Results 21 to 30 of about 5,358,981 (187)
Active Learning with the CyberCIEGE Video Game [PDF]
Hands-on exercises promote active learning where student experience reinforces material presented in lectures or reading assignments [1]. Drawing the student into a meaningful context where student decisions have clear consequences strengthens the learning experience and thus improves the potential for internalization of knowledge. The CyberCIEGE video
Thompson, Michael, Irvine, Cynthia
openaire +3 more sources
Ontology-Coupled Active Contours for Dynamic Video Scene Understanding [PDF]
In this paper, we present an innovative approach coupling active contours with an ontological representation of knowledge, in order to understand scenes acquired by a moving camera and containing multiple non-rigid objects evolving over space and time ...
McCluskey, Thomas L. +4 more
core +4 more sources
The eSport or the competitive practice of a multiplayer video game in front of spectators has raised in success during recent years. This success echoes the development of active video games in the context of active physical leisure practices.
Denis Pasco
doaj +1 more source
The effects of active video games and selected movement games on physical literacy components and self-concept in 8-12-year-old children [PDF]
Background: Rapid modern world changes have impacted efforts to educate children with abilities and skills suitable for societal goals. Aims: The aim of the study was to investigate the effects of active video games and selected movement games on ...
Daryoush Khajavi +1 more
doaj +1 more source
Reversely Discovering and Modifying Properties Based on Active Deep Q-Learning
Many researchers studied DQN (Deep Q-Networks) to train a game AI to beat human players, while we trained an improved AI to reversely modify properties of 3D video games.
Lei Yu, Zhifa Huo
doaj +1 more source
Getting Active with Active Video Games: A Quasi-Experimental Study [PDF]
Given the cultural emphasis on academic achievement and environmental constraints to physical activity (PA), active video games (AVGs) may be used to decrease sedentary behavior and increase PA of Hong Kong children. This study explored the potential of a school-based AVG intervention on sedentary time, PA, body composition, and psychosocial factors ...
Yan Liang +3 more
openaire +2 more sources
Introduction: Autism spectrum disorders are of neuro-developmental conditions with the most prevalence among the children during recent years. Children with autism spectrum disorders usually have mobility problems in balance.
Neda Ghobadi +3 more
doaj +1 more source
Dutch children and parents' views on active and non-active video gaming [PDF]
Active video games that require whole body movement to play the game may be an innovative health promotion tool to substitute sedentary pastime with more active time and may therefore contribute to children's health. To inform strategies aimed at reducing sedentary behavior by replacing non-active by active gaming, opinions about active and non-active ...
de Vet, E., Wesselman, M., Simons, M.
openaire +4 more sources
Real Life Active Gaming Practices of 7–11-Year-Old Children [PDF]
Objective: In the laboratory, active gaming has been shown to increase physical activity levels in children compared with seated media activities. The information is sparse, however, about children's real life active gaming practices, and the laboratory ...
Allsop, Susan +7 more
core +1 more source
Energy expenditure of “Kinect™” exergaming in schoolchildren [PDF]
With declining levels of physical activity and increasing body mass indexes recent research has proposed that active video gaming could be a potential tool in the fight against childhood obesity.
Smallwood, Stephen R.
core +2 more sources

