Results 101 to 110 of about 3,267,996 (315)
Applying Massively Multiplayer Online Games (MMOGs) in EFL Teaching
This article explores the use of massively multiplayer online games (MMOGs) as a type of serious games that have English as a Foreign Language (EFL) learning potentials.
H. Azman, Nurul Farhana Dollsaid
semanticscholar +1 more source
This article presents dielectric elastomer switch (DES) materials, based on composite thin films. Alignment of graphite flakes due to their physical confinement within the thin films lead to much stronger piezoresistive responses than bulk composites, while their durability exceeds that of conventional liquid‐based DES materials.
Lingyu Liu +3 more
wiley +1 more source
Online gamers have increased exponentially in the last few years in all types of online games, including mind-sport games. These games, like Bridge or Chess, have been traditionally played face-to-face. Nowadays more and more players prefer to use online
Manuela Linares +2 more
doaj +1 more source
Designing the Lost Self: Older Adults' Self-representations in Online Games
Older adults are increasingly engaging in online activities, including games, with other people. Many online environments require the user to create some form of self-representation, ranging from a simple user name through to a full body avatar.
R. Carrasco +3 more
semanticscholar +1 more source
Continual Learning for Multimodal Data Fusion of a Soft Gripper
Models trained on a single data modality often struggle to generalize when exposed to a different modality. This work introduces a continual learning algorithm capable of incrementally learning different data modalities by leveraging both class‐incremental and domain‐incremental learning scenarios in an artificial environment where labeled data is ...
Nilay Kushawaha, Egidio Falotico
wiley +1 more source
Time for play – An exploratory analysis of the changing consumption contexts of digital games [PDF]
This study posits that Internet technologies are relaxing the coupling constraints required for the consumption of digital games, resulting in entirely different modes of consumption than has been the norm for the past thirty years.
Deal, David
core +1 more source
Massive multiplayer online role-playing games (MMORPGs) are very popular in China, which provides a potential platform for scientific research. We study the online-offline activities of avatars in an MMORPG to understand their game-playing behavior.
Jiang, Zhi-Qiang +2 more
core +1 more source
Editors' Introduction There is no question that games have operated as a cultural enigma for media and cultural studies. And there have been many attempts to categorise what is actually going on with electronic games. On a straightforward level with the amount of carnage that is associated with shooter games, the number of ...
openaire +1 more source
Here, we present a textile, wearable capacitive interface enabling multidirectional remote control by dynamically modulating electrode overlap and spacing via a freely gliding upper electrode. A forearm‐mounted prototype drives robotic and media tasks with 12–15 ms latency, maintains < 0.8% drift after 500 cycles, and remains stably functional at 90 ...
Cagatay Gumus +8 more
wiley +1 more source
Socio-psychological aspects, depending on the online games and the method of its diagnosis
The article analyzes a non-chemical type of the dependence on online games. The author considers classification and universal signs of dependence and draws the line between the two types of addictive behavior: Internet dependence and dependence on online
Kochetkov N.V.
doaj +1 more source

