Results 81 to 90 of about 160,843 (279)

Utility of Parental Mediation Model on Youth’s Problematic Online Gaming [PDF]

open access: yes, 2015
The Parental Mediation Model PMM) was initially designed to regulate children’s attitudes towards the traditional media. In the present era, because of prevalent online media there is a need for similar regulative measures.
A Daud   +27 more
core   +1 more source

IAR‐Net: Tabular Deep Learning Model for Interventionalist's Action Recognition

open access: yesAdvanced Intelligent Systems, EarlyView.
This study presents IAR‐Net, a deep‐learning framework for catheterization action recognition. To ensure optimality, this study quantifies interoperator similarities and differences using statistical tests, evaluates the distribution fidelity of synthetic data produced by six generative models, and benchmarks multiple deep‐learning models.
Toluwanimi Akinyemi   +7 more
wiley   +1 more source

Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study. [PDF]

open access: yes, 2013
AIMS: Video games provide opportunities for positive psychological experiences such as flow-like phenomena during play and general happiness that could be associated with gaming achievements.
Arnesen A. A.   +28 more
core   +1 more source

Roadmap on Artificial Intelligence‐Augmented Additive Manufacturing

open access: yesAdvanced Intelligent Systems, EarlyView.
This Roadmap outlines the transformative role of artificial intelligence‐augmented additive manufacturing, highlighting advances in design, monitoring, and product development. By integrating tools such as generative design, computer vision, digital twins, and closed‐loop control, it presents pathways toward smart, scalable, and autonomous additive ...
Ali Zolfagharian   +37 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

Video game addiction, engagement and symptoms of stress, depression and anxiety: The mediating role of coping. [PDF]

open access: yes, 2015
A number of studies have reported a co-occurrence between video game addiction and poorer mental health, but few have contextualised this relationship by identifying mediating variables.
Borkoles, Erika   +3 more
core   +2 more sources

BMPCQA: Bioinspired Metaverse Point Cloud Quality Assessment Based on Large Multimodal Models

open access: yesAdvanced Intelligent Systems, EarlyView.
This study presents a bioinspired metaverse point cloud quality assessment metric, which simulates the human visual evaluation process to perform the point cloud quality assessment task. It first extracts rendering projection video features, normal image features, and point cloud patch features, which are then fed into a large multimodal model to ...
Huiyu Duan   +7 more
wiley   +1 more source

Optical Fiber‐Based Versatile Wearable Force Myography System: Application to Human–Robot Interaction

open access: yesAdvanced Intelligent Systems, EarlyView.
A compact and flexible wearable force myography sensor based on optical fiber technology detects muscle activity through pressure‐induced light loss. The sensor offers high sensitivity for detecting subtle force and finger motion changes, along with excellent signal stability under dynamic and sweating conditions.
Chongyoung Chung   +3 more
wiley   +1 more source

Unveiling the Connection Between Video Games and Mental Health Among College Students in South India

open access: yesNational Journal of Community Medicine
Introduction: Playing Video Games without control can lead to Gaming Disorder (GD) which is also called a problematic gaming pattern or video game addiction.
Anantha Eashwar VM   +6 more
doaj   +1 more source

Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elementson Player Experience [PDF]

open access: yes, 2019
Power-ups are a type of game reward that allow the player tocustomise their experience by altering gameplay for a shortperiod of time. Despite the wide use of power-ups in videogames, little is known about their effect on gaming experiences.To explore ...
Cowley Ben   +7 more
core   +1 more source

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