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Wyszukujesz frazę "game experience" wg kryterium: Temat


Wyświetlanie 1-4 z 4
Tytuł:
Effect of Video-Game Experience and Position of Flight Stick Controller on Simulated-Flight Performance
Autorzy:
Cho, B. K.
Aghazadeh, F.
Al-Qaisi, S.
Powiązania:
https://bibliotekanauki.pl/articles/89743.pdf
Data publikacji:
2012
Wydawca:
Centralny Instytut Ochrony Pracy
Tematy:
flight performance
pilot training
game experience
flight stick position
Opis:
The purpose of this study was to determine the effects of video-game experience and flight-stick position on flying performance. The study divided participants into 2 groups; center- and side-stick groups, which were further divided into high and low level of video-game experience subgroups. The experiment consisted of 7 sessions of simulated flying, and in the last session, the flight stick controller was switched to the other position. Flight performance was measured in terms of the deviation of heading, altitude, and airspeed from their respective requirements. Participants with high experience in video games performed significantly better (p < .001) than the low-experienced group. Also, participants performed significantly better (p < .001) with the center-stick than the side-stick. When the side-stick controller was switched to the center-stick position, performance scores continued to increase (0.78 %). However, after switching from a center- to a side-stick controller, performance scores decreased (4.8%).
Źródło:
International Journal of Occupational Safety and Ergonomics; 2012, 18, 3; 429-441
1080-3548
Pojawia się w:
International Journal of Occupational Safety and Ergonomics
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Empirical insights into traditional and AI-enhanced interactive narratives based on children’s fables
Autorzy:
Świerczyńska-Kaczor, Urszula
Powiązania:
https://bibliotekanauki.pl/articles/31203435.pdf
Data publikacji:
2024
Wydawca:
Uniwersytet Ekonomiczny w Katowicach
Tematy:
art studies
Human-Centered AI
interactive narrative
game development
user experience
Opis:
Aim/purpose – The study delves into the creation and the experience of interactive children’s narratives based on poetry, examining the emerging role of artificial intelligence (AI) as a collaborative partner in storytelling for children. The research questions are: 1) What are the experiences of readers, specifically children’s guardians, with interactive narratives based on children’s poetry?; 2) How do children’s guardians experience interactive stories co-generated in real-time through conversations with artificial intelli-gence?; 3) Is it feasible to create a satisfying narrative for children from a specific set of images through the use of AI technology? Design/methodology/approach –This paper synthesizes findings from the following studies: a) Qualitative analysis of interactive narratives based on Stanisław Jachowicz’s poems, involving a comprehensive online questionnaire survey, with 80 respondents participating in the latest study; b) An evaluative study focused on real-time interactions with AI-generated interactive narratives based on Stanisław Jachowicz’s poems. This involved 12 participants who provided detailed feedback on their experience; c) An autoethnographic study exploring the creative process of generating children’s narratives from a set of images using AI. Findings – The findings from the exploratory studies suggested that interactive narratives based on poetry would be beneficial for education and the promotion of reading. The interactive narrative can be simply designed (simple mechanics, simple options) and nevertheless, it can evoke a positive user experience. The constructs of telepresence and player agency apply not only to the interactive narrative and the poem that serves as its foundation. The evaluation of the interactive narrative generated by ChatGPT was positive, both as real-time interactive storytelling experienced by the reader with AI and as the interactive narrative created based on a set of images. In the process of generating interactive narratives during real-time interactions, ensuring safety, reliability, and trustworthiness for children is a crucial aspect. Research implications/limitations – The research suggests that educational organizations can benefit from introducing interactive narratives based on poetry into children’s curricula. Furthermore, artificial intelligence can be effectively utilized in creating such content, both in the form of traditional interactive narratives presented to children and in real-time interactions with AI. However, it is also important for organizations to develop tools for monitoring children’s safety. Originality/value/contribution – This paper sheds light on the reader’s experience with interactive narratives based on poetry and highlights the transformative impact of AI on reading and writing in children’s literature, emphasizing how significantly the roles of writers and readers have changed with the introduction of AI. The swift evolution of artificial intelligence raises concerns that vital literary participants – including authors, researchers, publishers, and readers – may not grasp the essential skills and knowledge for utilizing AI. This paper can be helpful for these groups as it provides clues on how to produce good prompts, leading to the creation of children’s narratives.
Źródło:
Journal of Economics and Management; 2024, 46; 25-54
1732-1948
Pojawia się w:
Journal of Economics and Management
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Effect of Audio-Visual Appeal on Game Enjoyment: Sample from Turkey
Autorzy:
Almaç, Naz
Powiązania:
https://bibliotekanauki.pl/articles/41311546.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game user research
moderation effect
player experience
scale adaptation
Opis:
A player’s subjective interaction with a digital game is referred to as player experience. The consequence of playing a game affects a player’s thoughts, feelings, attitudes, and behaviours. To measure player experience there are various qualitative and quantitative methods. Iterative game development and play testing sessions enhance and optimize game designs, to determine the impact of functional and psychosocial consequences of gaming in various cultures, a credible scale is required. To be able to measure and analyse player experience, this study aimed at adapting the ‘Player Experience Inventory’ (PXI) scale developed by V. V. Abeele1 to Turkish. The results of test-retest analysis and backand-forth translation demonstrate that linguistic equivalence is not applicable for the Turkish variant. Only one item for functional – audio-visual appeal – and two items from psychosocial – immersion and autonomy – consequence of gaming have a proper factor structure. In this way an adaption study was carried out by confirmatory factor analysis (CFA) and explanatory factor analysis (EFA) with three items from the scale. The validity and reliability of the scale and relationship of audio-visual appeal of gaming on game enjoyment were tested and this article proposes a model for the functional and psychosocial consequences of gaming.
Źródło:
Acta Ludologica; 2023, 6, 2; 42-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Learning and the Psycho-Societal Nature of Social Practice: Tracing the Invisible Social Dimension in Work and Learning
Uczenie się a psycho-społeczny charakter praktyki społecznej: śledząc niewidoczne społeczne wymiary pracy i uczenia się
Autorzy:
Olesen, Henning Salling
Powiązania:
https://bibliotekanauki.pl/articles/2138287.pdf
Data publikacji:
2014-12-12
Wydawca:
Wydawnictwo Naukowe Dolnośląskiej Szkoły Wyższej
Tematy:
podejście psychospołeczne
metoda jakościowa
teoria uczenia się
socjalizacja
doświadczenie
gra językowa
neo-marksizm
psycho-societal approach
qualitative methods
learning theory
socialization
experience
language game
neo-marxism
Opis:
This paper introduces a psycho-societal approach to empirical learning research combining a materialist theory of socialization with a hermeneutic interpretation methodology. The focus is on individual subjectivity as well as subjective aspects of social interaction. The term “approach” indicates the intrinsic connection between the theorizing of an empirical object, the research process and the epistemic subject. The practical method is an interpretation procedure based in interview transcripts or field observation notes. By interpreting articulations and interactions in the perspective of the subjective meaning for agents and interlocutors, it seeks to understand learning as a subjective process of experiencing social reality. In particular, this methodology is interested in the relation between what is “visible,” i.e., a conscious level of knowing and learning by participating in social interaction, and “invisible,” i.e., collective unconscious meanings that can be traced in texts and interaction by sensitive interpretation.
Artykuł przedstawia psychospołeczne podejście do empirycznych badań nad uczeniem się, w którym materialistyczna teoria socjalizacji splata się z hermeneutyczną metodologią interpretacyjną. Artykuł skupia się na jednostkowej podmiotowości, a także podmiotowych/subiektywnych aspektach interakcji społecznej. Pojęcie „podejścia” wskazuje na nieodłączne powiązanie teoretyzacji empirycznego przedmiotu, procesu badawczego i epistemicznego podmiotu. Metoda praktyczna polega na zastosowaniu procedury interpretacyjnej, opartej na transkrypcji wywiadów lub notatkach z obserwacji terenowych. Poprzez interpretację wypowiedzi i interakcji z perspektywy subiektywnych znaczeń, jakie mają one dla podmiotów i rozmówców, metoda ta dąży do zrozumienia uczenia się jako podmiotowego/subiektywnego procesu doświadczania rzeczywistości społecznej. Szczególnie dla niej ważna jest relacja między tym, co „widoczne”, a tym, co „niewidoczne", tj. tkwiące w zbiorowej nieświadomości znaczenia, które można wyśledzić w tekstach i interakcjach na drodze wrażliwej interpretacji.
Źródło:
Forum Oświatowe; 2014, 26, 2(52); 11-27
0867-0323
2450-3452
Pojawia się w:
Forum Oświatowe
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-4 z 4

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