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Titlebook: Serious Games; 9th Joint Internatio Mads Haahr,Alberto Rojas-Salazar,Stefan G?bel Conference proceedings 2023 The Editor(s) (if applicable)

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11#
發(fā)表于 2025-3-23 13:18:59 | 只看該作者
Javelin Throw Analysis and?Assessment with?Body-Worn Sensorsd fundamentally contribute to the performance improvement of athletes. Motion analysis tools are sometimes used to support coaches, who may easily miss crucial details of the throwing movement due to high speeds. Existing tools for this purpose require a complex and location-bound experimental setup
12#
發(fā)表于 2025-3-23 14:55:00 | 只看該作者
13#
發(fā)表于 2025-3-23 21:29:09 | 只看該作者
14#
發(fā)表于 2025-3-23 22:52:48 | 只看該作者
Entry-Level Game Difficulty Estimation Based on Visuoperceptual Profiles of Children with Cerebral Vions. Long-term individualized therapy is crucial for children with CVI to develop coping strategies and improve functional limitations. Serious games are becoming a part of many different types of therapy and rehabilitation, including physical rehabilitation, cognitive behavioral therapy, vision th
15#
發(fā)表于 2025-3-24 06:19:16 | 只看該作者
16#
發(fā)表于 2025-3-24 07:36:18 | 只看該作者
Bridging the?Gap: Knowledge Spaces and?Storylines in?Serious Gamesl- and/or build-time knowledge space alterations based on a story model and player progress. Our approach streamlines the design process by providing a more manageable learning experience for players, facilitating collaboration among game designers, educators, and narrative designers, and enhancing
17#
發(fā)表于 2025-3-24 13:07:38 | 只看該作者
18#
發(fā)表于 2025-3-24 18:53:30 | 只看該作者
19#
發(fā)表于 2025-3-24 21:19:48 | 只看該作者
Does Digital Game Play Affect Social/Emotional Child Wellbeing?ness, curiosity, optimism, and reduced stress) we conducted a playtesting study (.25) to develop wellbeing profiles for six games. These profiles informed an experimental study in which 8- to 12-year-olds (.62) either played tablet-based casual games over an 8-week period (play group) or engaged in
20#
發(fā)表于 2025-3-25 03:10:26 | 只看該作者
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