23   Artículos

 
en línea
Ivan S. Maksymov    
Ambiguous optical illusions have been a paradigmatic object of fascination, research and inspiration in arts, psychology and video games. However, accurate computational models of perception of ambiguous figures have been elusive. In this paper, we desig... ver más
Revista: Algorithms    Formato: Electrónico

 
en línea
María Rosa Fernández-Sánchez, Alberto González-Fernández and Jesús Acevedo-Borrega    
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active... ver más
Revista: Information    Formato: Electrónico

 
en línea
Krzysztof Zagata and Beata Medynska-Gulij    
The main objective of this study is to identify features of mini-map design as a navigational aid in the virtual geographical space in 100 popular video games for a computer platform. The following research methods were used: visual comparative analysis,... ver más
Revista: ISPRS International Journal of Geo-Information    Formato: Electrónico

 
en línea
Ruth S. Contreras-Espinosa and Jose Luis Eguia-Gomez    
Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Dario Benvenuti, Lauren S. Ferro, Andrea Marrella and Tiziana Catarci    
Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, contr... ver más
Revista: Informatics    Formato: Electrónico

 
en línea
Aikaterini Georgiadou and Stelios Xinogalos    
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational... ver más
Revista: Computers    Formato: Electrónico

 
en línea
Tymoteusz Horbinski and Krzysztof Zagata    
In this article researchers examined the differences that may characterise selected groups of gamers with regard to age and time spent on playing a survival game, Valheim, confronted with their interpretation of map symbols used in the game. The Valheim ... ver más
Revista: ISPRS International Journal of Geo-Information    Formato: Electrónico

 
en línea
Lampros Karavidas, Hippokratis Apostolidis and Thrasyvoulos Tsiatsos    
Difficulty in video games is an essential factor for a game to be considered engaging and is directly linked to losing in a game. However, for the user to not feel bored or frustrated, it is necessary for the difficulty of the game to be balanced and ide... ver más
Revista: Information    Formato: Electrónico

 
en línea
Lukasz Tomczyk    
This paper sets out to explain how adolescents interpret piracy. Digital piracy is one of the most important risk behaviours mediated by new media to be found among adolescents. It is global, and changes dynamically due to the continued development of th... ver más
Revista: Future Internet    Formato: Electrónico

 
en línea
Muneo Kaigo and Sae Okura    
In this paper we examine the recent situation of advocacy through game accessibility of video games for people with physical disabilities and its challenges in Japan. We conducted an email survey among the dominant gaming companies in Japan. We discovere... ver más
Revista: Information    Formato: Electrónico

« Anterior     Página: 1 de 2     Siguiente »