Results 131 to 140 of about 167,859 (295)

Standards for educational, edutainment, and developmentally beneficial computer games

open access: yes, 2008
The results of a comprehensive review of the body of research concerning the developmental and educational value of computer gaming for children is reported. Based on the review, design criteria are proposed for educational and edutainment computer games.
Verenikina, I.   +2 more
core  

The Industry and Policy Context for Digital Games for Empowerment and Inclusion:Market Analysis, Future Prospects and Key Challenges in Videogames, Serious Games and Gamification

open access: yes, 2013
The effective use of digital games for empowerment and social inclusion (DGEI) of people and communities at risk of exclusion will be shaped by, and may influence the development of a range of sectors that supply products, services, technology and ...
Stewart, James   +3 more
core   +1 more source

Cteno‐Bot: An Untethered Metachronally Swimming Robot With Magnetoactive Propulsors

open access: yesAdvanced Intelligent Systems, EarlyView.
We present Cteno‐bot, an untethered ctenophore‐inspired robot which swims using metachronally coordinated appendages. A single mechanism controls up to 216 magnetoactive propulsors via a dynamically varying magnetic field. We show that the swimming speed of the robot can be increased without a corresponding increase in power requirement, simply by ...
David J. Peterman, Margaret L. Byron
wiley   +1 more source

The Burden of Queer Love

open access: yesPress Start, 2019
Video games are a unique narrative and interactive experience that allow players to construct their own fantasies through play. The fantastical possibilities a video game could explore are nearly limitless.
Brianna Dym
doaj  

Paving the way to e-services: Innovation through online games [PDF]

open access: yes
The transformative power of organizational and service innovations on value or supply chains has been the object of several studies. The question identified in this paper is how disruptive trends in the videogames world can have spill-over effects in the
De Prato, Giuditta, Simon, Jean Paul
core  

Dielectric Elastomer Actuators as Safe and Effective Tools for Mechanostimulation of Human Cells

open access: yesAdvanced Intelligent Systems, EarlyView.
Replicating physiological forces is crucial for realistic cell models. Dielectric elastomer actuators (DEAs) offer a soft alternative, though their high voltages raised toxicity concerns. We demonstrate that DEA stimulation causes no cell damage, cell death or cell‐cycle disruption, while activating mechanosensitive responses.
Simon Holzer   +6 more
wiley   +1 more source

AI‐Assisted IoT‐Enabled ECG Monitoring: Integrating Foundational and Generative AI Tools for Sustainable Smart Healthcare—Recent Trends

open access: yesAI &Innovation, EarlyView.
ABSTRACT The rapid evolution of the Internet of Things (IoT) has significantly advanced the field of electrocardiogram (ECG) monitoring, enabling real‐time, remote, and patient‐centric cardiac care. This paper presents a comprehensive survey of AI assisted IoT‐based ECG monitoring systems, focusing on the integration of emerging technologies such as ...
Amrita Choudhury   +2 more
wiley   +1 more source

Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering

open access: yesJournal of Open Humanities Data
The 1980s marked the arrival of microcomputers in our homes, as well as the advent of homebrew video game development (Swalwell, 2021). Next to working with the technological constraints of these early computers, many developers also had to figure out ...
Adrian Demleitner
doaj   +1 more source

Artificial Intelligence Challenges for Knowledge Innovation Cycles

open access: yesAI &Innovation, EarlyView.
ABSTRACT This article focuses on knowledge innovation and its contemporary reshaping, with particular attention to the growing role of AI in this process. This article first examines the general structure and phases of knowledge innovation cycles, aiming to identify AI's role within them.
Aharon Kellerman
wiley   +1 more source

Towards better gameplay in educational computer games: a PhD thesis

open access: yes, 2010
There is currently a notable amount of research suggesting that educators should use computer games as part of their teaching. Most of this research suggests why games should be used choosing very specific example games, or making broad sweeping ...
Frazer, Alex
core  

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