Results 71 to 80 of about 729,226 (277)

The Impact of Action Video Game Training on Mathematical Abilities in Adults

open access: yesAERA Open, 2017
Playing action video games has previously been linked to improvements in attentional control, the ability to choose what to attend and what to ignore that relies on a frontoparietal network of the brain.
Melissa E. Libertus   +6 more
doaj   +1 more source

Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

open access: yesFrontiers in Psychology, 2018
The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults.
Ann-Christin S. Kimmig   +5 more
doaj   +1 more source

3D Printed Omniphobic Slippery Liquid Infused Porous Surfaces for Low Surface Tension Repellency

open access: yesAdvanced Materials Technologies, EarlyView.
A 3D printing strategy fabricates omniphobic slippery liquid‐infused porous structures with lubricant reservoirs and interconnected microchannels. A post‐printing surface treatment modifies the porous surface to ensure compatibility with the infused fluorinated lubricant.
Noa Trink, Shlomo Magdassi
wiley   +1 more source

The impact of video game addiction on aggressive behaviour among tertiary students in Sri Lanka

open access: yesDiscover Education
This research examines the impact of video game addiction on aggressive behaviour of tertiary students in Sri Lanka. Video game addiction, with its potential adverse impacts has raised concerns among the public, especially regarding its link to ...
Warnage Yasanthi Sandamini Fonseka   +8 more
doaj   +1 more source

‘It’s a-me, Mario!’ Exploring dynamic changes and similarities in the composition of early Nintendo video game music [PDF]

open access: yes, 2015
As with films, a thoughtfully composed video game soundtrack has the ability to dramatically enhance and elevate the experience for the audience or player. This article explores the potential issues and difficulties of composing for video game systems by
Fox, James Anthony
core   +1 more source

Continual Learning for Multimodal Data Fusion of a Soft Gripper

open access: yesAdvanced Robotics Research, EarlyView.
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

PENGARUH BERMAIN VIDEO GAME TIPE ENDLESS RUNNING TERHADAP ATENSI

open access: yesJurnal Kedokteran Diponegoro, 2017
Latar Belakang: Video game masih dipandang oleh masyarakat hanya berdampak negatif. Video game tipe endless running memerlukan atensi dan koordinasi visuomotorik yang baik karena game ini memiliki tempo yang cepat dan kecepatannya bertambah seiring ...
Vania Oktaviani Sujamto   +2 more
doaj   +1 more source

Play and Learn: Using Video Games to Train Computer Vision Models [PDF]

open access: yes, 2016
Video games are a compelling source of annotated data as they can readily provide fine-grained groundtruth for diverse tasks. However, it is not clear whether the synthetically generated data has enough resemblance to the real-world images to improve the
Little, James J.   +2 more
core   +1 more source

A Multidirectional Textile Interface for Remote Control Using Dynamic Area‐Based Capacitance Modulation

open access: yesAdvanced Robotics Research, EarlyView.
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

HUMAN VIRTUAL REALITY ELEVATED-PLUS-MAZE AS A TOOL FOR THE ASSESSMENT OF PSYCHOPHYSIOLOGICAL ALTERATIONS IN ALCOHOL AND CANNABIS USE. A TRANSLATIONAL APPROACH

open access: yesIBRO Neuroscience Reports, 2023
Román D. Moreno-Fernández   +7 more
doaj   +1 more source

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