Results 81 to 90 of about 705,935 (306)
Rethinking Digital Games in a Critical and Participatory Perspectives. A Brief Reflection
Digital games are social objects created based on our culture and society and at the same time they contribute to shaping our world. Through a critical perspective of digital games and technology, it is possible to discuss the unfolding of these ...
Patrícia da Silva Leite +1 more
doaj +1 more source
Writing In and Around Video Games [PDF]
This undergraduate course uses video games as a lens through which to explore the infinitely broader topic of digital rhetoric. Students encounter games in several different ways: as texts to analyze, raw material for video compositions, systems to ...
Sierra, Wendi
core +1 more source
Transducers convert physical signals into electrical and optical representations, yet each mechanism is bounded by intrinsic trade‐offs across bandwidth, sensitivity, speed, and energy. This review maps transduction mechanisms across physical scale and frequency, showing how heterogeneous integration and multiphysics co‐design transform isolated ...
Aolei Xu +8 more
wiley +1 more source
Intrinsic fantasy: motivation and affect in educational games made by children [PDF]
The concept of intrinsic fantasy has been considered central to the aim of usefully applying the positive affect of computer games to learning. Games with intrinsic fantasy are defined as having “an integral and continuing relationship with the ...
Ainsworth, Shaaron +2 more
core
ABSTRACT Quantifying oral polymorphonuclear neutrophils (oPMNs) is a clinically validated approach for assessing periodontal inflammation. However, current methods, such as manual hemocytometry and flow cytometry, are time‐consuming (>3 h), require invasive sampling, and depend on staining and complex instrumentation, making them unsuitable for point ...
Mohsen Hassani +9 more
wiley +1 more source
Game-Based Learning experiences in primary mathematics education
Using game-based learning (GBL), especially digital game-based learning (DGBL), as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning.
Edith Debrenti
doaj +1 more source
This review presents recent progress in vision‐augmented wearable interfaces that combine artificial vision, soft wearable sensors, and exoskeletal robots. Inspired by biological visual systems, these technologies enable multimodal perception and intelligent human–machine interaction.
Jihun Lee +4 more
wiley +1 more source
The effect of time manipulation on immersion in digital games [PDF]
Many empirical studies look into identifying factors that influence the quality of experience in video games. In this paper, we present research into the effect of playing time and players’ perception of the time on their immersion in the game.
Abd Rahman, M. H. +2 more
core +1 more source
3D Printed Omniphobic Slippery Liquid Infused Porous Surfaces for Low Surface Tension Repellency
A 3D printing strategy fabricates omniphobic slippery liquid‐infused porous structures with lubricant reservoirs and interconnected microchannels. A post‐printing surface treatment modifies the porous surface to ensure compatibility with the infused fluorinated lubricant.
Noa Trink, Shlomo Magdassi
wiley +1 more source
The trend of educational board games is experiencing significant growth, with notable integration of technology; however, many educators continue to use both digital and physical board games.
Pakinee Ariya +3 more
doaj +1 more source

