Showing 141 - 160 results of 174 for search 'Dead OR Alive (video game)', query time: 0.12s Refine Results
  1. 141

    Rotation errors in path integration are associated with Alzheimer’s disease tau pathology: a cross-sectional study by Lise Colmant, Lisa Quenon, Lara Huyghe, Adrian Ivanoiu, Thomas Gérard, Renaud Lhommel, Pauline Coppens, Yasmine Salman, Vincent Malotaux, Laurence Dricot, Lukas Kunz, Nikolai Axmacher, Philippe Lefèvre, Bernard Hanseeuw

    Published 2025-02-01
    “…We fitted linear mixed models to predict the path integration performances according to amyloid status or tau pathology in the medial temporal lobal, adjusting for age, gender, cognitive status, education, and video game experience. We decomposed the error into rotation and distance errors. …”
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  2. 142

    Efficacy of Wii-Fit on Static and Dynamic Balance in Community Dwelling Older Veterans: A Randomized Controlled Pilot Trial by Kalpana P. Padala, Prasad R. Padala, Shelly Y. Lensing, Richard A. Dennis, Melinda M. Bopp, Christopher M. Parkes, Mark K. Garrison, Patricia M. Dubbert, Paula K. Roberson, Dennis H. Sullivan

    Published 2017-01-01
    “…The objective of this study was to establish the efficacy of a Wii-Fit interactive video-game-led physical exercise program to improve balance in older Veterans. …”
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  3. 143
  4. 144

    A Survey on Content Adaptation Systems towards Energy Consumption Awareness by Mohd Norasri Ismail, Rosziati Ibrahim, Mohd Farhan Md Fudzee

    Published 2013-01-01
    “…The availability of heterogeneous devices has rapidly changed the way people access the World Wide Web that includes rich content applications such as video streaming, 3D games, video conferencing, and mobile TV. …”
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  5. 145

    Kajian Strategi Pendidikan Vokasi Bidang Teknologi Informasi dan Komunikasi Menghadapi Bonus Demografi by Faizatul Amalia, Waras Kamdi, R. Machmud Sugandi

    Published 2023-10-01
    “…Untuk mencapai kompetensi siswa SMK TIK dapat dilakukan dengan: penerapan model pembelajaran di kelas seperti problem based learning dan project based learning, penggunaan metode pembelajaran demonstrasi dan discovery learning, penggunaan strategi problem solving, media pembelajaran yang dapat dimanfaatkan berupa e-learning, video, e-modul, software simulation, penggunaan fasilitas yang mumpuni di laboratorium, kurikulum yang disusun mencantumkan prakerin sebagai mata pelajaran yang harus diikuti oleh siswa, penggunaan perangkat pembelajaran melalui LKS berstruktur dan berbasis konstruktivisme, pembangunan sekolah kejuruan berdasarkan konsep corporate school,  kompetensi guru melalui keterampilan pedagogik, sosial dan kepribadian yang dapat mendukung peningkatan motivasi belajar yang nantinya memengaruhi kompetensi siswa, dan pengalaman prakerin dapat meningkatkan kompetensi siswa SMK.   …”
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  6. 146

    Curved characteristics best suited for Growth rates, Relative strength and Performance Time of female Olympic weightlifters by Khaled Ebada

    Published 2014-06-01
    “…The study Applied on a sample of 88 female lifter participants in weightlifting competitions at the 2012 Summer Olympics in London, Where the average age of 25.61± 3.68 years, length 160.18 ± 6.27 cm, weight 67.04 ± 14.33 kg and BMI 25.78 ± 3.99 kg./m2. Were analyzed video film, which was filmed for female lifters knowledge of the technical Committee of the International weightlifting Federation during the Olympic Games in London 2012. …”
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  7. 147
  8. 148

    À quoi pensent les archives de la jouabilité? by Hugo Montembeault, Simon Dor

    Published 2018-10-01
    “…How players’ archival practices allow us to reevaluate the historiography of video games? In order to explore and undertake the challenges that represent a videogame history developed from the perspective of players, this article consolidates a micro-historical method called a « history of gameplay ».…”
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  9. 149

    Genre et pratiques numériques selon l’origine sociale et le territoire, à l’entrée dans l’adolescence by Rozenn Décret-Rouillard

    Published 2024-09-01
    “…Our article examines 13 years-old adolescents’ practices of digital social networks and video games. The research, which is part of an intersectional model, questions gendered adolescent practices in the digital age, by confronting them with the social origin and the area of education of the surveyed. …”
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  10. 150

    Technological Addictions: Disease or Adaptive Behavior? by María Magdalena Caro Mantilla

    Published 2017-04-01
    “…It has emerge the idea of addiction to video games, to mobile, to the internet and in recent years, to social networks, among others; however, to what extent they are true addictions, is a subject of deep debate, since they are not recognized as diseases in the current official classifications. …”
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  11. 151

    Secure Multicast Routing Algorithm for Wireless Mesh Networks by Rakesh Matam, Somanath Tripathy

    Published 2016-01-01
    “…Many applications in WMN including multicast TV, audio and video conferencing, and multiplayer social gaming use multicast transmission. …”
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  12. 152

    PlayPhrase.Me: A multimedia corpus for foreign language education by Ibrahim Halil Topal

    Published 2025-01-01
    “…., Drops: Language Learning Games for vocabulary), websites (e.g., SpanishDict for Spanish dictionary and grammar), and reference tools (e.g., Grammarly for writing assistance). …”
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  13. 153

    Creative occupations as knowledge practices: Innovation and precarity in the creative economy by Hearn Greg

    Published 2014-06-01
    “…Preliminary research detailed in Cunningham and Higgs (2009) showed that the existing industrial classifications did not incorporate the terminology of the creative industries, nor did they disaggregate new categories of digital work such as video games. However, we discovered that occupational codes provide a much more fine-grained account of work that would enable us to disaggregate and track economic activity that corresponded to creative industries terminology. …”
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  14. 154

    Digital-based nutrition education on nutrition knowledge and behaviors in adolescents: A systematic review by Dwiyan Fahrizki Destio, Meti Dwiriani Cesilia

    Published 2025-01-01
    “…Digital media such as mobile apps, podcasts, social media, and video games are shown to be effective media in nutrition education for improving people's nutritional knowledge and behaviors, including in adolescents. …”
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  15. 155

    Interactive advertising as a new factor of influence on consumer behaviour of youth by L. A. Bruskova, O. G. Pecherskikh

    Published 2024-10-01
    “…The authors come to the conclusion that the most effective in this regard are playable and video advertising placed in mobile device applications. …”
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  16. 156

    “Don’t Even Smoke But I’ll Buy That” Twitch as a New Venue for E-Cigarette Promotion by Hüseyin Küçükali, Hüseyin Küçükali

    Published 2025-01-01
    “…ObjectivesThis study examines the covert promotion of e-cigarettes, specifically Juul, on the video live-streaming platform Twitch, focusing on the content and platform-specific dynamics that may influence its effectiveness.MethodsThis qualitative case study of a non-gaming Twitch stream included data from influencer conversations, viewer comments and visual elements. …”
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  17. 157

    Computer-Enhanced Visual Learning Method to Teach Endoscopic Correction of Vesicoureteral Reflux: An Invitation to Residency Training Programs to Utilize the CEVL Method by Michael Bauschard, Max Maizels, Andrew Kirsch, Martin Koyle, Tony Chaviano, Dennis Liu, Rachel Stork Stoltz, Evelyn Maizels, Michaella Prasad, Andrew Marks, David Bolnick

    Published 2012-01-01
    “…This application provides personnel training, examination, and procedure skill documentation through the use of online text with narration, pictures, and video. There is also included feedback and remediation of skill performance and teaching “games.” …”
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  18. 158
  19. 159

    The influence of mutually beneficial and self-beneficial situations on the lying behavior and cognition of Chinese 4- to 5-year-old children by Dan Kang, Yingjie Zhang, Xiwu Xu, Jiajia Li

    Published 2025-01-01
    “…Experiment 1 used the “hide-and-seek” game to investigate the lying behavior of 96 Chinese 4- to 5-year-old children. …”
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  20. 160

    Impact of a Visual-Auditory-Kinesthetic Model-Based Educational Package on Knowledge Regarding Stroke Among Security Guards in a Tertiary Care Teaching Hospital by Parul, Latha Venkatesan, Achal Srivastava, Manju AK Rajora

    Published 2025-01-01
    “…The educational package included researcher-developed videos on risk factors and management of stroke, a poster on Act FAST, and a card game on symptoms of stroke. …”
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