نتایج جستجو برای: assisted thoracic surgery
تعداد نتایج: 499265 فیلتر نتایج به سال:
Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. ...
Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for...
To date, most studies comparing prospective and retrospective timing have failed to use long durations and tasks with a certain degree of ecological validity. The present study assessed the effect of the timing paradigm on playing video games in a "naturalistic environment" (gaming centers). In addition, as it involved gamers, it provided an opportunity to examine the effect of gaming profile o...
A preference testing apparatus was used to provide sows with continuous access to three identical farrowing crates, each with a different floor temperature. The concrete floor under each crate contained copper pipe through which temperature-controlled water was circulated to achieve unoccupied floor temperatures of 22 degrees C (+/-3.5), 29 degrees C (+/-1) and 35 degrees C (+/-1). Eighteen sow...
A stimulus is a reliable signal of an outcome when the probability that the outcome occurs in its presence is different from in its absence. Reliable signals of important outcomes are responsible for triggering critical anticipatory or preparatory behavior, which is any form of behavior that prepares the organism to receive a biologically significant event. Previous research has shown that huma...
In present paper, I will argue that Japanese dating simulation video games can be considered as serious games. Prior to advancing my main argument, I will introduce the popular dating sim LovePlus and relate it to the historization of the concept of „techno-intimacy‟ within the Japanese society. For further contextualization of the field, I will theorize the audience at which dating sims are ai...
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