games development
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2021 ◽  
Author(s):  
Francisco Pinho ◽  
Rui Nobrega ◽  
Rui Rodrigues

2021 ◽  
Vol 1 (1) ◽  
Author(s):  
Yaya Heryadi ◽  
Michael James

The advent of smartphone technology has provided us with intelligent devices for communication as well as playing game. Unfortunately, applications that exploit available sensors in the smartphone are mostly designed for people with no physical handicap. This paper presents Mata, a game user interface using eye-tracking to operate and control games running on Android smartphone. This system is designed to enhance user experiences and help motoric impaired peoples in using smartphone for playing games. Development and testing of the Mata system has proven the concepts of eye-tracking and eyegazing usage as unimodal input for game user interface.


Mathematics ◽  
2021 ◽  
Vol 9 (11) ◽  
pp. 1253
Author(s):  
Shu-Fen Huang

In the entertainment industry, providing games to players is a main business activity with a long history. There are various kinds of game types such as the computer game, web game, pocket game, mobile game developed for play. Virtual reality is a new technology which can integrate into the computer or mobile for generating virtual reality games. The goal of this study is to develop a framework to evaluate and select the virtual reality games development project. In the proposed framework, Linguistic VIKOR is integrated with fuzzy cognitive maps to select the project. For readers to understand the proposed method, a case study has been introduced to evaluate the project based on the proposed method. Finally, the conclusion and future research are discussed as an ending.


Author(s):  
Nataliia Denha ◽  
Olha Lilik ◽  
Tatiana Boyko ◽  
Vitaliy Yudenok

The article considers general psychological and methodical patterns of mathematics teachers’ professional reflection in the system of methodical work. It proves the hypothesis that one can model and implement specific psychological and pedagogical conditions, thus promoting the development of professional reflection. Besides, the article shows that the specified pedagogical conditions for the successful development of professional reflection of teachers of mathematical disciplines in the system of methodical work are: ensuring awareness of the teacher of mathematical disciplines of the content, structure and means of development of professional reflection; formation of an objective self-assessment of the personality and own professional activity of teachers of mathematical disciplines; introduction of individual and group means of development of professional reflection in the system of methodical work of pedagogical college; creation of a reflective environment in the system of methodical work of a pedagogical institution. Psychological and pedagogical means for the development of professional reflection of teachers of mathematical disciplines in the system of methodological work of a pedagogical college are: means of individual reflection (repetition technique, counselling, individual reflection games, solving reflective problems, keeping a reflection diary); collective means of developing professional reflection of the teacher (reflective debates, reflex interviews, reflective classes, consultation, tutorial, group reflection games, development of programs for monitoring their (or colleagues) actions in professionally significant situations with subsequent analysis of the received materials, training on the development of professional pedagogical reflection); introduction of a special training course "Development of professional reflection of teachers of mathematical disciplines in the system of methodical work of the pedagogical college".


10.2196/28674 ◽  
2021 ◽  
Author(s):  
Dominique Jaccard ◽  
Laurent Suppan ◽  
Eric Sanchez ◽  
Audrey Huguenin ◽  
Maxence Laurent

2021 ◽  
Vol 40 (1) ◽  
Author(s):  
Juho Kahila ◽  
Matti Tedre ◽  
Sanni Kahila ◽  
Henriikka Vartiainen ◽  
Teemu Valtonen

Digital games are a very popular medium among people of all ages. While information related to games is in high demand among adolescents, their digital game-related information-seeking remains an understudied subject. This study explored what kind of digital game-related information adolescents seek, and from what information sources. The data were collected from adolescents’ essays (N=91) and analyzed using qualitative content analysis. The results show that adolescents seek information on new games, guidance for gaming, and information on games’ development, background stories, and future. Information is sought from internet sources, face-to-face sources, and books. The results offer valuable insights on adolescents’ information behavior and practices in a wider context as well as adolescents’ perspective on digital game-related information-seeking.


Author(s):  
Aleksey M. Namestnikov ◽  
◽  
Ivetta V. Arzamastseva ◽  

The article proposes an unorthodox approach to opinion mining for software systems (sentiment analysis) that can be in Russian, English or German languages. The main feature of this approach is an extraction of patterns represented by collocations consisting of one, two or more words and connected by common meaning or grammar. The article gives some examples of patterns in Russian in the area of computer games development. The determining lexical and semantic patterns are included in the ontology of the software system sentiment analysis described formally in the article.


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