Results 51 to 60 of about 162,562 (276)

Interaction Tension: A Sociological Model of Attention and Emotion Demands in Video Gaming

open access: yesMedia and Communication, 2019
Video gaming actively demands players’ attention, affording positive experiences like flow. Recent research has suggested to extend analysis from cognitive and physical to the social and emotional demands of gameplay.
Sebastian Deterding
doaj   +1 more source

Measures of behavioral function predict duration of video game play: utilization of the Video Game Functional Assessment - Revised [PDF]

open access: yes, 2017
Background: Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and diagnosing problematic video game play. However, the use of the diagnosis is constrained, as it shares criteria with other addictive orders (e.g ...
Buono, FD   +5 more
core   +2 more sources

A Multidirectional Textile Interface for Remote Control Using Dynamic Area‐Based Capacitance Modulation

open access: yesAdvanced Robotics Research, EarlyView.
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

Do Your School Mates Influence How Long You Game? Evidence from the U.S.

open access: yesPLoS ONE, 2016
The goal of this paper is to estimate peer influence in video gaming time among adolescents. Using a nationally representative sample of the U.S. school-aged adolescents in 2009-2010, we estimate a structural model that accounts for the potential biases ...
Aliaksandr Amialchuk, Ales Kotalik
doaj   +1 more source

Female Gaming, Gaming Addiction, and the Role of Women Within Gaming Culture: A Narrative Literature Review

open access: yesFrontiers in Psychiatry, 2019
Research investigating female gaming has begun to emerge despite gaming being traditionally more popular with males. Research in the 21st century has drawn attention to the role of women in culture, society, and technology, and female gaming is one of ...
Olatz Lopez-Fernandez   +5 more
doaj   +1 more source

Gaming addiction, definition, and measurement: a large-scale empirical study [PDF]

open access: yes, 2013
Aims: Although the general public appears to have embraced the term 'video game addiction', the scientific debate as to whether 'gaming addiction' can actually be considered an addiction similar to substance addictions of DSM-IV is still unsettled. To
Griffiths, MD   +3 more
core   +1 more source

Multimodal Human–Robot Interaction Using Human Pose Estimation and Local Large Language Models

open access: yesAdvanced Robotics Research, EarlyView.
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

“I am a rogue night elf”: Avatars, gaming and The Big Bang Theory [PDF]

open access: yesG|A|M|E The Italian Journal of Game Studies, 2014
CBS’s The Big Bang Theory (TBBT) frequently exhibits elements of video games and gaming culture. The author uses subculture theory to consider the representation of video games, gamers, and their avatars within popular culture.
Theo Plothe
doaj  

Excessive computer game playing : evidence for addiction and aggression? [PDF]

open access: yes, 2007
Computer games have become an ever-increasing part of many adolescents’ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as “computer/video game addiction” have been discussed in the popular ...
Griffiths, MD   +2 more
core   +1 more source

Design and Modeling of a High‐Displacement, Skin‐Integrated Flexible Electromagnetic Actuator for Haptic Interfaces in Virtual Reality

open access: yesAdvanced Robotics Research, EarlyView.
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

Home - About - Disclaimer - Privacy