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News
September 11, 2026
How to Assess Students Knowledge in the Age of AI
A researcher at HSE University has proposed a flowchart to help lecturers decide how to assess students who use artificial intelligence. It shows where the use of AI should be restricted and where it can be incorporated into the learning process. The article has been published in IT Professional.
September 9, 2026
‘Balkan Hospitality Opens Doors: Studying Dialects on the Verge of Extinction
You cannot study spoken dialects from books. Instead, you need to go to a village, seek out its elders, and earn the trust of local residents before you can record hours of spontaneous stories. This is how Natalia Muravleva, Associate Professor at the Faculty of Humanities, conducts her research. Her internship in Serbia continued her long-standing study of dialects spoken by Macedonian settlers. In this interview, she discusses how diaspora cultural centres help researchers reach informants, why native speakers need to be interviewed only in their own language (otherwise, as she puts it, they may 'break'), and how a single field season helped her finalise her monograph. She also shares warm memories of autumn in Belgrade and of colleagues with whom grammar can be discussed in three languages at once.
September 9, 2026
Scientists Train Neural Network to Generate Process Plans from 3D Models
Researchers at the HSE FCS AI and Digital Science Institute have developed CAD2TechSpec, a framework that converts 3D models of mechanical parts into machining process plans—step-by-step instructions for machine tools. The solution aims to reduce the time required for the design and preparation of technical process documentation in mechanical engineering, aircraft manufacturing, and other high-tech industries. The study findings have been published in PeerJ Computer Science.

 

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Междисциплинарный подход к изучению видеоигр.

С. 193–198.
Timofeyeva O. A.
Language: Russian
Full text
Keywords: компьютерные игрывидеоигрыанализ базы диссертацийпонятие "игра"составляющие видеоигры

In book

Социология, естествознание, общество. Сб. научных статей и материалов Всероссийской научной конференции "Социология и естествознание: междисциплинарные подходы к изучению социальной реальности" 12-13 декабря 2014 года
М.: РОО "Сообщество профессиональных социологов; ООО "Вариант", 2014.
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Video games as stimuli in neuroimaging studies: a minireview
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Компьютерные игры как среда для психологических исследований
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Introduction. Video games constitute a special form of digital media characterized by dynamic environments that respond to players’ actions and integrated algorithms. Within psychological research, video games offer better validity compared to traditional automated assessment systems, enabling a naturalistic investigation of various phenomena. Furthermore, video games shape mental processes. These features are widely exploited in international psychological research and are critical ...
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Создание теста субъективного восприятия позитивной роли компьютерных игр
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Abstract. Computer games in recent years have become one of the main forms of leisure for people of different ages and genders, however, a huge part of research is devoted to their negative characteristics, especially addiction, or ways of using them on the part of a psychologist, while aspects of the subjective-personal perception of the ...
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Видеоигры в российских федеральных СМИ: трансформация дискурса
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На фоне роста популярности видеоигр изменяется отношение к ним в публичном дискурсе власти ― от критики и обвинений в пропаганде насилия к признанию их пользы для воспитания молодежи и других социально одобряемых эффектов. К главным признакам этой комплексной трансформации можно отнести звучащие с высоких трибун заявления о необходимости финансовой поддержки разработчиков отечественных видеоигр в целях ...
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Given the expansion of the gaming industry and the growing interest in video games, this study aims to identify strategies, tools, and methodological approaches that facilitate the successful adaptation of video games across various media platforms. The methodological foundation of the research is based on the analytical model developed by Gambarato, Alzamora, and Tarzia. The ...
Added: January 20, 2025
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This work is devoted to the issue of traumatic futurism in computer games. This type of game has long become an important element of the everyday culture of many people. That is why it is worth paying special attention to the study of their medial psychological capabilities and mechanisms of influence. In the modern world, ...
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Взаимосвязь предпочтений типов компьютерных игр с выраженностью кризисных и стрессовых переживаний в период ранней взрослости
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Nowadays, with the almost ubiquitous spread of the computers, video game industry has grown from a focused market to one of the main branches of the leisure industry, being increasingly popular, especially among young people. The article, presenting a part of dissertation research, investigates the relationship between crisis experience, daily stress, and genre preferences of ...
Added: November 15, 2024
Увлеченность форумными ролевыми играми как индикатор риска эмоционального выгорания менеджеров
Королева Н. Н., Glinkina L. S., Богдановская И. М. et al., - 2019 Т. 7 № 5
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The purpose of this study is to provide an in-depth legal analysis of the phenomenon of profitable video games, the copyright holders of which, unlike the owners of online computer games of previous generations, recognise the copyright of users in the works created or processed by them, and provide players with the opportunity to dispose ...
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