Search results for "Game"

showing 10 items of 1663 documents

Traitement de données RGB et Lidar à extrêmement haute résolution: retombées de la compétition de fusion de données 2015 de l'IEEE GRSS - Partie A / …

2016

International audience; In this paper, we discuss the scientific outcomes of the 2015 data fusion contest organized by the Image Analysis and Data Fusion Technical Committee (IADF TC) of the IEEE Geoscience and Remote Sensing Society (IEEE GRSS). As for previous years, the IADF TC organized a data fusion contest aiming at fostering new ideas and solutions for multisource studies. The 2015 edition of the contest proposed a multiresolution and multisensorial challenge involving extremely high-resolution RGB images and a three-dimensional (3-D) LiDAR point cloud. The competition was framed in two parallel tracks, considering 2-D and 3-D products, respectively. In this paper, we discuss the sci…

Atmospheric Science010504 meteorology & atmospheric sciencesComputer scienceMULTIMODAL-DATA FUSIONGeophysics. Cosmic physics0211 other engineering and technologies02 engineering and technologyCONTESTcomputer.software_genre01 natural sciencesOutcome (game theory)LIDARTraitement des imagesIMAGE ANALYSIS AND DATA FUSION (IADF)DEEP NEURAL NETWORKSDeep neural networksTraitement du signal et de l'imageMULTIRESOLUTION910 Geography & travelMultiresolutionGround truthLANDCOVER CLASSIFICATIONIMAGE AERIENNE1903 Computers in Earth SciencesBenchmarkingVision par ordinateur et reconnaissance de formesOcean engineering10122 Institute of GeographyLidarDeep neural networksData miningExtremely high spatial resolutionMultimodal-data fusionLiDARComputers in Earth Sciences; Atmospheric ScienceImage analysis and data fusion (IADF)EXTREMELY HIGH SPATIAL RESOLUTIONCLASSIFICATIONTRAITEMENT IMAGE1902 Atmospheric ScienceAPPRENTISSAGE STATISTIQUEComputers in Earth SciencesTELEDETECTIONSynthèse d'image et réalité virtuelleTC1501-1800021101 geological & geomatics engineering0105 earth and related environmental sciencesLandcover classificationmultiresolution-[INFO.INFO-DB]Computer Science [cs]/Databases [cs.DB]QC801-809Intelligence artificielleMULTISOURCESensor fusionRGB color modelcomputerMultisource
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Linkages Between Gameplay Preferences and Fondness for Game Music

2021

In this paper we explore connections between players’ preferences in gameplay and their desire to listen to game music. Music always takes place in cultural contexts and the activity of music listening is likewise entangled with versatile cultural practices. This is arguably evident in the case of game music since the primary context of encountering it is the active and participatory experience of gameplay. By analyzing survey data (N = 403) collected from the UK, we investigate how contextual preferences in gameplay activities predict fondness for game music. It was found that player preference for Aggression and Exploration are two precedents for liking game music. These findings indicate…

Attractivenessmusic preferencesAggressionComputer sciencevideopelitmieltymyksetgenretComputingMilieux_PERSONALCOMPUTINGfactor analysiskyselytutkimusContext (language use)Citizen journalismMusic listeningPreferenceAestheticsmedicineplayer preferencesSurvey data collectionsurveypelimusiikkimedicine.symptomgame music
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Designing motion-based activities to engage students with autism in classroom settings

2015

We report on a nine-month-long observational study with teachers and students with autism in a classroom setting. We explore the impact of motion-based activities on students' behavior. In particular, we examine how the playful gaming activity impacted students' engagement, peer-directed social behaviors, and motor skills. We document the effectiveness of a collaborative game in supporting initiation of social activities between peers, and in eliciting novel body movements that students were not observed to produce outside of game play. We further identify the positive impact of game play on overall classroom engagement. This includes an "audience effect" whereby non-playing peers direct in…

Audience effectCommunicationbusiness.industryAutismMotion-based gameseducationComputingMilieux_PERSONALCOMPUTINGMotor skillsGame playmedicine.diseasebehavioral disciplines and activitiesMotion (physics)Autism; Motion-based games; Motor skills; Social skillsSocial skillsComputingMilieux_COMPUTERSANDEDUCATIONMathematics educationmedicineAutismObservational studySocial skillsbusinessPsychologyhuman activitiesMotor skillSocial behavior
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Altered neural responses to social fairness in bipolar disorder

2020

Highlights • Bipolar disorder is characterized by impaired processing of social fairness. • BD patients exhibit increased rejection of moderate unfairness in Ultimatum Game. • BD patients display decreased response to moderate unfairness in anterior insula. • BD patients deactivate posterior and middle insula in response to unfairness. • Trait impulsivity positively correlated with deactivations in posterior insula.

Audiologylcsh:RC346-4290302 clinical medicineSocial decision makingRATING-SCALEBRAINSocial informationhealth care economics and organizationsBrain Mappingmedicine.diagnostic_test05 social sciencesRegular ArticleMagnetic Resonance ImaginghumanitiesNeurologyFMRIECONOMIC DECISION-MAKINGlcsh:R858-859.7Fairness ; Bipolar disorder ; Ambiguity ; Ultimatum game ; Social decision-makingmedicine.symptomPsychologyPsychosocialpsychological phenomena and processesUltimatum gamemedicine.medical_specialtyAmbiguityFairnessSocial decision-makingBipolar disorderCognitive NeuroscienceDecision MakingImpulsivitylcsh:Computer applications to medicine. Medical informaticsbehavioral disciplines and activities050105 experimental psychologyMECHANISMS03 medical and health sciencesmental disordersmedicineContextual informationHumans0501 psychology and cognitive sciencesRadiology Nuclear Medicine and imagingBipolar disorderSocial BehaviorINSULAMETAANALYSISlcsh:Neurology. Diseases of the nervous systemPERFORMANCEmedicine.diseaseGames ExperimentalIMPULSIVENESSNeurology (clinical)Functional magnetic resonance imagingInsula030217 neurology & neurosurgeryNeuroImage: Clinical
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Dal game-based learning ai serious games: alcune prospettive per l’apprendimento mediato dalla tecnologia digitale

2023

In the last years, serious games have become popular in media education as they are useful tools in engaging, motivating, and helping students learn. However, few studies investigate the long-term effects of game-based learning, and many scholars declare themself skeptical about the learning mediated by digital technology. This paper reflects on the importance of new media and serious games for young people belonging to the Net Generation as defined by Prensky. In particular, I support the idea that game-based learning reflects a broader change in our society, coinciding with the rise of the phenomenon of Gamification and the Homo Ludens paradigm. Apart from the limitations of technology-me…

Augmented RealityMedia LiteracySociologySettore SPS/08 - Sociologia Dei Processi Culturali E ComunicativiGeneral Earth and Planetary SciencesSettore SPS/07 - Sociologia GeneraleGame-Based LearningMedia EducationSerious GameGeneral Environmental Science
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Augmented Reality Gamification for Human Anatomy

2019

This paper focuses on the use of Augmented Reality technologies in relation to the introduction of game design elements to support university medical students in their learning activities during a human anatomy laboratory. In particular, the solution we propose will provide educational contents visually connected to the physical organ, giving also the opportunity to handle a 3D physical model that is a perfect reproduction of a real human organ.

Augmented RealitySettore INF/01 - InformaticaRelation (database)Settore BIO/16 - Anatomia UmanaComputer scienceMobile learningReproduction (economics)GamificationGame designSettore MED/43 - Medicina LegaleHuman–computer interactionHuman anatomyHuman anatomyMedicineSettore ICAR/17 - DisegnoUniversity medicalAugmented reality
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Patrimonio culturale e tecnologia: un incontro ancora da valorizzare

2020

Today, many factors are driving cultural institutions to adopt digitization strategies. For some of them, as organizations in charge of monument care, historical or archaeological museums and heritage parks, this might be critical. Indeed, making available off-site experiences of heritage places, for instance by augmented reality and/or video games, fuels polyvalent and potentially contradictory dynamics. They lay at the intersection of three main dimensions: understanding how cultural heritage and technology interact; which attitudes people in charge of cultural heritage bear, and how tourist destinations are built and promoted. The paper combines information about the evolution of the lit…

Augmented Realityserious gamesDestination imagemedia induced tourismHeritageDestination marketingSettore SECS-P/06 - Economia Applicata
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Factors affecting peak impact force during soccer headers and implications for the mitigation of head injuries

2020

It has been documented that up to 22% of all soccer injuries are concussions. This is in part due to players purposely using their head to direct the ball during play. To provide a more complete understanding of head trauma in soccer athletes, this study characterized the effects of four soccer ball characteristics (size, inflation pressure, mass, velocity) on the resulting peak impact force as it relates to the potential for incurring neurophysiological changes. A total of six hundred trials were performed on size 4 and 5 soccer balls as well as a novel lightweight soccer ball. Impact force was measured with a force plate and ball velocity was determined using motion capture. These data we…

Ball velocityCritical Care and Emergency MedicinePhysiologyVelocitySocial Sciences0302 clinical medicineMedicine and Health SciencesPsychologyTrauma MedicineMathematicsMultidisciplinaryPhysicsQRClassical MechanicsSoftware EngineeringGame playSports ScienceBiomechanical PhenomenaElectrophysiologyHead InjuryBall sizePhysical SciencesAthletic InjuriesBall (bearing)Safety EquipmentMedicineEngineering and TechnologyImpactAnatomyTraumatic InjuryResearch ArticleSportsmedicine.medical_specialtyComputer and Information SciencesScienceAccelerationNeurophysiologyMotion captureModels BiologicalComputer Software03 medical and health sciencesMotionPhysical medicine and rehabilitationSoccermedicineHumansSports and Exercise MedicineBrain ConcussionBehaviorBiology and Life Sciences030229 sport sciencesAdditional researchRecreationStress Mechanicalhuman activitiesHead030217 neurology & neurosurgeryNeurosciencePLoS ONE
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Knowledge, attitudes, and practices about homelessness and willingness-to-pay for housing-first across 8 European countries: a survey protocol

2018

Contains fulltext : 200223.pdf (Publisher’s version ) (Open Access) Background: Most European countries report rising numbers of people experiencing homelessness. For those with mental disorders, interventions are centered on achieving mental health and drug rehabilitation alongside housing readiness, often to the detriment of access to housing. Notwithstanding, more European countries are investing in a new model, Housing First (HF), which postulates immediate access to permanent housing with no initial requirements for treatment. While results of the European HF programs are published on individual-level data, little is known about the opinions of the general population about homelessness…

Bidding game; Contingent valuation; Europe; Homelessness; HousingFirst; Knowledge attitudes practices (KAP); Public opinion; Willingness-to-pay (WTP); Public Health Environmental and Occupational HealthHousing FirstPopulationPsychological interventionPractices (KAP)Healthcare improvement science Radboud Institute for Health Sciences [Radboudumc 18]practices (KAP)Study Protocol03 medical and health sciences0302 clinical medicineWillingness to payPolitical scienceKnowledge attitudes practices (KAP)Contingent valuation030212 general & internal medicine10. No inequalityeducationSocioeconomicsPublic opinionHealth policyValuation (finance)Contingent valuationeducation.field_of_studyattitudes030505 public healthWillingness-to-pay (WTP)HousingFirstlcsh:Public aspects of medicineHousing firstEnvironmental and Occupational Health1. No povertyPublic Health Environmental and Occupational Healthlcsh:RA1-1270HomelessnessHousing First3. Good healthEuropeKnowledgeAttitudesRespondentBidding gameHousing FirstPublic Health0305 other medical science
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Choosing Optimal Seed Nodes in Competitive Contagion.

2019

International audience; In recent years there has been a growing interest in simulating competitive markets to find out the efficient ways to advertise a product or spread an ideology. Along this line, we consider a binary competitive contagion process where two infections, A and B, interact with each other and diffuse simultaneously in a network. We investigate which is the best centrality measure to find out the seed nodes a company should adopt in the presence of rivals so that it can maximize its influence. These nodes can be used as the initial spreaders or advertisers by firms when two firms compete with each other. Each node is assigned a price tag to become an initial advertiser whi…

Big Datagame theoryComputer scienceProcess (engineering)01 natural sciencescompetitive contagionMicroeconomics010104 statistics & probabilityArtificial IntelligenceNode (computer science)Computer Science (miscellaneous)seed nodes0101 mathematicsOriginal ResearchSmall numbercentrality measures010102 general mathematicsStochastic game[INFO.INFO-CV]Computer Science [cs]/Computer Vision and Pattern Recognition [cs.CV]complex networksComplex networkProduct (business)CentralityGame theorycompetitive marketingInformation SystemsFrontiers in big data
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