Results 61 to 70 of about 50,001 (265)
From video game to ethnographic video game
The evolution of visual methods transcends the traditional documentary film, embracing various digital formats alongside cinema. Video games, serious games, phone applications and virtual reality are now being used to carry out research, collect data and present the results to the scientific community and the general public. In this article, we look at
Jacques Ibanez Bueno +2 more
openaire +3 more sources
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
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
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
Can Video-Games Enhance Cognitive Ability?
Cognitive training is an intervention aimed at promoting various aspects of cognitive functioning. The most effective programs include the so-called multimodal training, i.e.
Marina Martinčević, Andrea Vranić
doaj
Automated game balancing of asymmetric video games [PDF]
Designing a (video) game such that it is balanced-i.e. fair for all players-is a prevailing challenge in game design. Perhaps counter-intuitively, games that are symmetric with respect to (board) design, starting conditions, and the employed action set, are not necessarily fair games. Indeed, perfect play from all players does not automatically lead to
Beau, Philipp, Bakkes, Sander
openaire +3 more sources
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
Children with neurodevelopmental disorders, such as ADHD, ASD and SLDs, often face challenges in executive functioning that can impact their inclusion and participation in educational and social experiences.
Martina Basciano +2 more
doaj +1 more source
Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice
There is growing interest in the employment of serious video games in science education, but there are no clear design principles. After surveying previous work in serious video game design, we highlighted the following design principles: 1) engage the ...
Konstantinos Chorianopoulos +1 more
doaj +1 more source

