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1
The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?
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The same video game in 2D, 3D or virtual reality - How does technology impact game evaluation and brand placements?

PloS one, 2018-07, Vol.13 (7), p.e0200724-e0200724 [Peer Reviewed Journal]

COPYRIGHT 2018 Public Library of Science ;COPYRIGHT 2018 Public Library of Science ;2018 Roettl, Terlutter. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2018 Roettl, Terlutter 2018 Roettl, Terlutter ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0200724 ;PMID: 30028839

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2
Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics-The Perception of a Video Game Trailer
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Visual Attention and Emotion Analysis Based on Qualitative Assessment and Eyetracking Metrics-The Perception of a Video Game Trailer

Sensors (Basel, Switzerland), 2023-12, Vol.23 (23), p.9573 [Peer Reviewed Journal]

COPYRIGHT 2023 MDPI AG ;2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s23239573 ;PMID: 38067945

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3
Virtual reality using games for improving physical functioning in older adults: a systematic review
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Virtual reality using games for improving physical functioning in older adults: a systematic review

Journal of neuroengineering and rehabilitation, 2014-11, Vol.11 (1), p.156-156 [Peer Reviewed Journal]

COPYRIGHT 2014 BioMed Central Ltd. ;2014 Molina et al.; licensee BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated. ;Molina et al.; licensee BioMed Central Ltd. 2014 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/1743-0003-11-156 ;PMID: 25399408

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4
Upper Limb Physical Rehabilitation Using Serious Videogames and Motion Capture Systems: A Systematic Review
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Upper Limb Physical Rehabilitation Using Serious Videogames and Motion Capture Systems: A Systematic Review

Sensors (Basel, Switzerland), 2020-10, Vol.20 (21), p.5989 [Peer Reviewed Journal]

2020 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (http://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s20215989 ;PMID: 33105845

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5
Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis
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Non-Immersive Virtual Reality-Based Therapy Applied in Cardiac Rehabilitation: A Systematic Review with Meta-Analysis

Sensors (Basel, Switzerland), 2024-01, Vol.24 (3), p.903 [Peer Reviewed Journal]

COPYRIGHT 2024 MDPI AG ;2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s24030903 ;PMID: 38339621

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6
Game Fun Prediction Based on Frequency Domain Physiological Signals: Observational Study
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Game Fun Prediction Based on Frequency Domain Physiological Signals: Observational Study

Sensors (Basel, Switzerland), 2023-08, Vol.23 (16), p.7051 [Peer Reviewed Journal]

COPYRIGHT 2023 MDPI AG ;2023 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2023 by the authors. 2023 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s23167051 ;PMID: 37631587

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7
A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study
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A biofeedback-enhanced therapeutic exercise video game intervention for young people with cerebral palsy: A randomized single-case experimental design feasibility study

PloS one, 2020-06, Vol.15 (6), p.e0234767-e0234767 [Peer Reviewed Journal]

COPYRIGHT 2020 Public Library of Science ;COPYRIGHT 2020 Public Library of Science ;2020 MacIntosh et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Distributed under a Creative Commons Attribution 4.0 International License ;2020 MacIntosh et al 2020 MacIntosh et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0234767 ;PMID: 32569284

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8
Sleep and use of electronic devices in adolescence: results from a large population-based study
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Sleep and use of electronic devices in adolescence: results from a large population-based study

BMJ open, 2015-02, Vol.5 (1), p.e006748-e006748 [Peer Reviewed Journal]

Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions 2015 This is an Open Access article distributed in accordance with the Creative Commons Attribution Non Commercial (CC BY-NC 4.0) license, which permits others to distribute, remix, adapt, build upon this work non-commercially, and license their derivative works on different terms, provided the original work is properly cited and the use is non-commercial. See: http://creativecommons.org/licenses/by-nc/4.0/ Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions 2015 ;ISSN: 2044-6055 ;EISSN: 2044-6055 ;DOI: 10.1136/bmjopen-2014-006748 ;PMID: 25643702

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9
From Skills to Symbols: Learning Symbolic Representations for Abstract High-Level Planning
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Article
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From Skills to Symbols: Learning Symbolic Representations for Abstract High-Level Planning

The Journal of artificial intelligence research, 2018-01, Vol.61, p.215-289 [Peer Reviewed Journal]

2018. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the associated terms available at https://www.jair.org/index.php/jair/about ;ISSN: 1076-9757 ;EISSN: 1943-5037 ;DOI: 10.1613/jair.5575

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10
Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review
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Article
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Effectiveness of Video Games as Physical Treatment in Patients with Cystic Fibrosis: Systematic Review

Sensors (Basel, Switzerland), 2022-02, Vol.22 (5), p.1902 [Peer Reviewed Journal]

COPYRIGHT 2022 MDPI AG ;2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2022 by the authors. 2022 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s22051902 ;PMID: 35271048

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11
Effects of interactive video-game-based exercise on balance in older adults with mild-to-moderate Parkinson's disease
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Article
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Effects of interactive video-game-based exercise on balance in older adults with mild-to-moderate Parkinson's disease

Journal of neuroengineering and rehabilitation, 2020-07, Vol.17 (1), p.91-91, Article 91 [Peer Reviewed Journal]

COPYRIGHT 2020 BioMed Central Ltd. ;2020. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2020 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-020-00725-y ;PMID: 32660512

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12
Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game
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Article
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Cognitive and Behavioral Correlates of Achievement in a Complex Multi-Player Video Game

Media and communication (Lisboa), 2019-08, Vol.7 (4), p.198-212 [Peer Reviewed Journal]

COPYRIGHT 2019 Cogitatio Press ;ISSN: 2183-2439 ;EISSN: 2183-2439 ;DOI: 10.17645/mac.v7i4.2314

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13
Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke
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Article
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Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke

Journal of neuroengineering and rehabilitation, 2021-04, Vol.18 (1), p.63-63, Article 63 [Peer Reviewed Journal]

COPYRIGHT 2021 BioMed Central Ltd. ;2021. This work is licensed under http://creativecommons.org/licenses/by/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;The Author(s) 2021 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-021-00850-2 ;PMID: 33853608

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14
Automated video game parameter tuning with XVGDL
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Article
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Automated video game parameter tuning with XVGDL

J.UCS (Annual print and CD-ROM archive ed.), 2022-12, Vol.28 (12), p.1282-1311 [Peer Reviewed Journal]

COPYRIGHT 2022 Pensoft Publishers ;2022. This work is licensed under https://creativecommons.org/licenses/by-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and conditions, you may use this content in accordance with the terms of the License. ;ISSN: 0948-695X ;EISSN: 0948-6968 ;DOI: 10.3897/jucs.75357

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15
A Concept of a Plug-In Simulator for Increasing the Effectiveness of Rescue Operators When Using Hydrostatically Driven Manipulators
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Article
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A Concept of a Plug-In Simulator for Increasing the Effectiveness of Rescue Operators When Using Hydrostatically Driven Manipulators

Sensors (Basel, Switzerland), 2024-02, Vol.24 (4), p.1084 [Peer Reviewed Journal]

COPYRIGHT 2024 MDPI AG ;2024 by the author. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2024 by the author. 2024 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s24041084 ;PMID: 38400242

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16
Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study
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Article
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Leap motion controlled video game-based therapy for upper limb rehabilitation in patients with Parkinson's disease: a feasibility study

Journal of neuroengineering and rehabilitation, 2019-11, Vol.16 (1), p.133-133, Article 133 [Peer Reviewed Journal]

COPYRIGHT 2019 BioMed Central Ltd. ;The Author(s). 2019 ;ISSN: 1743-0003 ;EISSN: 1743-0003 ;DOI: 10.1186/s12984-019-0593-x ;PMID: 31694653

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17
Assessing Perceptual Load and Cognitive Load by Fixation-Related Information of Eye Movements
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Article
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Assessing Perceptual Load and Cognitive Load by Fixation-Related Information of Eye Movements

Sensors (Basel, Switzerland), 2022-02, Vol.22 (3), p.1187 [Peer Reviewed Journal]

COPYRIGHT 2022 MDPI AG ;2022 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2022 by the authors. 2022 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s22031187 ;PMID: 35161930

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18
Understanding the Importance of Context: A Qualitative Study of a Location-Based Exergame to Enhance School Childrens Physical Activity
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Understanding the Importance of Context: A Qualitative Study of a Location-Based Exergame to Enhance School Childrens Physical Activity

PloS one, 2016-08, Vol.11 (8), p.e0160927-e0160927 [Peer Reviewed Journal]

COPYRIGHT 2016 Public Library of Science ;COPYRIGHT 2016 Public Library of Science ;2016 Robertson et al. This is an open access article distributed under the terms of the Creative Commons Attribution License: http://creativecommons.org/licenses/by/4.0/ (the “License”), which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2016 Robertson et al 2016 Robertson et al ;ISSN: 1932-6203 ;EISSN: 1932-6203 ;DOI: 10.1371/journal.pone.0160927 ;PMID: 27548504

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19
The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson's Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study
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Article
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The Impact of a Novel Immersive Virtual Reality Technology Associated with Serious Games in Parkinson's Disease Patients on Upper Limb Rehabilitation: A Mixed Methods Intervention Study

Sensors (Basel, Switzerland), 2020-04, Vol.20 (8), p.2168 [Peer Reviewed Journal]

2020. This work is licensed under http://creativecommons.org/licenses/by/3.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;2020 by the authors. 2020 ;ISSN: 1424-8220 ;EISSN: 1424-8220 ;DOI: 10.3390/s20082168 ;PMID: 32290517

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20
Exploring the Impact of Ambient and Character Sounds on Player Experience in Video Games
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Exploring the Impact of Ambient and Character Sounds on Player Experience in Video Games

Applied sciences, 2024-01, Vol.14 (2), p.583 [Peer Reviewed Journal]

COPYRIGHT 2024 MDPI AG ;2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License. ;ISSN: 2076-3417 ;EISSN: 2076-3417 ;DOI: 10.3390/app14020583

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