首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 15 毫秒
1.
This article reports on the development of an instrument designed to measure the enjoyment of computer game play. Despite the enormous technological progress in the field of computer games, enjoyment of computer game play is still not a well-defined construct. Based on Nabi and Krcmar's (2004 Nabi, R. L. and Krcmar, M. 2004. Conceptualizing media enjoyment as attitude: Implications for mass media effects research. Communication Theory, 14: 288310. [Crossref], [Web of Science ®] [Google Scholar]) tripartite model of media enjoyment, a survey questionnaire was developed to measure computer game players' affective, behavioral, and cognitive reactions. Expert consultation, exploratory, and confirmatory card sorting sessions were used to refine the instrument. A survey of computer game players was subsequently conducted to test the instrument. Reliabilities and construct validities were analyzed. Findings and their implications were discussed.  相似文献   

2.
Traditional distinctions between work/play and classroom/gamespace create barriers to computer games’ integration into academic settings and the writing classroom in particular. For a writing class, the work/play distinction often relegates games to an object of analysis in which students critique the games but have little invested in the gameplay itself. After examining briefly how historical changes in education created these distinctions, we offer an alternative position that places play and gamespace within the realm of the classroom. In so doing, we open up a gap for computer game theory to inform the pedagogy that can be practiced in a writing classroom. We show one such example of game theory informing writing pedagogy—the theory of emergent gaming. We then offer an example of an enacted emergent pedagogy in which students play the massively multiplayer online role-playing game World of Warcraft throughout the term, composing self-determined, rhetorically focused writing projects informed by play and written for other game players.  相似文献   

3.
The popularity of online games has inspired controversial discussion on the effects of game-play in both mass media and academia. However, we know little about ordinary people's opinions about the effects of game-play. The current study applies the theory of the third-person effect (TPE) to examine people's perceptions of game effects on self and on others, and detects significant third-person perceptual discrepancies. The results show that the magnitude of third-person perceptions is influenced by the social desirability of the message, the social distance between self and others, and by differential exposure to online games. The data supports the hypotheses that Internet efficacy and interdependent self-construal are significant antecedents of third-person perceptions, and partially supports the interaction effect of self-construal with Internet-efficacy and the interaction effect of self-construal with media social desirability.  相似文献   

4.
针对汉语词法分析中分词、词性标注、命名实体识别三项子任务分步处理时多类信息难以整合利用,且错误向上传递放大的不足,该文提出一种三位一体字标注的汉语词法分析方法,该方法将汉语词法分析过程看作字序列的标注过程,将每个字的词位、词性、命名实体三类信息融合到该字的标记中,采用最大熵模型经过一次标注实现汉语词法分析的三项任务。并在Bakeoff2007的PKU语料上进行了封闭测试,通过对该方法和传统分步处理的分词、词性标注、命名实体识别的性能进行大量对比实验,结果表明,三位一体字标注方法的分词、词性标注、命名实体识别的性能都有不同程度的提升,汉语分词的F值达到了96.4%,词性标注的标注精度达到了95.3%,命名实体识别的F值达到了90.3%,这说明三位一体字标注的汉语词法分析性能更优。  相似文献   

5.
The objective of this study is to develop playability heuristics based on a lexical analysis of nouns and adjectives frequently used in online game reviews. Built on a previous lexical analysis of adjectives in online game reviews, it is argued that nouns together with adjectives will likely provide more contextual information than adjectives alone, and therefore the patterns among these words can be used to develop playability heuristics. A revised lexical approach is adopted to analyze nouns and adjectives from 821,122 online reviews. Ninety seven factors emerge from this analysis. Based on the nouns and adjectives highly loaded on these factors, a new process is introduced and 90 playability heuristics are derived. This study significantly expands the current pool of playability heuristics that facilitate the computer game design process. The lexical method adopted in this study demonstrates its effectiveness in developing interface design guidelines based on a large number of online reviews on a system or product. It can be extended to other fields that are human-behavior centered.  相似文献   

6.
随着网络游戏在中国的蓬勃发展,根据IDC的市场报告,网络游戏市场在近几年每年会有30%~40%的增长,庞大的下载流量使得网络游戏运营商不堪重负。本文首先介绍了对等网的体系结构,分析了几种主流网络结构的优缺点,然后结合当前网络游戏的具体情况,提出了一种基于集中式服务器架构的P2P网络来提高用户下载客户端程序、升级包以减轻服务器的压力。  相似文献   

7.
吕艳辉  宫瑞敏 《计算机工程》2012,38(11):163-166
计算机博弈程序难以处理局面估值问题。为此,结合时间差分算法和反向传播神经网络,设计一种局面估值算法BP-TD(?),实现估值函数参数的自动调整。为提高博弈训练的性能,针对开局和中局,提出分阶段设置参数值的策略。以五子棋为应用背景,实现博弈系统RenjuTD。实验结果表明,该算法可使程序的博弈水平得到较大提高。  相似文献   

8.
本文通过对网络游戏的信息安全问题的分析和目前流行认证技术的介绍,用最新的USBKEY认证技术设计一个保护网络游戏用户信息的解决方案。  相似文献   

9.
《Advanced Robotics》2012,26(17):1967-1993
A current trend in robotics is to define robot motions so that they can be easily adopted to situations beyond those for which the motion was originally designed. In this work, we show how the challenging task of playing minigolf can be efficiently tackled by first learning a basic hitting motion model, and then learning to adapt it to different situations. We model the basic hitting motion with an autonomous dynamical systems, and solve the problem of learning the parameters of the model from a set of demonstrations through a constrained optimization. To hit the ball with the appropriate hitting angle and speed, a nonlinear model of the hitting parameters is estimated based on a set of examples of good hitting parameters. We compare two statistical methods, Gaussian Process Regression and Gaussian Mixture Regression in the context of inferring the hitting parameters for the minigolf task. We demonstrate the generalization ability of the model in various situations. We validate our approach on the 7 Degrees of Freedom (DoF) Barrett WAM arm and 6-DoF Katana arm in both simulated and real environments.  相似文献   

10.
项目教学法是创新高校教学的重要方法,提高了高校学生的创新能力和实践动手能力.项目教学法在计算机专业课程中的应用将课程的理论学习与相应的实践结合起来,充分体现了以学生为中心的创新教学方法,具有传统教学法无法比拟的优势,通过对项目教学法在计算机专业课程中的应用,提高了学生的学习主动性和积极性,从而提高了教学效率,为高校培养高素质人才奠定了基础.  相似文献   

11.
Game appropriation is currently not well conceptualized. What literature does exists (Griffiths & Light, 2008 Griffiths, M. and Light, B. 2008. Social networking and digital gaming media convergence: Classification and its consequences for appropriation. Information Systems Frontiers, 10: 447459. [Crossref], [Web of Science ®] [Google Scholar]; Lowood, 2005 Lowood, H. 2005. Real-time performance: Machinima and game studies. The International Media and Art Association Journal, 1(3): 1016.  [Google Scholar]; Postigo, 2008 Postigo, H. 2008. Video game appropriation through modifications. Attitudes concerning intellectual property among modders and fans. Convergence, 14: 5974.  [Google Scholar]; Stalker, 2005 Stalker, P. J. (2005). Gaming in art. Unpublished master's thesis, University of the Witwatersrand, Johannesburg, South Africa. http://www.selectparks.net/dl/PippaStalker_GamingInArt.pdf (http://www.selectparks.net/dl/PippaStalker_GamingInArt.pdf)  [Google Scholar]) uses the term primarily to denote gamers' practices beyond the designers' original intentions, for instance, game content modifications. This article frames game appropriation in a different manner; unlike existing appropriation models, game appropriation is conceptualized as a motivational process underpinned by three primary factors: game design characteristics, social interaction, and the psychological characteristics of the gamer. The main contribution of this article is the development of the first model of game appropriation, the game appropriation model (GAM). GAM explains the process of digital games' incorporation into gamers' daily practices as well as the nature of their gameplay. Game appropriation recognizes the online–offline continuity; it contributes to understating gameplay as a long-term, dynamic activity, directly interrelated with a gamers' everyday life rather than a set of defined moments of participation.  相似文献   

12.
This article presents a hybrid method of partial evaluation (PE), which is exactly as precise as naive online PE and nearly as efficient as state-of-the-art offline PE, for a statically typed call-by-value functional language.PE is a program transformation that specializes a program with respect to a subset of its input by reducing the program and leaving a residual program. Online PE makes the reduction/residualization decision during specialization, while offline PE makes it before specialization by using a static analysis called binding-time analysis. Compared to offline PE, online PE is more precise in the sense that it finds more redexes, but less efficient in the sense that it takes more time.To solve this dilemma, we begin with a naive online partial evaluator, and make it efficient without sacrificing its precision. To this end, we (1) use state (instead of continuations) for let-insertion, (2) take a so-called cogen approach (instead of self-application), and (3) remove unnecessary let-insertion, unnecessary tags, and unnecessary values/expressions by using a type-based representation analysis, which subsumes various monovariant binding-time analyses.We implemented and compared our method and existing methods—both online and offline—in a subset of Standard ML. Experiments showed that (1) our method produces as fast residual programs as online PE and (2) it does so at least twice as fast as other methods (including a cogen approach to offline PE with a polyvariant binding-time analysis) that produce comparable residual programs.  相似文献   

13.
用户流失预测在很多领域得到关注,目前主流的用户流失预测方法是使用分类法。网络游戏领域发展迅猛,但用户特征选取、特征处理和流失预测的相关研究较少。本文以一款网页网络游戏的用户记录为数据,对用户游戏行为进行分析对比,发现流失用户在游戏投入、博彩热情、玩家互动方面与正常用户存在显著差异;同时发现网络游戏数据存在样本分布不平衡、候选特征库庞大和干扰差异多等难点。在此分析基础上,本文探讨了网游用户的关键特征提取的关注方向,以及归一化和对齐化在特征处理中的关键作用。实验表明,本文提取的特征具有很好的区分度。  相似文献   

14.
Video game designers don't have to be assembly language programmers. Their creative talents can be expressed in a prototyping language.  相似文献   

15.
16.
一种面向动态软件体系结构的在线演化方法   总被引:16,自引:0,他引:16  
余萍  马晓星  吕建  陶先平 《软件学报》2006,17(6):1360-1371
为适应计算环境和用户需求在系统运行期间的变化,满足软件系统进行动态演化的需求,提出面向动态软件体系结构的在线演化方法,设计并实现了一种运行时刻的软件体系结构元模型,将原先运行时刻不可见的体系结构设计信息具体化为显式的体系结构实体,并与系统实现及系统规约之间保持因果关联.元模型的演化可通过反射实现对运行系统的修改和对规约的更新,所有演化行为都在良定义的体系结构元模型的指导下规范地进行,保证了演化前后系统的一致性、完整性和演化的可追溯性.基于该方法开发了可视化支撑平台Artemis-ARC系统,支持构件和服务的设计、开发、集成及动态演化,并通过简单的应用实例展示了在线演化的效果.  相似文献   

17.
A Statistical Language Modeling Approach to Online Deception Detection   总被引:1,自引:0,他引:1  
Online deception is disrupting our daily life, organizational process, and even national security. Existing approaches to online deception detection follow a traditional paradigm by using a set of cues as antecedents for deception detection, which may be hindered by ineffective cue identification. Motivated by the strength of statistical language models (SLMs) in capturing the dependency of words in text without explicit feature extraction, we developed SLMs to detect online deception. We also addressed the data sparsity problem in building SLMs in general and in deception detection in specific using smoothing and vocabulary pruning techniques. The developed SLMs were evaluated empirically with diverse datasets. The results showed that the proposed SLM approach to deception detection outperformed a state-of-the-art text categorization method as well as traditional feature-based methods.  相似文献   

18.
To select an operating system, an organization must consider several essential characteristics during its initial evaluation process. The analytic hierarchy process (AHP) offers an appropriate solution; the author illustrates it with a realistic case study in which an organization evaluates and ranks Windows XP, Linux, and Mac OS X 10.4.  相似文献   

19.
A model of dynamic networks is introduced which incorporates three kinds of network changes: deletion of nodes (by faults or sabotage), restoration of nodes (by actions of “repair”), and creation of nodes (by actions that extend the network). The antagonism between the operations of deletion and restoration resp. creation is modelled by a game between the two agents “Destructor” and “Constructor”. In this framework of dynamic model-checking, we consider as specifications (“winning conditions” for Constructor) elementary requirements on connectivity of those networks which are reachable from some initial given network. We show some basic results on the (un-)decidability and hardness of dynamic model-checking problems.  相似文献   

20.
在共享控制系统中,比如智能服务机器人,操作员和自动化专门系统相互配合,共同控制.有效的共享控制需要复杂的系统体系结构,该结构可以提供安全鲁棒的运行,提供对用户友好的界面.满足这两项需求是一个不寻常的任务.介绍了解决这些问题的方法.首先给出一个以会话为中心采用面向代理编程和形式化方法的认知控制体系结构.采用混成设计的SharC认知控制体系结构,可以区分协同代理群体中每一个遥控设备的控制.安全性对共享控制系统来说是极为重要的,因此这种体系结构必须能够保证较高的安全性.最后,描述了作为控制系统核心的形式化建模会话管理器,通过示范平台中自动轮椅的例子说明这些不同的软件范例的应用。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号