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Virtual reality is a computer-generated simulation of a real or imaginary three-dimensional environment that has entered our lives, particularly for gaming. Lately, it has been permeating into many aspects of our everyday life, such as exercise.
Evlalia Touloudi +4 more
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Experiencing the impossible and creativity: a targeted literature review [PDF]
Previous work suggests that unexpected and surprising experiences (e.g., living in another culture or looking at surreal images) promotes creative thinking.
Richard Wiseman, Caroline Watt
doaj +2 more sources
From Trend Analysis to Virtual World System Design Requirement Satisfaction Study
Virtual worlds have become global platforms connecting millions of people and containing various technologies. The development of technology, shift of market value, and change of user preference shape the features of virtual worlds.
Cai, Hongming +5 more
core +1 more source
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail.
A.Lewis +6 more
core +1 more source
Background Robotic therapy and serious gaming support motor learning in neurorehabilitation. Traditional monitor-based gaming outputs cannot adequately represent the third dimension, whereas virtual reality headsets lack the connection to the real world.
Alexandra Charlotte de Crignis +7 more
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Newest findings on gaming addiction treatment
Background: With introduction of new technologies, mainly computers and internet, the lives of societies are being transferred more often to virtual reality. What happens to be one of the greatest achievements of human kind, being able to archive all of
Maria Golebiowska, Beata Golebiowska
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Virtual reality (VR) gaming is promising in sustaining children’s participation during intensive physical rehabilitation. This study investigated how integration of a custom active serious gaming with a robot-motorized elliptical impacted children’s ...
Chun-Kai Huang +5 more
doaj +1 more source
Paper Gaming: Creating IoT Paper Interactions with Conductive Inks and Web-connectivity through EKKO [PDF]
Paper is ubiquitous. It forms a substantial part of our everyday activities and interactions; ranging from our take-away coffee cups -- to wallpaper -- to rail tickets -- to board and card games.
Egglestone, Paul +3 more
core +1 more source
Gaming Disorder: A Contemporary Ampliative Account [PDF]
Diagnosing gaming disorder requires that mental health practitioners weigh in patient's values in an appropriate symmetry with an evidence-based approach to deal with patient's issues.
Bamijoko-Okungbaye, A +2 more
core +1 more source
Playing Closer: Using Virtual Reality to Measure Approach Bias of Internet Gaming Disorder
Playing online games is gradually becoming mainstream entertainment, but some people may develop Internet gaming disorder (IGD). Like other behavioral addictive diseases, one of the main characteristics of IGD is a craving for games, which also makes ...
Wen Wei +4 more
doaj +1 more source

