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Titlebook: Kinins IV; Part A Proceedings o Lowell M. Greenbaum (President, IKC),Harry S. Marg Conference proceedings 1986 The Editor(s) (if applicable

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楼主: architect
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Hector Nolly,A. Guillermo Scicli,Gloria Scicli,M. Cristina Lama,Ana M. Guercio,Oscar A. Carretero PC and next generation of consoles. We will describe the processes used in utilizing quantum technology in creating interactive storytelling experiences and provide a case study in which game narrative design can be transformed to these new application areas powered by quantum mechanics.
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Masako Watanabe,Keiko Yamafujiekeeper is someone who can identify individuals (in this case, students) in psychological distress and approach them to discuss their concern, and if necessary, make a referral to support services..Specifically, this chapter overviews (1) the behavior change model that underlies the professional dev
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Kenjiro Kimura,Hiroshi Moriyaly and emotionally damaging their children when all the evidence points to the deleterious impact that such punishment has on the child’s ability to succeed. The chapter will then review a new, innovative, and freely available online simulation called . that was funded by the Robert Woods Johnson Fo
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Hiroshi Moriya,Masahiko Ikekita,Kazuyuki Kizukicked by virtual cancer cells and happiness when killing cancer cells mediate pathways between conflict manipulation and change in cancer risk perception. These findings suggest that the study of emotions may aid researchers and designers in the identification of in-game events responsible for health
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Lowell M. Greenbaumto increase resilience and adherence throughout the treatment of FEP patients. This paper presents the design and development process of the game. The lessons learned are summarized in implications for the design of serious games: design for “acceptance“ and as a “serious therapeutic”.
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A. Barlas,H. Okamoto,L. M. Greenbaumto increase resilience and adherence throughout the treatment of FEP patients. This paper presents the design and development process of the game. The lessons learned are summarized in implications for the design of serious games: design for “acceptance“ and as a “serious therapeutic”.
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