Results 51 to 60 of about 58,889,541 (252)
Game (technology) based training
S.63-72Die Betrachtung von Computerspielen in interaktiven Trainingsanwendungen eröffnet zwei grundlegende Ansätze. Der erste Aspekt ist die Nutzung von Spieletechnologien (game technology based) als Erweiterung von Virtual Reality basierten ...
Hellmich, C.
core +1 more source
Non-digital game-based learning: a powerful tool to teach theories of architecture
Gaming has become an integral part of the educational culture, where games have rapidly emerged in various pedagogical approaches. Studies have been conducted worldwide on edu-gaming, game-based learning (GBL) and gamification as constructivist teaching ...
Alia Sameh Okasha
doaj +1 more source
Artificial Intelligence Meets Micro/Nanorobotics
Artificial intelligence is transforming micro‐ and nanorobots from externally controlled, task‐specific machines into adaptive, autonomous systems. Machine learning, multimodal perception, digital twins, AI‐guided materials and geometry design enhance propulsion, localization, decision‐making, whichaccelerates clinical and environmental applications ...
Fatma M. Yurtsever +6 more
wiley +1 more source
Self‐invalidating multilayer physical unclonable functions (PUFs) integrate fingerprint‐like metal nanopattern bilayers from block copolymer templates with highly reactive reduced graphene oxide (rGO) interlayers. This tamper‐responsive architecture blocks all unauthorized physical and chemical replication attempts while autonomously deactivating ...
Gyu Hui Jo +7 more
wiley +1 more source
Game Jams for Learning and Teaching
Game jams are intensive events focusing on creation. Their popularity and visibility have soared in recent years. The phenomenon has attracted the attention of scholars interested in education and learning, and the potential of game jams has been studied
Stenros, Jaakko +3 more
core +1 more source
Digital game-based learning operationalization strategies [PDF]
The paper presents a theoretical overview of digital game-based learning operationalization strategies. As digital games gradually permeated all the pores of modern society, they clearly cannot stand a side in contemporary educational practice.
Aleksić Veljko V.
doaj
Dense tactile streams from across the humanoid body converge on collide in a central wiring and data bottleneck. By relocating computation closer to and then into the skin itself, near‐ and in‐sensor architectures, together with neuromorphic computing, chart a path toward perception‐native electronic skin, in which the conversion of stimulus into ...
Mijin Kim +6 more
wiley +1 more source
Multimodal Engagement Assessment in Children During Invented Story Paradigm With a Social Robot
A multimodal framework is proposed to assess children's engagement during storytelling interactions with a social robot. Gaze, physiological, and behavioral data are combined and validated against observer ratings. An automated gaze‐labeling strategy is introduced, and supervised classifiers achieve high accuracy. The study supports scalable engagement
Laura Fiorini +7 more
wiley +1 more source
Here, we present a textile, wearable capacitive interface enabling multidirectional remote control by dynamically modulating electrode overlap and spacing via a freely gliding upper electrode. A forearm‐mounted prototype drives robotic and media tasks with 12–15 ms latency, maintains < 0.8% drift after 500 cycles, and remains stably functional at 90 ...
Cagatay Gumus +8 more
wiley +1 more source
This work presents the MicroRoboScope, a highly integrated, compact, and portable microrobotic experimentation platform combining electromagnetic and acoustic actuation with real‐time visual feedback into a single, end‐to‐end device. The system enables closed‐loop control and tracking algorithm experimentation within an accessible and unified hardware ...
Max Sokolich +4 more
wiley +1 more source

