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Journal articles on the topic 'Gaming web application'

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1

Ibrahim, Amalina, Wan Noorshahida Mohd-Isa, Sin-Ban Ho, Suraya Nurain Kalid, Khairul Akhyar Khairul Annuar, and Razi Razaleigh. "Optimizing Gaming Experiences with a Web-Based Marketplace Peripherals." International Journal of Membrane Science and Technology 10, no. 2 (2023): 1631–49. http://dx.doi.org/10.15379/ijmst.v10i2.1838.

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Over the past decade, the global gaming peripheral market has emerged as a major investment in world trade. Numerous brands, including Razer and Logitech Inc., strive to make a significant impact and set trends in the industry by offering a wide range of products. These products cater to users' preferences and game system requirements, ranging from off-the-shelf options to fully custom-made gaming peripherals. This paper presents an application blueprint study for a centralized marketplace that compares on-market products from different renowned gaming peripheral producers. By leveraging this
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Ajith, Anagha. "GESTURE CONTROLLED SMART GLOVE WITH WEB APPLICATION." International Scientific Journal of Engineering and Management 03, no. 04 (2024): 1–9. http://dx.doi.org/10.55041/isjem01615.

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his paper presents a gesture-controlled smart glove system integrated with a web application for interactive user interface and control. The glove utilizes an array of sensors, such as accelerometers, gyroscopes, and flex sensors, to detect hand movements and gestures with high precision. These sensors capture real-time data, which is processed by an embedded microcontroller unit (MCU) onboard the glove. The processed data is then transmitted wirelessly to a web application via Bluetooth or Wi-Fi connectivity. The web application, accessible through a browser on any device, provides a user-fri
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Latubessy, Anastasya, and Ahmad Jazuli. "Web application to measure level of addictive game." International Journal of Engineering & Technology 7, no. 3 (2018): 1791. http://dx.doi.org/10.14419/ijet.v7i3.16097.

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Game becomes very popular within all ages. The intensity of someone playing games can influence the behavior of that person. World Health Organization (WHO) is classifying gaming disorder as an addictive behavior disorder. According to psychologists, there are six types of game addiction behavior, such as, Salience, Euphoria, Conflict, Tolerance, Withdrawal, and the last is Relapse and Reinstatement. A person is said to be addicted to the game if it meets at least three of the six types of behavior that exist. The six types of game addiction behavior then modeled using backward chaining algori
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Toporetska, Z. M., C. V. Aymedov, T. V. Synitska, and O. P. Oliinyk. "A socio-psychological portrait of a pathological gambler as a prerequisite for preventing gambling addiction (gambling disorder)." Medicni perspektivi 29, no. 1 (2024): 143–50. http://dx.doi.org/10.26641/2307-0404.2024.1.301141.

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Gambling always carries risks for the player's mental health, as it can provoke the development of gaming addiction. A direct connection between the socio-psychological portrait of the player, his gaming behavior, and the risks of game addiction can be traced. The purpose of the work is to form a socio-psychological portrait of a "pathological" gambler. The work was performed based on the State Institution "Institute of Forensic Psychiatry of the Ministry of Health of Ukraine". Methods used: CAWI (Computer Assisted Web Interviewing) questionnaires in online gambling establishments; CAPI (Compu
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Toporetska, Z.M., C.V. Aymedov, T.V. Synitska, and O.P. Oliinyk. "A socio-psychological portrait of a pathological gambler as a prerequisite for preventing gambling addiction (gambling disorder)." Medicni perspektivi 29, no. 1 (2024): 143–50. https://doi.org/10.26641/2307-0404.2024.1.301141.

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Gambling always carries risks for the player's mental health, as it can provoke the development of gaming addiction. A direct connection between the socio-psychological portrait of the player, his gaming behavior, and the risks of game addiction can be traced. The purpose of the work is to form a socio-psychological portrait of a "pathological" gambler. The work was performed based on the State Institution "Institute of Forensic Psychiatry of the Ministry of Health of Ukraine".  Methods used: CAWI (Computer Assisted Web Interviewing) questionnaires in online gambling establishments; CAPI
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Singh, Rakesh Kumar, and Ranjan Singh. "Cloud computing-A scientific review." Anusandhaan - Vigyaan Shodh Patrika 3, no. 01 (2015): 88–94. https://doi.org/10.22445/avsp.v3i01.8582.

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Cloud Computing or Cloud based computing is actually an internet based process and use of computer application in a optimized way, Google apps is an example of cloud computing, which provides business application in a online mode and can be reached using the web browser, Information in servers on the internet(applications, web pages , programs ,etc,) are stored forever and also temporarily stored on the desktop computer, notebooks , gaming consoles, smart phones of the users, To put is slightly extended and simple way it mean as that so far we had software program on our computer, laptop and n
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Indra, Evta, Steffanily, and Tamarai Dinesh. "Designing Android Gaming News & Information Application Using Java-Based Web Scraping Technique." Journal of Physics: Conference Series 1230 (July 2019): 012069. http://dx.doi.org/10.1088/1742-6596/1230/1/012069.

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Waworuntu, Alexander. "Leveraging Content-Based Filtering for Personalized Game Recommendations: A Flutter-Based Mobile Application Development." Ultimatics : Jurnal Teknik Informatika 16, no. 2 (2025): 149–54. https://doi.org/10.31937/ti.v16i2.3936.

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The background of this study stems from the need for a recommendation system to assist users in finding games that match their interests. With the rapid growth of the gaming market, an increasing number of people engage in gaming activities. In 2022, the personal computer (PC) gaming market accounted for 37.9% of all gamers worldwide. One of the largest PC gaming platforms is Steam, developed by Valve Corporation, which boasts over 184 million active users. However, the overwhelming number of options can lead users to lose interest in purchasing games. Therefore, a recommendation system is req
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Akbulut, Yavuz. "Predictors of inconsistent responding in web surveys." Internet Research 25, no. 1 (2015): 131–47. http://dx.doi.org/10.1108/intr-01-2014-0017.

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Purpose – The purpose of this paper is to investigate the antecedents of inconsistent responding in web surveys. Consistency of responses to personal information questions and scale items were compared, and the influence of perceived social support, social appearance anxiety, academic self-efficacy and social networking habits on inconsistent responding was examined. Design/methodology/approach – A gaming application on Facebook was used to collect data. A repeated-measures design was conducted with 806 respondents in two online survey administrations. After inconsistent responses provided by
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Oktaviana R, Shinta, and Rifqi Avriyansyah Prayudha. "ANALISA KEPUASAN PENGGUNA WEBSITE TOP UP VOUCHER GAMES ONLINE MENGGUNAKAN WEBQUAL 4.0." INTI Nusa Mandiri 18, no. 2 (2024): 147–56. http://dx.doi.org/10.33480/inti.v18i2.5036.

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The online gaming industry generates revenue through the sale of games that customers pay to play. In Indonesia, there are numerous programs that offer online game vouchers at different costs and with various payment options. The objective of this study is to identify the variables that influence user satisfaction on web applications that offer online game coupons. The study used the WebQual 4.0 methodology as a tool for evaluating the caliber of web apps. The research was conducted online via the Google Form application. The data collection period spanned from June 11, 2023 to June 29, 2023,
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RUPADEVI, B. "PLAYER BEHAVIOUR PREDICTION IN GAME PURCHASE USING ML." International Scientific Journal of Engineering and Management 04, no. 06 (2025): 1–9. https://doi.org/10.55041/isjem03917.

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Abstract: The gaming industry increasingly relies on predictive analytics to enhance player engagement and optimize in-game purchase revenue. This study develops machine learning models to predict Player Engagement Level (PEL) and Purchase Likelihood (PL) using a dataset of 5,000 player records with 33 features, encompassing gameplay, monetization, social, and demographic attributes. Through exploratory data analysis, feature selection with SelectKBest, and class balancing via SMOTE, the methodology mitigates imbalances and reduces dimensionality to eight key predictors. Four algorithms—Decisi
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Prasetyadi, Gottfried Christophorus, and Mahfudin Mahfudin. "Web-based Expert System Application to Recommend Computer Specifications for Gaming Using Backward Chaining Inference Method." Jurnal Sistem Informasi 13, no. 2 (2017): 110. http://dx.doi.org/10.21609/jsi.v13i2.546.

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This study aims to design and implement an expert system application to provide minimum computer hardware and operating system requirements, which are capable of running games with certain graphical settings. Backward chaining inference method is used to conclude the output, which the requirements are based on user’s input. The application is made using PHP general-purpose server-side scripting language and MySQL database. By using this application, a user can consult as well as to an expert to know the computer specifications capable of running a game with preferred graphical settings and to
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Cordero-Brito, Staling, and Juanjo Mena. "Gamification and Its Application in the Social Environment." Journal of Information Technology Research 13, no. 3 (2020): 58–79. http://dx.doi.org/10.4018/jitr.2020070104.

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This study sets out to conduct a systematic review of the emergence and evolution of gamification in the social environment, its main components, and its application as a learning tool through the motivation and engagement it generates in people. The results were obtained by consulting two major scientific databases, namely, Scopus and the Web of Science, which provided 136 articles published on the social environment from 2011 through to mid-2016 using the term gamification. The results of this study reveal how over time gamification has been gaining importance in the social environment throu
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AlLouzia, Adel Salem, Khaled Mohammad Alomari, and Safwan Maghaydah. "Enhancing game classification systems with machine learning: A comparative study on techniques and legal implications." International Journal of Data and Network Science 8, no. 4 (2024): 2319–32. http://dx.doi.org/10.5267/j.ijdns.2024.5.024.

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This study conducted a thorough analysis of a dataset from a video game to reveal the relationship between game content, interactive features, and classification ratings. The project attempted to convert raw data into meaningful insights by employing Python for data processing and machine learning. The analysis uncovered strong relationships between content descriptors and ESRB ratings, indicating a market that strategically customizes game material to different demographic groupings. Moreover, the inclusion of interactive features such as 'Users Interact' and 'In-Game Purchases' suggests a tr
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Khan, M. N. A., A. M. Mirza, R. A. Wagan, M. Shahid, and I. Saleem. "A Literature Review on Software Testing Techniques for Smartphone Applications." Engineering, Technology & Applied Science Research 10, no. 6 (2020): 6578–83. http://dx.doi.org/10.48084/etasr.3844.

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Smartphone applications are getting popular and have become a necessity. There numerous smartphone applications ranging from entertaining to gaming and from utility to mission-critical. Almost everything on the web is now in hands of Smartphone users, which makes this domain very important and its quality should not be compromised. Achieving the desired quality is not an easy task for the mobile platform as it has its limitations. To produce a quality app, developers and testers need to test and assess the app in numerous ways to ensure the best trait of the application. In this concern, some
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Khan, M. N. A., A. M. Mirza, R. A. Wagan, M. Shahid, and I. Saleem. "A Literature Review on Software Testing Techniques for Smartphone Applications." Engineering, Technology & Applied Science Research 10, no. 6 (2020): 6578–83. https://doi.org/10.48084/etasr.3844.

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Smartphone applications are getting popular and have become a necessity. There numerous smartphone applications ranging from entertaining to gaming and from utility to mission-critical. Almost everything on the web is now in hands of Smartphone users, which makes this domain very important and its quality should not be compromised. Achieving the desired quality is not an easy task for the mobile platform as it has its limitations. To produce a quality app, developers and testers need to test and assess the app in numerous ways to ensure the best trait of the application. In this concern, some
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Givan, Muhammad, and Andi Wafiah. "Aplikasi Game Checkers Menggunakan Metode Alpha Beta Dan Minimax." Jurnal Sintaks Logika 5, no. 1 (2025): 58–69. https://doi.org/10.31850/jsilog.v5i1.3602.

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One option for fun when hanging out with friends is to play checkers. Playing the game, meanwhile, may be made more difficult by its limits. The purpose of this study is to create a checkers gaming application based on the Alpha Beta and Minimax algorithms. Experimental research methods and literature review were used to collect data over a two-month period. Analysis utilizing the programming language PHP, Javascript, Web Server, Editor Visual Studio Code, and white box testing with the result V(G) = 5, as well as black box testing, reveal that the function performance is consistent with F0 lo
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Ilmawati. "Metode Forward Chaining Dan Certainty Factor Untuk Antisipasi Kecanduan Game Online Berbasis Web." Jurnal Sains Informatika Terapan 1, no. 3 (2022): 149–54. http://dx.doi.org/10.62357/jsit.v1i3.109.

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Games are everyone's favorite. Both children and adults enjoy playing games. A person can continuously play games to the point of forgetting time and even forgetting the environmental conditions around him. The frequency of playing games can have an impact on a person's level of addiction to games. However, not everyone is aware that they have this type of gaming addiction. Therefore, a study was conducted to identify the types of game addiction behavior. Expert systems are usually used for consultation, analysis, diagnosis and help make decisions. So we need a system that can help solve this
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Wang, Huayi, and Xiangrui Li. "Challenges and Solutions of the Application of Data-Driven Technology in Network 3D Game Design." Mobile Information Systems 2023 (April 13, 2023): 1–13. http://dx.doi.org/10.1155/2023/9105763.

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The development of online games is in full swing in recent years, and it is developing in the direction of 3D, exquisite, and has attained significant popularity. However, there are many challenges faced while designing 3D games that are targeted to specific user groups and can run stably. Data-driven technology can collect game preferences and identify common technical defects and other issues in game design for effective completion of frameworks. To solve the problem and difficulty of obtaining the data for 3D games and the possibility of flaws in the framework design, this paper adopts data
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Aziz, Nian, Justin Champion, and Ibrahim Hamarash. "Evaluation of Smartphone’s Embedded Sensors Through Applications: A Case Study of Gyroscope and Accelerometer." UKH Journal of Science and Engineering 5, no. 2 (2021): 10–17. http://dx.doi.org/10.25079/ukhjse.v5n2y2021.pp10-17.

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Smartphones are used for many daily activities like tele-communication, gaming, web browsing, fitness and health monitoring and traditional office working. Smartphones are equipped with built-in sensors to be able to perform these activities. It is well known that the sensors affect the resolution of the smartphone applications which is very vital in life critical applications (LCA). In this paper, two main sensors, the gyroscope and accelerometer have been studied. All commercial smartphones contain these two sensors and support functions related to them. These two sensors have direct link wi
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Chandiramani, Ashish. "Management of Django Web Development in Python." Journal of Management and Service Science (JMSS) 1, no. 2 (2021): 1–17. http://dx.doi.org/10.54060/jmss/001.02.005.

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Application Development is not only limited to the business or promotional field, but it also helps to provide the necessary services to the common people across the world by creating an interaction between the companies and the customers through the website. It also creates a platform for the common people who have the ability to attract the audience using their talent. We can take the example of various blog writers, online councilors and fashion influencers who have a large audience because of their quality content and knowledge in their field. We have generally seen how the electronic com-
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Gomes, Jorge, and Mário Romão. "Information and Communication Technologies in the Healthcare." International Journal of Privacy and Health Information Management 6, no. 2 (2018): 72–83. http://dx.doi.org/10.4018/ijphim.2018070105.

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Web portals, sensors, electronic records, video communication, on-line gaming and mobile apps. These are all examples of information and communication technologies (ICT) applications or devices that might cause benefits to healthcare. The ICT has the potential to dramatically change the way individuals or society see the sector, and provide tremendous opportunities for supporting professionals, improving effectiveness and efficiency. Healthcare organizations have become more and more challenged on how to assure a fair return from ICT investments. Thus, the application of project management in
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Bao, Bing-Kun, Yefei Sheng, Jie Wang, Yaning Li, and Sisi You. "InstantPainting: Expanding GANs for Efficient Text-Conditioned Image Generation Platform." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 28 (2025): 29619–21. https://doi.org/10.1609/aaai.v39i28.35345.

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Text-conditioned image generation enables cross-modal comprehension. Recent emergence of many platforms have found applications in diverse domains like assisted designing and video gaming. However, there still exist challenges in existing platforms due to their expensive training and time-consuming generation processes. In this paper, we introduce an efficient text-conditioned image generation platform, termed InstantPainting. Unlike existing platforms based on large-scale pre-trained diffusion models, InstantPainting expands generative adversarial networks (GANs) to achieve efficient generati
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Yusup, Maulana, and Titin Kristiana. "Perancangan Sistem Pakar Diagnosis Kerusakan Playstation 3™ Berbasis Web dengan Metode Forward Chaining." Jurnal Telematika 14, no. 2 (2020): 87–94. http://dx.doi.org/10.61769/telematika.v14i2.274.

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Playstation 3™ is one of the best consoles and is still in great demand by the gaming community. Playstation 3™ sometimes has damage, both hardware and software. Playstation damage experienced by the playstation rental places will bring significant losses to the business owner. For that, we need a system that can diagnose playstation damage relatively quickly and practically compared to diagnoses made manually by humans. Expert systems and forward-chaining method can be applied to diagnose Playstation 3™ damage. The development of this expert system requires hardware and software. This applica
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Vidal-Balea, Aida, Óscar Blanco-Novoa, Paula Fraga-Lamas, and Tiago M. Fernández-Caramés. "Developing the Next Generation of Augmented Reality Games for Pediatric Healthcare: An Open-Source Collaborative Framework Based on ARCore for Implementing Teaching, Training and Monitoring Applications." Sensors 21, no. 5 (2021): 1865. http://dx.doi.org/10.3390/s21051865.

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Augmented Reality (AR) provides an alternative to the traditional forms of interaction between humans and machines, and facilitates the access to certain technologies to groups of people with special needs like children. For instance, in pediatric healthcare, it is important to help children to feel comfortable during medical procedures and tests that may be performed on them. To tackle such an issue with the help of AR-based solutions, this article presents the design, implementation and evaluation of a novel open-source collaborative framework that enables to develop teaching, training, and
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Al Fansyah, Fajar, and Tri Widodo. "Deploying SMS Gateway in the Design and Development of Web and Mobile Academic Information Systems using the Waterfall Method." International Journal Software Engineering and Computer Science (IJSECS) 3, no. 3 (2023): 293–99. http://dx.doi.org/10.35870/ijsecs.v3i3.1770.

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: The integration of technology in various sectors, beyond its common application in the gaming industry, has extended to the field of education. This evolution mandates parallel progress in academic institutions to keep pace with technological developments. A significant challenge identified was the reliance on manual accounting methods at SMAN 1 Kejobong, which includes teacher management, staff, and assistant administration, as well as processing student learning data. Outdated practices often lead to inaccuracies and inefficiencies, resulting in time-consuming data collection and potential
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Abdul Molok, Nurul Nuha, Nur Aiena Hajeerah Abdul Hakim, and Nur Syazwani Jamaludin. "SmartParents: Empowering Parents to Protect Children from Cyber Threats." International Journal on Perceptive and Cognitive Computing 9, no. 2 (2023): 73–79. http://dx.doi.org/10.31436/ijpcc.v9i2.406.

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In today’s interconnected world, parents and children face cyber safety and security issues and are exposed to cyber threats. During and after the COVID-19 pandemic, cyber safety and security cases are on the rise affecting people of all ages. During the movement control orders (MCO), children were given electronic gadgets to participate in online learning. Although there is no MCO and online learning anymore, children are still reliant on these gadgets, affecting their studies, health and safety. This study covers cyber threats that are happening to children and what can parents do about such
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Blaney, Aileen. "Farming on Facebook, Camera-less Food Photography and a New Indian Pastoral." International Journal of E-Politics 10, no. 2 (2019): 1–12. http://dx.doi.org/10.4018/ijep.2019070101.

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Lacunae in media images and reports of death and agrarian based suffering, experienced by India's debt prone farmers, have only begun to be addressed in the Indian news media. While the agrarian crisis is spectacularized through 24 hour news cycle images, analysis of underlying causes is less common in print and digital media. Kheti Badi, a photo-series produced from screenshots of FarmVille (an Adobe Flash gaming application on Facebook), interrogates this media impasse. It critiques homogenized images of food and farming, which rise to the top of web search results, and photojournalistic ima
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Sardana, Dhanraj. "Stream Rider: A Developer\'s Perspective on Live Streaming." International Journal for Research in Applied Science and Engineering Technology 13, no. 1 (2025): 2076–80. https://doi.org/10.22214/ijraset.2025.66742.

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This paper presents the development and analysis of a live streaming application designed to provide a seamless, lowlatency streaming experience. The project leverages modern web development frameworks and streaming technologies, including React for the frontend, Node.js for the backend, and MongoDB for efficient database management. To address challenges like scalability and latency reduction, the application integrates RTMP and HLS protocols with a robust architecture powered by cloud services and a Content Delivery Network (CDN). The system delivers real-time video streaming with interactiv
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Khoshahval, S., M. Farnaghi, and M. Taleai. "SPATIO-TEMPORAL PATTERN MINING ON TRAJECTORY DATA USING ARM." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-4/W4 (September 27, 2017): 395–99. http://dx.doi.org/10.5194/isprs-archives-xlii-4-w4-395-2017.

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Preliminary mobile was considered to be a device to make human connections easier. But today the consumption of this device has been evolved to a platform for gaming, web surfing and GPS-enabled application capabilities. Embedding GPS in handheld devices, altered them to significant trajectory data gathering facilities. Raw GPS trajectory data is a series of points which contains hidden information. For revealing hidden information in traces, trajectory data analysis is needed. One of the most beneficial concealed information in trajectory data is user activity patterns. In each pattern, there
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Ismail, Nashwa, David Sherlock, Rebecca Rylance-Graham, Stephen McKinnell, and Mark Pountney. "The Impact of Language and Social Communication on the Sense of Belonging among International Students Using ScLINGO Application." European Conference on Games Based Learning 18, no. 1 (2024): 414–25. http://dx.doi.org/10.34190/ecgbl.18.1.3068.

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The UK's Higher Education landscape embraces global diversity, with the country ranking second as a destination for international students. However, limited research attention has been given to understanding the challenges faced by these students, particularly regarding language proficiency and cultural adaptation, which affect their sense of belonging. This study aims to address these challenges by investigating the impact of ScLINGO, a web-based gaming platform, on enhancing language skills and fostering social integration among international students, including those studying to become heal
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Vollstädt-Klein, Sabine, Philip Mildner, Jan Malte Bumb, et al. "The training game SALIENCE for the therapy of alcohol use disorder." Health Informatics Journal 26, no. 1 (2019): 499–512. http://dx.doi.org/10.1177/1460458219839612.

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The feasibility study was aimed to develop a web-based gaming tool for the therapy of alcohol use disorder to offer patients a cue-exposure-based extinction and decision training, enhanced with virtual reality. To increase the training effect, patients playfully experience situations that resemble critical real-life situations. For implementing the game, a combination of HTML5 and JavaScript was used. The application comes with an administrator interface, to allow editing the game content. Initially, we included 21 patients (Group 1), 18 suffering from alcohol use disorder and 3 using cannabis
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Vanderkruik, Rachel C., Craig Ferguson, Lauren A. Kobylski, et al. "Testing a Behavioral Activation Gaming App for Depression During Pregnancy: Multimethod Pilot Study." JMIR Formative Research 8 (January 26, 2024): e44029. http://dx.doi.org/10.2196/44029.

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Background Depression during pregnancy is increasingly recognized as a worldwide public health problem. If untreated, there can be detrimental outcomes for the mother and child. Anxiety is also often comorbid with depression. Although effective treatments exist, most women do not receive treatment. Technology is a mechanism to increase access to and engagement in mental health services. Objective The Guardians is a mobile app, grounded in behavioral activation principles, which seeks to leverage mobile game mechanics and in-game rewards to encourage user engagement. This study seeks to assess
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Mercier, Julien, Nicolas Chabloz, Gregory Dozot, Olivier Ertz, Erwan Bocher, and Daniel Rappo. "BiodivAR: A Cartographic Authoring Tool for the Visualization of Geolocated Media in Augmented Reality." ISPRS International Journal of Geo-Information 12, no. 2 (2023): 61. http://dx.doi.org/10.3390/ijgi12020061.

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Location-based augmented reality technology for real-world, outdoor experiences is rapidly gaining in popularity in a variety of fields such as engineering, education, and gaming. By anchoring medias to geographic coordinates, it is possible to design immersive experiences remotely, without necessitating an in-depth knowledge of the context. However, the creation of such experiences typically requires complex programming tools that are beyond the reach of mainstream users. We introduce BiodivAR, a web cartographic tool for the authoring of location-based AR experiences. Developed using a user-
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Kisch, Mark, and Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study." JMIR Serious Games 10, no. 2 (2022): e29077. http://dx.doi.org/10.2196/29077.

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Background Gambling within the world of gaming is an emerging phenomenon that may share common conceptual characteristics with traditional forms of gambling. The current literature suggests a higher degree of problematic behaviors in this gambling pattern, but studies are few, prompting for further research regarding individual characteristics and comorbid conditions associated with this activity. Objective The aim of the study is to investigate correlations between the use of gambling services within the world of gaming and individual characteristics and addictive behaviors including problem
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Kumar, Dr R. G. Suresh. "V-Campus Experience." International Journal for Research in Applied Science and Engineering Technology 13, no. 5 (2025): 2698–704. https://doi.org/10.22214/ijraset.2025.70635.

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Virtual Reality (VR), commonly known as Computer-Simulated Graphics Technology is an enhanced approach that delivers a real life feel or rather an artificial environment where the individual can move around, interact with, or manipulate objects in an as near to real life like manner as possible. With further development of VR technology and its availability, several researchers have anticipated a significantly increased market exposure of VR in the future, in the areas of Gaming, Virtual Tourism, Remote Collaboration and Sophisticated social interactions. This existing project aims at determin
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Scianna, A., G. F. Gaglio, and M. La Guardia. "DIGITAL PHOTOGRAMMETRY, TLS SURVEY AND 3D MODELLING FOR VR AND AR APPLICATIONS IN CH." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLIII-B2-2020 (August 12, 2020): 901–9. http://dx.doi.org/10.5194/isprs-archives-xliii-b2-2020-901-2020.

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Abstract. The world of valorization of Cultural Heritage is even more focused on the virtual representation and reconstructions of digital 3D models of monuments and archaeological sites. In this scenario the quality and the performances offered by the virtual reality (VR) and augmented reality (AR) navigation take primary importance, improving the accessibility of cultural sites where the real access is not allowed for natural conditions or human possibilities. The creation of a virtual environment useful for these purposes requires a specific workflow to follow, combining different strategie
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Noyons, Ed. "Measuring Societal Impact Is as Complex as ABC." Journal of Data and Information Science 4, no. 3 (2019): 6–21. http://dx.doi.org/10.2478/jdis-2019-0012.

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Abstract Purpose This paper describes an alternative way of assessing journals considering a broader perspective of its impact. The Area-based connectedness (ABC) to society of journals applied here contributes to the assessment of the dissemination task of journals but with more data it may also contribute to the assessment of other missions. Design/methodology/approach The ABC approach assesses the performance of research actors, in this case journals, considering the characteristics of the research areas in which they are active. Each paper in a journal inherits the characteristics of its a
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John, Joshua, and Egba Anwaitu Fraser. "DDoS Attacks on Cloud Computing and IoT Devices: Strategies for Mitigation." Kasu Journal of Computer Science 1, no. 4 (2024): 778–95. https://doi.org/10.47514/kjcs/2024.1.4.006.

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This study has the goal of developing security model that detected and prevented the risks of Distributed Denial of Service (DDoS) attacks in cloud computing systems and IoT devices which are gravely potent and on the increase today, especially with the rapid growth of internet during the last one and a half decades. This is more prevalent because of the several benefits that an organization enjoys after adopting cloud computing and Internet of Things (IoT). However, the harm that may result after a DDoS attack on a cloud computing infrastructure or service and IoT devices can be very huge, an
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Stock, Christiane, Satayesh Lavasani Kjær, Birthe Rasmussen, and Lotte Vallentin-Holbech. "Youth Experiences with Social Norms Feedback: Qualitative Findings from The Drug Prevention Trial the GOOD Life." International Journal of Environmental Research and Public Health 17, no. 9 (2020): 3200. http://dx.doi.org/10.3390/ijerph17093200.

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Background: Normative feedback is an intervention strategy commonly used in drug prevention programmes. This study collected process evaluation data about how programme recipients engage with social norms (SN) feedback in The GOOD Life intervention and how they experience it. Methods: Eight focus group interviews were conducted with a total of 44 adolescents (pupils aged 14–16 years) who have participated in the social-norms-based intervention The GOOD Life. The interviews focused on three topics: (1) interest in and impact of the intervention; (2) perception of the intervention elements; and
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Mahdi, Hussain, Baidaa Al-Bander, Mohammed Hasan Alwan, Mohammed Salah Abood, and Mustafa Maad Hamdi. "Vehicular Networks Performance Evaluation Based on Downlink Scheduling Algorithms for High-Speed Long Term Evolution – Vehicle." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 21 (2021): 52. http://dx.doi.org/10.3991/ijim.v15i21.22475.

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<p class="Abstract"><span lang="EN-US">Moving is the key to modern life. Most things are in moving such as vehicles and user mobiles, so the need for high-speed wireless networks to serve the high demand of the wireless application becomes essential for any wireless network design. The use of web browsing, online gaming, and on-time data exchange like video calls as an example means that users need a high data rate and fewer error communication links. To satisfy this, increasing the bandwidth available for each network will enhance the throughput of the communication, but the bandw
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Schilt, Thelma, Elvira Sharine Ruijter, Nikky Godeschalk, Marit van Haaster, and Anna E. Goudriaan. "The Use of Smartphone Serious Gaming Apps in the Treatment of Substance Use Disorders: Observational Study on Feasibility and Acceptability." JMIR Formative Research 6, no. 9 (2022): e34159. http://dx.doi.org/10.2196/34159.

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Background Addiction is a worldwide problem with major health complications. Despite intensive treatment, relapse rates remain high. The prevalence of cognitive impairment is high in patients with substance use disorders (SUDs) and is associated with treatment dropout and relapse. Evidence indicates that cognitive function training in persons with SUDs may support treatment. Therefore, the use of web-based tools to test and train cognitive functions is of increasing interest. Objective The goal of this study was to determine the feasibility and acceptability of a serious gaming smartphone app
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Claesdotter-Knutsson, Emma, Frida André, and Anders Håkansson. "Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study." JMIR Serious Games 10, no. 1 (2022): e33059. http://dx.doi.org/10.2196/33059.

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Background Young people’s daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people’s online behaviors. Objective This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming du
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Nurrohman, Muhammad Yusuf, Tikaridha Hardiani, and Danur Wijayanto. "SISTEM INFORMASI TRANSFUSI DARAH BERBASIS WEB MENGGUNAKAN METODE RAPID APPLICATION DEVELOPMENT." Networking Engineering Research Operation 9, no. 1 (2024): 69–84. https://doi.org/10.21107/nero.v9i1.28032.

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Blood Transfusion at RS PKU Muhammadiyah Gamping faces several issues in the management, administration, and reporting of medical record data, which are still conducted manually. In an effort to comply with the Indonesian Minister of Health Regulation No. 24 of 2022, which requires all healthcare facilities in Indonesia to implement Electronic Medical Records, a Blood Transfusion Information System has been developed. This system is designed to address the problem of medical record storage at RS PKU Muhammadiyah Gamping, which previously relied on paper records stored in file cabinets. The sys
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Ahamer, Gilbert. "Joyfully Map Social Dynamics when Designing Web-Based Courses." International Journal of Web-Based Learning and Teaching Technologies 8, no. 2 (2013): 19–57. http://dx.doi.org/10.4018/jwltt.2013040102.

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This paper provides a concept and a notation for optimizing the design of social processes in gaming and learning for individuals, groups of individuals and society as a whole. Traditional approaches to the mapping and designing of the emerging social dynamics in a joyful, social education setting have fallen short of producing desirable results due to the lack of joint consideration of social processes occurring in several dimensions and their intrinsic interconnectedness. This paper suggests writing down gaming procedures by means of musical score. Such a mapping strategy allows for heuristi
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Sunil Kumar Kushwaha, Dr. Suresh K. Jain, and Sourabh Dave. "Performance Evaluation of Congestion Control Algorithm in TCP/IP Differentiated Services During COVID-19 Pandemic Due to Heavy Surge in Real-Time Traffic." International Research Journal on Advanced Engineering Hub (IRJAEH) 2, no. 04 (2024): 715–33. http://dx.doi.org/10.47392/irjaeh.2024.0102.

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Numerous nations implemented countrywide lockdowns because of the COVID-19 epidemic, which forced almost all peoples to remain at home. The imposition of confinement restrictions led to an increase in residential users' Internet traffic demands, particularly for distant work, entertainment, commerce, and education. This resulted in changes to the traffic patterns within the Internet core. In this research, we investigate the impact of the countrywide lockdowns on internet traffic based on dscp values by collecting data from class-A, class-B and Class-C ISP.(Three Class-A ISP, Three Class-B ISP
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Aljader, Huda Khurshed Shawkat. "GPU based Image Compression with Scaling-Hard-Threshold Using HWT (Haar-Wavelet-Transform) + RL (Run-Length) Pair Encoding." Webology 18, Special Issue 04 (2021): 341–53. http://dx.doi.org/10.14704/web/v18si04/web18133.

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In 5G MASSIVE MIMO the main problem for better video communication is of transmission bandwidth issues which in turn reflects in video conferencing, Mobile-learning, gaming, graphics applications etc. However, in regard to a versatile framework i.e. a computerized camera with web and correspondence office, at that point the transmission capacity for correspondence and additionally stockpiling are of genuine concern. Tremendous valuable data must be put away and recovered proficiently for down to earth purposes. This is the novel methodology that scaling technique has proposed for 2D Haar wavel
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Rotter, Elisabeth, Philipp Achenbach, Birgit Ziegler, and Stefan Göbel. "Finding Appropriate Serious Games in Vocational Education and Training: A Conceptual Approach." European Conference on Games Based Learning 16, no. 1 (2022): 473–81. http://dx.doi.org/10.34190/ecgbl.16.1.577.

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Stakeholders in vocational training are required to provide appropriate learning opportunities that can be used to develop the needed skills induced by technological change and thereto affected changes in the type of jobs, skill needs, activities, and other economic effects. In light of this, serious games have enormous poten­tial, as they can simulate complex real-life situations without disrupting operations, but in a playful and motivat­ing way, and with adaption to the individual needs of the users. This paper explores the question, how to find appropriate serious games matching the needs
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Hahn, Sukwon, and Young Mi Ryu. "A Bibliometric Analysis of Studies applying Escape Room as an Innovative Teaching Method." Korean Association For Learner-Centered Curriculum And Instruction 25, no. 7 (2025): 177–91. https://doi.org/10.22251/jlcci.2025.25.7.177.

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Objectives This study examined the evolution and trends in escape room research as an innovative teaching method, with a focus on its inception, utilization, and application within educational settings. Methods The search was conducted on July 19, 2024, using the Web of Science Core Collection database. The search terms “escape room” and “room escape” were applied in the “All category” field, with no time span limitations. The search area was set to “All fields,” encompassing titles, abstracts, author keywords, and keyword plus. Duplicates were identified and removed using Digital Object Ident
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Yetim, Adem. "Mentoring." ITNOW 64, no. 3 (2022): 36. http://dx.doi.org/10.1093/combul/bwac087.

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