观看暴力电视节目和玩暴力题材电子游戏的数量超过正常水平,很可能导致某些人的暴力行为。
Viewing abnormally large amounts of violent television and video games may well contribute to violent behavior in certain individuals.
积极游戏行为可能为大脑突触连接的生长提供必要的刺激,尤其是在负责运动功能和运动的小脑。
Active play may provide necessary stimulation to the growth of synaptic connections in the brain, especially the cerebellum, which is responsible for motor functioning and movements.
奉献你的时间,陪同智障学员一起游戏和学习,通过自身行为引导智障学员,提升学员的独立能力。
Devote spare time of yours to accompany the amentia students on playing and studying by showing them your behavior to upgrade their stand-alone capability.
游戏开发过程:该课程探究制作游戏时所使用的角色、行为、人工制品、和工具等——这同其他软件开发过程非常类似。
The game development process. This course explores the roles, activities, artifacts, and tools used in producing games — which are quite similar to those for any other software development process.
在协作游戏中,昂贵的惩罚是一种有害和自我毁灭的行为。
In cooperation games, costly punishment is a detrimental and self-destructive behavior.
但是,这是一个有趣的初步研究结果,而且它和许多研究一样都表明,在行为改变方面,电子游戏和社交网站能够产生积极结果。
But it's an interesting preliminary finding and it fits in with a number of studies that indicate that video games and social networking can yield positive results when it comes to changing behaviors.
许多现代游戏包括非玩家控制角色行为的脚本化和使用执行bytecodes(比如Lua)的语言的其他游戏方面。
Many modern games include scripting of nonplayer-character behaviors and other game aspects using languages that execute bytecodes (such as Lua).
研究负责人MichaelStirrat设计这个游戏是为了调查来自于感觉和行为之间的信任感是否可以测量。
Lead researcher Michael Stirrat set up the games to investigate whether he could find any measurable relationship between perceptions of trustworthiness from perceptions and behaviour.
但是有时候这种原始性的行为倾向以悲剧告终——当它促使我们在经过考虑之后向着与自身利益相反的方向行动的时候(股票市场崩盘,一大群人惊慌奔逃和玩电子鸡游戏的现象都说明了这一点)。
Sometimes, this atavistic tendency ends in tears, when it prompts us to act contrary to what is, on reflection, our self-interest. (Witness stock-market crashes, stampedes and tamagotchi.)
因为游戏是一种练习,我们在虚拟世界里学习的各种技能和行为,我们需要它们来解决现实世界里那些看上去有点棘手的问题。
Because it is practice. It is learning in avirtual world the types of skills and behaviors we need to solve theseemingly intractable problems of the real world.
这是政策制定者所面临的问题,他们尽力将互联网接入带给大众,同时又试图抑制对数字音乐、电影和视频游戏的非法复制行为。
That is the question confronting policy makers as they try to bring Internet access to the masses while seeking to curb illegal copying of digital music, movies and video games.
由于多元媒体网络软件和较快网际网路的出现,现在有许多带有行为建立的游戏和广告的网站。
Because of multimedia Web software and faster Internet access, there are now lots of sites that mix habit-forming games with ads.
玩家在游戏中扮演一名摄影记者,探索和观察各种动物的行为。
The player takes on the role of a photojournalist, exploring and watching the way animals behave.
这项研究发表在《转化精神病学》杂志上,也是第一次将频繁地打电动游戏与大脑结构和行为活动之间的差异联系起来。
This study, published in the journal Translational Psychiatry, is the first to connect frequent video gaming with differences in both brain structure and activity.
根据企业员工作为消费者在网上寻找喜爱的音乐、游戏和应用软件时的行为特点,软件供应商可推动企业软件在一线的应用。
By targeting the behaviors workers have developed as consumers to find their favorite music, games and apps online, vendors can achieve grassroots adoption.
具有讽刺意味的是,很多这些发现都是通过简单的计算机游戏作为工具来探知人们是如何在特定的环境下学习和作出行为的。
Ironically, many of these discoveries used simple computer games as tools to explore how people learn and act under different conditions.
也许这是一个很不错的想法,但是教育家和心理学家们正在萌生一种担忧。 害怕孩子们在(游戏中)射击、爆破和狂奔的画面,会刺激他们做出很多危险、冒险行为。
Maybe it's wishful thinking, but a growing sentiment among many educators and psychologists suggests that all the shooting, blasting and racing may be spawning more adventurous, risk-taking thinkers.
实际上,这项研究非常简单,它只是把经常打游戏的人和不经常打游戏的大脑结构和行为差异进行了对比。
The study is really quite straightforward, comparing the structural and behavioral differences between two groups: frequent and infrequent gamers.
尽管Laird博士的游戏完全是靠游戏世界当中玩家的活动和行为,不过其他人却也使用了生理传感器。
Although Dr Laird is basing this purely on the player's activity and behaviour within the game world, others are using physiological sensors, too.
游戏引擎将会计算这个脚本并把这个行为和胆怯的巨人相关联。
The game engine will evaluate the script and link this behavior to the cowardly troll.
更严肃的,今年初Myndplay游戏和交互式电影用来作为减少狱中18-25岁囚徒再次犯罪率和反社会行为计划的一部分。
On a more serious note, earlier this year Myndplay games and interactive films were used as part of a scheme to reduce reoffending rates and anti-social behaviour among prison inmates aged 18 to 25.
通过声明这一点,Mozilla肯定了那些遵守游戏规则的通过网站,web服务和浏览器插件赚钱的商业行为。
By declaring this, Mozilla invites businesses who play by the rules to monetize via web sites, web services and browser extensions.
在她们发表于《进化与人类行为》刊物上的实验中,她们将96名男女学生分为三组,除第三组外,第一组和第二组接受专业按摩,然后第一组和第三组开始玩“信任游戏”。
The first and second received a professional massage but the third did not. Then the first and third group took part in a “trust game.
在本课程中,在虚幻引擎中使用行为状态创建AI,您将学习如何使用感知,意识和行为状态的力量创建添加到有趣的游戏场景的AI。
In this course, Creating AI with Behavior States in Unreal Engine, you will learn how to use the power of Perception, Awareness, and Behavior States to create AI that add to fun game scenarios.
如果游戏中角色的行为和努力没有一点英雄主义色彩,那么角色就会变得非常枯燥。
The character in the game would also probably be very boring if they weren't somewhat heroic in their deeds and efforts.
游戏玩家们的消费行为和交易都是依靠网络来完成,享受到的服务也是非物质化的,当问题出现时,受害的往往是消费者。
The consumptive behavior of game players and trading is to rely on a network to finish, the service that enjoys also is dematerialize, when the problem appears, of fall victim often is consumer.
玩家在游戏情境下,其化身所表现的态度和行为和玩家在现实世界中的表现有什么深层关联呢?本研究尝试探讨这一问题。
This study concerns the issue that was there a deep association between the performance of avatar in the game situations and the attitudes and behavior of player in the real world.
逻辑部分定义游戏引擎的核心原则和算法,数据部分提供其内容和行为的具体细节。
Logic definition of the core principles and algorithms of the game engine, the data afford some of its content and the specific details.
有多少交互作用分析学的书描述过怎样增加游戏行为减少亲密成分,有多少描述过怎样避免亲密和扩大思维和感觉的心理脚本的边界。
How many books on TA describe how to increase game behaviour and decrease the capacity for intimacy. How many describe how to avoid intimacy and increase script bound thinking and feeling.
有多少交互作用分析学的书描述过怎样增加游戏行为减少亲密成分,有多少描述过怎样避免亲密和扩大思维和感觉的心理脚本的边界。
How many books on TA describe how to increase game behaviour and decrease the capacity for intimacy. How many describe how to avoid intimacy and increase script bound thinking and feeling.
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