Search results for "play"
showing 10 items of 706 documents
Interface Detection Using a Quenched-Noise Version of the Edwards-Wilkinson Equation
2015
We report here a multipurpose dynamic-interface-based segmentation tool, suitable for segmenting planar, cylindrical, and spherical surfaces in 3D. The method is fast enough to be used conveniently even for large images. Its implementation is straightforward and can be easily realized in many environments. Its memory consumption is low, and the set of parameters is small and easy to understand. The method is based on the Edwards-Wilkinson equation, which is traditionally used to model the equilibrium fluctuations of a propagating interface under the influence of temporally and spatially varying noise. We report here an adaptation of this equation into multidimensional image segmentation, an…
Assessing game experience: Heart rate variability, in-game behavior and self-report measures
2014
Assessing game experience by means of recordings of physiological reactions elicited during game play is a technique that has gained popularity in recent years in the field of digital games research. However, since physiological signals are typically linked to several psychological processes, the use of some measures such as cardiac activity or heart rate (HR) remains problematic. The goal of the present study is to investigate to what extent game logs and self-report measures of game experience have a predictive value for heart rate variability during game play. Our results showed that the accurate registration of in-game behaviors by means of game logs carries the potential of providing r…
Reconsidering passivity and activity in children’s digital play
2016
The discussion around children’s digital game culture has resulted in two contradictory images of children: the passive, antisocial children uncritically and mechanically consuming digital game content and the active, social children creatively using and interacting with digital game content. Our aim is to examine how these seemingly contradictory ideas of “active” and “passive” children could be considered. By means of empirical examples of children playing digital dress-up and makeover games, we will point out that for the successful use of these concepts, they need to be thoroughly contextualized. By discussing the context and referent of activity and passivity, it is possible to overcom…
A Cluster Analysis Approach to Profile Men and Women’s Volley Positions in Professional Tennis Matches (Doubles)
2021
(1) Background: Tennis ball tracking technology allows the aquirement of novel and reliable data about several performance indicators, such as volley positions. This information is key to understand match dynamics in doubles tennis and to better help preparing players for the demands they will face in match play. As such, the purpose of this study was to describe and compare the different types of volley positions in men’s and women’s doubles professional tennis. (2) Methods: Ball tracking data were collected for 46 women (Billie Jean King Cup) and 96 men’s doubles matches (Davis Cup). The variables used were the distance to the net, the distance to the centre of the court and the height of…
Fear of failing in a competitive achievement setting : the relations between fear of failure, achievement goals and achievement behaviours among adol…
2017
Tutkimme, miten epäonnistumisen pelko on yhteydessä tavoiteorientaatioihin, pitkäjänteisyyteen, panostamiseen ja viihtymiseen teini-ikäisten poikien jalkapalloharrastuksessa. Olimme lisäksi kiinnostuneita siitä, miten yhteneväisiä pelaajien itsearvioinnit ja heidän valmentajiensa arviot olivat pelaajien pitkäjänteisyyteen, panostamiseen ja viihtymiseen liittyen ja vaikuttiko valmennusaika mahdollisiin näkemyseroihin. Epäonnistumisen pelko on tyypillinen haittailmiö kilpailullisessa toiminnassa, se edeltää usein epäedullisten tavoiteorientaatioiden syntymistä ja on yhteydessä viihtymisen vähenemiseen ja harrastuksen lopettamiseen. Tavoiteorientaatiot kertovat tarkempaa tietoa motivaation laa…
De los videojuegos a la gamificación como estrategia metodológica inclusiva
2021
Resumen Uno de los retos para la educación del futuro es asegurar la participación y el aprendizaje de un alumnado cada vez más heterogéneo, con intereses y capacidades muy diversas. Esta situación ha obligado a la comunidad educativa a evolucionar y buscar nuevas formas de enseñar y aprender más activas, motivadoras y cooperativas. Una de las estrategias metodológicas que está implantándose actualmente en la educación con resultados positivos es la gamificación, ya que aplica las mecánicas propias de los videojuegos que atraen e interesan a la población infantil y juvenil, y las traslada a entornos formales como las aulas. En concreto, este artículo de investigación analiza el uso de la ga…
Moral Attitudes Predict Cheating and Gamesmanship Behaviors Among Competitive Tennis Players
2017
Background: The present study tested Lee et al.’s (2008) model of moral attitudes and cheating behavior in sports in an Italian sample of young tennis players and extended it to predict behavior in actual match play. In the first phase of the study we proposed that moral, competence and status values would predict prosocial and antisocial moral attitudes directly, and indirectly through athletes’ goal orientations. In the second phase, we hypothesized that moral attitudes would directly predict actual cheating behavior observed during match play.\ud \ud Method: Adolescent competitive tennis players (N = 314, 76.75% males, M age = 14.36 years, SD = 1.50) completed measures of values, goal or…
Cognitive-behavioral treatment of online role-playing videogames: proposal of treatment and a case study
2014
El propósito de este trabajo es presentar una propuesta de tratamiento cognitivo-conductual para la intervención en la adicción a video juegos. Se presenta el caso de un varón de 21 años con problemas con el uso de los videojuegos. Se expone el procedimiento en cada una de las fases de las que consta el tratamiento, así como los resultados de su eficacia en un estudio de caso. Después de trece semanas de intervención se aprecian importantes cambios en el nivel de dependencia. Los resultados muestran una disminución significativa del tiempo de uso del ordenador y de juego, así como una mejoría del funcionamiento personal y social del paciente. This article provides a proposal of cognitive-be…
The N-dimensional N-person chesslike game strategy analysis model
2016
In this research a mathematical, symmetric n-player game model, based on chess is designed. Symmetry in this context refers to players' positions with respect to each other. While the order of move naturally violates the symmetry, this problem may also be solved. The motivation for building this kind of game model stems from the difficulty of finding mathematical solutions for multi-player games in general. The number of varying factors is so huge, that finding optimal strategies is mathematically almost impossible. The best way to attempt this is to use simulation. Once the model has been built, it can be applied in many ways by using computational algorithms based on the created model. Ch…