Results 21 to 30 of about 258,518 (211)

Using Video Analysis and Machine Learning for Predicting Shot Success in Table Tennis

open access: yesEAI Endorsed Transactions on Creative Technologies, 2015
Coaching professional ball players has become more and more dicult and requires among other abilities also good tactical knowledge. This paper describes a program that can assist in tactical coaching for table tennis by extracting and analyzing video ...
Lukas Draschkowitz   +2 more
doaj   +1 more source

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

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

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

Player adaptive entertainment computing (PAEC) : mechanism to model user satisfaction by using neuro linguistic programming (NLP) techniques [PDF]

open access: yes, 2008
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media.Two of the important areas in PAEC are to create specific targeted strategies to cater for ...
Wong, K.W.   +7 more
core   +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

Exergaming : a future of mixing entertainment and exercise assisted by mixed reality agents [PDF]

open access: yes, 2010
Childhood obesity [Lung and Initiative, 2000] has become a major problem for many countries in recent years and addressing the obesity epidemic remains an outstanding public health issue.
Gorgu, Levent   +11 more
core   +1 more source

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

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

The Relationship between Player’s Value Systems and Their In-Game Behavior in a Massively Multiplayer Online Role-Playing Game

open access: yesInternational Journal of Computer Games Technology, 2017
This study examines the relationship between player’s value systems and their actions in playing a massively multiplayer online role-playing game. Online survey data from 1,577 players were paired with their behavioral metrics within the game.
Chaoguang Wang, Gino Yu
doaj   +1 more source

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