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In psychometrics, item response theory (IRT, also known as latent trait theory, strong true score theory, or modern mental test theory) is a paradigm for the design, analysis, and scoring of tests, questionnaires, and similar instruments measuring abilities, attitudes, or other variables.
The higher a person's ability relative to the difficulty of an item, the higher the probability of a correct response on that item. When a person's location on the latent trait is equal to the difficulty of the item, there is by definition a 0.5 probability of a correct response in the Rasch model.
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
The forgetting curve hypothesizes the decline of memory retention in time. This curve shows how information is lost over time when there is no attempt to retain it. [ 1 ] A related concept is the strength of memory that refers to the durability that memory traces in the brain .
Special cases of the sigmoid function include the Gompertz curve (used in modeling systems that saturate at large values of x) and the ogee curve (used in the spillway of some dams). Sigmoid functions have domain of all real numbers, with return (response) value commonly monotonically increasing but could be decreasing. Sigmoid functions most ...
Because of task differences, the shape of the curve can be highly variable. [3] For simple or well-learned tasks, the relationship is monotonic, and performance improves as arousal increases. For complex, unfamiliar, or difficult tasks, the relationship between arousal and performance reverses after a point, and performance thereafter declines ...
The standard Hubbert curve.For applications, the x and y scales are replaced by time and production scales. U.S. Oil Production and Imports 1910 to 2012. In 1956, Hubbert proposed that fossil fuel production in a given region over time would follow a roughly bell-shaped curve without giving a precise formula; he later used the Hubbert curve, the derivative of the logistic curve, [6] [7] for ...
The ideal difficulty therefore depends on individual player and should put the player in a state of flow. [6] [4] Consequently, for the development, it can be useful or even necessary to focus on a certain target group. Difficulty should increase throughout the game since players get better and usually unlock more power.