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Journal ArticleDOI

Les jeux et les hommes

01 Jan 1960-Vol. 34, Iss: 4, pp 374
About: The article was published on 1960-01-01. It has received 382 citations till now.
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Book ChapterDOI
30 Nov 2005
TL;DR: An AmbientBrowser system that helps people acquire knowledge during everyday activities that continuously searches Web pages using both system-defined and user-defined keywords, and displays summarized text obtained from pages found by searches.
Abstract: We propose an AmbientBrowser system that helps people acquire knowledge during everyday activities. It continuously searches Web pages using both system-defined and user-defined keywords, and displays summarized text obtained from pages found by searches. The system's sensors detect users' and environmental conditions and control the system's behavior such as knowledge selection or a style of presentation. Thus, the user can encounter a wide variety of knowledge without active operations. A pilot study showed that peripherally displayed knowledge could be read and could engage a user's interest. We implemented the system using a random information retrieval mechanism, an automatic kinetic typography composer, and easy methods of interaction using sensors.

8 citations


Cites background from "Les jeux et les hommes"

  • ...chance) as one of the four universal categories of play [7]....

    [...]

Dissertation
01 Jan 2015
TL;DR: The author’s personal experiences, as well as those of other reviewers, suggest that the manuscript should be treated as a “peer-to-peer” publication.
Abstract: ................................................................................................................. v Preface .................................................................................................................. vii Acknowledgements ............................................................................................... ix

8 citations

01 Jan 2009
TL;DR: Michel et al. as mentioned in this paper examined relations between emotional factors (anxiety and depression), normal and pathological personality, and risk-taking behavior in 11 BASE-jumpers comparing to a control group (n = 11).
Abstract: This study examines relations between emotional factors (anxiety and depression), normal and pathological personality, and risk-taking behavior in 11 BASE-jumpers comparing to a control group (n = 11). Method. – All the subjects have been evaluated with self-report questionnaires measuring their emotional states before and after the jump, their involvement in risk-taking behavior, sensation seeking, personality disorders, anxious and depressive symptomatology. Results show a significant effect of BASE-jump practice on emotional state. They have higher scores on the thrill and adventure seeking subscale, they show more drug consumption and more accidents than control group. We found also clinical elements of pathological personality solely from cluster B of the DSMIV-TR classification among BASE-jumpers. Emotional factors are correlated with borderline personality in this same group. Annales Medico-Psychologiques 167 (2009) 72–77 * Auteur correspondant. Adresse e-mail : gregory.michel@u-bordeaux2.fr (G. Michel). 0003-4487/$ – see front matter # 2008 Elsevier Masson SAS. Tous droits reserves. doi:10.1016/j.amp.2008.11.008 G. Michel et al. / Annales Medico-Psychologiques 167 (2009) 72–77 73 Discussion. – We analyzed those results depending on emotional and behavioral dysregulation, and their specifics involvement in borderline personality, risk-taking behaviors, and also addiction. Sensation seeking could be especially reinforced on the base of a borderline personality with the possibility of a build-up of risk which may put individuals addict to it. # 2008 Elsevier Masson SAS. All rights reserved. Mots cles : BASE-jump ; Emotions ; Personnalite ; Recherche de sensations ; Sport a risques

8 citations

Book ChapterDOI
01 Jan 2008
TL;DR: The World of Warcraft (kurz: WoW) as discussed by the authors is a massively multiplayer online role-playing game (MMORPG) that is a popular online game with a large number of players.
Abstract: Der digitale Spielemarkt erlebt seit einiger Zeit einen enormen Aufschwung und wird, so die Meinung vieler, in Zukunft noch weiter wachsen. Vor allem PC-Spiele, die ausschlieslich online genutzt werden, erfahren aktuell zunehmende Popularitat (Chan & Vorderer 2006; DFC 2004; ESA 2006). Insbesondere World of Warcraft (Blizzard 2004), ein ‚Massively Multiplayer Online (Role Playing) Game‘ oder kurz ein MMO(RP)G, ist fur diesen Boom verantwortlich. Im April 2006 zahlen etwa sechs Millionen Menschen aus verschiedenen Kulturkreisen weltweit (Europa, Asien, Amerika) regelmaaig Gebuhren fur den Aufenthalt in der ‚Welt der Kriegskunst‘ (Blizzard 2006). World of Warcraft (kurz: WoW) darf sich damit erfolgreichstes MMO(RP)G aller Zeiten nemen. Noch 18 Monate nach seiner Veroffentlichung Anfang 2005 lag der Titel in Deutschland auf Platz 1 der Verkaufscharts fur PC-Spiele (o.A. 2006b). Mit dem wachsenden (wirtschaftlichen) Erfolg von WoW und anderen aktuellen Titeln steigt auch die Bedeutung dieses Untersuchungsgegenstandes fur die Medien- und Kommunikationswissenschaft.

8 citations

Journal ArticleDOI
23 Mar 2015
TL;DR: In this paper, a taxonomy of caracteristiques motrius and socials of jocs of the Auca dels Jocs de la Mainada (Auca Jochs d'Infanteca) is presented.
Abstract: En aquest treball es proposa una analisi historica dels jocs motors a Espanya entre el 1674 i el 1947. L’objecte d’estudi es l’auca Jochs d’Infanteca de 1674, que Joan Amades va recollir el 1947 a l’Auca dels Jocs de la Mainada. L’estudi se centra en el simbolisme d’aquestes practiques, en la seva caracteritzacio social, en les relacions de genere i a presentar la seva logica interna motriu. Aquesta aportacio tracta de les caracteristiques motrius i socials d’aquests jocs en el periode analitzat i, a mes, revisa les funcions i els rols dels participants en cadascuna d’aquestes practiques. La metodologia ha partit d’una revisio bibliografica de les fonts originals de l’epoca (1674-1947), que, amb el suport d’altres estudis actuals, ha servit per contextualitzar el marc teoric. En l’apartat dels resultats s’ha elaborat una taxonomia dels jocs de l’auca i, a partir d’aquesta, s’han estudiat dos aspectes concrets: la logica interna i el genere predominant d’aquestes practiques ludiques. Tot aquest proces ha permes detallar els valors simbolics dels jocs i les seves caracteristiques motrius. Finalment, l’estudi palesa les diferencies de genere en l’evolucio de les practiques ludiques, que, tot i la seva disminucio en la idealitzacio del model coeducatiu actual, encara es fan evidents.

8 citations