Results 51 to 60 of about 25,469 (289)
Engagement, enjoyment, and energy expenditure during active video game play.
Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be ...
Ribisl, Kurt M. +5 more
core +1 more source
A swelling‐programmed micropatterned hydrogel guides adherent cells through a controlled transition from cell–matrix anchoring to cadherin‐mediated cell–cell compaction, enabling rapid assembly of high‐viability spheroids with defined size and morphology.
Han Gyeol Nam +8 more
wiley +1 more source
Cognitive Enhancement via Neuromodulation and Video Games: Synergistic Effects?
Transcranial magnetic stimulation (TMS) is a non-invasive brain stimulation technique able to modulate cortical excitability. This modulation may influence areas and networks responsible for specific cognitive processes, and the repetition of the induced
Marc Palaus +3 more
doaj +1 more source
Brain activity and desire for Internet video game play [PDF]
Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic ...
Doug Hyun, Han +5 more
openaire +2 more sources
ABSTRACT Traditional wearable exoskeletons rely on rigid structures, which limit comfort, flexibility, and everyday usability. This work introduces the fundamental technologies to create the first soft, lightweight, intelligent textile‐based exoskeletons (Texoskeletons) built using 1D sensors and actuators.
Amy Lukomiak +19 more
wiley +1 more source
Background Childhood obesity has reached epidemic proportions in developed countries. Sedentary screen-based activities such as video gaming are thought to displace active behaviors and are independently associated with obesity. Active video games, where
Rodgers Anthony +9 more
doaj +1 more source
Advances in Sustainable and Wearable Textile Based Soft Robotics
This Review examines advances in wearable textile‐based soft robotics, focusing on sustainable materials, integrated sensing, and scalable actuation. It discusses manufacturing and system integration across healthcare, assistive robotics, prosthetics, and human–machine interfaces, and highlights key challenges in circular design, including life‐cycle ...
Zahir Abbas +6 more
wiley +1 more source
State Policy in the Field of Video Games: Approaches and Prospects
The objective of the article is to identify the most pertinent approaches and prospects for state policy in the field of video games. The author’s methodological perspective includes the principles of critical discourse analysis of academic works ...
Sergey N. Fedorchenko
doaj +1 more source
Activity-Promoting Video Games and Increased Energy Expenditure [PDF]
To test the hypothesis that both children and adults would expend more calories and move more while playing activity-promoting video games compared with sedentary video games.In this single-group study, 22 healthy children (12 +/- 2 years; 11 male, 11 female) and 20 adults (34 +/- 11 years; 10 male, 10 female) were recruited.
Lorraine, Lanningham-Foster +5 more
openaire +2 more sources
Weaving Intelligence: Thermally Drawn Multimaterial Fibers Toward AI‐Enabled Smart Textiles
Thermally drawn multimaterial fibers are rapidly advancing as intelligent structural units for next‐generation smart textiles. Integrating multimaterial architectures with neuromorphic and spiking‐neural‐network principles enables fabrics that can sense, compute, and adapt autonomously.
Vuong Dinh Trung +9 more
wiley +1 more source

