Results 11 to 20 of about 122,231 (272)

FROG 2022

open access: yesMedienimpulse, 2022
Die 16. F.R.O.G – Future and Reality of Gaming wird im kommenden Oktober wieder im Wiener Rathaus stattfinden. Hier die ersten Informationen und Daten für die Leserinnen und Leser der MEDIENIMPULSE.
Katharina Kaiser-Müller
doaj   +2 more sources

Exploring relevant technologies for simulating user interaction in Metaverse virtual spaces [PDF]

open access: yesRevista Română de Informatică și Automatică, 2023
The Metaverse concept describes a virtual collective space where users engage with simulated or computer-generated environments, enabled by cutting-edge technologies such as Virtual Reality (VR), Augmented Reality (AR), Blockchain, Artificial ...
Ion Alexandru MARINESCU   +1 more
doaj   +1 more source

A survey of haptics in serious gaming [PDF]

open access: yes, 2014
Serious gaming often requires high level of realism for training and learning purposes. Haptic technology has been proved to be useful in many applications with an additional perception modality complementary to the audio and the vision.
AM Okamura   +25 more
core   +1 more source

Policy and prevention approaches for disordered and hazardous gaming and internet use: an international perspective [PDF]

open access: yes, 2017
Problems related to high levels of gaming and Internet usage are increasingly recognized as a potential public health burden across the developed world.
A Blaszczynski   +58 more
core   +1 more source

Systematic review and meta-analysis of augmented reality in medicine, retail, and games

open access: yesVisual Computing for Industry, Biomedicine, and Art, 2020
This paper presents a detailed review of the applications of augmented reality (AR) in three important fields where AR use is currently increasing.
Pranav Parekh   +3 more
doaj   +1 more source

Examining the Feasibility of Early Mobilization With Virtual Reality Gaming Using Head-Mounted Display and Adaptive Software With Adolescents in the Pediatric Intensive Care Unit: Case Report

open access: yesJMIR Rehabilitation and Assistive Technologies, 2021
BackgroundEarly rehabilitative mobilization for adolescents is safe and feasible. However, there is a lack of published rehabilitation strategies and treatments that can maximize engagement and outcomes among adolescents in the pediatric intensive care ...
Lai, Byron   +5 more
doaj   +1 more source

A Palette of Deepened Emotions: Exploring Emotional Challenge in Virtual Reality Games [PDF]

open access: yes, 2020
Recent work introduced the notion of ‘emotional challenge’promising for understanding more unique and diverse player experiences (PX). Although emotional challenge has immediately attracted HCI researchers’ attention, the concept has
Chen, H.   +5 more
core   +1 more source

Research on the Pricing Strategy of Mobile Game Props [PDF]

open access: yesSHS Web of Conferences
In this paper, author will discuss pricing strategies for in-game items in mobile games and their significance within the gaming industry. Its market grows rapidly, and in-game items have become the primary source of income for companies.
Huang Yihan
doaj   +1 more source

Sex Differences and the Role of Gaming Experience in Spatial Cognition Performance in Primary School Children: An Exploratory Study

open access: yesBrain Sciences, 2021
Sex differences are repeatedly observed in spatial cognition tasks. However, the role of environmental factors such as gaming experience remains unclear.
Claudia van Dun   +5 more
doaj   +1 more source

Avatars Going Mainstream: Typology of Tropes in Avatar-Based Storytelling Practices [PDF]

open access: yes, 2016
Due to the growing popularity of video games, gaming itself has become a shared experience among media audiences worldwide. The phenomenon of avatar-based games has led to the emergence of new storytelling practices.
Tymińska, Marta
core   +1 more source

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