Results 41 to 50 of about 2,624,050 (373)

PHYSICAL TRAINING OF BEGINNER TENNIS PLAYERS AT THE AGE OF 8-10 [PDF]

open access: yesBulletin of the Transilvania University of Braşov: Series IX Sciences of Human Kinetics, 2020
Every day, tennis becomes an increasingly physical sport due to the equipment and the technology used in their construction. The material from which tennis rackets are made, the strings and balls currently used, gives the game a much higher speed.
MOISESCU P.C., BUCĂTARU R.M.
doaj   +1 more source

Large Language Models and Games: A Survey and Roadmap [PDF]

open access: yesIEEE Transactions on Games
Recent years have seen an explosive increase in research on large language models (LLMs), and accompanying public engagement on the topic. While starting as a niche area within natural language processing, LLMs have shown remarkable potential across a ...
Roberto Gallotta   +6 more
semanticscholar   +1 more source

Heuristic usability evaluation on games: a modular approach [PDF]

open access: yes, 2019
Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or ...
Cascado Caballero, Daniel   +3 more
core   +1 more source

Levels for Hotline Miami 2: Wrong Number Using Procedural Content Generations

open access: yesComputers, 2018
Procedural Content Generation is the automatic process for generating game content in order to allow for a decrease in developer resources while adding to the replayability of a digital game.
Joseph Alexander Brown   +3 more
doaj   +1 more source

A Social-Centred Gamification Approach to Improve Household Water Use Efficiency [PDF]

open access: yes, 2015
The research community is showing a growing interest in gamification and there are works showing the usefulness of gamification in different problem domains.
Capiluppi, A, Wang, Z
core   +1 more source

Bridging the Gap: A Survey and Classification of Research-Informed Ethical Hacking Tools

open access: yesJournal of Cybersecurity and Privacy
The majority of Ethical Hacking (EH) tools utilised in penetration testing are developed by practitioners within the industry or underground communities. Similarly, academic researchers have also contributed to developing security tools.
Paolo Modesti   +4 more
doaj   +1 more source

A sweetspot for innovation:developing games with purpose through student-staff collaboration [PDF]

open access: yes, 2014
Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as ‘games with purpose’, ‘serious games’ and gamification’ has been mirrored in a
Donald, Iain   +2 more
core   +3 more sources

GameVibe: a multimodal affective game corpus

open access: yesScientific Data
As online video and streaming platforms continue to grow, affective computing research has undergone a shift towards more complex studies involving multiple modalities.
Matthew Barthet   +5 more
doaj   +1 more source

What Is It Like to Be a Game?—Object Oriented Inquiry for Games Research, Design, and Evaluation

open access: yesFrontiers in Computer Science, 2020
Human-Computer Interaction (HCI) researchers more and more challenge the notion of technologies as objects and humans as subjects. This conceptualization has led to various approaches inquiring into object perspectives within HCI.
Katta Spiel   +4 more
doaj   +1 more source

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