Results 1 to 10 of about 31,655 (219)
Give Me a Sign: Using Data Gloves for Static Hand-Shape Recognition
Human-to-human communication via the computer is mainly carried out using a keyboard or microphone. In the field of virtual reality (VR), where the most immersive experience possible is desired, the use of a keyboard contradicts this goal, while the use ...
Philipp Achenbach +4 more
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Editorial of Vol. 10, No. 2.
Serious Games Society
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Recognizing Full-Body Exercise Execution Errors Using the Teslasuit
Regular physical exercise is essential for overall health; however, it is also crucial to mitigate the probability of injuries due to incorrect exercise executions.
Polona Caserman +2 more
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AquaScouts: ePROs Implemented as a Serious Game for Children With Cancer to Support Palliative Care
MyPal is a European initiative focusing on the use of the electronic patient reported outcome (ePRO) measures to enhance patient engagement in palliative cancer care via digital self-reporting palliative care for patients with cancer.
Stefan Hoffmann +17 more
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Using Greenfoot as a Tool for Serious Games Programming Education and Development
Greenfoot is an educational programming environment that aims to motivate students in learning object-oriented programming (OOP) through the development of simple games and simulations.
Stelios Xinogalos +1 more
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Implementing Deep Reinforcement Learning (DRL)-based Driving Styles for Non-Player Vehicles
We propose a new, hierarchical architecture for behavioral planning of vehicle models usable as realistic non-player vehicles in serious games related to traffic and driving.
Luca Forneris +6 more
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State-of-the-art in Business Games
The use of digital games and gamification has demonstrated potential to improve many aspects of how businesses provide training to staff, and communicate with consumers. However, there is still a need for better understanding of how the adoption of games
Panagiotis Petridis +7 more
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Mathematical game performance as an indicator of deliberate practice
The traditional classroom setting presents challenges when it comes to strengthening adaptive expertise in mathematics education through deliberate practice.
Jake McMullen +4 more
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This study examines how 12-15-year-old students use information while playing Geome, a mixed reality game intended for museum school visits. Geome presents environmental issues, prompting students and asking them to discern and dismiss misinformation ...
Simon Morard +2 more
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Knowledge-based assessment in serious games: an experience on emergency training
Emergency preparedness is a promising application field for digital serious games enabling the simulation of real emergency scenarios and allowing a high learning transfer thanks to engagement and focus on specific tasks.
Nicola Capuano, Richard King
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