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L’humain et l’écran, à l’écran : The Cat, the Reverend and the Slave d’Alain Della Negra et Kaori Kinoshita (2010)
Published 2021-10-01“…The film literally re-incarnates these avatars, which are both traces of a presence to oneself as well as a tool enabling communication. …”
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Socially interactive industrial robots: a PAD model of flow for emotional co-regulation
Published 2025-01-01“…This article presents the development of a socially interactive industrial robot. An Avatar is used to embody a cobot for collaborative industrial assembly tasks. …”
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Les nouvelles frontières des Jeux Anthropologiques de Saint-Louis
Published 2012-06-01“…The impact of race studies on the ways of thinking sport, contrary to what the different chairmen of the IOC tried hard to make believe during the new decades, was not only a mere avatar of the Olympic movement. Finally, we shall make some forecasts regarding the influence of that interracial athletic show outside the United States that surely allowed a certain perception of otherness and limited the integration of native peoples in the world sports fabric.…”
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Thomas Dallery, Le divorce rentabilité/croissance dans le capitalisme financiarisé. Changements de régimes, équilibres, instabilités et conflits
Published 2011-06-01“…The macroeconomic realisation of profits being determined by capitalists’ spendings, the slowdown of accumulation cannot come (theoretically) with a profitability recovery, others things being equal.After having recalled, in a first chapter, that financialisation is only the last avatar of a long trend for capitalism to escape from real economy, we show, in a second chapter, that financialisation leads, for the individual firm, to a reorientation towards shareholders’ profitability claims at the expense of managers and capital accumulation, financial (indebtedness) and real (capacity utilisation) security, and also of workers (real wage).After having faced, in a third chapter, two methodological, embarrassing questions for kaleckian models of growth and distribution (not very plausible and unstable for the most plausible ones), we use, in a fourth chapter, a second macroeconomic approach (stock-flow consistent model) where conflict impacts distribution (conflict inflation) and accumulation (growth/profit trade-off). …”
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GLOBAL DIVERSITY AS A BASIS OF ADAPTIVE OAT BREEDING
Published 2018-06-01“…Among them there are oats varieties widely cultivated in Russia, such as Argamak, Krechet and Gunter, and new varieties Sapsan and Avatar combining high productivity (8-11.2 t/ha) with resistanceto biotic and abiotic stressors. …”
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Significance of a written text in human activities
Published 2024-03-01“…A written text can be considered as the final product of a person’s thinking activity, which reflects his personal and intellectual level of development, is a socialization indicator and serves as a kind of guide to the diverse world of personal realization and a kind of the author’s written avatar. The text has special properties that allow to “connect” several complex, multifaceted, dynamic spheres such as the surrounding reality, life and professional experience of a person, their worldview, images of the past, present, future, etc. …”
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Enhancing university students' learning performance in a metaverse‐enabled immersive learning environment for STEM education: A community of inquiry approach
Published 2024-09-01“…The platform integrates various components, including avatar usage, multimodality, and gamification, with careful consideration of each CoI element to maximize students' immersive interactions and collaboration in STEM (science, technology, engineering, and mathematics) learning contexts. …”
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Virtual Goods Recommendations in Virtual Worlds
Published 2015-01-01“…Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. …”
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Context-dependent modulation of spatial attention: prioritizing behaviourally relevant stimuli
Published 2025-02-01“…While driving, participants underwent a peripheral cue-target paradigm where a roadside pedestrian avatar (target) appeared following a cylinder cue. …”
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Metaverse Kapsamında Oyun-içi Reklam Uygulamaları: Sandbox Alpha 2 Örneği
Published 2022-12-01“…Araştırmanın sonucunda SandBox platformunun; NFT pazarlama, Direct 2 Avatar uygulamaları, “oynayarak kazan / earn to play” özelliği ve SandCoin kullanımı çerçevesinde; kullanıcılara güvenilir oyun-içi alışveriş imkanı sağlarken, aynı zamanda da kazanç elde etmelerine imkan verdiği saptanmıştır.…”
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Intestinal organoids: The path towards clinical application
Published 2025-03-01“…Preclinical studies have demonstrated a remarkable functional recapitulation of infectious and genetic diseases, and there is mounting evidence for the reliability of intestinal organoids as a patient-specific avatar. Breakthroughs now allow the generation of structurally and cellularly complex intestinal models to better capture a wider range of intestinal pathophysiology. …”
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MVSGS: Gaussian splatting radiation field enhancement using multi-view stereo
Published 2024-12-01“…Additionally, we have explored the potential of using Gaussian Splatting for non-face template single-process end-to-end Avatar Reconstruction, yielding promising experimental results.…”
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Realistic Facial Expression of Virtual Human Based on Color, Sweat, and Tears Effects
Published 2014-01-01“…The effects of sweat, tears, and colors are integrated into a single animation model to create realistic facial expressions of 3D avatar. The physical properties of muscles, emotions, or the fluid properties with sweating and tears initiators are incorporated. …”
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Kinect-Based Exergames Tailored to Parkinson Patients
Published 2018-01-01“…When the patient’s movements, as detected by Kinect, “match” a preprogrammed gesture, an onscreen 3D cartoon avatar responds according to the game context at hand. …”
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The communicative status of an individual in a digital society
Published 2022-07-01“…The peculiarities of the interaction of the objective and subjective in the digital space are revealed by analyzing, on the one hand, the phenomenon of a “digital double” created as a result of generalization of indicators of a person’s “digital footprint” regardless of his desire or unwillingness, on the other hand, the purposeful formation of an individual’s “avatar”. The generalized assessment of the communicative status of the individual leads to the conclusion that the characteristics of this phenomenon reflect the processes of individualization characteristic of digital society and indicate the desire of the individual to independently build his own communicative trajectory, the maximum realization of his capabilities as a subject of interactions.…”
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High-Risk AI Systems—Lie Detection Application
Published 2025-01-01“…It further makes an assessment of practical case studies, including notable examples such as iBorderCtrl and AVATAR. This in-depth analysis seeks to emphasize not only the enormous challenges ahead for practitioners but also the progress made in this emerging field of study. …”
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Analisis Kualitatif Elemen Gamifikasi dalam Games Berbasis ICT untuk Anak Usia Dini
Published 2023-08-01“…In addition, the results also confirm that there are nine elements of gamification that are suitable to be applied to in the early childhood environment, namely points and rewards, leaderboards, badges, challenges, leveling, progress bar, avatars, currency, and surprises. The results of this study can be used as the basis for further research in relation to developing a prototype of a game-based learning system in early childhood education with a focus on interaction, rewarding, problem solving, and challenges. …”
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Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of...
Published 2025-01-01“…“Feedback” was the most important game design element, followed by “Avatar.” ConclusionsThis meta-analysis demonstrates that gamification interventions effectively promote PA in individuals with CVD, with effects persisting beyond the intervention period, indicating they are not merely novel effects caused by the game nature of gamification. …”
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Exploring Dance as a Therapeutic Approach for Parkinson Disease Through the Social Robotics for Active and Healthy Ageing (SI-Robotics): Results From a Technical Feasibility Study
Published 2025-01-01“…To stimulate engagement, sessions were organized in the shape of exergames where an avatar shows patients the movements they should perform to correctly carry out a dance-based rehabilitation exercise. …”
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