Search results for "GAME"

showing 10 items of 1663 documents

Ergonomics of tools usage for video game localisation: a user survey

2021

This paper presents some of the results of two online surveys addressed to professionals working in localisation and video game testing, respectively. The aim is to analyse the ergonomics of CAT tools usage for game localisation by contrasting the data with current business practices and common linguistic bugs. The first survey, which received 620 complete answers from freelance and in-house professional localisers, was conceived to gather information about business practices as well as the tools they use in terms of project management software, terminology databases, specialised corpora, CAT tools, etc. The second survey received 550 complete answers and was addressed to linguistic testers…

localisationergonomicssurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/Linguisticslinguistic testingComputingMilieux_MISCELLANEOUSCAT toolsvideo game
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TOOLS FOR VIDEO GAME LOCALISATION: A USER SURVEY

2021

International audience

localisationergonomicsvideo gamessurvey[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUS
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ERGONOMICS OF TOOLS’ USAGE FOR VIDEO GAME LOCALISATION

2021

International audience

localisationvideo gamesErgonomics[SHS.LANGUE]Humanities and Social Sciences/Linguistics[SHS.LANGUE] Humanities and Social Sciences/LinguisticsComputingMilieux_MISCELLANEOUSCAT tools
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Dyslexia : early Identification and Prevention: Highlights from the Jyväskylä Longitudinal Study of Dyslexia

2015

Over two decades of Finnish research, monitoring children born with risk for dyslexia has been carried out in the Jyväskylä Longitudinal Study of Dyslexia (JLD). Two hundred children, half at risk, have been assessed from birth to puberty on hundreds of measures. The aims were to identify measures of prediction of later reading difficulty and to instigate appropriate and earliest diagnosis and intervention. We can identify at-risk children from newborn electroencephalographic brain recordings (Guttorm et al., J Neural Transm 110:1059–1074, 2003). Predictors are also apparent from late-talking infants who have familial background of dyslexia (Lyytinen and Lyytinen, Appl Psycolinguistics 25:3…

longitudinalFinnishdysleksiaGraphoGamepredictioninterventio
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Suomen Akatemian huippuyksikköpolitiikasta lähtölaukaus maailman parantamiseen

2020

luetun ymmärtäminenEkapelikansainvälinen yhteistyöGraphoGameluetunymmärtäminenherätevastetutkimustiederahoitustutkimusrahoitusoppimispelitAfrikkalukivaikeusSuomitutkimuspolitiikkalukutaitotietokoneavusteinen oppiminenKeskustelualukihäiriötlukemaan oppiminenTiedepolitiikka
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Pelaa ja opi : räätälöityjä verkkopelejä ammatilliseen oppimiseen

2007

Yhä useammalle ammatillisen koulutuksen oppijalle erilaiset virtuaaliset toiminta- ja peliympäristöt ovat keskeinen osa arkipäivää. Työelämässä puolestaan on asioita, joiden etukäteisharjoittelu on vaikeaa, kallista ja jopa vaarallista. Virtuaaliset peliympäristöt voivat tarjota ratkaisun tähän ongelmaan. Tutkimukset osoittavat, että parhaimmillaan pelit voivat parantaa oppimisen laatua ja tehostaa toimintaa, luoda kiinnostavia oppimistilanteita, auttaa sitoutumaan tehtävien suorittamiseen, ohjata käyttäytymistä ja ongelmanratkaisua sekä edistää yhdessä toimimisen taitoja. Lisäksi virtuaalimaailmassa pelaamisen avulla voidaan havainnollistaa vaarallisia tai pitkäkestoisia tilanteita sekä au…

mallintaminenammatillinen koulutusoppiminenkolmiulotteisuustietokonegrafiikkaverkkopelitPedaGamesdigitaaliset pelitoppimispelit3D
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Tècniques d'anàlisi genètica: Tema 6

2014

El document forma part dels materials docents programats mitjançant l'ajut del Servei de Política Lingüística de la Universitat de València. Tema 6 de 8, de què consta l'assignatura. Presenta l'ús de marcadors de grups de lligament en espècies model, tant en les que tenen l'entrecreuament limitat a un dels dos sexes com en les que els dos sexes presenten entrecreuament.

mapes de lligamentUNESCO::CIENCIAS DE LA VIDA::Genéticamapeig en espècies modelstècniques d'anàlisi genètica
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Predicting response to interpersonal counselling (IPC) from case formulation : a systematic comparison between recovered and unchanged depressive cas…

2019

We sought to explore how the process between the counsellor and patient for arriving at a case formulation may predict the outcome of manualized interpersonal counselling (IPC) for depression in primary care. Qualitative content analysis and applied conversation analysis (CA) were used to achieve depth in the understanding of case formulation process among five patients who recovered and five who were unchanged according to quantitative post-treatment change rates derived from Clinical Outcomes in Routine Evaluation– Outcome Measure (CORE-OM). Interaction in the case formulations for the recovered group was generally characterized by a joint construction effort between the counsellor and th…

masennus050103 clinical psychologyPsychotherapistInterpersonal communicationPrimary caremultiple case studybehavioral disciplines and activitiesOutcome (game theory)03 medical and health sciences0302 clinical medicineparasitic diseasesinterpersonal counselling0501 psychology and cognitive sciencescardiovascular diseasesApplied PsychologyDepression (differential diagnoses)case formulationinterpersoonallinen psykoterapiakeskustelunanalyysi05 social scienceshumanities030227 psychiatrysisällönanalyysiPsychiatry and Mental healthClinical PsychologyConversation analysisIPCPsychology
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Opinion dynamics, stubbornness and mean-field games

2014

This paper studies opinion dynamics and stubbornness using mean-field game theory. Assuming an initial exponential density function and affine control policies we analyze under what conditions the Fokker-Planck equation returns an exponential density function over the horizon. Consensus and clusters formation are also studied.

mean-field games; optimal controlFunction (mathematics)Exponential densitymean-field gamesoptimal controlSettore ING-INF/04 - AutomaticaOpinion dynamicsMean field theoryApplied mathematicsAffine transformationSettore MAT/09 - Ricerca OperativaMathematical economicsGame theoryMathematics53rd IEEE Conference on Decision and Control
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Television shows based on video games 1975-2019: Original data and preliminary analysis

2020

This dataset consists of data of different types of television shows based on video games from years mentioned in the title. The data has been used in articles and conference presentations before (e.g. Kerttula 2019; Kerttula 2020). The data is free to use in any future publications with proper references to the author and the original data. Should the data be used in further research, it is to be noted that the dataset is not 100% complete. The reasons to this are difficulties with language and cultural barriers. It also needs to be mentioned, that some of the television shows and production companies have probably being forgotten over time, which means that a complete list would quite lik…

mediavideo gamestelevision
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