Showing 2,361 - 2,380 results of 3,470 for search '"avatar"', query time: 0.30s Refine Results
  1. 2361

    Effectiveness of Gamification in Enhancing Learning and Attitudes: A Study of Statistics Education for Health School Students by MEHRNOOSH KHOSHNOODIFAR, ASIEH ASHOURI, MAHDOKHT TAHERI

    Published 2023-10-01
    “…Learning activities were gamified in the intervention group, while the control group received traditional problem-solving in the learning management system. Narrative, avatar, level, point, progress bar, scoreboard, challenge and feedback elements were used in the game experience. …”
    Get full text
    Article
  2. 2362

    An App to Improve Eating Habits of Adolescents and Young Adults (Challenge to Go): Systematic Development of a Theory-Based and Target Group–Adapted Mobile App Intervention by Rohde, Anna, Duensing, Anja, Dawczynski, Christine, Godemann, Jasmin, Lorkowski, Stefan, Brombach, Christine

    Published 2019-08-01
    “…Collected points open access to an Infothek (information section), where users can choose content that interests them. An avatar guides user through the app. ConclusionsC2go is aimed at adolescents and young adults and aims to improve their fruit and vegetable consumption as well as drinking habits. …”
    Get full text
    Article
  3. 2363

    6G and Artificial Intelligence Technologies for Dementia Care: Literature Review and Practical Analysis by Zhaohui Su, Barry L Bentley, Dean McDonnell, Junaid Ahmad, Jiguang He, Feng Shi, Kazuaki Takeuchi, Ali Cheshmehzangi, Claudimar Pereira da Veiga

    Published 2022-04-01
    “…ResultsThe findings of the study were analyzed in terms of the interplay between people with dementia’s unique health challenges and the promising capabilities of health technologies, with in-depth and comprehensive analyses of advanced technology-based solutions that could address key dementia care needs, ranging from impairments in memory (eg, Egocentric Live 4D Perception), speech (eg, Project Relate), motor (eg, Avatar Robot Café), cognitive (eg, Affectiva), to social interactions (eg, social robots). …”
    Get full text
    Article
  4. 2364

    Psychophysiological insights and user perspectives: enhancing police de-escalation skills through full-body VR training by John E. Muñoz, John E. Muñoz, Jennifer A. Lavoie, Alan T. Pope

    Published 2024-09-01
    “…Officers independently took part in one VR training session lasting 7–12 min involving an avatar in crisis portrayed by an actor. Officers wore integrated cardiovascular and electrodermal activity measurement devices for physiological monitoring. …”
    Get full text
    Article
  5. 2365

    Talk-based approaches to support people who are distressed by their experience of hearing voices: A scoping review by Christian Burr, Christian Burr, Christian Burr, Joachim K. Schnackenberg, Frank Weidner

    Published 2022-10-01
    “…These included: (1) Cognitive Behavioral Therapy for Psychosis (CBTp); (2) AVATAR therapy; (3) Making Sense of Voices (MsV) aka Experience Focused Counselling (EFC); (4) Relating Therapy; (5) Acceptance and Commitment Therapy; (6) Smartphone-based Coping-focused Intervention; (7) Prolonged and Virtual Reality Exposure Therapy; (8) Eye Movement Desensitization and Reprocessing, and (9) Individual Mindfulness-based Program for Voice Hearing. …”
    Get full text
    Article
  6. 2366

    以文图学视角看《三毛流浪记》 ——对比原著漫画及动画片 = A study of "The wanderings of Sanmao" comic and cartoon from the perspective of text and image studies... by 蔡淇慧 Chua, Qi Hui

    Published 2023
    “…In recent years, manga adaptations have gradually gained attention in the television and web series markets, especially after the success of several adaptations such as "Take My Brother Away" and "The King's Avatar." More people are now paying attention to manga adaptations and their development. …”
    Get full text
    Final Year Project (FYP)
  7. 2367

    The digital lab manager: automating research support by Rihm, Simon D., Tan, Yong Ren, Ang, Wilson, Hofmeister, Markus, Deng, Xinhong, Laksana, Michael Teguh, Quek, Hou Yee, Bai, Jiaru, Pascazio, Laura, Siong, Sim Chun, Akroyd, Jethro, Mosbach, Sebastian, Kraft, Markus

    Published 2024
    “…This paper presents a novel framework for digitalising and automating the administration of research laboratories through The World Avatar, an all-encompassing dynamic knowledge graph. …”
    Get full text
    Journal Article
  8. 2368

    Developing a game (Inner Dragon) within a leading smartphone app for smoking cessation: design and feasibility evaluation study by White, JS, Salem, MK, Toussaert, S, Westmaas, JL, Raiff, BR, Crane, D, Warrender, E, Lyles, C, Abroms, L, Thrul, J

    Published 2023
    “…Inner Dragon users maintain an evolving pet dragon that serves as a virtual avatar for the users’ progress in quitting. …”
    Journal article
  9. 2369

    Pengaruh elemen gamifikasi terhadap motivasi pelajar menggunakan aplikasi quizizz by Abd Nasir, Nurathirah

    Published 2019
    “…Seterusnya bagi tahap motivasi ekstrinsik, sejumlah 62.5% variasi tahap motivasi ekstrinsik dipengaruhi oleh elemen kutipan mata, tahap, ganjaran dan avatar. Oleh itu, kajian ini dapat membantu tenaga pengajar agar mudah mencipta dan menggunakan kaedah gamifikasi yang boleh meningkatkan motivasi intrinsik dan ekstrinsik pelajar dalam sesi pengajaran dan pembelajaran mereka selaras dengan visi PAK 21.…”
    Get full text
    Get full text
    Get full text
    Thesis
  10. 2370

    Development of a 3D, networked multi-user virtual reality environment for home therapy after stroke by Kristen M Triandafilou, Daria Tsoupikova, Alexander J Barry, Kelly N Thielbar, Nikolay Stoykov, Derek G Kamper

    Published 2018-10-01
    “…Each user’s own movement controls an avatar through kinematic measurements made with a low-cost, Kinect™ device. …”
    Get full text
    Article
  11. 2371

    Efficacy of immersive extended reality (XR) interventions on different symptom domains of schizophrenia spectrum disorders. A systematic review by Roope Holopainen, Jari Tiihonen, Jari Tiihonen, Jari Tiihonen, Markku Lähteenvuo

    Published 2023-08-01
    “…In VR, head-mounted devices (HMD) allow interaction with three-dimensional virtual environments and simulated avatars, while AR overlaps virtual, simulated objects to observe physical reality. …”
    Get full text
    Article
  12. 2372

    Intervention Mapping of a Gamified Therapy Prescription App for Children With Disabilities: User-Centered Design Approach by Rowan W Johnson, Becky K White, Daniel F Gucciardi, Noula Gibson, Sian A Williams

    Published 2022-08-01
    “…The gamification design yielded the selection of a digital pet avatar with a fantasy anime visual theme and multiple layers of incentives earned by completing prescribed therapy activities. …”
    Get full text
    Article
  13. 2373

    General Characteristics and Design Taxonomy of Chatbots for COVID-19: Systematic Review by Wendell Adrian Lim, Razel Custodio, Monica Sunga, Abegail Jayne Amoranto, Raymond Francis Sarmiento

    Published 2024-01-01
    “…From the appearance perspective, most COVID-19 chatbots assume the expert role, are task oriented, and have no visual or avatar representation. From the intelligence perspective, almost half of the COVID-19 chatbots are artificially intelligent and can respond to textual inputs and a set of rules. …”
    Get full text
    Article
  14. 2374

    Improving User Experience of Virtual Health Assistants: Scoping Review by Rachel G Curtis, Bethany Bartel, Ty Ferguson, Henry T Blake, Celine Northcott, Rosa Virgara, Carol A Maher

    Published 2021-12-01
    “…Results also suggest that if a human-like avatar is used, realistic rendering and medical attire may potentially be related to more positive user experience; however, more research is needed to confirm this. …”
    Get full text
    Article
  15. 2375

    Realistic Virtual Humans for Cultural Heritage Applications by Effie Karuzaki, Nikolaos Partarakis, Nikolaos Patsiouras, Emmanouil Zidianakis, Antonios Katzourakis, Antreas Pattakos, Danae Kaplanidi, Evangelia Baka, Nedjma Cadi, Nadia Magnenat-Thalmann, Chris Ringas, Eleana Tasiopoulou, Xenophon Zabulis

    Published 2021-11-01
    “…The workflow starts from motion recording and segmentation to avatar implementation, retargeting, animation, lip synchronization, face morphing, and integration to a virtual or physical environment. …”
    Get full text
    Article
  16. 2376

    Effects of a Brain-Computer Interface With Virtual Reality (VR) Neurofeedback: A Pilot Study in Chronic Stroke Patients by Athanasios Vourvopoulos, Octavio Marin Pardo, Stéphanie Lefebvre, Meghan Neureither, David Saldana, Esther Jahng, Sook-Lei Liew, Sook-Lei Liew

    Published 2019-06-01
    “…REINVENT acquires post-stroke EEG signals that indicate an attempt to move and drives the movement of a virtual avatar arm, allowing patient-driven action observation neurofeedback in VR. …”
    Get full text
    Article
  17. 2377

    Competing at the Cybathlon championship for people with disabilities: long-term motor imagery brain–computer interface training of a cybathlete who has tetraplegia by Attila Korik, Karl McCreadie, Niall McShane, Naomi Du Bois, Massoud Khodadadzadeh, Jacqui Stow, Jacinta McElligott, Áine Carroll, Damien Coyle

    Published 2022-09-01
    “…Abstract Background The brain–computer interface (BCI) race at the Cybathlon championship, for people with disabilities, challenges teams (BCI researchers, developers and pilots with spinal cord injury) to control an avatar on a virtual racetrack without movement. Here we describe the training regime and results of the Ulster University BCI Team pilot who has tetraplegia and was trained to use an electroencephalography (EEG)-based BCI intermittently over 10 years, to compete in three Cybathlon events. …”
    Get full text
    Article
  18. 2378
  19. 2379
  20. 2380

    Semantic 3D City Database — An enabler for a dynamic geospatial knowledge graph by Arkadiusz Chadzynski, Nenad Krdzavac, Feroz Farazi, Mei Qi Lim, Shiying Li, Ayda Grisiute, Pieter Herthogs, Aurel von Richthofen, Stephen Cairns, Markus Kraft

    Published 2021-12-01
    “…This paper presents a dynamic geospatial knowledge graph as part of The World Avatar project, with an underlying ontology based on CityGML 2.0 for three-dimensional geometrical city objects. …”
    Get full text
    Article