Results 51 to 60 of about 648,229 (287)

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

Teaching introductory undergraduate Physics using commercial video games [PDF]

open access: yes, 2011
Commercial video games are increasingly using sophisticated physics simulations to create a more immersive experience for players. This also makes them a powerful tool for engaging students in learning physics.
Allain R   +7 more
core   +3 more sources

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

Elements of Infrastructure Demand in Multiplayer Video Games

open access: yesMedia and Communication, 2019
With the advent of organized eSports, game streaming, and always-online video games, there exist new and more pronounced demands on players, developers, publishers, spectators, and other video game actors.
Alexander Mirowski, Brian P. Harper
doaj   +1 more source

Motivations and use of video games in engineering students

open access: yesJournal of Technology and Science Education, 2023
The use of video games has increased exponentially worldwide, mainly among the youth population. The main objective of this article is to evaluate the consumption habits and motivations of engineering students to play video games.
Rosa Núñez-Pacheco   +5 more
doaj   +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

An Analysis of Operant Conditioning and its Relationship with Video Game Addiction [PDF]

open access: yes, 2017
A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, “Essential Facts about the ...
Vu, Daniel
core   +1 more source

Project:Filter - using applied games to engage secondary schoolchildren with public policy [PDF]

open access: yes, 2019
Applied games present a twenty-first-century method of consuming information for a specific purpose beyond pure entertainment. Objectives such as awareness and engagement are often used as intended outcomes of applied games in alignment with strategic ...
Reid, Andrew J.
core   +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

Game Transfer Phenomena in video game playing: a qualitative interview study [PDF]

open access: yes, 2011
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and ...
Aronsson, K   +2 more
core  

Home - About - Disclaimer - Privacy