Results 61 to 70 of about 2,419,002 (282)
Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play [PDF]
Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and ...
Chumbley, J, Griffiths, MD
core
Multimodal Human–Robot Interaction Using Human Pose Estimation and Local Large Language Models
A multimodal human–robot interaction framework integrates human pose estimation (HPE) and a large language model (LLM) for gesture‐ and voice‐based robot control. Speech‐to‐text (STT) enables voice command interpretation, while a safety‐aware arbitration mechanism prioritizes gesture input for rapid intervention.
Nasiru Aboki +2 more
wiley +1 more source
Callous unemotional traits and self-regulation in adolescents with gaming disorder
Background Video games have become a primary source of entertainment for adolescents worldwide due to the widespread integration of digital technology into daily life.
Mariam Dawoud +2 more
doaj +1 more source
Background: Technology usage has seen an increase among users. The usage varies from social, personal, and psychological reasons. Users are frequently using to overcome mood states as well as to manage the other psychological states.
Aswathy Das +3 more
doaj +1 more source
LLM‐Integrated Human–Robot Interaction System for Microrobots
This paper proposes an LLM‐based control framework for guiding microrobots using human natural language. This framework can convert the natural human speech into safe and executable command sets for reliable navigation in complex environments. The experimental results show high accuracy and robustness in task performance, demonstrating the potential of
Bairong Zhu, Amar Salehi, Tingting Yu
wiley +1 more source
Background Problematic screen use, defined as an inability to control use despite private, social, and professional life consequences, is increasingly common among adolescents and can have significant mental and physical health consequences.
Julia H. Raney +7 more
doaj +1 more source
Context: There is a dearth of studies on the risk of gaming addiction (GA) in children and adolescents with disruptive behavior disorders (DBDs) and its comorbidity with attention-deficit hyperactivity disorder (ADHD).
Lavkush Verma +4 more
doaj +1 more source
A flexible, skin‐integrated electromagnetic actuator is developed for wearable virtual/augmented reality (VR/AR) haptic systems. A tunable design model enables control over displacement and resonance frequency. The system is validated through a custom VR application with a 6 × 4 actuator array, demonstrating real‐time, spatially targeted tactile ...
Naji Tarabay +9 more
wiley +1 more source
This work presents the MicroRoboScope, a highly integrated, compact, and portable microrobotic experimentation platform combining electromagnetic and acoustic actuation with real‐time visual feedback into a single, end‐to‐end device. The system enables closed‐loop control and tracking algorithm experimentation within an accessible and unified hardware ...
Max Sokolich +4 more
wiley +1 more source
Proposed Gaming Addiction Behavioral Treatment Method
This paper proposes a novel behavioral treatment approach using a harm-reduction, moderated play strategy to treat computer/video gaming addiction. This method involves the gradual reduction in game playtime as a treatment intervention.
Kenneth Woog
doaj +1 more source

