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zadetkov: 115
1.
  • The Age Beyond Sports: User... The Age Beyond Sports: User Experience in the World of Metaverse
    DEMİR, Gülsüm; ARGAN, Metin; DİNÇ, Halime Journal of Metaverse, 06/2023, Letnik: 3, Številka: 1
    Journal Article
    Recenzirano
    Odprti dostop

    A platform for augmented reality called Metaverse enables users to build interactive experiences that combine the virtual and real worlds. Additionally, it can be considered a virtual version of the ...
Celotno besedilo
Dostopno za: NUK, UL, UM, UPUK
2.
  • Audio-Visual Emotion-Aware ... Audio-Visual Emotion-Aware Cloud Gaming Framework
    Hossain, M. Shamim; Muhammad, Ghulam; Song, Biao ... IEEE transactions on circuits and systems for video technology, 2015-Dec., 2015-12-00, 20151201, Letnik: 25, Številka: 12
    Journal Article
    Recenzirano

    The promising potential and emerging applications of cloud gaming have drawn increasing interest from academia, industry, and the general public. However, providing a high-quality gaming experience ...
Celotno besedilo
Dostopno za: IJS, NUK, UL
3.
  • The acquisition but not ada... The acquisition but not adaptation of contextual memories is enhanced in action video-game players
    Zinchenko, Artyom; Geyer, Thomas; Föcker, Julia Computers in human behavior, 12/2022, Letnik: 137
    Journal Article
    Recenzirano
    Odprti dostop

    Visual search is facilitated when a target item is positioned within an invariant arrangement of task-irrelevant distractor elements (relative to non-repeated arrangements), because learnt ...
Celotno besedilo
Dostopno za: GEOZS, IJS, IMTLJ, KILJ, KISLJ, NLZOH, NUK, OILJ, PNG, SAZU, SBCE, SBJE, UILJ, UL, UM, UPCLJ, UPUK, ZAGLJ, ZRSKP
4.
  • Bruit et jeu vidéo : interf... Bruit et jeu vidéo : interférences dans les études vidéoludiques
    Montembeault, Hugo SCIENCES DU JEU, 11/2022, Letnik: 18, Številka: 18
    Journal Article
    Recenzirano
    Odprti dostop

    This introductory article frames the notion of noise as a research problem from the standpoint of game studies. It contextualizes the intellectual foundations on which the contributions of this 18th ...
Celotno besedilo
Dostopno za: NUK, UL, UM, UPUK
5.
  • Cybersickness, Cognition, &... Cybersickness, Cognition, & Motor Skills: The Effects of Music, Gender, and Gaming Experience
    Kourtesis, Panagiotis; Amir, Rayaan; Linnell, Josie ... IEEE transactions on visualization and computer graphics, 05/2023, Letnik: 29, Številka: 5
    Journal Article
    Recenzirano
    Odprti dostop

    Recent research has attempted to identify methods to mitigate cybersickness and examine its aftereffects. In this direction, this paper examines the effects of cybersickness on cognitive, motor, and ...
Celotno besedilo
Dostopno za: IJS, NUK, UL
6.
  • Qualitative Assessment of E... Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics
    Villegas, Eva; Fonseca, David; Peña, Enric ... Sensors (Basel, Switzerland), 04/2021, Letnik: 21, Številka: 7
    Journal Article
    Recenzirano
    Odprti dostop

    This research focuses on the study and qualitative assessment of the relationships between motivators and game mechanics per the ratings of expert gamification consultants. By taking this approach, ...
Celotno besedilo
Dostopno za: IZUM, KILJ, NUK, PILJ, PNG, SAZU, UL, UM, UPUK

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7.
  • (Ré)Concilier jeux vidéo et littérature numérique
    Amélie Vallières SCIENCES DU JEU, 12/2023, Letnik: 20
    Journal Article
    Recenzirano
    Odprti dostop

    With the digital remediation of text, the didactics of French could take advantage of new literary objects to teach digital literacy (Lebrun et al., 2020). One of the prospects put forward is to ...
Celotno besedilo
Dostopno za: NUK, UL, UM, UPUK
8.
  • For whom does flow not enha... For whom does flow not enhance online gamer loyalty?
    Pham, Thi Tuan Linh; Huang, Han-Chung; Tseng, Fan-Chen ... Industrial management + data systems, 01/2022, Letnik: 122, Številka: 1
    Journal Article
    Recenzirano

    PurposeFlow, or total concentration with intrinsic enjoyment, has been recognized as being able to enhance online gamer loyalty. However, some gamers who experience flow do not exhibit strong ...
Celotno besedilo
Dostopno za: CEKLJ, NUK, UL, UM, UPUK
9.
  • Gamified or traditional sit... Gamified or traditional situational judgement test? A moderated mediation model of recommendation intentions via organizational attractiveness
    Gkorezis, Panagiotis; Georgiou, Konstantina; Nikolaou, Ioannis ... European journal of work and organizational psychology, 03/2021, Letnik: 30, Številka: 2
    Journal Article
    Recenzirano

    Recently, gamification and gamified assessment methods have attracted increasing attention among both scholars and practitioners in recruitment and selection. However, little is known about the role ...
Celotno besedilo
Dostopno za: BFBNIB, NUK, PILJ, SAZU, UL, UM, UPUK
10.
  • The Slippery Path to Total ... The Slippery Path to Total Presence: How Omnidirectional Virtual Reality Treadmills Influence the Gaming Experience
    Wehden, Lars-Ole; Reer, Felix; Janzik, Robin ... Media and communication (Lisboa), 02/2021, Letnik: 9, Številka: 1
    Journal Article
    Recenzirano
    Odprti dostop

    Researchers, game designers, and consumers place great hopes into the potential benefits of virtual reality (VR) technology on the user experience in digital games. Indeed, initial empirical research ...
Celotno besedilo
Dostopno za: NUK, UL, UM, UPUK

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zadetkov: 115

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