Results 71 to 80 of about 648,229 (287)

MicroRoboScope: A Portable and Integrated Mechatronic Platform for Magnetic and Acoustic Microrobotic Experimentation

open access: yesAdvanced Robotics Research, EarlyView.
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

Can Video-Games Enhance Cognitive Ability?

open access: yesPsychological Topics, 2019
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  

Teens, Video Games, and Civics [PDF]

open access: yes, 2008
Analyzes survey findings on trends in teenagers' video gaming, the social context, the role of parents and monitoring, and the link between specific gaming experiences and civic activities.
Alexandra Rankin Macgill   +4 more
core  

Consensus Formation and Change are Enhanced by Neutrality

open access: yesAdvanced Science, EarlyView.
Neutral agents are shown to enhance both the formation and overturning of consensus in collective decision‐making. A general mathematical model and experiments with locusts and humans reveal that neutrality enables robust consensus via simple interactions and accelerates consensus change by reducing effective population size.
Andrei Sontag   +3 more
wiley   +1 more source

Failure to demonstrate that playing violent video games diminishes prosocial behavior.

open access: yesPLoS ONE, 2013
BackgroundPast research has found that playing a classic prosocial video game resulted in heightened prosocial behavior when compared to a control group, whereas playing a classic violent video game had no effect.
Morgan J Tear, Mark Nielsen
doaj   +1 more source

In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids' Lives [PDF]

open access: yes, 2008
Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning The focus of this chapter is on how young people learn to play video games.
Laurie McCarthy   +2 more
core  

Do we need permission to play in public? The design of participation for social play video games at play parties and ‘alternative’ games festivals [PDF]

open access: yes, 2018
Play is a fundamental to being Human. It helps to make sense of the self, to learn, to be creative and to relax. The advent of video games challenged traditional notions of play, introducing a single player experience to what had primarily been a ...
Love, Lynn H. C.
core   +4 more sources

Deciphering and Targeting the Schwannoma‐Neuron‐Macrophage Crosstalk for the Treatment of Schwannomatosis and Associated Pain

open access: yesAdvanced Science, EarlyView.
We established patient‐derived SWN cell lines and orthotopic PDX models that recapitulate patient pain phenotypes, alongside a novel intravital DRG imaging platform to track macrophage infiltration and neuronal pain responses. Using these models, we define HMGB1–CCL2–IL‐6 signaling crosstalk driving pain and identify EGF signaling as a key regulator of
Zhenzhen Yin   +17 more
wiley   +1 more source

Design Principles for Serious Video Games in Mathematics Education: From Theory to Practice

open access: yesInternational Journal of Serious Games, 2014
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

KINECTWheels: wheelchair-accessible motion-based game interaction [PDF]

open access: yes, 2013
The increasing popularity of full-body motion-based video games creates new challenges for game accessibility research. Many games strongly focus on able-bodied persons and require players to move around freely.
Gerling, Kathrin M.   +2 more
core   +2 more sources

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