نتایج جستجو برای: recreational entertainment
تعداد نتایج: 24393 فیلتر نتایج به سال:
In this paper we present eCoology, an AR edutainment application for children in which emotional and social aspects are taking into consideration to improve flow or optimal experience. Particularly, we investigate the introduction of emotional agents that react and move within the AR environment according to their emotional state. We propose a model for emotional agents and a path finding mecha...
Virtual Reality edutainment can provide pleasant environments for educating students through VR-games. However, as a side effect, it may impose extra difficulties to students due to the complexity of VR-game user interfaces. Moreover, creating tutoring systems that combine teaching with the sophisticated environments of VR-games can be very complicated for instructional designers. Solutions to ...
In our research we utilized the domain of entertainment robotics to educate children on the principles of environmental awareness by playful means outdoors. Our research revolved around the iterative design of Floffy: the environmental robot, which was essentially a playful toy robot that would respond positively to interaction that was beneficial for the environment and the child’s own well be...
This paper presents quantitative measurements/metrics of qualitative entertainment features within computer game environments and proposes artificial intelligence (AI) techniques for optimizing entertainment in such interactive systems. A human-verified metric of interest (i.e. player entertainment in real-time) for predator/prey games and a neuro-evolution on-line learning (i.e. during play) a...
Entertainment computing is on its way getting an established academic discipline. The scope of entertainment computing is quite broad (see the scope of the international journal Entertainment Computing). One unifying idea in this diverse community of entertainment researchers and developers might be a normative position to enhance human living through social transformation. One possible option ...
This research aims to examine the key success factors for the diffusion of mobile entertainment services in Malaysia. The drivers and barriers observed in this research include perceived benefit; concerns pertaining to pricing, product and technological standardization, privacy and security; as well as influences from peers and community. An analysis of a Malaysian survey of 384 respondents bet...
With computers becoming ubiquitous and high resolution graphics reaching the next level, computer games have become a major source of entertainment. It has been a tedious task for game developers to measure the entertainment value of the computer games. The entertainment value of a game does depend upon the genre of the game in addition to the game contents. In this paper, we propose a set of e...
Background: Healthy lifestyle is effective on preventing common elderly diseases. This study was conducted to evaluate the elderlies' lifestyle and its components in Tehran in 2017. Methods: This cross-sectional study was carried out with a descriptive-analytical design. The research population consisted of 200 elderly people from elderly care centers in Tehran City, Iran. A questionnaire, desi...
OBJECTIVE Prior studies have found high rates of alcohol use and abuse/dependence, depression, bankruptcy, and incarceration associated with recreational gambling. Despite growing rates of recreational gambling in older adults, little is known regarding its health correlates in this age group. The objective of this study was to identify health and well-being correlates of past-year recreational...
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