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Video Game Control Dimensionality Analysis

Moyen Mohammad Mustaquim, Tobias Nyström
2014 Proceedings of the 2014 Conference on Interactive Entertainment - IE2014  
In this paper we have studied the video games control dimensionality and its effects on the traditional way of interpreting difficulty and familiarity in games.  ...  This paper presents the findings in which we have studied the Xbox 360 console's games control dimensionality.  ...  In this paper we have presented the study results of video games control complexity analysis for Xbox 360 console games.  ... 
doi:10.1145/2677758.2677784 dblp:conf/ie/MustaquimN14 fatcat:m63ebi3rsneyzgj5odixponqzm

Effects of 3-dimensional balance trainer in combination with a video-game system on balance and gait ability in subacute stroke patients

Hyun Geun Ha, Young Jun Ko, Hwang Jae Lee, Wan Hee Lee
2014 Physical therapy rehabilitation science  
Objective: The purpose of this study was to investigate the effects of a three dimensional balance trainer in combination with a video-game system and visual feedback on balance recovery and gait function  ...  Conclusions: The study shows that the 3-dimensional balance trainer combined with visual biofeedback and a video-game system provides a therapeutic means for improving balance and gait ability in subacute  ...  The purpose of this study was to investigate the effects of a 3-dimensional (3D) balance trainer in conjunction with a task-oriented video-game program and visual feedback on balance recovery and gait  ... 
doi:10.14474/ptrs.2014.3.1.7 fatcat:yij7rfoeyragvet4ti7pirdwoy

Comparison of Brain Activation in Response to Two Dimensional and Three Dimensional On-Line Games

Woo Hyun Song, Doug Hyun Han, Hyung Jin Shim
2013 Psychiatry Investigation  
DiscussionaaThis is the first study to show the difference in brain activity between gamers playing either a 2-dimensional or 3-dimensional online game.  ...  StarCraft II pro gamers showed significantly greater activity in 3 clusters in response to the video game cues compared to StarCraft I pro gamers: left middle frontal gyrus, left temporal fusiform gyrus  ...  Acknowledgments This work was supported by Korean Game Culture Foundation.  ... 
doi:10.4306/pi.2013.10.2.115 pmid:23798958 pmcid:PMC3687044 fatcat:vpnizrzkozgplipwqo62rwz36y

Computational EEG Analysis Techniques When Playing Video Games: A Systematic Review

Luis Cabañero-Gómez, Ramon Hervas, Jose Bravo, Luis Rodriguez-Benitez
2018 Proceedings (MDPI)  
Video games and electroencephalography (EEG) can be used together in more than one way: cognitive analysis, mood analysis or Brain-Computer Interfaces (BCI), for instance.  ...  We have consider that it is important to know what approaches are the most used when using video games and EEG, so we have performed a systematic review through the literature about these two fields together  ...  They present a BCI for controlling a character on a three-dimensional game board by detecting P300 events. PCA, LDA, ERP Russoniello et al.  ... 
doi:10.3390/proceedings2190483 fatcat:c5tajb5rcrextdgixe22wrfuie

It's not the model that doesn't fit, it's the controller! The role of cognitive skills in understanding the links between natural mapping, performance, and enjoyment of console video games

Ryan Rogers, Nicholas David Bowman, Mary Beth Oliver
2015 Computers in Human Behavior  
This study examines differences in performance, frustration, and game ratings of individuals playing first person shooter video games using two different controllers (motion controller and a traditional  ...  Moreover, increased performance was only related to game ratings for the traditional controller input.  ...  For data analysis, our focus was on the influence of controller scheme on frustration.  ... 
doi:10.1016/j.chb.2015.03.027 fatcat:4gpqdex5hzfxrpzmd2u2zc36gy

Effect of video game practice on spatial skills in girls and boys

Kaveri Subrahmanyam, Patricia M. Greenfield
1994 Journal of Applied Developmental Psychology  
Subjects then practiced on an action video game, Marble Madness, or a computerized word game, Conjecture.  ...  A study of the effect of video game practice on spatial abilities in girls ond boys wos carried out.  ...  This analysis would also provide information about any differential effect of video game practice for boys versus girls.  ... 
doi:10.1016/0193-3973(94)90004-3 fatcat:ickzpemmqfgsjbgngso6jphecq

Worlds of Affect: Virtual Geographies of Video Games

Ian Graham Ronald Shaw, Barney Warf
2009 Environment and planning A  
We argue that, as the spatiality of video games has evolved from simple two-dimensional to complex three-dimensional worlds; the importance of an affective experience to the player has become paramount  ...  First, we discuss the representations of video game spaces. The'representational' quality of video games is Abstract. Video games are virtual worlds, each with its own, distinctive spatiality.  ...  The two-dimensional or three-dimensional, interactive, and intensely visual nature of video games defies the linearity that underscores traditional textual narratives.  ... 
doi:10.1068/a41284 fatcat:f6u4wjmenzbvll365njevko5pq

Voxel-Based State Space Modeling Recovers Task-Related Cognitive States in Naturalistic fMRI Experiments

Tianjiao Zhang, James S Gao, Tolga Çukur, Jack L Gallant
2021 Frontiers in Neuroscience  
We apply this method to data acquired in a controlled visual attention task and a video game task.  ...  Previous electrophysiology studies suggest that task variables are represented in a low-dimensional subspace within the activity space of neural populations.  ...  We use this framework to successfully recover and interpret task-related state spaces in two naturalistic fMRI experiments: a controlled visual attention task and an open-ended video game.  ... 
doi:10.3389/fnins.2020.565976 pmid:34045937 pmcid:PMC8145286 fatcat:mdzm3fj76ne4rpoyg353354lym

Virtual Reality for Emotion Elicitation – A Review [article]

Rukshani Somarathna, Tomasz Bednarz, Gelareh Mohammadi
2021 arXiv   pre-print
Therefore, in the present review, we evaluated to what extent VR visual and audio-visual stimuli, games, and tasks, and 360-degree panoramas and videos can elicit emotions based on the current literature  ...  a 360º VR video Emotion 15 21-41 360º video Not Statistical et al. [77] dataset for emotional analysis elicitation given Analysis Gupta, et To develop a personalised Emotion 6 Mean of 360º video HTC Machine  ...  Training 86 18-29 360º video Oculus Quantitative et al. increasing public speaking via public Go, analysis [136] 360º videos speaking Oculus Quest Table 6 6 An overview of VR games used in literature  ... 
arXiv:2111.04461v1 fatcat:tgebau3vrnblpixxrju3sew3ji

Brain-computer interface: Next generation thought controlled distributed video game development platform

Payam Aghaei Pour, Tauseef Gulrez, Omar AlZoubi, Gaetano Gargiulo, Rafael A. Calvo
2008 2008 IEEE Symposium On Computational Intelligence and Games  
The participants played the video game by using their thoughts only with up to 80% accuracy over controlling the target.  ...  In this paper we present a system that uses the human ability to control a video game on a mobile device using electroencephalographic (EEG) Mu rhythms.  ...  the video game.  ... 
doi:10.1109/cig.2008.5035647 dblp:conf/cig/PourGAGC08 fatcat:qbkpt3a4bjbixcbqryqyrzn42i

Erratum: Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game

S Kühn, T Gleich, R C Lorenz, U Lindenberger, J Gallinat
2013 Molecular Psychiatry  
Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal  ...  Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills.  ...  Video game naive participants played the three-dimensional platformer game Super Mario 64 over a Playing Super Mario induces structural brain plasticity S Kü hn et al period of 2 months for at least 30  ... 
doi:10.1038/mp.2013.169 fatcat:2ogxzdyv7zg37g4jjvci35cjhu

Playing Super Mario induces structural brain plasticity: gray matter changes resulting from training with a commercial video game

S Kühn, T Gleich, R C Lorenz, U Lindenberger, J Gallinat
2013 Molecular Psychiatry  
Comparing a control with a video gaming training group that was trained for 2 months for at least 30 min per day with a platformer game, we found significant gray matter (GM) increase in right hippocampal  ...  Video gaming is a highly pervasive activity, providing a multitude of complex cognitive and motor demands. Gaming can be seen as an intense training of several skills.  ...  Video game naive participants played the three-dimensional platformer game Super Mario 64 over a Playing Super Mario induces structural brain plasticity S Kü hn et al period of 2 months for at least 30  ... 
doi:10.1038/mp.2013.120 pmid:24166407 fatcat:65plnv7rkfdybl4rcglqgi4v4m

Cognitive enhancement through action video game training: great expectations require greater evidence

Joseph Bisoglio, Timothy I. Michaels, Joshua E. Mervis, Brandon K. Ashinoff
2014 Frontiers in Psychology  
In the only 13 comprehensive meta-analysis on video games to date, Powers et al. (2013) analysis.  ...  Two-dimensional representation of 7 movement through three-dimensional space: The role of video game expertise. Journal 8 of Applied Developmental Psychology, 15(1), 87-103. doi:10.  ... 
doi:10.3389/fpsyg.2014.00136 pmid:24600427 pmcid:PMC3928536 fatcat:iwkg3rjkg5dgvizez7l2sz2hiy

One-Dimensional Creativity: A Marcusean Critique of Work and Play in the Video Game Industry

Ergin Bulut
2018 tripleC: Communication, Capitalism & Critique  
Creativity is at the heart of the video game industry.  ...  Multi-dimensional video game production and aesthetics, the opposite of one-dimensional creativity, is emerging from the DIY game production scene, which is more invested in game narratives and aesthetics  ...  On the other hand, the production and analysis of video games through a queer lens have opened new venues for re-imagining play, disrupting rules, rethinking assumptions, and challenging dominant aesthetic  ... 
doi:10.31269/triplec.v16i2.930 fatcat:mjcdomhl7rdldkclkdfpsatele

Emotional Dysregulation in Preschool Age Predicts Later Media Use and Gaming Disorder Symptoms in Childhood

Frank W. Paulus, Karen Hübler, Fabienne Mink, Eva Möhler
2021 Frontiers in Psychiatry  
However, at dimensional level, preschool children with ED show significantly higher GD symptom scores at 9 years of age.Conclusion: ED at preschool age is strongly associated with time spent video gaming  ...  Our results strongly indicate that emotion dysregulation in preschool children is a risk factor for later problematic video game playing behavior.  ...  ., difficulties with impulse control and limited access to emotion-regulation strategies, as significant predictors of problematic video gaming. Hormes et al.  ... 
doi:10.3389/fpsyt.2021.626387 fatcat:jbr5jehcwbhcdpki2h7pmn4ujm
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