Results 21 to 30 of about 1,088,602 (283)

A Review of the Evolution of Vision-Based Motion Analysis and the Integration of Advanced Computer Vision Methods Towards Developing a Markerless System

open access: yesSports Medicine - Open, 2018
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
doaj   +1 more source

Algorithmic Audiences, Serialized Streamers, and the Discontents of Datafication

open access: yesGlobal Storytelling, 2022
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
doaj   +2 more sources

Motion Recommender for Preventing Injuries During Motion Gaming

open access: yesIEEE Access, 2019
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
doaj   +1 more source

Can Markerless Pose Estimation Algorithms Estimate 3D Mass Centre Positions and Velocities during Linear Sprinting Activities?

open access: yesSensors, 2021
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
doaj   +1 more source

Hybrid forms of entertainment in the media [PDF]

open access: yes, 2017
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
core   +2 more sources

Using Games to Study Law of Motions in Mind

open access: yesIEEE Access, 2020
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
doaj   +1 more source

The neuropsychological profile of professional action video game players [PDF]

open access: yesPeerJ, 2020
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
doaj   +2 more sources

Presenting in Virtual Worlds: An Architecture for a 3D Anthropomorphic Presenter [PDF]

open access: yes, 2006
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
core   +4 more sources

Immersive virtual reality for older adults with mild cognitive impairment, dementia, or cognitive frailty: a systematic review and narrative synthesis (2019–2025)

open access: yesBMC Geriatrics
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
doaj   +1 more source

Runner: A 2D platform game for physical health promotion

open access: yesSoftwareX, 2019
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
doaj   +1 more source

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