Zobrazeno 1 - 10
of 40
pro vyhledávání: '"The Elder Scrolls"'
Autor:
Spudić, Kristjan
Since the beginning of the 21st century, video games have been a much discussed topic in literary and narrative research. Thanks to their technological advances, video games, once thought of only as entertainment tools, are capable of reproducing com
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______3505::736f3756088f1174b9dbb933eac12afc
https://repozitorij.uni-lj.si/IzpisGradiva.php?id=145062
https://repozitorij.uni-lj.si/IzpisGradiva.php?id=145062
Autor:
Holly Maxwell Pringle
Publikováno v:
Press Start, Vol 2, Iss 1, Pp 1-20 (2015)
Self-presentation in online spaces has recently attracted a significant amount of attention in psychological literature. Video games allow players to create a detailed, unique character to represent themselves in the online social world. Research has
Externí odkaz:
https://doaj.org/article/a88731dad47c468c9071f659a34e5556
Autor:
Sirangelo, Valentina
Publikováno v:
Caietele Echinox / Echinox Journal. (26):201-218
Externí odkaz:
https://www.ceeol.com/search/article-detail?id=65832
Autor:
Cassada, Jackie
Publikováno v:
Library Journal. 11/15/2009, Vol. 134 Issue 19, p59-59. 1/9p.
Autor:
Pettersson, Jesper, Wigg, August
This thesis explains the process of two researchers conducting a formal analysis of the graphical user interfaces (GUIs), specifically the heads-up displays (HUDs), of the main entries of the two game series The Elder Scrolls (1994 - 2011) and Deus E
Externí odkaz:
http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-450355
This chapter explores urban spaces in single-player fantasy role-playing games in terms of their nostalgically neomedieval representation, focusing upon the significance of three recurring landmarks—the square, the marketplace, and the tavern—as
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______3549::926f5c05e283adcdd99588fcd1ab31bd
https://www.um.edu.mt/library/oar/handle/123456789/91270
https://www.um.edu.mt/library/oar/handle/123456789/91270
Autor:
Vranić, Nikolina
The aim of this paper was to analyse racial representations in video-games, mainly in The Elder Scrolls franchise, developed by Bethesda Game Studios, by concentrating on the notions of identity and its formation through the game’s influence, defin
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______4012::b124ed684bc2c01e3618eee45e7b9ae5
https://repozitorij.unizd.hr/islandora/object/unizd:4431/datastream/PDF
https://repozitorij.unizd.hr/islandora/object/unizd:4431/datastream/PDF
Autor:
Friche, Lucas
Publikováno v:
Sciences de l'information et de la communication. 2020
For the ten last years, the spatial turn in game studies has been focused on the analysis of the game’s space in which the player evolves. Nevertheless, cartography is a theme that is frequently forgotten in such researchs, while it allows another
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od______2592::fb124eb39860e4bf08699d9d6d77ff41
https://hal.univ-lorraine.fr/hal-03018946
https://hal.univ-lorraine.fr/hal-03018946
Publikováno v:
Proceedings of the LREC 2020 Workshop Games and Natural Language Processing, 1-9
STARTPAGE=1;ENDPAGE=9;TITLE=Proceedings of the LREC 2020 Workshop Games and Natural Language Processing
STARTPAGE=1;ENDPAGE=9;TITLE=Proceedings of the LREC 2020 Workshop Games and Natural Language Processing
A weak point of rule-based sentiment analysis systems is that the underlying sentiment lexicons are often not adapted to the domain of the text we want to analyze. We created a game-specific sentiment lexicon for video game Skyrim based on the E-ANEW
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::b46445e54fecec7af3e39a9d16aae2ef
https://research.utwente.nl/en/publications/creating-a-sentiment-lexicon-with-gamespecific-words-for-analyzing-npc-dialogue-in-the-elder-scrolls-v-skyrim(d0151d6a-69ff-4266-b040-c540161f0e1f).html
https://research.utwente.nl/en/publications/creating-a-sentiment-lexicon-with-gamespecific-words-for-analyzing-npc-dialogue-in-the-elder-scrolls-v-skyrim(d0151d6a-69ff-4266-b040-c540161f0e1f).html
A weak point of rule-based sentiment analysis systems is that the underlying sentiment lexicons are often not adapted to the domain of the text we want to analyze. We created a game-specific sentiment lexicon for video game Skyrim based on the E-ANEW
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=dris___00893::aef8c4eb57be76c9e77978150451f5ca
https://www.aclweb.org/anthology/2020.gamnlp-1.1/
https://www.aclweb.org/anthology/2020.gamnlp-1.1/