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  1. Promoting students’ civic literacy and positive learning behaviors: A supportive feedback-based decision-making gaming approach

    Enhancing students’ civic literacy is considered an essential educational goal in the 21st century. Therefore, in the teaching process, how to...

    Gwo-Jen Hwang, Hsin Huang, Hui-Yun Chen in Education and Information Technologies
    Article 05 July 2024
  2. Design and development of digital humans in virtual exhibition space

    In the last three decades, the creation of virtual exhibitions is drawing much attention due to the game engines. The Web's growing technologies have...

    Aakash Jain Bajaj, Amrita Bhattacharjee in Multimedia Tools and Applications
    Article 29 September 2023
  3. A unified framework to catalogue and classify digital games based on interaction design and validation through clustering techniques

    The digital games industry has grown exponentially due to the diversification of games and the increasing multiplicity of the user target base. The...

    L. Cormio, T. Agostinelli, M. Mengoni in Multimedia Tools and Applications
    Article Open access 21 June 2024
  4. Assistive Technologies for Attainable Gaming Experiences

    The advent of device-agnostic gaming platforms has revolutionized the industry by enabling seamless cross-platform functionality, thus freeing game...
    Adam Palmquist, Izabella Jedel, Ole Goethe in Universal Design in Video Games
    Chapter 2024
  5. How Do Affordances of Gaming Technology Influence Involvement in the Digital Gaming Based Communities?

    First-person shooting games are massively popular and have prominent established digital communities. Over the years, FPSG has seen changes in game...
    Vaibhav Jaiswal, Jainendra Shukla in HCI International 2022 Posters
    Conference paper 2022
  6. Comprehending complex chemistry problems in a structured and enjoyable manner: A concept map**-based contextual gaming approach

    Many scientific concepts and theorems are often abstract and challenging to relate to real-life problems, making it difficult for students to grasp...

    Gwo-Jen Hwang, Wen-Hua Chuang, Lu-Ho Hsia in Education and Information Technologies
    Article 14 March 2024
  7. Online gaming as a double-edged sword: An Analysis of game community receptiveness, in-game vitality, and player well-being

    Research has provided evidence that online gaming can both positively and negatively impact players’ physical and mental health. However, few...

    Enrico Gandolfi, Richard E. Ferdig, ... Sk Rezwan Shihab in Education and Information Technologies
    Article 17 July 2023
  8. Using latent variable models to make gaming-the-system detection robust to context variations

    Gaming the system, a behavior in which learners exploit a system’s properties to make progress while avoiding learning, has frequently been shown to...

    Yun Huang, Steven Dang, ... Kenneth R. Koedinger in User Modeling and User-Adapted Interaction
    Article Open access 18 May 2023
  9. Design and evaluation of a gesture interactive alphabet learning digital-game

    Alphabet training of primary school students is an essential, but challenging activity. Alphabet knowledge is an important fundamental literacy skill...

    Venkateswara Rao Tadiboyina, BBVL Deepak, Dhananjay Singh Bisht in Education and Information Technologies
    Article 29 December 2023
  10. Integrating a Digital Math Vector Game into a Blended Classroom: Technological and Instructional Design Principles

    Digital educational games face challenges in integrating into authentic classroom contexts. Employing a design-based research methodology, this study...
    Mengtong **ang, Lu Zhang, ... Junjie Shang in Blended Learning. Intelligent Computing in Education
    Conference paper 2024
  11. Develo** a Digital Gaming Intervention with Yetitablet® to Improve Older People’s Functioning and Activity in Long-Term-Care – a Feasibility Study

    Long-term care (LTC) residents often have many health problems and functional limitations, and their sedentary behavior is common. Playing digital...
    Saara Kukkohovi, Heidi Siira, Satu Elo in Digital Health and Wireless Solutions
    Conference paper Open access 2024
  12. From Silos to Unity: Seamless Cross-Platform Gaming by Leveraging Blockchain Technology

    By exploring the impact of blockchain technology within cross-platform gaming, this study confronts pivotal hurdles including asset ownership, player...
    Rashmi P. Sarode, Yutaka Watanobe, Subhash Bhalla in Big Data Analytics in Astronomy, Science, and Engineering
    Conference paper 2024
  13. Gaming the system: tetromino-based covert channel and its impact on mobile security

    Trojan droppers consistently emerge as challenging malware threats, particularly within the Android ecosystem. Traditional malware detection...

    Efstratios Vasilellis, Vasileios Botsos, ... Dimitris Gritzalis in International Journal of Information Security
    Article 28 June 2024
  14. Digital Gamification Design of Chinese Landscape Painting Based on Gesture Interaction

    Gamification design, as a mean of interactive design which is capable of increasing the sense of entertainment and enhancing user experience in...
    Jiaqi **e, Hao Zheng, ... **aoying Tang in HCI in Games
    Conference paper 2024
  15. A quasi-experimental study on the advantages of digital gamification using CoSpaces Edu application in science education

    Digital technology has broadened educational opportunities in science, positioning gamification as a pivotal tool. However, its full potential in...

    Halimeh Khattib, Dorit Alt in Education and Information Technologies
    Article 06 April 2024
  16. Universal Design in Extended Realities

    The domain of extended reality (XRExtended reality (XR)) has undergone considerable advancements and has brought forth an assortment of gaming...
    Adam Palmquist, Izabella Jedel, Ole Goethe in Universal Design in Video Games
    Chapter 2024
  17. Beyond the physical self: understanding the perversion of reality and the desire for digital transcendence via digital avatars in the context of Baudrillard’s theory

    This paper explores the perversion of reality in the context of advanced technologies, such as AI, VR, and AR, through the lens of Jean Baudrillard’s...

    Lucas Freund in AI & SOCIETY
    Article 20 March 2024
  18. Design Elements and Design Spaces for Attainable Game Experiences

    This chapter focuses on the design directivesDesign directives and design constraintsDesign constraints within the four heuristics of AGE and the...
    Adam Palmquist, Izabella Jedel, Ole Goethe in Universal Design in Video Games
    Chapter 2024
  19. Design of Interactive Digital Virtual Display Application for Chinese Heritage Traditional Herbal Medicine Culture

    The project focuses on designing a platform using Unity3D technology to preserve intangible cultural heritage, emphasizing the pharmacological...
    Haoru Li, Binlin Feng, ... Zhuohua Liu in Culture and Computing
    Conference paper 2024
  20. The digital divide in action: how experiences of digital technology shape future relationships with artificial intelligence

    The digital divide remains an ongoing societal concern, with digital exclusion shown to have a significantly detrimental impact on people’s quality...

    Sarah V. Bentley, Claire K. Naughtin, ... Patrick S. Cooper in AI and Ethics
    Article Open access 18 March 2024
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