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2,481 results for “gaming”
Dataset of Israeli-Jews, Palestinians, Israeli-Arabs, Americans and Cypriot students who played Fact Finders and PeaceMaker (examining game performance)
<p><strong>Serious Games, Players' Characteristics and Game Performance</strong></p> <p>The study examines the impact of players' gender, religiosity, political orientation, and nationality on game performance, focusing on two games for social impact revolving around intractable conflicts: PeaceMaker (Israeli-Palestinian conflict) and Fact Finders (Cyprus Conflict). Using questionnaires, we conducted a case study with 168 undergraduates voluntarily playing the two games and reporting their final scores. The participants included Israeli-Jew, Israeli-Arab, Palestinian, American, and Cypriot undergraduate students, differentiating between direct parties and third parties to the conflicts.</p>
Supporting material for the paper "Testing Robot Challenge: a Serious Game for Testing Learning"
<p><strong>Experimental data</strong></p> <p>Table reporting the frequencies of student answers to the 29 questions (1 = Strongly Disagree, 5 = Strongly Agree) to the survey about the use of the Testing Robot Challenge Web application.</p> <p> </p> <p><strong>Figures</strong></p> <ul> <li>Game Main Page</li> <li>End Game Page</li> <li>Game mechanics of the Testing Robot Challenge</li> <li>Game Selection Page</li> <li>Home Page</li> <li>Software Architecture</li> </ul>
A Database of In-Game Player Movements (Actions and Events) in Gaelic Football
<p>In this study, data was acquired by fitting GPS sensors to Gaelic football players which are worn during game time. These wearable devices collect internal (heart rate) and external (gps positioning) data related to the movement of players. However, this form of raw data is not well suited to machine learning algorithms as it lacks the necessary semantics which can identify the type and duration of movements. The dataset presented here is created by a data engineering exercise, driven by domain experts, to transform the GPS coordinates into a series of (player) actions. The end result is a database comprising 12 variables and almost 160k actions. It’s reuse potential is targeted at machine learning researchers, sport scientists and coaches who are seeking to understanding the effort and load of players during game time. Analysis is enables across five dimensions: games, players, actions, duration and speed. In addition, the concept of an event groups together actions that belong to the same sequence and enables analysis at a different level of abstraction. </p> <p> </p>
FreeCiv games for the experiment on comparing Knowledge-Based Reinforcement Learning and Neural Networks in Strategic Games
<p>Dataset provides played FreeCiv games. The Tournament subset of them was played fully by two Artificial Intelligence (AI) agents against each other and one more computer player. The Human games subset was played by humans for demonstration/teaching purposes. The rest of the games were played 120 turns and stopped.</p>
Replication data for Evaluation of movements with greater trunk acceleration and their properties during volleyball games
<p>The present study aimed to elucidate the movements that require greater trunk acceleration and their frequency during volleyball matches and compare their acceleration components. A triaxial accelerometer was used to measure trunk acceleration during volleyball matches. The moments that generated resultant accelerations >4G, >5G and >6G were extracted, and movements that coincided with the extracted moments were identified. The ratios and frequencies of the extracted movements were calculated, and the resultant, mediolateral, vertical and anteroposterior accelerations among the top seven volleyball-specific extracted movements were compared. For attackers, 361, 185 and 97 movements were extracted with acceleration thresholds of 4G, 5G and 6G, respectively. At 6G, landing (77%) was the most frequently observed movement. For receivers, 297, 115 and 38 movements were extracted with acceleration thresholds of 4G, 5G and 6G, respectively. At 4G, running (49%) and steps (31%) were the most frequently observed movements. Resultant and vertical accelerations of spike landing were significantly greater than those of the other six movements (p < 0.001, respectively). Stationary or directional steps observed in receivers showed greater anteroposterior acceleration. Frequency or magnitude of trunk acceleration during these movements might determine the risk of injury during volleyball.</p>
Pilot 2 game scenarios
<p>This dataset will contain information about the content available in the game scenarios developed by CROSSCULT social sciences experts for the users participating in the experiments of pilot 2. It will include details of the questions and answers provided to the users within the quizzes presented as part of pilot 2. It will contain predefined graphs of concepts and relationships to explore, attached sets of choices for the concepts that will be left blank (including different sets for different individual/team profiles and locations) and attached multimedia contents.</p> <p>The dataset will be presented on the form of XML files indicating the venues involved, the structuring the concepts and relationships in the graph, the concepts left blank and the possible sets of answers.</p>
Pilot 3 Game Scenarios
<p>This dataset will contain information about the content available in the game scenarios developed by CROSSCULT social sciences experts for the users participating in the experiments of pilot 3. It will include details of the questions and answers provided to the users within the quizzes presented as part of pilot 3, pre-visit experience.</p> <p>No elaborated data following the same structure will be reused. All the dataset resources will be extracted from the contents involved in the composition of the pilot 3 games, be in the form of XML files.</p> <p>As all the information will be in the form of XML files, no significant amount of information will be stored. The estimation is around several Kbytes by game</p>
Card game "Open Strategist" (English version)
<p>This serious game was created within the library of the University of French Guiana by Marie Latour and Caroline Boiteux to ensure understanding of the main principles of Open Access, and to start the debate on the challenges raised. To this end, the players are invited to reflect on the weight of traditional journals, by comparing these with the Open Access green model. A first approach to the question of the evaluation of research – with its indicators – is proposed. </p> <p>This game was presented for the first time during the Open Access Week 2016, which was organized in Cayenne by the BU, with the financial support of COUPERIN. For this event, a graphic designer, Jordy le Bruchec (Signarama, Cayenne) was hired to create the visuals. Two presentation sessions were organized in Cayenne for PhD students at the “Diversities, health and development in Amazonia” postgraduate school (University of French Guiana). This game was then included as part of the doctoral training offered each year by the library of the University of French Guiana and its PhD students. Other schools and universities then adopted it and tailored it for their events and own training courses: INSA - Lyon, Lilliad - Lille, Claude Bernard University (Lyon 1), etc.</p> <p>In 2019, this game is translated into English to be presented at the IFLA Libraries congress at Athens (Greece) and at LIBER European Libraries congress at Dublin (Ireland). The professional traductor selected was Y.A.N.A Traduction (Cayenne, French Guiana).</p> <p>The library of the University of French Guiana gives the opportunity to download the entire game to be able to use it freely and at no cost in your establishments. Three formats are avaible : JPEG, PDF and InDesign. It is placed under the Creative Commons BY NC SA license, which allows its free re-use provided that the authors are cited and there is no commercial use. It is possible to modify the game: however, all modifications must be exclusively shared under the same license under which the initial game was placed. We would like to remind you that the removal of the logos of the University of French Guiana from the cards and game boards is strictly prohibited.</p> <p>All the files for this game are freely available and downloadable under the Creative Commons BY NC SA license on the permanent archiving site in three formats: JPEG, PDF and InDesign. They are modifiable and distributable, but it is requested not to use them commercially. Institutions interested in buying a copy of the game are offered this possibility: besides the price of the game, fixed price of €30 per game must be paid to the University of French Guiana. This amount will be reinvested in the creation of new educational and enjoyable products, which will be shared with the community! </p> <p>Contact : marie.latour@unc.nc</p>
Board game "Super-Open Researcher" (english version)
<p>This serious borad-game was created within the SCD of the University of French Guiana by Marie Latour and Caroline Boiteux to ensure the understanding of the main principles of Open Access, and to start the debate on the challenges raised.</p> <p>A first version was first presented at the Bobcatsss symposium 2016, which was held at the ENSSIB, in Lyon, under the name “Super Open Librarian”. It was presented by Myriam Gorsse (SCD at the Pierre and Marie Curie University, Paris) and Guillemette Trognot (the “Marie Curie” Library of INSA, Lyon).</p> <p>A second version was then presented during the Open Access Week 2016, which was held in Cayenne, with the financial support of COUPERIN. For this event, a graphic designer, Jordy le Bruchec (Signarama, Cayenne, French Guiana), was hired to create the visuals. Two presentation sessions were organized in Cayenne for PhD students at the “Diversities, health and development in Amazonia” postgraduate school (University of French Guiana). This game was then included as part of the doctoral training offered each year by the SCD of the University of French Guiana and its PhD students. Other schools and universities then adopted it and tailored it for their events and own training courses: INSA - Lyon, Lilliad - Lille, Claude Bernard University (Lyon 1), etc. This French version is avaible at this address : <a href="https://zenodo.org/record/1409702#.XQ0RcutKjRY">https://zenodo.org/record/1409702#.XQ0RcutKjRY</a>.</p> <p>In 2019, this game was translated into English to be presented at the LIBER European Libraries congress. The professional traductor selected was Y.A.N.A Traduction (Cayenne, French Guiana).</p> <p>The library of the University of French Guiana gives the opportunity to download the entire game to be able to use it freely and at no cost in your establishments. It is placed under the Creative Commons BY NC SA license, which allows its free re-use provided that the authors are cited and there is no commercial use. It is possible to modify the game: however, all modifications must be exclusively shared under the same license under which the initial game was placed. We would like to remind you that the removal of the logos of the University of French Guiana from the cards and game boards is strictly prohibited.</p> <p>Contact : marie.latour@unc.nc</p>
Serious board-game "Licenses to kill" (english version)
<p>Since 2015, the Central Documentation Service (CDS) of the University of French Guiana is engaged in the renewal of their teaching capacities. Some game segments are introduced on a regular basis into its courses in the document methodology in order to promote interactivity and the pleasure of learning.</p> <p>Following the creation of three board games on Open Access in 2017, the university library is introducing “Licenses to Kill”, a new teaching game created in 2018. This version in French language is avaible at this address : <a href="https://zenodo.org/record/1972975#.XQ0b6etKjIU">https://zenodo.org/record/1972975#.XQ0b6etKjIU</a>. The Game Design is made by our Guianese graphic provider Signarama (Cayenne, French Guiana).</p> <p>In 2019, this game was translated into English to be presented at the LIBER European Libraries congress at Dublin and at the IFLA International Libraries Congress at Athens. The traductors were a team of student-translators from L2 LLCER English in Theme and Journalistic Version of the University of French Guiana. Their supervisor teacher was Mr. PINDARD, a professional Traductor for Y.A.N.A Traduction (Cayenne, French Guiana)</p> <p>This game, originally made for Master and Doctorate students, is used in order to teach them difficult-to-learn and sometimes boring skills in a fun and visual way.</p> <p>In the context to the fight against plagiarism, “Licenses to Kill” allows the student to familiarize himself with the major intellectual property licenses (Copyright, Public Property, Creative Commons, and Copyleft) and assimilate the terms of re-use of content that he may use for academic purposes. All the game’s files are freely available and downloadable under the Creative Commons License such as the attribution rights (BY), Non-Commercial rights (NC), and Share-Alike rights (SA) on the long-term archiving website in three different forms: JPEG, PDF and InDesign. They are modifiable and publishable, but it is requested to refrain from commercial use. Institutions interested in buying a copy of the game are offered this possibility: besides the price of the game, a fixed price of €30 ($34) per game must be paid to the University of French Guiana.</p> <p> This amount will be reinvested in the creation of new educational and enjoyable products, which will be shared with the community!</p> <p>Contact : marie.latour@unc.nc</p>
Serious board game "To be in the norms" (English version)
<p>Since 2015, the library of the University of French Guiana has been engaged in the renewal of its teaching resources: game sequences are regularly introduced into its documentary methodology training courses to foster interactivity and the pleasure of learning. After having created three previous board games on Open Access in 2017, the university library presented “Licenses to Kill”, a new serious game created in 2018. a graphic designer, Benedicte Sauvage Signarama, Cayenne, French Guiana), was hired to create the visuals.</p> <p>In 2019, this game is translated into English to be presented at the IFLA International Libraries congress at Athens and at LIBER European Libraries congress. The professional traductor selected is Y.A.N.A Traduction (Cayenne, French Guiana).</p> <p>The “To be in the norms” game, developed mainly for Master’s and PhD students, is used in order to teach them difficult-to-learn and sometimes boring skills in a fun and visual way. It allows the student to understand what a bibliographic standard is, and the rigor with which it must be applied. The goal is to then to pair this game and training session with a bibliographic reference management tool, which will allow the student to manage their bibliographic citations automatically and rigorously.</p> <p>All the files for this game are freely available and downloadable under the Creative Commons BY NC SA license on the permanent archiving site in three formats: JPEG, PDF and InDesign. They are modifiable and distributable, but it is requested not to use them commercially. Institutions interested in buying a copy of the game are offered this possibility: besides the price of the game, fixed price of €30 per game must be paid to the University of French Guiana. This amount will be reinvested in the creation of new educational and enjoyable products, which will be shared with the community! </p> <p>Contact : marie.latour@unc.nc</p>
Research paper: Implementation of the "Eurocraft" serious game to high school students of Intercultural Education
<p>In this research, concerning Eurocraft serious game the researchers from UoA investigate: (i) The existence and the way of construction of students’ European identity. (ii) Students' beliefs concerning the “European Other”, the “sense of place” and the “easy/difficult past/present”. (iii) Students' attitudes towards sharing their cultural heritage and acquainting with elements of others’ cultural heritage through the game. (iv) Usability, use of modern technological practices and the intention of students to use the game.</p>
Fig. 3 in Ants found on acacia of the genus Vachellia and other savannah trees at Mkomazi Game Reserve, Tanzania with the description of a new species Hymenoptera: Formicidae
Fig. 3. Insect sampling by pyrethrum knock-down spraying.
The Apocalypse Within: Portraying Psychological Resilience and Anti-Fragility Through Games Like Hellblade (teaser)
<p>This teaser video introduces an upcoming talk that explores the concept of "inner apocalypses" through the lens of video games, particularly Hellblade: Senua's Sacrifice. The presentation challenges traditional notions of apocalyptic narratives by shifting focus from external, global catastrophes to internal, psychological struggles.</p> <p>Key points covered in the teaser:</p> <ol> <li>The transformation of apocalypse narratives in media</li> <li>Analysis of Hellblade as a case study in portraying inner turmoil</li> <li>The intersection of gaming, mental health, and societal anxieties</li> </ol> <p>The full talk, presented by Dr. Victoria Mummelthei, will delve into how games can model psychological resilience and antifragility, offering unique perspectives on confronting personal and collective challenges. This interdisciplinary approach combines insights from game studies, cultural analysis, and psychology to shed light on contemporary anxieties and coping mechanisms.</p> <p>This teaser serves as an invitation to viewers to engage with a broader conversation about the power of interactive media in exploring complex psychological landscapes and fostering understanding of mental health issues.<br><br>Image credits:</p> <ol> <li>Screenshot from the game, taken by the author.</li> <li>https://flic.kr/p/2ou9ujt</li> <li>https://flic.kr/p/YAxXDg</li> <li>https://flic.kr/p/2n7JXLD</li> <li>https://flic.kr/p/WZdHCX</li> <li>https://flic.kr/p/YzaF4n</li> <li>https://flic.kr/p/Yj36aw</li> <li>Photo taken by the author at the isle of Anglesey, Wales, 2023.</li> <li>https://flic.kr/p/YiQTFf</li> </ol>
Classic Snake Game
<p>The player's score in <a href="https://snake-game.io">Snake Game</a> is typically based on the number of food pellets the snake has eaten. The longer the snake grows, the higher the score.</p>
The Apocalypse Within: Portraying Psychological Resilience and Anti-Fragility Through Games Like Hellblade (video essay)
<p>Video essay on the idea of "inner apocalypses" as exemplified by the game Hellblade: Senua's Sacrifice, presented during the Future and Reality of Gaming (FROG) Conference, Vienna, October 11–13, 2024.</p> <p>This presentation explores the concept of apocalyptic individuality in video games, with a particular focus on Hellblade: Senua's Sacrifice. It examines how games are redefining apocalyptic narratives by shifting from external, world-ending scenarios to deeply personal, psyche-shattering experiences. The talk delves into the portrayal of mental health in gaming, the concept of inner apocalypses, and how interactive media can create shared experiences of personal crises. It discusses the potential of games to foster empathy and understanding of complex psychological states. The presentation concludes by reflecting on how this new approach to apocalyptic narratives in gaming might influence our broader understanding of individual struggle, collective empathy, and the nature of reality itself.</p> <p>-------</p> <p>Voice-over by "Anabelle, The Ghost" created with typecast.ai.<br>Music by Guilherme Bernardes William from Pixabay.</p>
Serious games for Serious Energy Solutions project dataset
<p>This dataset includes the chat transcripts from two iterations of playing the Serious Game New Shores: A game for Democracy with a more diverse (reflecting the public) and a less diverse group (reflecting policymakers). It also includes the results for all players in the 10 rounds of the two game iterations and the final reports produced by the serious game for each iteration. The aim of the project is to investigate the impact of diversity on decision-making for sustainability using a serious game as a research tool.</p>
Escape Game "Sortez du Cube", une initiation à la documentation en médecine
<p><strong>Présentation</strong></p> <p>L’Escape Game “Sortez du Cube” est un Escape Game physique à destination des étudiants en santé mais ouvert à tous les étudiants. Il se compose d’une succession linéaire d’énigmes dont l’objectif de leur accomplissement est de trouver l’indice suivant puis, en dernier lieu, la clé pour sortir du Cube, la salle d’Innovation pédagogique des bibliothèques de l’UVSQ, et donc finir le jeu. L’Escape Game est chronométré et doit être terminé en 30 minutes maximum. Il peut être joué à 8 joueurs en même temps en pleine jauge (6 est le chiffre optimal).</p> <p><strong>Objectif</strong></p> <p>L’Escape Game porte autant un objectif pédagogique que de valorisation documentaire. Les énigmes permettent en effet de signaler et d’apprendre à manipuler de la documentation en santé, physique et électronique, de la DBIST de l’UVSQ (la base de données Visible Body est au centre de ce produit de valorisation). Elles permettent également aux étudiants de travailler en collaboration et de se former entre eux (“va voir le sommaire” ; “ScienceDirect ? Ce doit être une base de données…”) plutôt que de recevoir l’information de manière verticale. De plus, leur posture de recherche est active et donc propice à une meilleure intégration des connaissances.</p> <p><strong>Déroulé</strong></p> <p>On fait entrer le groupe dans la salle, puis on leur demande de mettre une tenue de médecin (ou d’infirmier) que l’on met à leur disposition (Photo 1). La séance commence par l’inscription des joueurs (nom, prénom, numéro étudiant, classe et adresse email). On leur explique ensuite qu’ils n’ont pas besoin de casser ou d’arracher le matériel : les énigmes sont documentaires. </p> <p>On commence ensuite le scénario (Document 1) puis on leur donne la lettre (Document 2). Ils doivent trouver le mot de passe sur un écran pour accéder à l’énigme suivante sur un Genially (Lien 1). Cela continue ainsi, d’énigmes en énigmes jusqu'à la fin du jeu.</p> <p>A la fin du jeu, nous leur faisons un point sur le site de la BU et nos ressources électroniques, puis nous leur demandons de remplir une évaluation de l’activité. Enfin, nous leur remettons un sac de goodies.</p> <p><strong>Retours</strong></p> <p>Sur les 85 évaluations reçues pour le moment, 100% sont positives. Les étudiants apprécient autant le jeu en lui-même que son utilité dans le cadre de l’apprentissage aux compétences informationnelles. Les commentaires des étudiants du parcours santé sont particulièrement élogieux.</p> <p><strong>Organisation et ressources</strong></p> <p>Cet Escape Game a été créé par une équipe de 6 agents. 2 personnels de catégorie A, 3 personnels de catégorie B, 1 personnel de catégorie C. Sa conception a demandé la maîtrise de l’outil Genially, une technicité pour la création d’énigmes (technicité acquise en amont grâce à la conception d’autres produits ludopédagogiques) et beaucoup de bricolages. Le montant dépensé pour cet Escape Game s’élève à moins de 50 euros (achat d’un minuteur).</p>
Cổng Game Bài Casino Bậc Nhất Châu Á 88Vin: Giải Trí Và Kiếm Tiền
<h1>Cổng Game Bài Casino Bậc Nhất Châu Á 88Vin: Giải Trí Và Kiếm Tiền</h1> <p>Trong những năm gần đây, ngành công nghiệp giải trí trực tuyến tại Châu Á đã phát triển mạnh mẽ, và trong đó, lĩnh vực game bài casino trực tuyến là một trong những mảng thu hút người chơi nhất. Cổng game <a href="https://choigame365.com/">88Vin</a> đã nhanh chóng vươn lên trở thành cái tên sáng giá, được xem là một trong những nền tảng hàng đầu tại Châu Á, mang đến cho người chơi những trải nghiệm đỉnh cao với các trò chơi casino hấp dẫn. Vậy điều gì đã làm nên sức hút mạnh mẽ của 88Vin, và tại sao nó lại được xem là cổng game bài casino bậc nhất trong khu vực? Hãy cùng tìm hiểu trong bài viết này.</p> <h3>1. Giới thiệu về 88Vin</h3> <p></p> <p><a href="https://choigame365.com/">88VinClub</a> là một trong những cổng game casino trực tuyến uy tín và phổ biến nhất tại Châu Á. Với hàng triệu người chơi đăng ký và tham gia hàng ngày, 88Vin nhanh chóng khẳng định vị thế của mình trên thị trường game bài trực tuyến. Cổng game này cung cấp một loạt các trò chơi đa dạng, từ các game bài dân gian truyền thống của Việt Nam cho đến những trò chơi casino quốc tế đỉnh cao.</p> <p>88Vin không chỉ nổi bật bởi sự đa dạng của các loại trò chơi, mà còn bởi giao diện thân thiện, dễ sử dụng, và hệ thống bảo mật an toàn, giúp người chơi có thể yên tâm trải nghiệm mà không lo lắng về các vấn đề rủi ro. Đặc biệt, với việc hỗ trợ nhiều ngôn ngữ, 88Vin không chỉ hướng tới người chơi Việt Nam mà còn mở rộng thị trường ra các quốc gia khác trong khu vực.</p> <h3>2. Kho game bài casino đa dạng và phong phú</h3> <p>Một trong những yếu tố làm nên sự khác biệt của 88Vin chính là kho game bài casino phong phú, đáp ứng nhu cầu giải trí đa dạng của người chơi. Dưới đây là một số trò chơi nổi bật được ưa chuộng nhất tại cổng game này:</p> <h4>a. Baccarat – Game bài với tỷ lệ thắng cao</h4> <p>Baccarat là một trong những trò chơi phổ biến nhất tại 88Vin. Trò chơi này không chỉ dễ hiểu, dễ chơi mà còn mang lại cơ hội thắng lớn cho người chơi. Người chơi chỉ cần đặt cược vào một trong ba cửa: Người chơi, Nhà cái hoặc Hòa. Kết quả sẽ phụ thuộc vào điểm số của hai bên, và nhiệm vụ của bạn là dự đoán cửa nào sẽ có điểm gần nhất với 9. Với tỷ lệ thắng cao, Baccarat thu hút rất nhiều người chơi tại 88Vin, đặc biệt là những người mới bắt đầu với casino trực tuyến.</p> <h4>b. Poker – Thử thách trí tuệ và kỹ năng</h4> <p>Poker không chỉ là trò chơi phụ thuộc vào may mắn mà còn đòi hỏi kỹ năng chiến thuật và sự tinh tế trong từng nước đi. 88Vin đã đầu tư rất lớn vào việc phát triển các phiên bản Poker hấp dẫn, từ Texas Hold'em đến Omaha, mang lại sự đa dạng cho người chơi. Poker tại 88Vin không chỉ giúp bạn thư giãn, giải trí mà còn tạo cơ hội rèn luyện trí tuệ và phát triển chiến thuật cá nhân. Điều này khiến Poker trở thành lựa chọn yêu thích của giới chuyên nghiệp và những người chơi lâu năm.</p> <h4>c. Slot Game – Vòng quay may mắn</h4> <p>Slot game, hay còn gọi là trò chơi quay hũ, luôn là một trong những tựa game được yêu thích nhất tại mọi sòng bạc, kể cả trực tuyến lẫn truyền thống. Tại 88Vin, slot game được thiết kế với đồ họa ấn tượng, âm thanh sống động và nhiều chủ đề khác nhau như thần thoại, thế giới động vật, kho báu. Mỗi vòng quay mang đến cơ hội trúng các giải thưởng lớn, và những giải jackpot khủng có thể thay đổi cuộc đời người chơi chỉ sau một lần quay.</p> <h4>d. Roulette – Trò chơi xoay quanh may mắn</h4> <p>Roulette là trò chơi cổ điển luôn xuất hiện trong các sòng bạc trên thế giới, và tại 88Vin, Roulette vẫn giữ nguyên sự hấp dẫn với lối chơi đầy tính may rủi. Người chơi chỉ cần chọn đặt cược vào con số, màu sắc hoặc nhóm số mà họ tin rằng quả bóng sẽ rơi vào sau khi bánh xe quay dừng lại. Đây là trò chơi mang lại sự hồi hộp đến tận phút cuối, và cũng là một trong những trò chơi có tỷ lệ trả thưởng cao nhất tại 88Vin.</p> <h3>3. Hệ thống bảo mật và dịch vụ khách hàng chuyên nghiệp</h3> <p></p> <p>Để đảm bảo rằng người chơi có thể tham gia cá cược một cách an toàn và minh bạch, 88Vin đã xây dựng một hệ thống bảo mật nghiêm ngặt, áp dụng các công nghệ mã hóa hiện đại nhất. Mọi giao dịch tài chính, thông tin cá nhân đều được bảo mật tuyệt đối, đảm bảo không có bất kỳ sự rò rỉ nào đến từ bên ngoài.</p> <p>Bên cạnh đó, dịch vụ hỗ trợ khách hàng của 88Vin cũng được đánh giá rất cao. Đội ngũ nhân viên hỗ trợ luôn sẵn sàng giải đáp mọi thắc mắc của người chơi 24/7. Bất kể là vấn đề về nạp rút tiền, cách chơi hay bất kỳ sự cố kỹ thuật nào, bạn đều có thể nhận được sự trợ giúp nhanh chóng và chuyên nghiệp từ phía 88Vin.</p> <h3>4. Chương trình khuyến mãi và ưu đãi hấp dẫn</h3> <p>Không chỉ thu hút người chơi bởi kho game bài phong phú, 88Vin còn mang đến những chương trình khuyến mãi và ưu đãi cực kỳ hấp dẫn. Người chơi mới khi đăng ký tài khoản sẽ nhận được các phần quà chào mừng như tiền thưởng miễn phí hoặc các gói quay hũ, giúp họ có thêm cơ hội trải nghiệm các trò chơi mà không cần đầu tư quá nhiều ban đầu.</p> <p>Ngoài ra, 88Vin thường xuyên tổ chức các sự kiện, giải đấu và chương trình tặng thưởng hàng ngày, hàng tuần cho người chơi lâu năm. Những ưu đãi này không chỉ tạo thêm sự hứng thú mà còn giúp người chơi tăng cơ hội chiến thắng, từ đó biến 88Vin trở thành cổng game có sức hút đặc biệt đối với cộng đồng game thủ.</p> <h3>5. Hỗ trợ đa nền tảng và tối ưu hóa trên di động</h3> <p>Một trong những điểm mạnh của 88Vin là khả năng hỗ trợ đa nền tảng. Người chơi có thể truy cập và tham gia các trò chơi casino trên cả máy tính và thiết bị di động mà không gặp bất kỳ trở ngại nào. Giao diện của 88Vin được tối ưu hóa hoàn toàn cho các thiết bị di động, giúp người chơi có thể trải nghiệm mượt mà dù ở bất kỳ đâu. Điều này mang lại sự tiện lợi và thoải mái cho người chơi, đặc biệt là trong bối cảnh ngày càng nhiều người sử dụng điện thoại di động để giải trí và cá cược trực tuyến.</p> <h3>6. Cộng đồng người chơi đông đảo và đa dạng</h3> <p>88Vin không chỉ là nơi để chơi game, mà còn là một cộng đồng sôi động với hàng triệu người chơi từ khắp nơi trên thế giới. Cổng game này cho phép người chơi giao lưu, kết nối và chia sẻ kinh nghiệm chơi game với nhau, tạo nên một không gian giải trí trực tuyến thân thiện và gắn kết. Các giải đấu thường xuyên được tổ chức, giúp người chơi không chỉ có cơ hội thể hiện tài năng mà còn cạnh tranh để giành những giải thưởng lớn.</p> <h3>Kết luận</h3> <p>88Vin không chỉ là một cổng game bài casino bậc nhất tại Châu Á mà còn là biểu tượng của sự kết hợp hoàn hảo giữa giải trí và cơ hội kiếm tiền. Với kho trò chơi đa dạng, giao diện thân thiện, bảo mật cao và nhiều chương trình khuyến mãi hấp dẫn, 88Vin xứng đáng là điểm đến hàng đầu cho những ai yêu thích cá cược trực tuyến. Hãy tham gia ngay hôm nay để trải nghiệm những phút giây thư giãn đỉnh cao và cơ hội giành những phần thưởng hấp dẫn tại cổng game casino bậc nhất Châu Á này.</p>
Replication package for "An Empirical Study of Q&A Websites for Game Developers"
<p><strong>Replication package for the paper "An Empirical Study of Q&A Websites for Game Developers"</strong></p> <p>This repository contains the datasets and scripts used to replicate the results from the paper "An Empirical Study of Q&A Websites for Game Developers".</p> <p>This is an exact copy of the repository on GitHub: https://github.com/asgaardlab/done-21-arthur-gamedev_qa_websites-code</p> <p><strong>Replication data</strong></p> <p>The datasets used to replicate the results for the paper can be found in the data directory (data/). These are the datasets we obtained after running all of the notebooks in this repository.</p> <p>Two of the studied websites are owned by companies (Epic and Unity) and we are not legally allowed to share the textual contents of the questions and answers as they are considered intellectual property. Therefore, instead of sharing the content of those posts, we included the URLs to all of the pages where the information used in the paper can be found, so that they can be crawled by future researchers.</p> <p>This is not an issue for Stack Overflow and the Game Development Stack Exchange, since that data is provided by Stack Exchange in the Stack Exchange Data Dump (https://archive.org/details/stackexchange).</p> <p><strong>Survey data:</strong> Unfortunately, our University's ethics board only allows us to share the survey responses in aggregated format, which is done in the paper. In this repository, we added the list of communities in which we shared the survey (data/surveyed_communities.csv).</p> <p><strong>Using this repository</strong></p> <p>If you are using the datasets provided in this repository, you just need to run the analysis notebook (code/analysis/paper_results.ipynb) to obtain the results as shown in the paper.</p> <p>Otherwise, if you want to run the whole pipeline from scratch, follow these steps:</p> <p>1. Download the data from Unity Answers and the UE4 AnswerHub from their websites (you can use the URLs provided in our datasets). Parse the HTML pages and extract the required information.</p> <p>2. Download the data from Stack Overflow and the Game Development Stack Exchange from the Stack Exchange Data Dump (https://archive.org/details/stackexchange). Run the notebooks to process the XML files from the Stack Exchange data dump (code/process_xml). For Stack Overflow, run the select_gamedev_posts.ipynb (code/process_xml/stackoverflow/select_gamedev_posts.ipynb) first.</p> <p>3. Run the text processing notebook (code/text_processing.ipynb).</p> <p>4. Run the topic modelling notebook (code/topic_modelling.ipynb).</p> <p>5. Run the topic comparisons notebook (code/topic_comparisons.ipynb).</p> <p>6. Finally, run the analysis notebook (code/analysis/paper_results.ipynb) to get the results as shown on the paper.</p>
ScienceDex guides
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These curated guides explain access requirements, typical timelines, costs, and reuse considerations for widely used research datasets.
Allen Brain Atlas
Allen Brain Atlas is an Allen Institute collection of brain map atlases, datasets, APIs, and analysis tools covering mouse, human, and non-human primate brain resources.
Annotated Behaviour and Observability Dataset (ABODe)
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DANDI Archive for NWB datasets
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International Brain Laboratory public data
The International Brain Laboratory public data releases expose standardized mouse decision-making experiments, including Neuropixels recordings, widefield calcium imaging, behavior, and session metadata accessed through the ONE API.
OpenNeuro
OpenNeuro is a free, open platform for sharing neuroimaging datasets, with public search, dataset pages, and download paths for web, S3, DataLad, and the OpenNeuro CLI.