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Titlebook: Subconscious Learning via Games and Social Media; Olga Sourina,David Wortley,Seongdong Kim Book 2015 Springer Science+Business Media Singa

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楼主: LANK
发表于 2025-3-23 11:09:13 | 显示全部楼层
The Future of Immersive Technologies and Serious Games,hat we choose to spend our discretionary time, attention, and income on them) and serious games (defined as the use of video game technologies and applications for non-entertainment purposes). It argues that immersive technologies, serious games and “gamification” are likely to play a vital role in
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User-Generated Character Behaviors in Educational Games,or their game characters than what they are ready to do for themselves. Because of this, we started to develop methods to enable user-generated character behaviours for educational games. In this paper, we show how user-generated behaviours can be recorded and shared in educational games. Furthermor
发表于 2025-3-23 20:18:44 | 显示全部楼层
Can We Play with ADHD? An Alternative Game-Based Treatment for Inattentive Symptoms in Attention-Deg symptoms. It is also associated with other problematic mental health issues and negative outcomes, such as aggression, difficulties forming relationships and academic and occupational problems. Current standard treatments for ADHD include pharmacological treatments with stimulants and other medica
发表于 2025-3-24 00:52:54 | 显示全部楼层
Associating Sport Skills Through Virtual Games: An Introductory Approach,tered and acquired when a person reach a high level of engagement while interacting with a multimedia interface. An experimental study was conducted to prove whether this claim is true. A sport virtual game was chosen as a vehicle for this study. The chosen sport game must be one that is unfamiliar
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Ergonomic Criteria for Creating Online Educational Games for Seniors,cted as part of a development project to flesh out a number of issues: How can game component design be adapted to accommodate seniors’ physical or intellectual limitations? How should a game interface and its components be displayed on the screen to facilitate game navigation? What restrictions sho
发表于 2025-3-24 13:02:30 | 显示全部楼层
EEG-Based Serious Games,ing brain states recognition, for example, emotion recognition from EEG or to propose neurofeedback games. In this work, real-time emotion recognition and fractal dimension-based neurofeedback algorithms are implemented and integrated in serious games. Two types of serious games are designed and imp
发表于 2025-3-24 18:41:52 | 显示全部楼层
User-Generated Character Behaviors in Educational Games,ter behaviours for educational games. In this paper, we show how user-generated behaviours can be recorded and shared in educational games. Furthermore, we demonstrate how user-generated behaviours can provide teachers and parents very detailed information about individual child’s learning process.
发表于 2025-3-24 22:47:50 | 显示全部楼层
Play It Safe; A Situational Game for Occupational Safety, and implicitly reinforce the training of the STAR protocol and conservative decision making. Play it Safe aims to improve employees’ situational awareness, creating a shared mental model and bottom–up accountability, meant to improve and align (shared) safety behaviors.
发表于 2025-3-24 23:47:17 | 显示全部楼层
2197-9685 nal games used in healthcare.Written by experts in the field.This book provides a detailed update on the applications of Serious Games in Healthcare and Education sector. In short, it provides an all rounded research and industry updates about the current and future advances in this area..These are
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