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A Playing Game——On the Relationship between Fiction & Reality in Continuityof Parks
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作者 赵萍 苏颖 《海外英语》 2012年第2X期217-218,共2页
In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application... In postmodernist novel, the explanation of the relationship between fiction and reality is a distinctive feature, known as a playing game. In Continuity of Parks, the "game" is played through the application of colors, settings, props, etc. with the plots' evolution. It is helpful to appreciate the postmodernist novel by analysing the relationship. 展开更多
关键词 playing game RELATIONSHIP FICTION REALITY Continui
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Research on Children’s Game Activity Design Strategies Based on Embodied Cognition Theory
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作者 Xiangmiao He 《Journal of Contemporary Educational Research》 2024年第4期54-58,共5页
Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teach... Edutainment,in the kindergarten education stage,emphasizes the game as the basic activity and combines the content of education with the form of the game,thus it also forms the educational method of gamification teaching.Through investigation and analysis,it is found that the current kindergarten game activity design has the problem of improper combination of educational content and game form.The current kindergarten game activity design has problems such as stereotypes,children’s lack of active learning opportunities in activities,teachers’insufficient theoretical understanding,inappropriate teacher guidance methods,and so on.Embodied cognition theory attaches importance to the important role of the body in the development of cognition,provides new guidance for classroom teaching,and opens up a new path for classroom teaching reform.Based on the perspective of embodied cognition theory,the concept of body and mind integration should be adhered to in kindergarten teaching with games as the basic activity,experiential teaching situation should be created,children’s subjective experience should be respected,and games and interactions should be designed to promote children’s physical and mental participation,thus laying a foundation for the realization of children’s individual freedom,autonomy,and all-round development.Therefore,this paper aims at the existing problems in the current kindergarten gamification teaching and discusses the design strategy of children’s game activities based on embodied cognition theory. 展开更多
关键词 Embodied cognition Children’s play game activity design
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Playing the Traditional Game
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作者 Liu Jian 《ChinAfrica》 2013年第1期54-55,共2页
FEW games are as popular in China as mahjong. whose players range in age from 20 to over 80. Today mahjong, a favorite pastime for Chinese natives, is also winning hearts of the expat community in China.
关键词 playER Mel playing the Traditional game
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Playing a Game
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作者 高素菊 《中学英语园地(八九年级适用)》 2005年第11期26-26,共1页
关键词 playing a game
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Playing a Dangerous Game
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《ChinAfrica》 2012年第2期11-11,共1页
China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany... China's agriculture has grown rapidly over the last 50 years, bringing selfsufficiency and economic development to the world's most populous country. However, Jiang Gaoming, a researcher with the Institute of Botany at the Chinese Academy of Sciences, 展开更多
关键词 playing a Dangerous game
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Improving Behavior of Computer Game Bots Using Fictitious Play 被引量:1
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作者 Ushma Kesha Patel Purvag Patel +1 位作者 Henry Hexmoor Norman Carver 《International Journal of Automation and computing》 EI 2012年第2期122-134,共13页
In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple ... In modern computer games, "bots" - intelligent realistic agents play a prominent role in the popularity of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called fictitious play for improving behavior of these computer game bots which will make them less predictable and hence, more a enjoyable game. 展开更多
关键词 AGENTS computer game bots fictitious play game theory LEARNING Nash equilibrium.
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Multi-Modal Data Analysis Based Game Player Experience Modeling Using LSTM-DNN 被引量:1
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作者 Sehar Shahzad Farooq Mustansar Fiaz +4 位作者 Irfan Mehmood Ali Kashif Bashir Raheel Nawaz KyungJoong Kim Soon Ki Jung 《Computers, Materials & Continua》 SCIE EI 2021年第9期4087-4108,共22页
Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data deri... Game player modeling is a paradigm of computational models to exploit players’behavior and experience using game and player analytics.Player modeling refers to descriptions of players based on frameworks of data derived from the interaction of a player’s behavior within the game as well as the player’s experience with the game.Player behavior focuses on dynamic and static information gathered at the time of gameplay.Player experience concerns the association of the human player during gameplay,which is based on cognitive and affective physiological measurements collected from sensors mounted on the player’s body or in the player’s surroundings.In this paper,player experience modeling is studied based on the board puzzle game“Candy Crush Saga”using cognitive data of players accessed by physiological and peripheral devices.Long Short-Term Memory-based Deep Neural Network(LSTM-DNN)is used to predict players’effective states in terms of valence,arousal,dominance,and liking by employing the concept of transfer learning.Transfer learning focuses on gaining knowledge while solving one problem and using the same knowledge to solve different but related problems.The homogeneous transfer learning approach has not been implemented in the game domain before,and this novel study opens a new research area for the game industry where the main challenge is predicting the significance of innovative games for entertainment and players’engagement.Relevant not only from a player’s point of view,it is also a benchmark study for game developers who have been facing problems of“cold start”for innovative games that strengthen the game industrial economy. 展开更多
关键词 game player modeling experience modeling player analytics deep learning LSTM game play data Candy Crush Saga
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PLAY、GAME、SPORT三者关系学说对当前我国学校体育教学改革的启示 被引量:1
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作者 王志勇 《太原城市职业技术学院学报》 2012年第12期82-83,共2页
文章采用文献资料法、逻辑分析法等,对PLAY、GAME、SPORT三者关系学说以及当前我国学校体育教学存在的问题进行梳理与分析,在此基础上提出当前我国学校体育教学改革的策略。认为PLAY、GAME、SPORT三者关系学说给我国当前学校体育教学改... 文章采用文献资料法、逻辑分析法等,对PLAY、GAME、SPORT三者关系学说以及当前我国学校体育教学存在的问题进行梳理与分析,在此基础上提出当前我国学校体育教学改革的策略。认为PLAY、GAME、SPORT三者关系学说给我国当前学校体育教学改革的启示在于将Game,特别是Play融进我们当前学校体育教学的指导思想里;使教学内容由原来竞技化体系向生活化、娱乐化、实用化、方法化、时代化和"玩耍化"相结合的方向转变;不能重Sport而不重play和game,重本本而不重多样,要形成一种有我国特色的学校体育教学模式,要以"育人为本,健康第一"的学校体育教学理念为指导,寓教于趣、寓教于乐,使学校体育教学能切合学生的实际需要。 展开更多
关键词 playgame、SPORT三者关系学说 学校体育教学 存在问题 启示
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A Matrix Approach to the Modeling and Analysis of Networked Evolutionary Games With Time Delays 被引量:8
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作者 Guodong Zhao Yuzhen Wang Haitao Li 《IEEE/CAA Journal of Automatica Sinica》 SCIE EI CSCD 2018年第4期818-826,共9页
Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic ex... Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic expression is formulated for the networked evolutionary games with finite memories, based on which the behavior of the corresponding evolutionary game is analyzed. Secondly, under a proper assumption, the existence of Nash equilibrium of the given networked evolutionary games is proved and a free-type strategy sequence is designed for the convergence to the Nash equilibrium. Finally, an illustrative example is worked out to support the obtained new results. 展开更多
关键词 Fictitious play process Nash equilibrium networked evolutionary games(NEGs) semi-tensor product of matrices
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Action games can enhance reading ability
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《科技传播》 2013年第7期15-15,共1页
Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12... Much to the chagrin of parents who think their kids should spend less time playing video games and more time studying, time spent playing action video games can actually make dyslexic children read better. In fact, 12 hours of video game play did more for reading skills than is normally achieved with a year of spontaneous reading development or demanding traditional reading treatments. The evidence, appearing in the Cell Press journal Current Biology on February 28, follows from earlier work by the same team linking dyslexia to 展开更多
关键词 gameS THINK demanding actually playing children AP
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Inheritance and Innovation:Development of Beijing Shadow Play from the Perspective of Beijing Winter Olympics
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作者 YANG Ya-qi DENG Jia-yu +1 位作者 YAN Feng YANG Xiao-lei 《Journal of Literature and Art Studies》 2022年第10期1061-1067,共7页
This paper is aimed to figure out the dilemma of sustainable development of Beijing shadow play.Through a brand-new perspective of the Winter Olympic Games,this paper not only demonstrates the opportunities and challe... This paper is aimed to figure out the dilemma of sustainable development of Beijing shadow play.Through a brand-new perspective of the Winter Olympic Games,this paper not only demonstrates the opportunities and challenges faced by Beijing shadow play in the current era,but also expounds the inheritance and innovation of it to show the value of change and sustainable development.It could be found that these methods are capable of breaking the limitations of time and space,so that this extraordinary art form can go worldwide and be found and loved by more people.It is concluded that more efforts should be put into the field of Beijing shadow play and that Beijing shadow play can be revived by virtue of inheritance and innovation. 展开更多
关键词 Beijing shadow play Winter Olympic games INHERITANCE INNOVATION
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正念训练对比赛状态的心理影响--对大学生足球运动员的考察
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作者 曹辉 《丽水学院学报》 2023年第2期99-104,共6页
为了探研大学生足球运动员高应激水平与赛前情绪之间的关系以及正念训练干预对二者的影响,选取丽水两高校男生足球队共计58名球员,年龄为18~23岁,平均年龄为20±0.72岁,通过查阅文献、日常观察、问卷调查、正念训练干预等方法,对运... 为了探研大学生足球运动员高应激水平与赛前情绪之间的关系以及正念训练干预对二者的影响,选取丽水两高校男生足球队共计58名球员,年龄为18~23岁,平均年龄为20±0.72岁,通过查阅文献、日常观察、问卷调查、正念训练干预等方法,对运动员的赛前情绪水平、高应激水平及正念干预效果等指标进行统计和分析。结果显示:大学生足球运动员的赛前情绪水平、高应激水平均在年龄、运动年限方面无显著差异;运动员高应激水平与积极赛前情绪成反比,与消极赛前情绪成正比;对运动员进行正念训练干预后,运动员的赛前情绪水平与高应激水平均发生显著变化,运动员的负面情绪有很大的改善。研究结果表明:正念干预对改善运动员的高应激水平、赛前情绪水平具有重要影响,教练员在足球运动训练中可以采用此种方式提高运动员水平。 展开更多
关键词 正念训练 比赛状态 大学生足球运动员
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Playing the Blame Game
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作者 WANG YONG 《Beijing Review》 2010年第14期28-29,共2页
A possible China-U.S. trade and currency war will be harmful to both countries and even the world
关键词 playing the Blame game
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大班幼儿判断游戏活动的依据——基于儿童视角的研究 被引量:24
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作者 李春良 张莉 《学前教育研究》 CSSCI 北大核心 2017年第5期23-34,共12页
基于儿童视角研究儿童判断游戏的依据,对于丰富有关儿童游戏观的研究和优化幼儿园游戏实践具有重要意义。本研究选取某省会城市一所从私立园转为公办园的3个大班76名幼儿作为研究对象,主要通过照片引谈法收集儿童对是否是游戏活动的判... 基于儿童视角研究儿童判断游戏的依据,对于丰富有关儿童游戏观的研究和优化幼儿园游戏实践具有重要意义。本研究选取某省会城市一所从私立园转为公办园的3个大班76名幼儿作为研究对象,主要通过照片引谈法收集儿童对是否是游戏活动的判断及其依据,利用质性分析软件Nvivo8进行编码,结果发现儿童判断游戏活动的依据主要涉及活动材料、活动自由度、活动地点、假想与虚构、动作与表情、活动价值、教师角色、活动体验、活动经验、幼儿人数等因素。这对幼儿园游戏活动的开展有如下启发:应基于儿童视角提供丰富适宜的游戏材料;应确保幼儿游戏中自由与规则的均衡;应灵活布置安全并吸引幼儿的游戏场地;应鼓励幼儿在游戏中进行假想与虚构;教师应根据幼儿需要转变自身角色;应确保幼儿获得积极的游戏性体验。 展开更多
关键词 幼儿园游戏 儿童视角 游戏性体验
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玩兴的研究及其对大学生创造力培养的启示 被引量:5
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作者 李颖 《中国地质大学学报(社会科学版)》 2006年第4期77-80,共4页
近年来,在国外和我国的港台地区,成人玩兴的研究得到了重视。玩兴,作为一个心理学的概念,具有特定的含义。玩兴与创造力有密切的关系,在大学生创造力培养过程中,应重视玩兴的引导和培养。首先对“玩兴”的研究作了简要的概述,之后理论... 近年来,在国外和我国的港台地区,成人玩兴的研究得到了重视。玩兴,作为一个心理学的概念,具有特定的含义。玩兴与创造力有密切的关系,在大学生创造力培养过程中,应重视玩兴的引导和培养。首先对“玩兴”的研究作了简要的概述,之后理论联系实际地阐述了“玩兴不仅对儿童和青少年重要,对成年人也一样重要”的观点,从而针对大学校园中创造力培养环境的不足之处提出自己的建议。 展开更多
关键词 玩兴 游戏 心流体验 创造力
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关于儿童与游戏关系的再思考:从“游戏性”到“游戏力”再到“游戏的儿童” 被引量:10
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作者 胡福贞 周雅君 《陕西学前师范学院学报》 2021年第10期1-6,共6页
将游戏片面理解为儿童属性之一或是将其简单化为儿童教育工具,是长期以来拘囿儿童游戏天性及其教育价值的关键症结所在。本文基于对二元悖论中的游戏困境分析,揭示并诠释了人类文化史中游戏的本质与基本属性及游戏与儿童的关系,进而结... 将游戏片面理解为儿童属性之一或是将其简单化为儿童教育工具,是长期以来拘囿儿童游戏天性及其教育价值的关键症结所在。本文基于对二元悖论中的游戏困境分析,揭示并诠释了人类文化史中游戏的本质与基本属性及游戏与儿童的关系,进而结合当代述求,阐述了如何依托富有意义的教育彰显“儿童是游戏的儿童”的完整意义。 展开更多
关键词 儿童游戏 游戏性 游戏力 游戏精神
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课间圈养:由来、问题与道路 被引量:2
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作者 李长伟 《教育理论与实践》 CSSCI 北大核心 2016年第10期3-6,共4页
课间圈养日渐成为一种普遍的教育现象。这一现象的产生有两个重要原因,一是自我保存的时代精神对教育的规约,二是中国实施的独生子女政策。目前,这一现象已成为需要人们严肃对待的教育问题,课间圈养限制了学生好动的天性,不利于其身心... 课间圈养日渐成为一种普遍的教育现象。这一现象的产生有两个重要原因,一是自我保存的时代精神对教育的规约,二是中国实施的独生子女政策。目前,这一现象已成为需要人们严肃对待的教育问题,课间圈养限制了学生好动的天性,不利于其身心健康以及未来的自我保护,另外,课间圈养也阻断了孩子与自然的亲密接触,使其无法习得在与自然的交往中产生的直观的安全知识以及丰富的生命体验。走出课间圈养,根本上要依靠玩的规则的确立和落实,这就需要处理好这是什么性质的规则、谁来制定规则以及如何落实规则这三个问题。 展开更多
关键词 课间圈养 自我保存 好动的天性 玩的规则
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业精于勤,亦精于嬉:工作与游戏中的玩兴 被引量:2
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作者 徐长江 张静文 石伟 《心理技术与应用》 2015年第3期59-64,共6页
随着时代的发展,人们开始越来越重视游戏的正面意义与价值。游戏能够激发人们的玩兴,满足人们玩乐的需要,同时也是保证员工良好工作状态的重要手段,还有助于促进员工的创新。管理者可以效仿游戏,用玩来设计工作。通过自主选择目标、个... 随着时代的发展,人们开始越来越重视游戏的正面意义与价值。游戏能够激发人们的玩兴,满足人们玩乐的需要,同时也是保证员工良好工作状态的重要手段,还有助于促进员工的创新。管理者可以效仿游戏,用玩来设计工作。通过自主选择目标、个人最优化障碍和持续不断反馈等工作设计方法,可以激发员工工作中的玩兴,使员工在愉快中高效地工作。 展开更多
关键词 玩兴 游戏 员工 工作设计
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浅析体育文化的演进过程 被引量:1
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作者 方曙光 《宜春学院学报》 2007年第S1期306-307,共2页
体育是人的身体活动方式,也是一种社会活动方式,同时是具有文化性的。本文以体育文化在不同时期的形态、功能为线索[Play—Game—Sport],对其发展演进过程进行分析,以便更好的了解和研究这一社会文化现象。
关键词 体育文化 play game SPORT 演进过程
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“花非花 雾非雾”——论《空有玉貌》中的游戏性
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作者 李冉 季明举 《牡丹江大学学报》 2020年第3期43-47,共5页
莫泊桑作品的游戏性不仅体现在读者对作品的阅读阐释中,也暗藏在莫泊桑的写作技巧中。在《空有玉貌》这部短篇小说中,作者意图与读者阐释之间存在着张力,其游戏性的表现也更为明显。本文通过分析《空有玉貌》中的博弈游戏,即夫妻间肢体... 莫泊桑作品的游戏性不仅体现在读者对作品的阅读阐释中,也暗藏在莫泊桑的写作技巧中。在《空有玉貌》这部短篇小说中,作者意图与读者阐释之间存在着张力,其游戏性的表现也更为明显。本文通过分析《空有玉貌》中的博弈游戏,即夫妻间肢体与语言的实质性角逐和真相与谎言之间的智力角逐,来探析读者文学阅读结果与作者写作期待之间的预设博弈游戏,以期更好地说明莫泊桑作品中的游戏性。 展开更多
关键词 莫泊桑 游戏性 父权 母性
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