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Pedagogical Applications of the Video Game Dance Dance Revolution to Aural Skills Instruction
aural skills music theory pedagogy rhythm sight-reading CAI popular music
2010/3/24
In the video game Dance Dance Revolution (DDR), players earn points by depressing buttons with their feet in time with instructions given on the screen by scrolling arrows. The arrows, which reveal th...
Audiences Across the Divide:Game to Film Adaptation and the Case of Resident Evil
video games film adaptation discourse Resident Evil ergodic pleasures
2009/11/27
This paper explores the responses of players of the video game series Resident Evil to its adaptation in film. Initial research of gamers on the internet movie database’s (Imdb) Resident Evil message ...
Haunted Supermasculinity: Strength and Death in Carl Rungius's Wary Game(图)
Haunted Supermasculinity Strength and Death Carl Rungius's Wary Game
2009/11/20
Animal art from the turn of the century seems to be literal and even banal, the kind of picture that neither demands nor rewards close critical inspection. Take for example Carl Rungius's Wary Game, p...
A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines
Conceptual Framework First-Person Shooter Audio Game Engines
2009/9/3
We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the au...
Game Play Schemas: From Player Analysis to Adaptive Game Mechanics
Game Play Schemas Player Analysis Adaptive Game Mechanics
2009/9/3
Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich expla...
Activity Classification for Interactive Game Interfaces
Activity Classification Interactive Game Interfaces
2009/9/3
We present a technique for modeling and recognising human activity from moving light displays using hidden Markov models. We extract a small number of joint angles at each frame to form a feature vect...
Game Portability Using a Service-Oriented Approach
Game Portability Service-Oriented Approach
2009/9/3
Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating ou...
A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game
Interaction Patterns Awareness Design Elements Massively Multiplayer Online Game
2009/9/3
Massively multiplayer online games (MMOGs) have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance te...
Efficient Terrain Triangulation and Modification Algorithms for Game Applications
Efficient Terrain Triangulation Modification Algorithms Game Applications
2009/9/3
An efficient terrain generation algorithm is developed, based on constrained conforming Delaunay triangulation. The density of triangulation in different regions of a terrain is determined by its flat...
Hierarchical Pathfinding and AI-Based Learning Approach in Strategy Game Design
Hierarchical Pathfinding AI-Based Learning Approach Strategy Game Design
2009/9/3
Strategy game and simulation application are an exciting area with many opportunities for study and research. Currently most of the existing games and simulations apply hard coded rules so the intelli...
Eye Gaze Assistance for a Game-Like Interactive Task
Eye Gaze Assistance Game-Like Interactive Task
2009/9/3
Human beings communicate in abbreviated ways dependent on prior interactions and shared knowledge. Furthermore, humans share information about intentions and future actions using eye gaze. Among prima...
Visualization of Online-Game Players Based on Their Action Behaviors
Visualization Online-Game Players Action Behaviors
2009/9/3
We propose a visualization approach for analyzing players' action behaviors. The proposed approach consists of two visualization techniques: classical multidimensional scaling (CMDS) and KeyGraph. CMD...
Enhancing Artificial Intelligence on a Real Mobile Game
Enhancing Artificial Intelligence Real Mobile Game
2009/9/3
Mobile games represent a killer application that is attracting millions of subscribers worldwide. One of the aspects crucial to the commercial success of a game is ensuring an appropriately challengin...
Combining AI Methods for Learning Bots in a Real-Time Strategy Game
Combining AI Methods Learning Bots Real-Time Strategy Game
2009/9/3
We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have impl...
SIDH: A Game-Based Architecture for a Training Simulator
SIDH Game-Based Architecture Training Simulator
2009/9/3
Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simu...