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Background The study of human movement within sports biomechanics and rehabilitation settings has made considerable progress over recent decades. However, developing a motion analysis system that collects accurate kinematic data in a timely, unobtrusive ...
Steffi L. Colyer +3 more
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Algorithmic Audiences, Serialized Streamers, and the Discontents of Datafication
This article addresses streaming television platforms’ reliance on algorithms, serial narratives, and user interfaces and the effect of these strategies on the television viewing audience.
Anne Gilbert
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Motion Recommender for Preventing Injuries During Motion Gaming
This paper presents an intelligent assistant for preventing the injuries during motion gaming. In our previous work, we invented UKI, a middleware that allows its users to play any existing game by using body motions.
Pujana Paliyawan +2 more
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The ability to accurately and non-invasively measure 3D mass centre positions and their derivatives can provide rich insight into the physical demands of sports training and competition.
Laurie Needham +3 more
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Hybrid forms of entertainment in the media [PDF]
The media environment is an extremely variable universe where every now and again we can observe the emergence of new phenomena. Many of those form through blending of often rather different and distant areas.
Czarnek-Wnuk, Paulina
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Using Games to Study Law of Motions in Mind
The development of games had been seen as an essential field of study in artificial intelligence. Although game concepts have been adopted in various problem domains, understanding the nature of game playing's underlying mechanism has been limited.
Hiroyuki Iida, Mohd Nor Akmal Khalid
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The neuropsychological profile of professional action video game players [PDF]
In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed ...
Julie Justine Benoit +4 more
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Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter [PDF]
Multiparty-interaction technology is changing entertainment, education, and training. Deployed examples of such technology include embodied agents and robots that act as a museum guide, a news presenter, a teacher, a receptionist, or someone trying to ...
Goren-Bar, D. +6 more
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Background Immersive virtual reality (VR) is increasingly used to support cognition, mobility, and emotional well‑being in older adults with mild cognitive impairment (MCI), dementia, or frailty.
Kazumi Kubota +6 more
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Runner: A 2D platform game for physical health promotion
Runner is a 2D platform game designed to be used for conducting research studies on health promotion. This paper presents basic features of the game and describes how contents are procedurally generated.
Camille El-Habr +3 more
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