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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 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.
idle animation An animation that occurs when the player character is not performing any actions. idle game A type of game where player progression happens without the player's input, and often even while the game is closed. See also clicker game. iframes. Also i-frames. See invincibility frames. in-app purchase (IAP)
The detrended price oscillator (DPO) is an indicator in technical analysis that attempts to eliminate the long-term trends in prices by using a displaced moving average so it does not react to the most current price action. This allows the indicator to show intermediate overbought and oversold levels effectively. [1] [2]
The momentum and ROC indicators show trend by remaining positive while an uptrend is sustained, or negative while a downtrend is sustained. A crossing up through zero may be used as a signal to buy, or a crossing down through zero as a signal to sell. How high (or how low when negative) the indicators get shows how strong the trend is.
A line break chart, also known as a three-line break chart, is a Japanese trading indicator and chart used to analyze the financial markets. [1] Invented in Japan, these charts had been used for over 150 years by traders there before being popularized by Steve Nison in the book Beyond Candlesticks.
For Fibre Channel, there is a sequence of primitives between successive frames, sometimes called interframe gap as well. The minimum sequence consists of six primitives, IDLE|IDLE|R_RDY|R_RDY|IDLE|IDLE. [6] Each primitive consists of four channel words of 10 bits each for 8b/10b encoded variants (1–8 Gbit/s), equivalent to four data bytes. [7]
A progress indicator is an element of a command-line interface, a textual user interface, or a graphical user interface that is intended to inform the user that an operation is in progress, to reassure that the system is not hung or waiting for user input, and often to provide the user with an estimate of how far through a task the system has ...