Showing 1 - 20 results of 25 for search 'Achievement (video gaming)', query time: 0.12s Refine Results
  1. 1

    APPLICATION AND SIGNIFICANCE OF THE VIDEO GAME LOCALIZATION PROCESS by Rea Tot, Ivan Dunđer

    Published 2021-07-01
    “…This popularity and rapid development of video games is leading to the growing need for companies to make their video games available to as many people as possible in order to achieve a high return on fi nancial investments. …”
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    Game Theoretic Request Scheduling with Queue Priority in Video Sensor Networks by Jia Zhao, Jianfeng Guan, Changqiao Xu, Wei Su

    Published 2014-03-01
    “…In the game, video sensors select their heads to decide the arriving rates of both normal and abnormal requests; the heads decide the probability of handing over the abnormal requests. …”
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    Asymptotic quadratic price game mechanism for video stream extensible feedback unloading by Qianqian GE

    Published 2020-01-01
    “…A progressive quadratic price game mechanism with scalable feedback offloading of video streams was proposed.Firstly,the congestion of cellular network could be alleviated by effectively uninstalling some video traffic from all video streaming services to Wi-Fi network,thus providing seamless video streaming services.Several physi-cal paths were integrated in an economical and efficient way.The fountain coded symbols of compressed video data were transmitted simultaneously through LTE and Wi-Fi network to flexibly control the viewing through Wi-Fi net-work and reduce the video quality degradation caused by wireless channel errors.Secondly,a progressive secondary price auction mechanism was used to allocate limited LTE resources to multiple user devices to maximize social wel-fare and achieve Nash equilibrium.The scalability and convergence of the system were verified theoretically.Finally,the performance advantages of the proposed algorithm in video streaming transmission quality and energy consump-tion were verified by experimental simulation.…”
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    Dataset of video game-based assessments in digital culture courses at Indoamerica UniversityMendeley Data by Miguel Cobos

    Published 2025-02-01
    “…This dataset contains evaluation results from video game-based assessments administered to first-level university students across six different academic programs at Universidad Indoamérica from October 2022 to August 2024. …”
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    Effects of active video games on mental health among college students: a systematic review by Yue Zhao, Kim Geok Soh, Hazizi bin Abu Saad, Wenchao Rong, Cong Liu, Xinzhi Wang

    Published 2024-12-01
    “…Abstract Background Mental health significantly impacts college students' academic performance and overall happiness. Active video games (AVGs) have gained popularity among college students due to their ample entertainment, and there is growing interest in utilizing them to address mental health issues. …”
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  7. 7

    Effect of the Two Types of Exploitation on Organizational Ambidexterity and Firm Performance: Analysis in the Japanese Video Game Industry by Taiki ITO

    Published 2022-09-01
    “…Our study contributes to ambidexterity studies by analyzed the impact of the combination of this two exploitation and exploration in firm performance. Using Japanese video game industries' 674 observations from 1997 to 2019 as panel data analysis, like the existing studies, we proved that firm performance is increased when exploration and exploitation balance is achieved. …”
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    Playing rogues by David Matencio

    Published 2024-12-01
    “…To achieve this, three video games will be analysed to show the different specific tools video games use to enable these experiences. …”
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    Hubungan Kecanduan Bermain Video Games Kekerasan dengan Perilaku Agresif pada Murid Laki-laki Kelas IV dan V di SD Negeri 02 Cupak Tangah Pauh Kota Padang by Rivo Armanda Satria, Adnil Edwin Nurdin, Hafni Bachtiar

    Published 2015-01-01
    “…Data dikumpulkan melalui wawancara kepada responden menggunakan kuesioner yang kemudian di analisis dengan uji statistik chi-square dengan derajat kepercayaan 95% (0,05).Hasil penelitian menunjukkan persentase responden yang memiliki perilaku agresif lebih tinggi pada responden yang mengalami kecanduan bermain video games yang mengandung unsur kekerasan jika dibandingkan dengan responden yang tidak mengalami kecanduan bermain video games yang mengandung unsur kekerasan (67,6%:20,4%) dan terdapat hubungan yang bermakna antara kecanduan bermain video games yang mengandung unsur kekerasan dengan perilaku agresif (p-value=0,000).Disarankan bagi pihak sekolah agar memiliki program konseling psikologis anak misalnya dalam bentuk UKESWA (usaha kesehatan jiwa) yang termasuk dalam program UKS (usaha kesehatan sekolah) untuk mendeteksi sejak dini perilaku kecanduan anak terhadap video games yang mengandung unsur kekerasan dan perilaku agresif anak sehingga dapat diberikan bimbingan untuk mengatasi kecanduan dan perilaku agresif tersebut agar tidak berlanjut dan menjadi conduct disorder atau perilaku anti sosial<br />Kata kunci : agresif, kecanduan, video games</p><p>Abstract<br />Aggressive behavior is a behavior that is intended to harm others to express their negative feelings such as hostility to achieve the desired goal. …”
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    Classifying problematic gaming using a latent profile approach based on personality traits in Chinese young adolescent by Jingyue Hao, Zhenjiang Liao, Qiuping Huang, Xinxin Chen, Shuhong Lin, Yongyan Shi, Yifan Li, Yin Tang, Xuhao Wang, Hongxian Shen

    Published 2025-02-01
    “…Methods An online survey was conducted within 5593 internet gaming users, including a demographic questionnaire, queries on internet gaming usage, the Video Gaming Dependency Scale, and the Chinese Big Five Inventory-brief version. …”
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    Fire Video Recognition Based on Local and Global Adaptive Enhancement by Jian Ding, Yun Yi, Tinghua Wang, Tao Tian

    Published 2025-01-01
    “…To facilitate the research and development in the domain of fire recognition, we constructed a Large-scale Fire Video Recognition (LFVR) dataset, which includes 11,560 video clips. …”
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    Tactical Analysis of Table Tennis Video Skills Based on Image Fuzzy Edge Recognition Algorithm by Weiqiang Li

    Published 2024-01-01
    “…When the positioning error is 10&#x0025;, the precision of the table tennis target tracking algorithm can reach 94.3&#x0025;, which is 9.3&#x0025; higher than that of the direct linear transform algorithm. The table tennis video game tactical analysis platform can analyze the velocity of ping-pong ball according to the video, and records the droppoint of ping-pong ball, which helps the players to develop more effective tactics and strategies to improve their competitive level and achievements.…”
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    Evaluation of Machine Learning Algorithms for Classification of Visual Stimulation-Induced EEG Signals in 2D and 3D VR Videos by Mingliang Zuo, Xiaoyu Chen, Li Sui

    Published 2025-01-01
    “…Backgrounds: Virtual reality (VR) has become a transformative technology with applications in gaming, education, healthcare, and psychotherapy. …”
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  14. 14

    The use of virtual currencies in microtransactions as a predatory monetization tool by Tomić Nenad, Aleksić Dušan

    Published 2024-01-01
    “…Such currency is called virtual currency and as a rule it only works in a closed community formed around a specific video game. The topic of this paper is the use of virtual currencies in video games as a tool for performing microtransactions. …”
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    Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine by Dario Maggiorini, Laura Anna Ripamonti, Federico Sauro

    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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    Kajian Strategi Pendidikan Vokasi Bidang Teknologi Informasi dan Komunikasi Menghadapi Bonus Demografi by Faizatul Amalia, Waras Kamdi, R. Machmud Sugandi

    Published 2023-10-01
    “…Based on 22 articles, it was found that eight factors influenced the competence of SMK students, especially the Informatics and Communication Engineering (ICT) expertise program. To achieve the competence of ICT Vocational High School students, this can be done by: using problem-based learning, project-based learning, cycle 5E, genre pedagogic, education game, Student Teams Achievement Division (STAD), and blended learning as learning models, learning media that can be utilized in the form of e-learning, software simulation, metacognitive based, the use of qualified facilities in the laboratory, the curricula prepared include apprenticeship as a subject that must be followed by students, the use of learning tools through constructivism-based worksheets, the construction of vocational schools based on the concept of corporate school, the competence of teachers through pedagogic skills, social and personality that can support increased learning motivation which will affect student competence, and internship experience can increase the competency of SMK students. …”
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    Curved characteristics best suited for Growth rates, Relative strength and Performance Time of female Olympic weightlifters by Khaled Ebada

    Published 2014-06-01
    “…The study Applied on a sample of 88 female lifter participants in weightlifting competitions at the 2012 Summer Olympics in London, Where the average age of 25.61± 3.68 years, length 160.18 ± 6.27 cm, weight 67.04 ± 14.33 kg and BMI 25.78 ± 3.99 kg./m2. Were analyzed video film, which was filmed for female lifters knowledge of the technical Committee of the International weightlifting Federation during the Olympic Games in London 2012. …”
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    An environment adaptive gesture recognition system based on visible light by Zhu WANG, Hualei ZHANG, Qianhong HU, Zhiwen YU

    Published 2023-06-01
    “…Gesture-based human-machine interaction is becoming more and more important, which can provide users with a better experience in scenarios such as video games and virtual reality.In recent years, researchers have explored different sensing technologies to facilitate gesture recognition, including RF signal, acoustic signal, etc.Compared with these approaches, visible light-based gesture recognition is a more pervasive option.The basic principle is that different gestures will produce unique shadow patterns as they block the visible light, and gesture recognition can be achieved by capturing shadow changes through photoelectric sensors.To address the environment-dependent problem faced by existing solutions, a digit gesture recognition system was designed based on the photoelectric sensor array.In particular, by modeling recordings of the sensor array as images, the temporal and spatial correlation between different sensor recordings was discovered.An environment adaptive gesture recognition method was designed based on CNN-RNN by fusing the spatio-temporal features.To verify the effectiveness of the proposed method, a prototype gesture recognition system was designed, named Vi-Gesture.Experimental results show that the proposed method outperforms baselines by more than 10% in recognition accuracy.…”
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