Results 61 to 70 of about 729,226 (277)

Towards a typology of video game trailers: Between the ludic and the cinematic

open access: yesG|A|M|E The Italian Journal of Game Studies, 2015
This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game ...
Jan Švelch
doaj  

The Effects of Video Games on Human Intelligence [PDF]

open access: yes, 2018
With the help of rapidly growing electronics industry offering more affordable electronic gaming devices, an increasing number of people have stepped into the realm of video games and as a result, playing video games has become part of life for many to ...
Hu, Wenxiang, Yuan, Lifeng
core   +1 more source

Earlier visual N1 latencies in expert video-game players: a temporal basis of enhanced visuospatial performance. [PDF]

open access: yes, 2013
Increasing behavioural evidence suggests that expert video game players (VGPs) show enhanced visual attention and visuospatial abilities, but what underlies these enhancements remains unclear.
Kirk, Ian J.   +4 more
core   +3 more sources

Enhanced Infection Resistance and Regenerative Healing of Titanium Implants via Peptide‐Loaded Biodegradable Coatings

open access: yesAdvanced Materials Technologies, EarlyView.
This study presents a new biodegradable coating for titanium implants using a natural antimicrobial peptide, caerin 1.9. Applied via solvent casting, the coating offers sustained antibacterial protection and promotes healing. Tested on 3D‐printed porous titanium scaffolds, it effectively prevented infection—including against resistant bacteria—while ...
Hejie Li   +7 more
wiley   +1 more source

Exploring Self-Regulation of More or Less Expert College-Age Video Game Players: A Sequential Explanatory Design

open access: yesFrontiers in Psychology, 2016
This study examined differences in self-regulation among college-age expert, moderately expert, and non-expert video game players in playing video games for fun. Winne’s model of self-regulation (Winne, 2001) guided the study.
Meryem YILMAZ SOYLU   +2 more
doaj   +1 more source

Musica ex machina:a history of video game music [PDF]

open access: yes, 2015
The history of video game music is a subject area that has received little attention by musicologists, and yet the form presents fascinating case studies both of musical minimalism, and the role of technology in influencing and shaping both musical form ...
McAlpine, Kenneth B.
core  

Passive Shape‐Adaptive Fluidic Interface for Enhanced Skin‐Sensor Coupling in Wearable Devices

open access: yesAdvanced Materials Technologies, EarlyView.
This study presents a passive fluidic interface for wearable biosensors that adapts to static and dynamic body shape changes to maintain consistent skin contact. Flexible, fluid‐filled pouches redistribute pressure from high‐load areas to regions requiring improved contact, enhancing signal quality and comfort in a compact, low‐energy design for ...
Natalia Sanchez‐Tamayo   +6 more
wiley   +1 more source

Cap‐oPMN: Oral Inflammatory Load Quantification Using Capillary Microfluidics and Automated Image Processing

open access: yesAdvanced Materials Technologies, EarlyView.
ABSTRACT Quantifying oral polymorphonuclear neutrophils (oPMNs) is a clinically validated approach for assessing periodontal inflammation. However, current methods, such as manual hemocytometry and flow cytometry, are time‐consuming (>3 h), require invasive sampling, and depend on staining and complex instrumentation, making them unsuitable for point ...
Mohsen Hassani   +9 more
wiley   +1 more source

It’s Double Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents

open access: yesFrontiers in Psychology, 2019
Due to the concerns over the effects of video game play, this study investigated adolescents’ moral development and their video game play. 166 adolescents aged 11–18 years (M = 13.08, SD = 1.91) attending an English school completed an online survey ...
Sarah E. Hodge   +2 more
doaj   +1 more source

Vision‐Augmented Wearable Interfaces: Bioinspired Approaches for Realistic AI‐Human‐Machine Interaction

open access: yesAdvanced Materials Technologies, EarlyView.
This review presents recent progress in vision‐augmented wearable interfaces that combine artificial vision, soft wearable sensors, and exoskeletal robots. Inspired by biological visual systems, these technologies enable multimodal perception and intelligent human–machine interaction.
Jihun Lee   +4 more
wiley   +1 more source

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