Results 81 to 90 of about 161,536 (283)

CONSIDERATIONS REGARDING THE DEVELOPMENT OF THE eSPORTS PHENOMENON

open access: yesStudia Universitatis Babeş-Bolyai: Educatio Artis Gymnasticae, 2020
eSports (Electronics Sports or short for esports, e-sports) is the term used in multiplayer computer games competitions, most of them organized and dedicated to professional players.
Mihai Constantin Răzvan BARBU   +5 more
doaj   +1 more source

The effect of active video gaming on children\u27s physical activity, behavior preferences and body composition

open access: yes, 2010
Active video game interventions typically provide children a single game that may become unappealing. A peripheral device (jOG) encourages step-powered gaming on multiple games. This trial evaluated the effect of jOG on children’s objectively measured PA,
Atkinson, Greg   +3 more
core   +1 more source

Video games as meaningful entertainment experiences [PDF]

open access: yes, 2015
We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation.
Bowman, Nicholas David   +5 more
core   +2 more sources

Deep Reinforcement Learning Approaches for Sensor Data Collection by a Swarm of UAVs

open access: yesAdvanced Intelligent Systems, EarlyView.
This article presents four decentralized reinforcement learning algorithms for autonomous data harvesting and investigates how collaboration improves collection efficiency. It also presents strategies to minimize training times by improving model flexibility, enabling algorithms to operate with varying number of agents and sensors.
Thiago de Souza Lamenza   +2 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

AI‐Assisted IoT‐Enabled ECG Monitoring: Integrating Foundational and Generative AI Tools for Sustainable Smart Healthcare—Recent Trends

open access: yesAI &Innovation, EarlyView.
ABSTRACT The rapid evolution of the Internet of Things (IoT) has significantly advanced the field of electrocardiogram (ECG) monitoring, enabling real‐time, remote, and patient‐centric cardiac care. This paper presents a comprehensive survey of AI assisted IoT‐based ECG monitoring systems, focusing on the integration of emerging technologies such as ...
Amrita Choudhury   +2 more
wiley   +1 more source

An examination of living through enjoyment: Live-action role-play [symposium]

open access: yesTransformative Works and Cultures, 2009
Many in the gaming community argue that video gaming has enhanced the RPG experience, allowing for increasingly immersive experiences for players. The live-action aspects of LARPing anticipated the movement toward virtual play that video games have ...
Amanda Odom
doaj   +1 more source

Stakeholder Perspectives on Therapeutic and Safe Building Design in Residential Care

open access: yesAustralian Journal of Social Issues, EarlyView.
ABSTRACT Residential care is a form of out‐of‐home care that plays a critical role in supporting vulnerable young people in Australia. However, there is an evidence gap regarding the built environment in this context. This research aimed to explore the perspectives of key stakeholders in residential care in Victoria, Australia, regarding design that ...
Carmen Schroder   +3 more
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  

‘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

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