Results 41 to 50 of about 3,192 (224)
Abstract This article delineates a comprehensive framework for the achievement of effective metaverse governance that reflects the EU's current metaverse agenda and promotes respect for intellectual property rights. To do so, this article follows a two‐strand methodology. It engages in a doctrinal legal analysis and a policy‐oriented assessment.
Zoi Krokida, Ioanna Lapatoura
wiley +1 more source
Yardstick: A benchmark for minecraft-like services [PDF]
Online gaming applications entertain hundreds of millions of daily active players and often feature vastly complex architecture. Among online games, Minecraft-like games simulate unique (e.g., modifiable) environments, are virally popular, and are ...
Donkervliet, Jesse +7 more
core +1 more source
El patrimonio cultural solo se conserva y gestiona, solo obtiene los recursos necesarios, si es conocido, reconocido y apreciado por sociedad, para lo que necesita difusión.
Pablo R. Prieto, Luisa Walliser
doaj +1 more source
Automated Isovist Computation for Minecraft
Procedural content generation for games is a growing trend in both research and industry, even though there is no consensus of how good content looks, nor how to automatically evaluate it. A number of metrics have been developed in the past, usually focused on the artifact as a whole, and mostly lacking grounding in human experience.
Jean-Baptiste Hervé, Christoph Salge
openaire +2 more sources
ABSTRACT Background Video data provides rich opportunities to examine student behaviour in game‐based learning environments, capturing not only observable actions but also subtle indicators of cognitive engagement. However, traditional video analysis is labor‐intensive, and current applications of AI to this task are limited by models trained on ...
Yiqiu Zhou +7 more
wiley +1 more source
Peculiarities of managing gaming communities on the example of Minecraft clans
The paper analyses in depth and highlights not only the peculiarities of managing gaming communities in Minecraft, but also their strategies in the face of constant competition.
O. Krupskyi, Yu. Stasiuk, A. Levenets
doaj +1 more source
Playing Minecraft with Behavioural Cloning
MineRL 2019 competition challenged participants to train sample-efficient agents to play Minecraft, by using a dataset of human gameplay and a limit number of steps the environment. We approached this task with behavioural cloning by predicting what actions human players would take, and reached fifth place in the final ranking.
Kanervisto Anssi +2 more
openaire +3 more sources
ABSTRACT Background Digital games are increasingly used for civic purposes, yet questions remain about whether commercially mediated, non‐deliberative interactions can constitute meaningful civic engagement. Existing research largely overlooks how entertainment platform infrastructures shape the democratic legitimacy and interpretability of user input ...
Rebecca Harris +7 more
wiley +1 more source
Open-Ended Tasks Promote Creativity in Minecraft
Due in part to its flexibility and open design, the video game Minecraft has emerged as a popular tool for teaching and learning. Inspired by prior research showing the influence of problem-solving mindsets in physical settings, this study is an effort ...
Yue Fan +2 more
doaj
Les utilisateurs de jeux vidéo en ligne et de mondes virtuels ont parfois des interactions qui ne sont pas instrumentalisées par le dispositif et l’environnement numérique dont ils font l’expérience. Les socialisations qui en résultent sont qualifiées de
Jean-François LUCAS
doaj +1 more source

