Results 151 to 160 of about 601,039 (340)
Targeting the Audience: Video Games as War Propaganda in Entertainment and News
Rune Ottosen
openalex +2 more sources
Active Whisker‐Inspired Food Material Surface Property Measurement Using Deep‐Learned Mechanosensor
Herein, a new application is proposed for an active whisker sensor that mimics the movement of rat whiskers. The whiskers, which are deformed by contact with an object, provide information about surface properties. It is shown that active whisker sensors can be useful in the food industry, and data identification is performed using deep learning ...
Jieun Park+13 more
wiley +1 more source
The effects of home video games on television receivers
Kenneth W Yee, Owen B Laug
openalex +1 more source
Motion Sickness, Console Video Games, and Head-Mounted Displays [PDF]
Omar Merhi+3 more
openalex +1 more source
Large Language Model‐Based Chatbots in Higher Education
The use of large language models (LLMs) in higher education can facilitate personalized learning experiences, advance asynchronized learning, and support instructors, students, and researchers across diverse fields. The development of regulations and guidelines that address ethical and legal issues is essential to ensure safe and responsible adaptation
Defne Yigci+4 more
wiley +1 more source
ANALYSIS ON THE COREEELATION BETWEEN ROLE-PLAYING VIDEO GAMES AND ENGLISH VOCABULARY RANGE [PDF]
ANALYSIS ON THE COREEELATION BETWEEN ROLE-PLAYING VIDEO GAMES AND ENGLISH VOCABULARY RANGE
Michael Bourne., David+1 more
core
Advancements in Machine Learning for Microrobotics in Biomedicine
Microrobotics is an innovative technology with great potential for noninvasive medical interventions. However, controlling and imaging microrobots pose significant challenges in complex environments and in living organisms. This review explores how machine learning algorithms can address these issues, offering solutions for adaptive motion control and ...
Amar Salehi+6 more
wiley +1 more source
Autonomy in Video Games and Gamification [PDF]
In the past decade, gamification (using game elements in non-gaming tasks to enhance motivation and engagement) has become a popular concept in many industries, but few studies have explored the principles under which it works.
Leventhal, Jonathan
core +1 more source
Creativity in the translation of video games
La traducción raramente funciona de una forma horizontal en la que equivalentes directos se encuentran con facilidad en glosarios, pero la traducción de videojuegos (conocida en la industria como “la localización de videojuegos”) parece ofrecer una vuelta de tuerca más debido al producto en sí, y al tipo de ocio que se supone que ha de proveer.
openaire +4 more sources