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  1. 2024 | OriginalPaper | Buchkapitel

    Ressource oder Realitätsflucht? Gaming unter Kindern und Jugendlichen in Zeiten von Unsicherheit und Krisen

    Digitale Spiele nehmen – nicht nur, aber auch – bei vielen Kindern und Jugendlichen einen bedeutenden Raum in der Freizeitgestaltung ein. 94 % der Jugendlichen sowie 75 % der Kinder zwischen sechs und 13 Jahren in Deutschland spielen mindestens ab …

    verfasst von:
    Jessica Kathmann
    Erschienen in:
    Stabilität auf schwankendem Boden - Reifer Umgang mit den Unsicherheiten unserer Zeit (2024)
  2. 2024 | OriginalPaper | Buchkapitel

    Net Quest: Networking Through Gaming

    While travelling in an airplane where one searches for something entertaining to do or watch, despite watching any movie or show or playing a game which does not contribute to an intellect of a child, one can make use of this precious time by …

    verfasst von:
    Rushali Salina Singh, Pankaj Bansal, Aarushi Saini, Purushottam Sharma
    Erschienen in:
    Recent Advances in Aerospace Engineering (2024)
  3. 2024 | OriginalPaper | Buchkapitel

    No Longer “Merely Players”: Porting the Elements of Theatre into Video Gaming

    This chapter explores the development of “game/plays,” or pieces of live theatre developed by professional theatremakers within video game worlds during the COVID-19 pandemic. Two game/play case studies—Celine Song’s The Seagull on the Sims 4; and …

    verfasst von:
    Cason Murphy
    Erschienen in:
    Pandemic Play (2024)
  4. 2024 | OriginalPaper | Buchkapitel

    Assistive Technologies for Attainable Gaming Experiences

    The advent of device-agnostic gaming platforms has revolutionized the industry by enabling seamless cross-platform functionality, thus freeing game developers from the constraints of specific hardware environments. This shift has democratized …

    verfasst von:
    Adam Palmquist, Izabella Jedel, Ole Goethe
    Erschienen in:
    Universal Design in Video Games (2024)
  5. 2024 | OriginalPaper | Buchkapitel

    A New Key Competence: Teachers’ Methodological Knowledge of Augmented Reality and Its Gaming Potential

    This chapter examines the transformative integration of augmented reality (AR) and gaming in contemporary education. Rooted in digital pedagogy, it explores the theoretical framework of digital pedagogy, highlighting the role of gamification in …

    verfasst von:
    Zoltán Szűts, Geoffrey Vaughan
    Erschienen in:
    Augmented Reality Games II (2024)
  6. 2024 | OriginalPaper | Buchkapitel

    From Silos to Unity: Seamless Cross-Platform Gaming by Leveraging Blockchain Technology

    By exploring the impact of blockchain technology within cross-platform gaming, this study confronts pivotal hurdles including asset ownership, player identity, and the interoperability within virtual economies. Through a blend of theoretical …

    verfasst von:
    Rashmi P. Sarode, Yutaka Watanobe, Subhash Bhalla
    Erschienen in:
    Big Data Analytics in Astronomy, Science, and Engineering (2024)
  7. 2024 | OriginalPaper | Buchkapitel

    AI and Gaming Culture

    Video games created with advanced algorithms that generate game content now define the allure and constitution of gaming culture. AI systems even allow players to produce self-generated levels of gaming, allowing for deviation in unexpected …

    verfasst von:
    Marcel Danesi
    Erschienen in:
    AI-Generated Popular Culture (2024)
  8. 2024 | OriginalPaper | Buchkapitel

    Augmented Reality Gaming in Public Spaces: Dealing with Non-player Characters or Having a Shared Experience?

    This chapter dives into the practice of using of Augmented Reality (AR) in public spaces and the chance that strangers (accidentally) enter your mixed reality scenery. In which situations is that a problem? And what are the solutions or approaches …

    verfasst von:
    Sander Veenhof
    Erschienen in:
    Augmented Reality Games II (2024)
  9. 2024 | OriginalPaper | Buchkapitel

    Smart Gaming System for Hand Rehabilitation

    The human body part that is most often represented through icons is the hand. Shaking hands is indeed a sign of greeting and camaraderie, and it can symbolize strength, power, and protection as well as compassion, kindness, and consistency. The …

    verfasst von:
    J. Jane Elona, T. Jayasree
    Erschienen in:
    Biomedical Engineering Science and Technology (2024)
  10. 2024 | OriginalPaper | Buchkapitel

    HBIM Gaming Models for Multiscalar Knowledge: The Ferraria Cistercian Abbey

    To contribute to the knowledge of historical contexts that have radically changed over the centuries, information and communication techniques and technologies today can help reveal their distinctive features. In particular, by exploiting the …

    verfasst von:
    Giuseppe Antuono, Erika Elefante, Pierpaolo D’Agostino
    Erschienen in:
    Graphic Horizons (2024)
  11. Open Access 2024 | OriginalPaper | Buchkapitel

    Developing a Digital Gaming Intervention with Yetitablet® to Improve Older People’s Functioning and Activity in Long-Term-Care – a Feasibility Study

    Long-term care (LTC) residents often have many health problems and functional limitations, and their sedentary behavior is common. Playing digital games is one way to improve the well-being, functioning, and activity of older people. The purpose …

    verfasst von:
    Saara Kukkohovi, Heidi Siira, Satu Elo
    Erschienen in:
    Digital Health and Wireless Solutions (2024)
  12. 30.03.2024 | OriginalPaper

    The Impact of Wireless Channel on the Performance of Computation Offloading in Fog Computing for Online Gaming Applications

    The growing popularity of online games has led to significant attention being paid to the satisfaction of their audiences, especially in terms of reducing energy consumption and increasing the quality of games. However, the hardware limitations of …

  13. 2024 | OriginalPaper | Buchkapitel

    On the Boundaries of Discipline: The Role of Gaming Systems in Contemporary Architecture Project

    When navigating the boundaries of the discipline, it is possible to discover how far architecture can unfold without losing its essence. Mansilla and Tuñón belong to a generation interested in blurring these boundaries and expanding the spaces for …

    verfasst von:
    Alejandro Jesús González Cruz, Federico Luis del Blanco García
    Erschienen in:
    Graphic Horizons (2024)
  14. 2024 | OriginalPaper | Buchkapitel

    Network Anatomy and Real-Time Measurement of Nvidia GeForce NOW Cloud Gaming

    Cloud gaming, wherein game graphics is rendered in the cloud and streamed back to the user as real-time video, expands the gaming market to billions of users who do not have gaming consoles or high-power graphics PCs. Companies like Nvidia …

    verfasst von:
    Minzhao Lyu, Sharat Chandra Madanapalli, Arun Vishwanath, Vijay Sivaraman
    Erschienen in:
    Passive and Active Measurement (2024)
  15. 2023 | OriginalPaper | Buchkapitel

    Die perfekten Fans: „Gaming-Influencer“ zwischen Werbebotschafter und journalistischer Konkurrenz

    Gaming-Influencer stellen seit einigen Jahren einen neuen Typus von Medienvertretern in der Branche dar. Sie bieten persönlichkeitsgeprägte Inhalte, verfügen über eine Zuschauerschaft mit vergleichsweise leicht zu identifizierenden Vorlieben, was …

    verfasst von:
    Martin Dietrich
    Erschienen in:
    Game-Journalismus (2023)
  16. 2024 | OriginalPaper | Buchkapitel

    Domesticating Gaming: An Intergenerational Study of Online Gaming Behaviors Among Older Gamers

    There has been an increase in the number of older people who have taken up playing digital games, due to the development and simple accessibility of gaming devices, which encouraged older adults to become new gamers, and the fact that many …

    verfasst von:
    Kui Zhou, Ranran He
    Erschienen in:
    The Chinese Video Game Industry (2024)
  17. 2024 | OriginalPaper | Buchkapitel

    Adventure in AI Project (2AI): Promoting AI Knowledge for Kids Aged 7–12 Using Gaming

    Artificial Intelligence is becoming popular across various sections of the industry varying from education to military and health, however the public understanding of those technologies is often limited. In the education domain there is a need to …

    verfasst von:
    Panagiotis Petridis, Vladlena Benson, Mariam Garibyan, Gonçalo Meireles, Alex Carpov, Dimitra Dimitrakopoulou, Marisa Teles
    Erschienen in:
    Smart Mobile Communication & Artificial Intelligence (2024)
  18. 2024 | OriginalPaper | Buchkapitel

    Conversational Interactions with NPCs in LLM-Driven Gaming: Guidelines from a Content Analysis of Player Feedback

    The growing capability and availability of large language models (LLMs) have led to their adoption in a number of domains. One application domain that could prove fruitful is to video games, where LLMs could be used to provide conversational …

    verfasst von:
    Samuel Rhys Cox, Wei Tsang Ooi
    Erschienen in:
    Chatbot Research and Design (2024)
  19. 2024 | OriginalPaper | Buchkapitel

    An In-Depth Security Evaluation of the Nintendo DSi Gaming Console

    The Nintendo DSi is a handheld gaming console released by Nintendo in 2008. In Nintendo’s line-up the DSi served as a successor to the DS and was later succeeded by the 3DS. The security systems of both the DS and 3DS have been fully analyzed and …

    verfasst von:
    pcy Sluys, Lennert Wouters, Benedikt Gierlichs, Ingrid Verbauwhede
    Erschienen in:
    Smart Card Research and Advanced Applications (2024)
  20. 14.03.2024 | Online First

    Comprehending complex chemistry problems in a structured and enjoyable manner: A concept mapping-based contextual gaming approach

    Many scientific concepts and theorems are often abstract and challenging to relate to real-life problems, making it difficult for students to grasp them. Therefore, some researchers have attempted to enhance students’ understanding by employing a …

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