency bands,i.e.,8.0–10.0 Hz and 11.0–11.7 Hz,respectively.Left hemispheric dominance was observed for alpha and beta frequencies.However,the right parietal region was notably more dominant for convex angular disparity and 3D objects.Overall,the results showed higher neural activities elicited by convex angular disparities and 3D objects in the game compared to the reflex angles and 2Dobjects.The findings suggest future applications,such as cognitive modeling and controlled MR training using computer games. 展开更多
关键词 Computer-based games angular disparity dimensionality mental rotation EEG hemispheric laterality
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Bit Rate Reduction in Cloud Gaming Using Object Detection Technique
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作者 Daniyal Baig Tahir Alyas +4 位作者 Muhammad Hamid Muhammad Saleem Saadia Malik Nadia Tabassum Natash Ali Mian 《Computers, Materials & Continua》 SCIE EI 2021年第9期3653-3669,共17页
The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The imme... The past two decades witnessed a broad-increase in web technology and on-line gaming.Enhancing the broadband confinements is viewed as one of the most significant variables that prompted new gaming technology.The immense utilization of web applications and games additionally prompted growth in the handled devices and moving the limited gaming experience from user devices to online cloud servers.As internet capabilities are enhanced new ways of gaming are being used to improve the gaming experience.In cloud-based video gaming,game engines are hosted in cloud gaming data centers,and compressed gaming scenes are rendered to the players over the internet with updated controls.In such systems,the task of transferring games and video compression imposes huge computational complexity is required on cloud servers.The basic problems in cloud gaming in particular are high encoding time,latency,and low frame rates which require a new methodology for a better solution.To improve the bandwidth issue in cloud games,the compression of video sequences requires an alternative mechanism to improve gaming adaption without input delay.In this paper,the proposed improved methodology is used for automatic unnecessary scene detection,scene removing and bit rate reduction using an adaptive algorithm for object detection in a game scene.As a result,simulations showed without much impact on the players’quality experience,the selective object encoding method and object adaption technique decrease the network latency issue,reduce the game streaming bitrate at a remarkable scale on different games.The proposed algorithm was evaluated for three video game scenes.In this paper,achieved 14.6%decrease in encoding and 45.6%decrease in bit rate for the first video game scene. 展开更多
关键词 Video encoding object detection bit rate reduction game video motion estimation computational complexity
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Wii Fit Gaming System——How to Select among Balance Exercise and Measurement Tools
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作者 Zsanett Sipos Zsuzsanna Vekerdy-Nagy 《Journal of Sports Science》 2020年第2期41-46,共6页
VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most comm... VR(virtual reality)and video game technology has been proven to be beneficial in rehabilitation.The majority of studies have focused on the use of Nintendo Wii in the rehabilitation of neurological disorders most commonly stroke.It is not the only commercially available gaming system however it is the most popular virtual gaming used at home,research and clinical practice.VR training has been proven to be beneficial in lower extremity functions,balance and gait recovery.Previous studies focused on evaluating the efficacy and effectiveness of the Nintendo Wii and VR and the dosage and intensity of the“Wii therapy”remained unclear.The objective of the recent trial was to evaluate the knowledge about balance games and clinical measurement using Nintendo Wii,alongside helping clinicians plan therapy with Nintendo Wii. 展开更多
关键词 BALANCE rehabilitation Nintendo Wii video game VR.
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