作者: 混雜人 時間: 2025-3-21 23:28
Comfortably Numb? Violent Video Games and Their Effects on Aggression, Mood, and Pain-Related Respone [.], no desensitization was found for player responses to pain stimuli in three lab experiments. Compared to a non-violent game, VVG exposure neither affected physiological responses, nor participants’ self-reports of perceived pain caused by thermal stress. In addition, the level of game immersio作者: 言外之意 時間: 2025-3-22 02:49
Discovering the?Motivational Constitution of?‘Playing Games for?Fun’f a concept seems to be associated with everything, it logically follows that the concept lacks explanatory power. In this paper, we do not merely settle for the blunt conclusion that fun is not an interesting research concept. Rather we start to explore the phenomenon of fun by approaching it throu作者: 古老 時間: 2025-3-22 08:28
Towards an?Understanding of?How Players Make Meaning from?Post-Play Process Visualizationss, may be able to advance retrospective visualization. However, we currently do not know how players make meaning from process visualizations of game data. In this work, we take a first step towards addressing this gap by examining how players make meaning from process visualizations of other player作者: 阻撓 時間: 2025-3-22 09:16 作者: amplitude 時間: 2025-3-22 15:54 作者: amplitude 時間: 2025-3-22 17:10
OptimizingMARL: Developing Cooperative Game Environments Based on?Multi-agent Reinforcement Learning and ecosystems full of agents. These environments are known as multi-agent environments. In this domain, reinforcement learning has been explored to develop artificial agents in games. In reinforcement learning, the agent must discover which actions lead to greater rewards by experimenting with the作者: FIR 時間: 2025-3-23 00:25
Game Engine Comparative Anatomy to the best of our knowledge, they are often developed in isolation, in a closed-source manner, without architectural discussions, comparison, and collaboration among projects. In this work in progress, we compare the call graphs of two open-source engines: Godot 3.4.4 and Urho3D 1.8. While static 作者: incarcerate 時間: 2025-3-23 02:20 作者: 存在主義 時間: 2025-3-23 08:43
Mental Wear and?Tear: An Exploratory Study on?Mental Fatigue in?Video Games Using the?Example of?Lealexity, time investment and cognitive strain to acquire proficiency and keep up with competitors grow with them. Fundamental psychological work stresses the detrimental impact of sinking extensive amounts of time into tasks onto mental health and capabilities to perform in those tasks. However, the 作者: FLIRT 時間: 2025-3-23 12:36 作者: 古董 時間: 2025-3-23 15:04 作者: Intend 時間: 2025-3-23 19:12 作者: Ledger 時間: 2025-3-24 00:10 作者: 疏遠(yuǎn)天際 時間: 2025-3-24 06:23 作者: LVAD360 時間: 2025-3-24 09:09 作者: 老巫婆 時間: 2025-3-24 13:29 作者: Anthrp 時間: 2025-3-24 16:59 作者: 殖民地 時間: 2025-3-24 21:48 作者: Insufficient 時間: 2025-3-25 02:19
Traité de nutrition de la personne agéeive plot generation and dramatization. The applicability of the proposed method is validated through the implementation of an interactive storytelling system capable of representing the generated Petri net models using 2D graphics and animations. 作者: Oafishness 時間: 2025-3-25 04:59 作者: 積習(xí)已深 時間: 2025-3-25 08:05 作者: 迅速成長 時間: 2025-3-25 14:11 作者: 迅速飛過 時間: 2025-3-25 17:21
Difficulty Pacing Impact on?Player Motivation flat curves and two curves with different baseline and peak levels. We test those curves on 67 students of a video games school while playing a First-Person Shooter game. Our study shows that curves with peaks have the strongest impact on players’ motivation.作者: BRACE 時間: 2025-3-25 21:46
Toward Dynamic Difficulty Adjustment with?Audio Cues by?Gaussian Process Regression in?a?First-Persos showed that it is effective to train the player’s in-game ability by adjusting audio cues. However, no research has used audio cues as the primary factor in determining game difficulty. Experimental results show that our game can reach a recommended difficulty within a few plays.作者: 凹處 時間: 2025-3-26 04:06
0302-9743 ntersection of design, art, entertainment, interaction, computing, psychology in the fields of gaming and entertainment computing..978-3-031-20211-7978-3-031-20212-4Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: NOCT 時間: 2025-3-26 05:42 作者: 啞巴 時間: 2025-3-26 09:16
https://doi.org/10.1007/978-3-642-49326-3XR designers, XR entertainment researchers, and game developers can benefit from our architecture to propose new ways of gaming, considering multiple devices as user interfaces in an immersive collaborative environment.作者: lavish 時間: 2025-3-26 15:09
https://doi.org/10.1007/978-3-658-16408-9re presented in the game and potentially reflect on their own strategies. Additionally, more than half of the participants reported the desire to adjust their current anger coping styles. This suggests the potential use of TTW and this type of serious gaming as a supporting tool for emotional intelligence education and mental health interventions.作者: prodrome 時間: 2025-3-26 19:22
Game Engine Comparative Anatomy view of an engine’s architecture, which can be used to understand it. In future work, we intend to apply both dynamic and static analysis to other open-source engines to understand architectural patterns and their impact on aspects such as performance and maintenance.作者: intention 時間: 2025-3-27 00:20
Design of?an?Extended Reality Collaboration Architecture for?Mixed Immersive and?Multi-surface InterXR designers, XR entertainment researchers, and game developers can benefit from our architecture to propose new ways of gaming, considering multiple devices as user interfaces in an immersive collaborative environment.作者: travail 時間: 2025-3-27 01:35 作者: Apraxia 時間: 2025-3-27 05:17
,Motorische Steuerung bei Rückenschmerzen,ramework on Hindu Mythology. We present qualitative and quantitative findings which indicate that characters designed using the framework report significantly higher appraisal from a Hindu population than controversial portrayals of Hindu deities from actually shipped games.作者: 多山 時間: 2025-3-27 13:08
AstraVerse: Establishing a?Culturally Sensitive Framework for?Integrating Elements from?Mythologicalramework on Hindu Mythology. We present qualitative and quantitative findings which indicate that characters designed using the framework report significantly higher appraisal from a Hindu population than controversial portrayals of Hindu deities from actually shipped games.作者: archaeology 時間: 2025-3-27 16:53 作者: 打包 時間: 2025-3-27 17:53 作者: Pelvic-Floor 時間: 2025-3-28 01:35 作者: 大約冬季 時間: 2025-3-28 05:22 作者: meritorious 時間: 2025-3-28 07:42
https://doi.org/10.1007/978-3-031-20212-4Computer Science; Informatics; Conference Proceedings; Research; Applications作者: Blatant 時間: 2025-3-28 13:22
978-3-031-20211-7IFIP International Federation for Information Processing 2022作者: 新手 時間: 2025-3-28 15:38
Entertainment Computing – ICEC 2022978-3-031-20212-4Series ISSN 0302-9743 Series E-ISSN 1611-3349 作者: 強(qiáng)化 時間: 2025-3-28 21:11 作者: 背景 時間: 2025-3-29 02:43 作者: 嚴(yán)厲譴責(zé) 時間: 2025-3-29 06:46 作者: 啪心兒跳動 時間: 2025-3-29 10:47 作者: forestry 時間: 2025-3-29 14:28 作者: Mindfulness 時間: 2025-3-29 17:38
Terminologie anatomopathologiquein the future of work. Exploring the interaction and communication between human and artificial intelligence (AI) assistants forms the basis for the development of trustworthy and meaningful AI-based systems. In this paper we focused on the question how humans react to AI - more precisely, AI gents 作者: 無節(jié)奏 時間: 2025-3-29 23:45
Traité d‘a(chǎn)ndrologie à l‘usage des cliniciens and ecosystems full of agents. These environments are known as multi-agent environments. In this domain, reinforcement learning has been explored to develop artificial agents in games. In reinforcement learning, the agent must discover which actions lead to greater rewards by experimenting with the作者: 強(qiáng)行引入 時間: 2025-3-30 03:08 作者: 琺瑯 時間: 2025-3-30 05:18 作者: Orthodontics 時間: 2025-3-30 09:42 作者: insert 時間: 2025-3-30 15:55 作者: 清醒 時間: 2025-3-30 17:30
Luigi Biagiotti,Claudio Melchiorrifirst-person shooter game. A novel difficulty-recommendation method is proposed to set our GPR goal for a better personalized audio cue setting. Recent studies showed that audio cues could give the player significant affective changes and influence the player’s performance. In addition, other studie作者: 針葉 時間: 2025-3-30 22:52 作者: 預(yù)定 時間: 2025-3-31 02:51
?Aus goldenem Kelch. Maria Magdalena? (1906)player-avatar relationships (PARs) that can emerge during gaming. We argue that the Inclusion-of-Other-in-the-Self principle from the social-psychological Self-Expansion Model provides a fruitful theoretical perspective to systematize and explain the structure of the diverse PAR types. Based on the 作者: white-matter 時間: 2025-3-31 05:15