Results 91 to 100 of about 160,843 (279)

Collaborative Multiagent Closed‐Loop Motion Planning for Multimanipulator Systems

open access: yesAdvanced Intelligent Systems, EarlyView.
This work presents a hierarchical multi‐manipulator planner, emphasizing highly overlapping space. The proposed method leverages an enhanced Dynamic Movement Primitive based planner along with an improvised Multi‐Agent Reinforcement Learning approach to ensure regulatory and mediatory control while ensuring low‐level autonomy. Experiments across varied
Tian Xu, Siddharth Singh, Qing Chang
wiley   +1 more source

The Measurement and Evaluation of Professional League of Legends Teams for Optimal Strategy [PDF]

open access: yes, 2019
With ever improving streaming technologies and accessibility to video games, it comes asno surprise that competitive gaming or eSports have blown up in recent time.
Wong, Victor
core  

The attitudes, feelings and experiences of online gamers: a qualitative analysis [PDF]

open access: yes, 2009
The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers.
Mark D. Griffiths, Wan C, Zaheer Hussain
core   +1 more source

GraphNeuralCloth: A Graph‐Neural‐Network‐Based Framework for Non‐Skinning Cloth Simulation

open access: yesAdvanced Intelligent Systems, EarlyView.
This study presents a cloth motion capture system and a point‐cloud‐to‐mesh processing method to support the prediction of real‐world fabric deformation. GraphNeuralCloth, a graph neural‐network (GNN)‐based framework is also proposed to estimate the cloth morphology change in real time.
Yingqi Li   +9 more
wiley   +1 more source

Global impacts of video gaming behavior on young adults’ mental health during the COVID-19 pandemic: A systematic literature review

open access: yesSocial Sciences and Humanities Open
The COVID-19 pandemic has had a significant impact on the mental health of young adults, and video gaming has emerged as a popular coping mechanism. However, excessive gaming could have negative consequences.
Chulwoo Park   +2 more
doaj   +1 more source

Let the Games Begin [PDF]

open access: yes, 2003
Presents findings from surveys conducted in 2002 among students from 27 colleges and universities. Looks at college students' use of video, computer, and online games, and the impact of that use on their everyday ...
Steve Jones
core   +1 more source

‘SOMS BrainSpace’: A digital serious game for undergraduate neuroscience

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Neuroanatomy is challenging for many undergraduates, requiring strong visuospatial skills and a deep understanding of complex concepts. This study developed and evaluated SOMS BrainSpace, a digital serious game for neuroanatomy education, using a mixed methods approach.
Anthony Tran   +3 more
wiley   +1 more source

Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

open access: yesPLoS ONE, 2014
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive.
Aaron Drummond, James D Sauer
doaj   +1 more source

The paper puzzle as an active learning tool in the teaching of anatomy: A qualitative study of perceptions in students and near‐peer teachers

open access: yesAnatomical Sciences Education, EarlyView.
Abstract Active learning strategies enhance medical education by fostering self‐directed learning, communication, and problem‐solving skills. The paper puzzle, a game‐based learning approach, provides an engaging way to reinforce anatomical knowledge and promote collaboration.
Ricardo Tello‐Mendoza   +6 more
wiley   +1 more source

Co-activation patterns during viewing of different video game genres

open access: yesBrain Research Bulletin
Past research has revealed cognitive improvements resulting from engagement with both traditional action video games and newer action-like video games, such as action real-time strategy games (ARSG).
Ruifang Cui   +5 more
doaj   +1 more source

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