预知 发表于 2025-3-23 11:14:27

l games that are accessible regardless of the context (device, assistive tools available, situation, etc.) in which they are being used. In this work we describe the general architecture, as well as some specific examples of accessibility adaptation plug-ins already available.

江湖郎中 发表于 2025-3-23 16:11:34

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伦理学 发表于 2025-3-23 20:47:04

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Custodian 发表于 2025-3-23 22:15:58

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paleolithic 发表于 2025-3-24 05:51:39

Kurt Schneider,Melanie Busch,Oliver Karras,Maximilian Schrapel,Michael Rohsning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR

土产 发表于 2025-3-24 08:42:17

Florian Pudlitz,Andreas Vogelsang,Florian Brokhausenning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR

intrude 发表于 2025-3-24 14:31:31

into three groups according to their playing habits and preferences (well-rounded gamers, casual gamers and non-gamers). Results show that, even though the participants’ overall attitude towards gamification was favourable, there were some differences between the three groups. For instance, teachers

毕业典礼 发表于 2025-3-24 17:45:16

Daniel Hinterreiter,Kevin Feichtinger,Lukas Linsbauer,Herbert Prähofer,Paul Grünbacherning and headache, as well as higher technology anxiety, less perceived usefulness of the used technology and less perceived technology accessibility. No dimensionality or sex differences regarding subjective feeling of flow and presence were found. Moreover, no differences between the 3D and 2D VR

陶瓷 发表于 2025-3-24 22:51:35

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Hemodialysis 发表于 2025-3-25 01:58:52

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