Results 61 to 70 of about 2,159 (183)
Teaching HCI Skills in Higher Education through Game Design: A Study of Students’ Perceptions
Human-computer interaction (HCI) is an area with a wide range of concepts and knowledge. Therefore, a need to innovate in the teaching-learning processes to achieve an effective education arises. This article describes a proposal for teaching HCI through
Pedro C. Santana-Mancilla +5 more
doaj +1 more source
ABSTRACT Technology use is often implicated in adolescent sleep difficulties, yet experimental evidence confirming its impact on bedtime is critically lacking. This study tested whether online socialising with friends delays bedtime compared to non‐social online media use, while also considering the roles of friendship quality and personality ...
S. V. Bauducco +2 more
wiley +1 more source
Spontaneous Strategies Used During Novel Word Learning
Abstract This online study examined spontaneous strategies of English‐speaking adults during associative word learning, the relationship of these strategies with learning outcomes and within‐task evolution of strategy use. Participants were to learn to name 14 object–pseudoword pairs across five successive encoding/recall blocks, followed by delayed ...
Matti Laine +4 more
wiley +1 more source
Semi-Automatic Building Layout Generation for Virtual Environments
Creating floor plan layouts for houses, offices, hotels, or videogame levels is time-consuming. In several applications, the process starts with a bubble diagram or graph derived from a client’s requirements, which is then used as a basis for ...
Gabriel K. Sepulveda +4 more
doaj +1 more source
More‐Than‐Debt: Affective Topologies of Buy‐Now‐Pay‐Later (BNPL) Platforms in Singapore
Short Abstract Buy‐now‐pay‐later (BNPL) platforms reconfigure indebtedness by operating as topological‐affective infrastructures that simultaneously modulate spatial relations and felt intensities. Drawing on diaries and interviews with BNPL users in Singapore, this paper reveals how platform mechanisms generate recursive movements across four ...
Gordon Kuo Siong Tan
wiley +1 more source
Games can serve a critical function in many different ways, from serious games about real world subjects to self-reflexive commentaries on the nature of games themselves.
Pippin Barr
doaj
Design and Evaluation of an Adventure Videogame Based in the History of Mathematics
The present paper describes the design and evaluation of an adventure videogame developed to cover the mathematics primary school curriculum. The narrative of the game is based in the history of mathematics and, to win, the player needs to travel through time, starting from the ancient Egypt and finishing at the modern world.
Mariana Rocha, Pierpaolo Dondio
openaire +4 more sources
A growing body of evidence suggests that action videogames could enhance a variety of cognitive skills and more specifically attention skills. The aim of this study was to develop a novel adaptive videogame to support the rehabilitation of the most ...
Veronica eMontani +3 more
doaj +1 more source
Emerging RNA-based approaches to disease detection and gene therapy require RNA sequences that fold into specific base-pairing patterns, but computational algorithms generally remain inadequate for these secondary structure design tasks.
Rohan V Koodli +5 more
doaj +1 more source
Recommendations for the Design of Serious Games in Neurodegenerative Diseases
The use of Serious Games (SG) in the health domain is expanding. In the field of Neurodegenerative Diseases (ND) such as Alzheimer’s Disease, SG are currently employed to provide alternative solutions for patients’ treatment, stimulation, and ...
Grégory Ben-Sadoun +9 more
doaj +1 more source

