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Older adults’ experience of active computer gaming for falls prevention exercise: A mixed methods study



User-centred design of an active computer gaming system for strength and balance exercises for older adults


Computer Gaming sentence examples within computer gaming platform



3D Reconstruction of Cultural Heritage Sites as an Educational Approach. The Sanctuary of Delphi



Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games


Computer Gaming sentence examples within computer gaming activity



Features of the impact of digital technologies on young people



Features of mental activity of students – esport players



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10.1007/978-981-33-6104-1_9

Applications of Flower Pollination Algorithm in Wireless Sensor Networking and Image Processing: A Detailed Study



3D Reconstruction of Cultural Heritage Sites as an Educational Approach. The Sanctuary of Delphi


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10.1108/ijm-01-2021-0052

Artificial intelligence and human workers interaction at team level: a conceptual assessment of the challenges and potential HRM strategies


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10.7146/IRTP.V1I1.127074

Psychology challenged



Older adults’ experience of active computer gaming for falls prevention exercise: A mixed methods study


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10.1109/PIMRC50174.2021.9569526

Exploring Extended Reality with Flexible Spectrum Access in Wireless Cellular Network


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10.1556/0406.21.2020.017

A médiaeszközök világába való belemerülés: adaptív és nem adaptív következmények


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10.1051/e3sconf/202127310017

Features of the impact of digital technologies on young people


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10.1007/s10772-021-09883-3

Speech emotion recognition using data augmentation


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10.1007/s00112-021-01184-y

[Using new media in pediatric psychosomatic medicine].


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10.4324/9781003024552-7

Program Evaluation of Broadening STEM Participation for Underrepresented Students of Color



Visual Attention Software: A New Tool for Understanding the “Subliminal” Experience of the Built Environment



FantaSEAS Project: Incorporating Inspiring Ocean Science in the Popular Media


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10.1007/978-3-030-71393-5_16

Electronic Broadcast Media: Radio and TV



Analyzing the Influence of Wine and Beer Drinking, Smoking, and Leisure Time Screen Viewing Activity on Body Weight: A Cross-Sectional Study in Germany


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10.3390/ELECTRONICS10090996

Digital Addiction: Systematic Review of Computer Game Addiction Impact on Adolescent Physical Health


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10.1017/S1041610220003385

Creating wellness apps with high patient engagement to close the intention–action gap


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10.1007/S10586-021-03279-3

Improving latency in Internet-of-Things and cloud computing for real-time data transmission: a systematic literature review (SLR)


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10.26140/BGZ3-2021-1001-0087

YOUTH SLANG IN THE SPEECH OF A MODERN STUDENT


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10.1109/SIEDS.2019.8735606

Assessing Control Devices for the Supervisory Control of Autonomous Wingmen


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10.1080/09638288.2019.1618400

Feasibility of a randomised controlled trial to evaluate home-based virtual reality therapy in children with cerebral palsy


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10.1007/978-3-030-22602-2_6

Fostering Interactivity Through Analogue Principles Applicable to Design of Virtual Reality Games



Using Low-Cost Virtual Reality Simulation to Build Surgical Capacity for Cervical Cancer Treatment


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10.3332/ecancer.2019.910

Creating a low-cost virtual reality surgical simulation to increase surgical oncology capacity and capability



Effects of prolonged continuous computer gaming on physical and ocular symptoms and binocular vision functions in young healthy individuals


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10.1024/1422-4917/a000674

Gaming Disorder and Computer-Mediated Communication in Children and Adolescents with Autism Spectrum Disorder.


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10.1007/s40869-019-00084-2

Toward Greener Gaming: Estimating National Energy Use and Energy Efficiency Potential


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10.1080/13645706.2019.1575882

Introduction to artificial intelligence in medicine



Coupling agent motivations and spatial behaviors for authoring multiagent narratives



Gaming With Stigma: Analysis of Messages About Mental Illnesses in Video Games


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10.1108/JET-12-2018-0057

User-centred design of an active computer gaming system for strength and balance exercises for older adults


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10.5937/ijcrsee1902067p

Features of mental activity of students – esport players


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10.14705/rpnet.2019.36.953

A Deep Linguistic Computer-Assisted Language Learning Game for Italian.


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10.17577/IJERTV8IS010021

Gesture based Virtual Reality Implementation for Car Racing Game employing an Improved Neural Network


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10.24919/2308-4634.2019.182236

ОСОБЛИВОСТІ ВИКОРИСТАННЯ НАВЧАЛЬНИХ КОМП’ЮТЕРНИХ ІГОР У ПОЧАТКОВІЙ ШКОЛІ



The increased trend of non-drinking alcohol among adolescents: what role do internet activities have?


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10.26795/2307-1281-2019-7-4-12

Анализ индивидуально-личностных факторов игровой компьютерной зависимости


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10.1145/3375900.3375918

Investigating the Dunning-Kruger Effect Among Students within the Contexts of a Narrative-centered Game-based Learning Environment


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