Academic literature on the topic 'Playing technologies'

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Journal articles on the topic "Playing technologies"

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Wang, Ting Jun. "General Technologies of Music Playing Robots." Applied Mechanics and Materials 184-185 (June 2012): 1570–73. http://dx.doi.org/10.4028/www.scientific.net/amm.184-185.1570.

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Main common technologies of music playing robots are presented based on a xylophone playing robot design and implementation. The research on the common technologies for music playing robots discussed overall arrangement, mechanism structure, transmission mode, control system, music program environmental sensing, behavior, behavior and strategy. Some factors of effecting on music playing robots are discussed. A xylophone-playing robot is analysed and its common technologies are introduced. The xylophone-playing robot realized unmanned playing music via the expectant music control program.
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Fantazir, Kirsten, and Murray Bartley. "Role-Playing Gamification Technologies with Adult Learners." Imagining SoTL 1 (February 10, 2021): 3–24. http://dx.doi.org/10.29173/isotl520.

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The purpose of this quantitative scholarship of teaching and learning (SoTL) research study was to examine the impact Classcraft had on adult criminal justice students in a face-to-face context in a western-Canadian institution. Specifically, the role-playing digital game was integrated into a first-year applied English and investigative writing course; learners earned points, received “real world” prizes, and completed random, content-related challenges with their teams. Using a survey with Likert-style and open-ended questions, it was determined that most elements of Classcraft motivated and
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Rodrigues, Leticia, Mariana Fontoura, Patricia Leite, Marilia Amaral, Leonelo Almeida, and Luiz Ernesto Merkle. "Playing and Interacting Through Technologies (of Gender)." IEEE Revista Iberoamericana de Tecnologias del Aprendizaje 15, no. 4 (2020): 362–71. http://dx.doi.org/10.1109/rita.2020.3033230.

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Tsai, Hsin-yi Sandy, Ruth Shillair, and Shelia R. Cotten. "Social Support and “Playing Around”." Journal of Applied Gerontology 36, no. 1 (2016): 29–55. http://dx.doi.org/10.1177/0733464815609440.

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This study examines how older adults learn to use tablet computers. Learning to use new technologies can help older adults to be included in today’s digital society. However, learning to use new technologies is not always easy, especially for older adults. This study focuses on how older adults learn to use a specific technology, tablet computers, and the role that social support plays in this process. Data for this project are from 21 in-depth interviews with individuals who own tablet computers. We examine how older adults engage with tablet devices and increase their digital literacy. The f
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Figiel, Wojciech. "Levelling the Playing Field with (In)accessible Technologies?" Między Oryginałem a Przekładem 24, no. 41 (2018): 75–88. http://dx.doi.org/10.12797/moap.24.2018.41.04.

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With the development of new technologies, the number of assistive devices/technologies at the disposal of persons with visual impairments has steadily grown. It would thus seem that translation professions have become more accessible. However, it seems that there is a growing gap between the competences indispensable for sighted and blind translators. The more technologically advanced the world of translators becomes, the more surplus technologies have to be mastered by the blind. And some of the digital tools which have become a blessing for sighted translators, such as CAT tools, are hardly
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Galusky, Wyatt. "Playing Chicken: Technologies of Domestication, Food, and Self." Science as Culture 19, no. 1 (2010): 15–35. http://dx.doi.org/10.1080/09505430903557874.

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Wu, Hong-An. "Toward Provocations for Playing with Games as Technologies." Visual Arts Research 49, no. 2 (2023): 74–85. http://dx.doi.org/10.5406/21518009.49.2.07.

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Abstract What does it mean to engage play as a method of inquiry into games? More importantly, how might we, as arts educators, invite others, particularly our students, to engage play as a method of inquiry into the politics of games as technologies? In this article, I work toward building a few short provocations to engage play as a method of inquiry into the politics of games as technologies. By reflecting upon my past pedagogical experiences alongside scholarship in critical game studies and science and technology studies, I start from the premise that all technologies are political, to ar
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Petley, Rebecca, Jill Attewell, and Carol Savill-Smith. "Not Just Playing Around." International Journal of Virtual and Personal Learning Environments 2, no. 2 (2011): 59–72. http://dx.doi.org/10.4018/jvple.2011040106.

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MoLeNET is a unique collaborative initiative, currently in its third year, which encourages and enables the introduction of mobile learning in English post 14 education via supported shared-cost projects. Mobile learning in MoLeNET is defined by MoLeNET as “The exploitation of ubiquitous handheld technologies, together with wireless and mobile phone networks, to facilitate, support, enhance and extend the reach of teaching and learning.” MoLeNET projects use a wide range of handheld devices with their learners including two handheld game platforms: the Sony PSP and Nintendo DS. A small number
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Тарлева, Альвина Вильямовна, та Анна Олеговна Гетманец. "СОВРЕМЕННЫЕ ПЕДАГОГИЧЕСКИЕ ТЕХНОЛОГИИ В ПРАКТИКЕ ПРЕПОДАВАНИЯ РКИ". Русская филология. Вестник Харьковского национального педагогического университета имени Г.С. Сковороды 2, № 55 (2015): 58–61. https://doi.org/10.5281/zenodo.33574.

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<em>The types of interactive and playing techniques using in the process of educating of foreign students are considered in the article. The aim of this work is an increase of motivation to perception, memorizing and using the information that students get in class. The authors describe methods and techniques of work in class that contribute to forming skills of literate usage of forms reporting about the location of a person or object. These skills include formation of ―associative‖ words with their subsequent expansion in the process of verbal and writing work containing exercises of imitati
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Parshikova, Olena. "Content of the pre-service teachers’ professional training for using communicative and game technologies in teaching a foreign language to primary school students." Scientific and methodological journal "Foreign Languages", no. 3 (November 14, 2023): 32–37. http://dx.doi.org/10.32589/1817-8510.2023.3.290260.

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The article examines the content of the selective professionally oriented course “Communicative-playing technologies of early foreign language learning” for students of the fourth year of the 014 Secondary education specialty, its goal is formulated - the formation of future teachers’ professional competence in the application of communicative-playing technologies of foreign (German) learning languages in primary school. The knowledge of the theoretical foundations of early learning, which are necessary for future teachers to apply communicative-playing technologies in foreign language learnin
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Dissertations / Theses on the topic "Playing technologies"

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Santos, Boia Pedro Jose. "The viola in the 21st century : sound, instrument technologies, playing techniques and performance." Thesis, University of Exeter, 2014. http://hdl.handle.net/10871/15893.

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This thesis develops an ecological perspective devoted to the question of what, if anything, it means to speak of music ‘itself’. As such it seeks to enrich and further develop music-centred perspectives in the sociology of music. To this end, the thesis uses and develops a sociology of mediations designed to specify empirically the constituents of localized, emergent and performed configurations of “music” within the ‘classical’ music world. An ethnographically informed and practice-driven case study of viola and viola playing is used as a means to gain insight into the avant-garde of viola p
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Beacon, Jillian. "Assessing 2D and 3D Motion Tracking Technologies for Measuring the Immediate Impact of Feldenkrais Training on the Playing Postures of Pianists." Thesis, Université d'Ottawa / University of Ottawa, 2015. http://hdl.handle.net/10393/33125.

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The Feldenkrais Method of somatic education has become popular with pianists for improving ease of motion and musculoskeletal health. This thesis contains three studies investigating motion-tracking technologies as means to objectively assess the impact of Feldenkrais training on pianist posture. The first study investigates the accuracy and reliability of Dartfish 2D motion tracking software. Results indicate that Dartfish tracking error is within +/- 0.25 centimeters. The second study uses Dartfish to track head, shoulder, and spine positions of 15 pianists during performance before and afte
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Griffith, Moumita. "Inspiring children and teenagers to pursue science and technology : A study in methods, activities, and toys that could potentially make technology and science interesting to children and teenagers." Thesis, Linnéuniversitetet, Institutionen för maskinteknik (MT), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-75896.

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This is a study in what motivates children and teenagers to pursue science and technology as future career choices. The subject is of relevance due to the increasing dependency on technology and the decline in engineering applications. Due to children and teenagers being the most susceptible targets for learning, they are the focal point in this study. The aim of this study is to identify what can create an interest in science and technology as well as to study to what extent a toy, game, or physical object can inspire children and teenagers (for product development purposes). The main researc
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Guigon, Gaëlle. "Des scénarios asymétriques pour des serious games multijoueurs." Electronic Thesis or Diss., Sorbonne université, 2024. https://accesdistant.sorbonne-universite.fr/login?url=https://theses-intra.sorbonne-universite.fr/2024SORUS266.pdf.

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Aujourd'hui, les opportunités pour les étudiants de s'immerger dans des situations professionnelles concrètes restent limitées, se résumant souvent à des projets de groupe ou des stages. Cette thèse se situe dans le domaine des Environnements Informatique pour l'Apprentissage Humain (EIAH) et explore la conception de jeux sérieux pour l'apprentissage, ou learning games, dont l'usage comme outil pédagogique peut permettre de combler cette lacune. Nous nous concentrons sur le développement de jeux de rôles (Role Learning Games - RLG), destinés à simuler des environnements professionnels multi-ac
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Stone, Naomi Shira. "Human Technologies in the Iraq War." Thesis, 2016. https://doi.org/10.7916/D8RR1Z9F.

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Amidst increasing academic interest in “post-human” war technologies of surveillance and targeting, my dissertation conversely examines the ramifications of militarizing human beings as cultural technologies in wartime. I claim that “local” intermediaries are hired as embodied repositories of cultural knowledge to produce the soldier as an “insider” within the warzone. I focus on Iraqi former interpreters and contractors during the 2003 Iraq War who currently work as cultural role-players in pre-deployment simulations in the United States. In a new contribution to scholarship on war, my ethnog
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Wu, Pei-yi, and 吳佩怡. "The study of Energy Saving Technologies for Video Playing in Battery-Aware Mobile Devices." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/02722920016360762877.

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碩士<br>國立雲林科技大學<br>通訊工程研究所碩士班<br>99<br>Many features of modern portable electronic devices such as high speed processors, colorful displays, optical/magnetic storage devices, and wireless network interfaces carry a significant energy cost. Most laptops, handheld PCs, and cell phones use rechargeable electrochemical batteries as their portable energy source. To meet the stringent power budget of these devices, researchers have explored various architectural, hardware, software, and system-level optimizations to minimize the energy consumed per useful computation. In this thesis, we introduce an
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PENG, CHIU-WEN, and 彭秋汶. "Usability Evaluation of Using Wearable and Somatosensory Technologies in Developing an Erhu Playing Posture Correcting." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/xyby3c.

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碩士<br>嶺東科技大學<br>資訊管理系碩士班<br>107<br>The characteristics of wearable devices and somatosensory technology are used in this study to detect erhu learners’ playing posture of pulling bow, pushing bow, holding an erhu and wrist relaxation so as to adjust to correct playing posture. Firstly, a data-collecting system of five erhu experts’ playing posture was designed, and it was used to establish the model of erhu experts’ playing posture. According to the established model, an erhu playing posture correcting system was developed. Assisted by the proposed system which includes the hardware of wearabl
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O'Rourke, Mark. "Playing for the future: the role of gameplay, narrative and fun in computer games-based training." Thesis, 2013. https://vuir.vu.edu.au/24827/.

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This research demonstrates the ways in which computer games can provide a context for effective skill acquisition and knowledge transfer in vocational education and training (VET). In particular, it focuses on how they might increase learner engagement in theoretical subjects. The study examined the rationale behind making a pedagogical shift from content delivery to designing experience. It further investigated whether games-based learning has the potential to add meaning and relevance to VET outcomes through considering the impact of the game components of narrative, fun and gameplay i
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Ribeiro, Joana Margarida Alves. "Preferências lúdicas em contexto escolar: Perspectivas das crianças e dos pais." Master's thesis, 2015. http://hdl.handle.net/10400.26/21572.

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A presente dissertação aborda a importância da atividade lúdica no desenvolvimento infantil e o papel que as novas tecnologias têm na vida das crianças em idade pré-escolar. No presente estudo, realizaram-se inquéritos a partir de dados de opinião, dirigidos a crianças e aos seus familiares mais próximos. A partir de uma metodologia qualitativa-interpretativa, pretende-se verificar as preferências lúdicas manifestadas pelas crianças e as preferências lúdicas na perspetiva dos pais. Através da análise dos dados, conclui-se que todas as crianças gostam de brincar e que estas consideram a brincad
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Виновець, Анастасія Олександрівна. "Ситуаційно-рольова гра як засіб загально-педагогічної підготовки майбутнього вчителя". Магістерська робота, 2020. https://dspace.znu.edu.ua/jspui/handle/12345/1445.

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Виновець А. О. Ситуаційно-рольова гра як засіб загально-педагогічної підготовки майбутнього вчителя : кваліфікаційна робота магістра спеціальності 011 "Освітні, педагогічні науки" / наук. керівник І. В. Козич. Запоріжжя : ЗНУ, 2020. 109 с.<br>UA: Робота викладена на 109 сторінках друкованого тексту, містить 3 таблиці, 2 рисунка. Перелік посилань включає 82 джерела. Об’єкт дослідження: загально-педагогічна підготовка майбутнього вчителя. Актуальність дослідження проблем професійної підготовки майбутніх вчителів визначається потребою сучасної школи в педагогах високої культури, здатних до рефле
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Books on the topic "Playing technologies"

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Mackey, Margaret. Literacies across media: Playing the text. Routledge/Falmer, 2003.

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Hayden, Craig. Entertainment Technologies. Oxford University Press, 2018. http://dx.doi.org/10.1093/acrefore/9780190846626.013.386.

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Entertainment technologies are not new, and neither is their relevance for international studies. As studies evidence, the impact of entertainment technologies is often visible at the intersection of “traditional” international relations concerns, such as national security, political economy, and the relation of citizens to the nation-state, and new modes of transnational identity and social action. Thus the study of entertainment technologies in the context of international studies is often interdisciplinary—both in method and in theoretical framework. Moreover, the production, regulation, an
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M. Saadeldin, Islam, ed. Advances in Assisted Reproduction Technologies. BENTHAM SCIENCE PUBLISHERS, 2022. http://dx.doi.org/10.2174/97898150516671220501.

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More than 4 decades have passed since the birth of the first in vitro fertilized baby in 1978. The use of assisted reproductive technology (ART) to overcome infertility has increased steadily with the simultaneous increase in the number of fertility centers in every part of the world. Access to infertility clinics is playing an important role in the treatment of different forms of infertility (like tubal disease, ovarian aging, or ovarian dysfunction). This book captures the state of current and recent advances in assisted reproduction technology in humans and livestock in an easy and comprehe
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Practical Fashion Tech: Wearable Technologies for Costuming, Cosplay, and Everyday. Apress, 2016.

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Flear, Mark L. Regulating New Technologies: EU Internal Market Law, Risk, and Socio-Technical Order. Oxford University Press, 2017. http://dx.doi.org/10.1093/acprof:oso/9780198807216.003.0004.

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The chapter argues that, more than playing catch up with and being determined by technoscientific innovation, law also plays a leading role in the regulation of new technologies by shaping and directing the conditions of possibility for their development and market availability. The chapter charts some of the main ways in which EU internal market law retains its regulatory capacity and efficacy through techniques of negative and positive integration. These techniques centralize the harms or hazards relating to product safety as ‘the’ risks posed by new technologies. Designing regulation and li
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Toropova, Anna, and Claire Shaw, eds. Technologies of Mind and Body in the Soviet Union and the Eastern Bloc. Bloomsbury Publishing Plc, 2023. http://dx.doi.org/10.5040/9781350271296.

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The project to create a ‘New Man’ and ‘New Woman’ initiated in the Soviet Union and the Eastern Bloc constituted one of the most extensive efforts to remake human psychophysiology in modern history. Playing on the different meanings of the word ‘technology’ — as practice, knowledge and artefact — this edited volume brings together scholarship from across a range of fields to shed light on the ways in which socialist regimes in the Soviet bloc and Eastern Europe sought to transform and revolutionise human capacities. From external, state-driven techniques of social control and bodily management
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Leveling the playing field: 12 ways business lawyers in small and medium sized firms can (really) use the Internet and new technologies to work smarter, faster and more competitively. ABA, Section of Business Law, 1997.

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Boyd, Doug. Achieving the Promise of Oral History in a Digital Age. Edited by Donald A. Ritchie. Oxford University Press, 2012. http://dx.doi.org/10.1093/oxfordhb/9780195339550.013.0021.

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The phrase “digital revolution” is frequently used in both popular and academic discourse to describe the multiple contexts of our increasingly electronically enriched and computer-dependent society. The essence of this article happens to be achieving the promise of oral history in a digital age. In oral history and other academic areas utilizing the interview as a central methodological element, the “digital revolution” specifically refers to the mainstream integration of digital technologies into all facets of the oral history process—in the field, in the archive, and in the distribution of
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Zayani, Mohamed, ed. Digital Middle East. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190859329.001.0001.

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In recent years, the Middle East’s information and communications landscape has changed dramatically. Increasingly, states, businesses, and citizens are capitalizing on the opportunities offered by new information technologies, the fast pace of digital transformations, and enhanced connectivity. These changes are far from turning Middle Eastern nations into network societies, but their impact is significant. The growing adoption of a wide variety of information technologies and new media platforms in everyday life has given rise to complex dynamics that beg for a better understanding. Digital
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VanCour, Shawn. Conclusion. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190497118.003.0007.

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Reflecting on the forms of mediamaking discussed in preceding chapters, the conclusion assesses their continued relevance for contemporary sound culture and lays out guiding principles for future scholarship. Mediamaking, it argues, entails not only the development of dominant production practices but also the professionalization and legitimation of media labor, playing a vital role in shaping new technologies. Although shifts in radio technologies, industries, content, and audiences have yielded corresponding changes in mediamaking practices throughout the past century, foundational strategie
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Book chapters on the topic "Playing technologies"

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Leite, João. "Playing with Rules." In Declarative Agent Languages and Technologies VII. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-11355-0_1.

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Björnsson, Yngvi, and Stephan Schiffel. "General Game Playing." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-4560-50-4_34.

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Björnsson, Yngvi, and Stephan Schiffel. "General Game Playing." In Handbook of Digital Games and Entertainment Technologies. Springer Singapore, 2015. http://dx.doi.org/10.1007/978-981-4560-52-8_34-1.

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Paiva, Ana, Rui Prada, Isabel Machado, Carlos Martinho, Marco Vala, and André Silva. "Playing with Agents — Agents in Social and Dramatic Games." In Cognitive Technologies. Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-662-08373-4_15.

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Stephen, Christine, and Susan Edwards. "Learning and technologies." In Young children playing and learning in a digital age. Routledge, 2017. http://dx.doi.org/10.4324/9781315623092-6.

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Ahmad, Azhan, and Effie L. C. Law. "Can Educators Develop Digital Role-Playing Games?" In Learning Technologies and Systems. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-33023-0_12.

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Zdravkova, Katerina. "Managing a Successful Educational Role-Playing Game." In Information Systems and Technologies. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-04819-7_41.

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Stephen, Christine, and Susan Edwards. "Children, families and technologies." In Young children playing and learning in a digital age. Routledge, 2017. http://dx.doi.org/10.4324/9781315623092-11.

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Chen, Jim X. "Learning Abstract Concepts Through Interactive Playing." In Technologies for E-Learning and Digital Entertainment. Springer Berlin Heidelberg, 2006. http://dx.doi.org/10.1007/11736639_3.

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Zhao, Fan, and Qingju Huang. "A Conceptual Model of Online Game Continuance Playing." In Human-Computer Interaction: Interaction Technologies. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20916-6_61.

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Conference papers on the topic "Playing technologies"

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Fernández-Novell, Josep M., Josep Fernández Zaragoza, and Carme Zaragoza Domenech. "PLAYING SCIENCE AND CHEMISTRY AS AN EDUCATIONAL PHENOMENON." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.1725.

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Sim, Jonathan. "PLAYFUL LEARNING: REIMAGINING AI SKILLS ACQUISITION THROUGH ROLE-PLAYING." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.2598.

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Guo (Chu), Siao-Cing. "USING ROLE-PLAYING GAMES TO FOSTER LANGUAGE PROFICIENCY AND EMOTIONAL COMPETENCE." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.0678.

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Leon, Cristo, James Lipuma, Sirimuvva Pathikonda, and Rafael Arturo Llaca Reyes. "Role-Playing in Education: An Experiential Learning Framework for Collaborative Co-design." In 16th International Conference on Society and Information Technologies. International Institute of Informatics and Cybernetics, 2025. https://doi.org/10.54808/icsit2025.01.145.

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Park, Jeiyoon, Chanjun Park, and Heuiseok Lim. "CharacterGPT: A Persona Reconstruction Framework for Role-Playing Agents." In Proceedings of the 2025 Conference of the Nations of the Americas Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 3: Industry Track). Association for Computational Linguistics, 2025. https://doi.org/10.18653/v1/2025.naacl-industry.24.

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Bors, Silviu, and Dana Sorina Opincariu. "ARCHITECTURAL RESEARCH AS A ROLE-PLAYING GAME: A NARRATIVE SPIN ON PROJECT-BASED LEARNING." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.1509.

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Sachdeva, Shelly, and Jignisa Vasava. "Plugging and Playing with Variety of Data using Multi-Model Database and Polyglot Persistence." In 2024 Third International Conference on Electrical, Electronics, Information and Communication Technologies (ICEEICT). IEEE, 2024. http://dx.doi.org/10.1109/iceeict61591.2024.10718481.

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Feng, Qiming, Qiujie Xie, Xiaolong Wang, et al. "EmoCharacter: Evaluating the Emotional Fidelity of Role-Playing Agents in Dialogues." In Proceedings of the 2025 Conference of the Nations of the Americas Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 1: Long Papers). Association for Computational Linguistics, 2025. https://doi.org/10.18653/v1/2025.naacl-long.316.

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Wang, Lei, Jianxun Lian, Yi Huang, et al. "CharacterBox: Evaluating the Role-Playing Capabilities of LLMs in Text-Based Virtual Worlds." In Proceedings of the 2025 Conference of the Nations of the Americas Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 1: Long Papers). Association for Computational Linguistics, 2025. https://doi.org/10.18653/v1/2025.naacl-long.323.

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Forward, Eleanor J. "WHAT DOES AN ESCAPE ROOM HAVE IN COMMON WITH A DOCTORATE? HOW GAME-PLAYING ENABLES RESEARCHERS TO PREPARE AND RESPOND TO INEVITABLE TRANSITIONS AHEAD." In 17th International Conference on Education and New Learning Technologies. IATED, 2025. https://doi.org/10.21125/edulearn.2025.2321.

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Reports on the topic "Playing technologies"

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Spirin, Oleg, and Mariia Shyshkina. Artificial Intelligence in Education and Educational Research: Challenges, Risks, and Prospects for Integration. Institute for Digitalisation of Education of the NAES of Ukraіne, 2025. https://doi.org/10.33407/lib.naes.id/eprint/745119.

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Artificial intelligence (AI) is playing an increasingly important role in education, contributing to the personalization of learning, the automation of administrative processes and educational research. The use of AI allows for increased learning efficiency, improved management of educational resources and improved analytics of educational data. However, the integration of AI into education is accompanied by challenges related, in particular, to technical limitations, pedagogical risks, ethical aspects and security issues. Future research should focus on the integration of AI and augmented and
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Valverde, Alvaro. Information and communication technologies for improving investment readiness of small and medium agribusinesses. Commercial Agriculture for Smallholders and Agribusiness (CASA), 2020. http://dx.doi.org/10.1079/20240191164.

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Information and communication technologies (ICTs) are increasingly seen as an enabler to improve and promote efficiencies in global food market systems, and the high penetration rate of mobile phones is playing a catalytic role in developing countries. Mobile-based agriculture-value-added services (agri-VAS) aim to mitigate the information, financial and market access gaps faced by smallholder farmers and agribusinesses in developing countries. Over the last two decades, the number and variety of agri-VAS has been continuously increasing, and their landscape has been evolving. However, many ag
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Moran, Matthew. Decarbonizing Mobility with Liquid Hydrogen. SAE International, 2024. http://dx.doi.org/10.4271/epr2024015.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;Liquid hydrogen (LH2) is playing a key role in decarbonization of the global energy landscape. Its large-scale continuous use in the space industry provides a foundation for transitioning state-of-the-art capabilities to other sectors. Key advancements in materials, cryogenics, and system optimization are being applied to reduce costs and increase performance for various mobile and stationary use cases. However, some unsettled topics remain to be addressed related to production, liquefaction, storage, distribution, safet
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Rickels, Wilfried. Database and report on currently already existing or announced ocean NETs projects, including a world map of projects. OceanNets, 2023. http://dx.doi.org/10.3289/oceannets_d1.8_v3.

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The Carbon Dioxide Removal (CDR) market is experiencing rapid development, with different regions adopting distinct approaches. In Europe, the progress is primarily driven top-down through the implementation of regulations aimed at integrating CDR into various climate instrument pillars within the EU. In contrast, the United States is witnessing a bottom-up growth trajectory, characterized by the emergence of start-ups, carbon registries, marketplaces, and insurance companies, all playing a role in the expansion of the CDR sector. This surge in CDR-related businesses has been further catalyzed
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COMPUTER TECHNOLOGIES USE IN PLAYING ROLE OF YOUNG FOOTBALL PLAYERS REVELATION. Eduard V. Feroyan Ilia A. Khipashvili, 2016. http://dx.doi.org/10.14526/01_1111_105.

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