?
Realistic post-processing of rendered 3D scenes
P. 1–2.
In this talk, we show a realistic post-processing rendering based on generative adversarial network CycleWGAN. We propose to use CycleGAN architecture and Wasserstein loss function with additional identity component in order to transfer graphics from Grand Theft Auto V to the older version of GTA video-game, Grand Theft Auto: San Andreas. We aim to present the application of modern art style transfer and unpaired image-to-image translations methods for graphics improvement using deep neural networks with adversarial loss.
Очеретяный К. А., Галактика медиа: журнал медиа исследований 2026 Т. 7 № 2 С. 85–102
We use interfaces to disconnect from the situation around us, from the persistent experience of the outside world, from our neighbors. It is this ability of interfaces to legitimize “absence” that is usually overlooked in their analysis, as the emphasis is on concentration, management, and control. In reality, interfaces are not so much pragmatic and ...
Added: September 7, 2026
Dzhanashia K., Aleksandr Fedosov, Oleg Evsutin, Sensors 2025 Vol. 25 No. 23 Article 7726
Using an attack-simulation module is a well-recognized approach to improving the robustness of end-to-end neural-network-based data-hiding schemes. However, most proposed attack simulators are limited in the types of attacks they cover, usually handling only a basic set of digital transformations. Real, in-demand use cases for data-hiding methods may involve modifications that cannot be modeled by ...
Added: November 28, 2025
Трубицына Л. В., Ilichev N. R., Мир науки. Педагогика и психология 2021 Т. 9 № 3 С. 30
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 ...
Added: October 1, 2025
Lebedev S., Maksimenkova O. V., Pozdnyakov D., В кн.: Текущие вызовы в подготовке кадров. Обучение специалистов по современным направлениям информационных технологий, кибербезопасности и ИКТ-электроники, актуальным для экономики данных: сборник научных трудов.: Тверь: Издательство Тверского государственного университета, 2024. С. 106–108.
The report considers the issues of training computer games development specialists. The authors analyze the global and Russian educational landscape in this area and discuss the experience of design systematic training within the framework of the "Software Engineering" training direction. In addition, the authors consider the issues of scientific and applied projects related to the ...
Added: February 20, 2025
Glinkina L. S., Василенко В. Е., В кн.: Будущее клинической психологии - 2021Вып. 15.: Пермь: Пермский государственный национальный исследовательский университет, 2021.
With the recent changes in the field of the computer-game industry, we witness obsolescence in their classifications. In this study, we examine the relationship between crisis experience, daily stress, and genre preferences of modern O. A. Popov's classification based on the ability of the player to make moral decisions and the presence of the playable ...
Added: February 14, 2025
Glinkina L. S., Василенко В. Е., В кн.: Ананьевские чтения - 2022. 60 лет социальной психологии в СПБГУ: От истоков - к новым достижениям и инновациям.: СПб.: Скифия-принт, 2022.
Исследование проводилось с целью выявить возрастные и гендерные различия в компьютерной зависимости и личностных особенностях участников, играющих в компьютерные игры. В результате обнаружено, что большее количество времени в виртуальной среде проводят люди в возрасте от 15 до 24 лет. У юношей обнаружены более низкие показатели любознательности, упорства и открытости опыту, что свидетельствует о формировании волевых ...
Added: February 14, 2025
Glinkina L. S., Василенко В. Е., Мир науки. Педагогика и психология 2022 Т. 10 № 2
. Computer games, which originated as a phenomenon in the 1960s, have become a controversial phenomenon that has generated discussions in scientific circles. One of the sticking points of these debates is the problem of pathological computer-gaming involvement. The article, presenting part of the dissertation research, examines the predictors of computer-gaming involvement. The topicality of ...
Added: February 14, 2025
Glinkina L. S., Vasilenko V., Annual Review of CyberTherapy and Telemedicine 2022 Vol. 20 P. 25–29
With the growing popularity of computer games and the rapid development of this industry, it seems critical to have an up-to-date classification of computer-game types that won't grow old as quickly as the genre-typed did. This study investigates the relationship between computer-game-type preference and personality traits in the context of O. A. Popov's classification of ...
Added: February 14, 2025
Психологические предикторы разных типов вовлеченности в компьютерные игры в период ранней взрослости
Glinkina L. S., Василенко В. Е., Консультативная психология и психотерапия 2023 Т. 31 № 1 С. 107–126
Relevance. Due to the digital transformation of society, in modern psychology arises the question of what impact this transformation has on people, in particular, how computer-game involvement manifests itself and what causes it. Purpose. This paper aims to investigate the psychological predictors of various types of involvement in computer games. Method and sampling. 124 computer ...
Added: February 14, 2025
Kirichenko V., Галактика медиа: журнал медиа исследований 2024 Т. 6 № 4 С. 235–264
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, ...
Added: December 11, 2024
Glinkina L. S., Василенко В. Е., - 2021 Т. 9 № 5
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
Glinkina L. S., В кн.: ИНФОРМАЦИОННОЕ ОБЩЕСТВО: ОБРАЗОВАНИЕ, НАУКА, КУЛЬТУРА И ТЕХНОЛОГИИ БУДУЩЕГО Выпуск 3 (Труды XXII Международной объединенной научной конференции «Интернет и современное общество»Вып. 3.: СПб.: [б.и.], 2019.
The article is devoted to the problem of the relation between the characteristics of managers’ burnout and their forum-role-playing-games enthrallment. Employees experiencing burnout often use unconstructive ways of coping such as addictive behavior (which includes computer games enthrallment) as well as other forms of deviant behavior. A random sample of 59 Russian-speaking managers around the ...
Added: November 14, 2024
Королева Н. Н., Glinkina L. S., Богдановская И. М. et al., - 2019 Т. 7 № 5
The article is devoted to the analysis of the problem of involvement in computer games, in particular, Forum Role Playing Games, as an indicator of managers burnout. The results of a comparative study of manifestations of emotional burnout and a tendency to addictive behavior in groups of managers with extensive experience in Forum Role Playing ...
Added: November 14, 2024
Varnavsky A., Информатика и образование 2024 Т. 39 № 2 С. 48–58
The use of special computer games in classes increases student engagement and maintains their interest in learning, including learning computer science. Due to the logical and rational nature of solving programming problems, logic games and puzzle games that develop cognitive abilities, logical and algorithmic thinking are well suited for teaching computer science. Considering the popularity ...
Added: August 7, 2024
Belov A. V., Sapozhnikov A., Semichasnov I., , in: Proceedings of the 2021 IEEE International Conference "Quality Management, Transport and Information Security, Information Technologies" (IT&QM&IS).: IEEE, 2021. P. 485–490.
The purpose of this work is to develop algorithms and game mechanics for controlling the car driving along a track using a genetic algorithm for training a neural network with the ability to save and load the obtained weights during training. A genetic algorithm and a neural network were developed using the C ++ programming ...
Added: January 14, 2022
Vetushinskiy A., Социология власти 2020 № 3 С. 14–31
The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards ...
Added: August 21, 2021
Nepiypov V., Международный журнал исследований культуры 2020 № №2 (2020) С. 130–147
The article is devoted to the scholarly rethinking of the digital film’s s concept, which today is widely used in both scientific research and industry. Lev Manovich writes about the "death" of the cinema and its transformation into animation, another point of view is presented, for example, by the creator of Star Wars, George Lucas, ...
Added: January 15, 2021
Vasiliev V., Zaramenskikh E., Vasilieva E., , in: Digital Transformation and New Challenges: Digitalization of Society, Economics, Management and Education.: Cham: Springer, 2020. Ch. 7 P. 73–82.
The gaming industry is only approaching the stage of formalizing the monetization rules and methods. In business, there are already dozens of monetization ways, each of which has a different effect on both the company’s’ profits and the loyalty of its customers. Efficient layout of various monetization methods, based on the product provided within the ...
Added: October 1, 2020