Search Results - Gamer, L*

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  1. 1

    Increasing workload on simulated remotely piloted system interaction and task completion – gamers versus non-gamers by George A.H. Bedford

    Published 2016
    “…With the current high rate of development and deployment of Remotely Piloted Aerial Systems (RPAS) for both commercial and military sectors globally, it is key to understand the implications this technology has on current and future RPAS operators and the consequential effect on licensing, training and performance measurement. This thesis investigates aspects of training and potential objective performance measurement of RPAS operators, this is carried out by reviewing current literature relating to RPAS and associated human factors thus a gap analysis was undertaken and a set of experiments/evaluations were devised to provide important new insights. …”
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  2. 2

    Proof-of-concept 3D level creation tool for blind gamers by Matthew T. Atkinson, Colin Machin

    Published 2009
    “…We present a prototype tool that allows blind gamers to create 3D levels for a mainstream first-person action game for the sighted. …”
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    Different performance, full experience: a learning game applied throughout adulthood by Simon Greipl, Korbinian Moeller, Kristian Kiili, Manuel Ninaus

    Published 2020
    “…At the player experience level, however, we found no differences across the lifespan. …”
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  5. 5

    Mimicking human player strategies in fighting games using game artificial intelligence techniques by Simardeep S. Saini

    Published 2014
    “…The first solution relies solely on leveraging k nearest neighbour classification to identify which move should be executed based on the in-game parameters, resulting in decisions being made at the operational level and being fed from the bottom-up to the strategic level. …”
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  6. 6

    Using social network games to reduce energy consumption by Luis C.R. Oliveira, Val Mitchell, Kevin Badni

    Published 2010
    “…This research is investigating the potential role of online social network based life simulation computer games as a persuasive tool for encouraging users to reduce their domestic energy consumption. …”
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    Games technology: console architectures, game engines and invisible interaction by Edmond Prakash, Jim Wood, Baihua Li, Michael Clarke, George Smith, Keith Yates

    Published 2011
    “…This presentation will look at three core developments in games technology. …”
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  9. 9

    Media framing of far-right extremism and online radicalization in esport and gaming by Holly Collison, Ramon Spaaij, Emily Hayday, Jack Pippard

    Published 2024
    “…Esport, in particular, has grown beyond all expectations and is now a global leader in sport fandom and spectatorship. At the same time, the online infiltration and influence of far-right extremism have resulted in increased challenges of online radicalization. …”
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  10. 10

    Metagaming and multiactivity: How board game players deal with progressivity by Emily Hofstetter, Jessica Robles

    Published 2023
    “…Games are ostensibly a special mode of interaction in which the ordinary rules and expectations of everyday life are temporarily put on hold. However, little research has examined how players themselves treat actions as being inside or outside of the game during their actual gameplay. …”
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  11. 11

    Video gaming and gaming addiction in transgender people: an exploratory study by Jon Arcelus, Walter P. Bouman, Beth Jones, Christina Richards, Susana Jimenez-Murcia, Mark D. Griffiths

    Published 2017
    “…Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. …”
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  12. 12

    Exploring the contested notion of social inclusion and gender inclusivity within esport spaces by Emily Hayday, Holly Collison

    Published 2020
    “…This exploratory research, conducted in 2019, examines the current esport landscape and utility of esport as a space to enact social inclusion and more specifically, in-line with SfD agendas and goals, positive experiences for women and girls. …”
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