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61
La langue, matière à machines
Published 2024-12-01“…Our experimental method involves building a machine, based on the upcycling of a video game terminal. We describe its genesis and show how its design reflects, in turn, four “material planes” of a poem by Bernard Heidsieck, and a dual topological series of images by Francis Palanc, pertaining to the possible and impossible relations between signifiers.…”
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62
L’historien et le jeu-vidéo
Published 2018-10-01“…When they speak about historical representations in video games, it’s often thought of war and, whatever is the type of game. …”
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63
Media now : understanding media, culture, and technology /
Published 2018Table of Contents: “…Media and the information age -- The changing media -- Media and society -- The media -- Books -- Print and digital newspapers -- Magazines -- Recorded music -- Radio -- Film and video -- Television -- The Internet -- The third screen: smart phones and tablets -- Video games -- Public relations -- Media issues -- Advertising -- Media uses and impacts -- Media policy and law -- Media ethics -- Global communications media.…”
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64
E-sports: An analysis on global growth, revenue streams, and threats
Published 2023-10-01“…E-sports refers to organized video game competitions played by amateur and professional players and has evolved into a multi-billion dollar industry with a global following. …”
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65
Projection Analysis Optimization for Human Transition Motion Estimation
Published 2019-01-01“…The 3-dimensional (3D) human motion animation is widely used in video game, movie, and so on. When making the animation, human transition motion is necessary. …”
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66
Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter
Published 2025-01-01“…The doodle jump game is a video game with a jumping game model assisted by accelerometer sensor technology. …”
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67
Perfunctory gamification in the world of second language learning
Published 2022-04-01“…This is most notably visible in the form of apps and online teaching courses that take advantage of mechanics that are drawn directly from video game design principles. In the context of language learning, the incorporation of game mechanics can be used to construct effective systems of incentive and ultimately enrich the FL learning experience in various ways, potentially resulting in improved outcomes. …”
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68
User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
Published 2013-01-01“…The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. …”
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69
Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
Published 2014-01-01“…Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. …”
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70
Marketing, advertising, and branding in Fortnite: how do brands and companies connect today to audiences through the metaverse?
Published 2025-12-01“…The rise of digital marketing has significantly impacted the audio-visual industry, particularly in the online video game sector. This study, focusing on Fortnite as a case study, explores the connections between brands’ strategic practices and immersive gaming in the metaverse. …”
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71
Functional and Structural Brain Plasticity Enhanced by Motor and Cognitive Rehabilitation in Multiple Sclerosis
Published 2015-01-01“…In most cases, the rehabilitation program was based on computer-assisted/video game exercises performed in either an outpatient or home setting. …”
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72
Hubungan Near-Work dengan Miopia pada Siswa SD Negeri Percobaan Kelas 5 dan 6
Published 2017-07-01“…Tidak terdapat hubungan bermakna antara kebiasaan menonton televisi (p=0,579), bermain video game (p=0,205) dan menggunakan komputer (p=0,084) dengan kejadian miopia. …”
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73
UBICU: A Gamified Respiratory Incentive System for Pulmonary Re-Expansion
Published 2025-01-01“…To evaluate the usability of the video game component, we conducted a perception survey, achieving an acceptance rating above 5 on a scale of 0 to 6. …”
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74
Associations of Physical Activity and Sedentary Behaviors with Dietary Behaviors among US High School Students
Published 2015-01-01“…Students who exceeded recommended limits for television (TV) and computer/video game (C/VG) screen time were less likely than those who did not to consume fruits and vegetables and were more likely to consume fast food and sugar-sweetened beverages. …”
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75
Virtual reality head-mounted display game for intermittent exotropia in a randomized controlled trial
Published 2025-02-01“…Patients were randomly assigned to a video-game group that induced convergence (exercise group) and a placebo-game group not inducing convergence (control group), and completed the program 15 min/day for 4 weeks. …”
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76
Impedance Controller Analysis for a Two-Degrees-Of-Freedom Ankle Rehabilitation Machine with Serious Game Interactions
Published 2024-12-01“…Serious games are an example of an activity where the patient can interact with a video game while rehabilitating. Currently, most machines involving impedance control and targeted at serious gaming applications are mechanically composed of one degree of freedom, so the addition of another degree is a novelty. …”
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77
Inhibitory properties of a latent inhibitor after its compound preexposure with several novel stimuli: evidence from human conditioning
Published 2025-02-01“…To examine whether this phenomenon generalizes to humans, we conducted two experiments using a video game-based conditioning paradigm. Experiment 1 demonstrated that this compound pre-exposure schedule enhanced the retardation effect compared to standard pre-exposure or control conditions. …”
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78
Rotation errors in path integration are associated with Alzheimer’s disease tau pathology: a cross-sectional study
Published 2025-02-01“…We fitted linear mixed models to predict the path integration performances according to amyloid status or tau pathology in the medial temporal lobal, adjusting for age, gender, cognitive status, education, and video game experience. We decomposed the error into rotation and distance errors. …”
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79
Impact of distress and anxiety due to COVID-19 on digital addictions in university students in the third wave period [version 2; peer review: 3 approved]
Published 2025-01-01“…Regarding the problematic use of smartphones and internet, there is a prevalence of 40% regardless of sex; but as for the problematic use of video games, there is a marked difference between males (18.8%) and females (2.7%). …”
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80
Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial
Published 2017-01-01“…The objective of this study was to establish the efficacy of a Wii-Fit interactive video-game-led physical exercise program to improve balance in older Veterans. …”
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