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Journal articles on the topic 'Playing technologies'

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1

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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Barry, Philip, John Dockery, David Littman, and Melanie Barry. "Intelligent Assistive Technologies." Presence: Teleoperators and Virtual Environments 3, no. 3 (1994): 208–15. http://dx.doi.org/10.1162/pres.1994.3.3.208.

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Intelligent assistive technology (IAT) refers to the integration of existing assistive technology with artificial intelligence (AI) techniques and advanced environment interfaces. AI can be used to integrate a great deal of sensor information, to amplify primary intent as well as to conduct background tasks. Through the application of AI we believe that we can level the playing field for persons with disabilities and maximize existing and future capabilities of assistive devices. By beginning a dialogue now between the developers of AI and assistive technology, IAT can become a reality.
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Rothenberg, David, and Ben Neill. "Playing into the Machine: Improvising across the Electronic Abyss." Leonardo Music Journal 20 (December 2010): 19–20. http://dx.doi.org/10.1162/lmj_a_00006.

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Two musicians who have focused on playing acoustic wind instruments into electronics for the purposes of enhancing their original sound reflect on how the use of such new technologies inherently pushes “old technologies” toward a new aesthetics of improvisation.
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Imamova, Gulkhasem Turganbay qizi. "MODERN METHODOLOGICAL TECHNOLOGIES IN PRIMARY CLASSES." Multidisciplinary Journal of Science and Technology 3, no. 4 (2023): 150–54. https://doi.org/10.5281/zenodo.10147187.

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Students will have to advertise the topic given in the handouts, the qualities of the person or object, actions, excerpts from the work, and role-playing instructions. Also, this method can be used to recommend poems, fairy tales, stories and other small works for reading lessons outside the classroom.
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ALLEN, J. ANTHONY. "Playing with fire: an unexpected collaboration." Organised Sound 9, no. 3 (2004): 229–32. http://dx.doi.org/10.1017/s135577180400041x.

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Working with dancers to generate musical material has been the interest of many composers since such technologies became available. My work focuses on a particular kind of dance – a fire dancer – to generate sonic material. Working with a fire dancer in a collaborative environment creates a unique set of difficulties with rewarding outcomes.
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Kondrashova, L. V. "SIMULATION-GAME APPROACH AS A BASIS TECHNOLOGIES OF PREPARATION OF FUTURE TEACHERS TO CREATIVE ACTIVITY." Educational Dimension 3 (May 19, 2022): 3–8. http://dx.doi.org/10.31812/educdim.5040.

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This article deals with playing technologies in students’ preparing to their professional activity. The author shows the advantage of imitative-playing teaching in activization of training work and development o f creative abilities of teachers to come.
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Shoakhmedova, Surayyo K. "USE OF COMPUTER TECHNOLOGIES IN WORK WITH CHILDREN WITH SPEECH DISORDERS." American Journal of Interdisciplinary Innovations and Research 04, no. 11 (2022): 81–86. http://dx.doi.org/10.37547/tajiir/volume04issue11-14.

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The article reveals the options for using computer technology in speech therapy practice. Playing techniques and methods of working with children with speech disorders are analysed. Interactive corrective games used in working with children with speech disorders are reviewed.
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Juran Krishna, Sarkhe, and Khan Md. Milan. "Web 2.0 Technologies:." DIU Journal of Humanities and Social Science 2, no. 01 (2013): 47–59. http://dx.doi.org/10.36481/diujhss.v.02i1.e1nzsk27.

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This paper discusses and highlights the potential of Web 2.0 in the context of libraries. Internet in general and Web in particular are playing a vital role in computer-mediated scholarly communication. The objective of this study is to identify the purpose, characteristics, support system in research and changing environment as a result of using Web 2.0 technologies and tools. The findings of the study acknowledge the strength of Web 2.0 tools in improving library services for users. Really Simple Syndication (RSS), Instant Messaging (IM) and Blogs are popular in webbased libraries. The paper
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Zou, Liangjun. "Emotion Recognition of Violin Playing Based on Big Data Analysis Technologies." Journal of Environmental and Public Health 2022 (September 15, 2022): 1–9. http://dx.doi.org/10.1155/2022/8583924.

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The rapid development of Internet technology has promoted the vigorous development of the multimedia. As one of the most classic instruments, the violin has been fully developed in its creation, education, and performance. In the face of more and more violin performances, the effective organization and retrieval of these musical works is an urgent problem to be solved, while it is common to classify and organize music based on the emotional properties of the performance. Deep learning is a model based on feature hierarchy and unsupervised feature learning, which has strong learning ability and
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Цзыщи, Ч. "The effectiveness of information technology in teaching piano playing." Management of Education, no. 9(67) (June 30, 2023): 223–31. http://dx.doi.org/10.25726/f9011-3536-5302-p.

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Новые технологии проникли практически во все сферы образования, включая общее и специальное музыкальное образование. Учитель музыки теперь имеет в своем распоряжении множество разнообразных инструментов: всевозможные программы, приложения, инструменты с интерфейсами MIDI. Но не только учителя извлекают выгоду из вклада новых технологий, поскольку в настоящее время работа исследователей значительно облегчена благодаря технологической инфраструктуре, которая позволяет проводить точные измерения когнитивных и двигательных навыков, связанных с обучением музыке. Именно благодаря передовым технологи
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Hanrahan, Fidelma, Ed Hughes, Robin Banerjee, Alice Eldridge, and Chris Kiefer. "Psychological benefits of networking technologies in children’s experience of ensemble music making." International Journal of Music Education 37, no. 1 (2018): 59–77. http://dx.doi.org/10.1177/0255761418796864.

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Little is currently known about the possible benefits of using networked technology to enhance ensemble performance. This study explored whether the introduction of specially devised technology – networked tablets using traditional music notation – to a primary school orchestra would enhance the experience of ensemble music. Particular emphasis was placed on how the technology could help children to overcome practical problems associated with ensemble playing for early-stage musicians (e.g., keeping in sync with other players), thereby leading to better engagement with the music and ultimately
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Азизова, А. Д. "Pedagogical technologies of teaching constructive communication in a foreign language." Bulletin of Pedagogical Sciences, no. 4 (May 13, 2024): 200–207. http://dx.doi.org/10.62257/2687-1661-2024-4-200-207.

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в статье рассматривается сущность понятий «конструктивная коммуникация» и «компетентность в области конструктивной коммуникации» в современной педагогике. На основе анализа моделей коммуникации и принципов осуществления коммуникации авторами сформулировано определение понятия «компетентность в области конструктивной коммуникации». В статье также рассмотрены педагогические технологии обучения конструктивному общению на иностранном языке: наблюдение за преподавателем, просмотр и обсуждение видеозаписей, ролевая игра, стимулированные пациенты. В связи с тем, что ролевые игры широко используются к
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Nadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.

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This course investigated game design competencies of graduate students as they engaged in gameplay and learned about game-related concepts, including gamified approaches, game-based learning (GBL), design thinking, maker technologies, and game designs. Students were introduced to the week's topic beforehand and collaborated on design projects during class sessions. Students played a different game each week, focusing mainly on game mechanics. Through the utilization of foundational readings, video tutorials, discussions, assignments, and guidance from the instructor and a guest speaker, studen
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Amelina, Iu V., and R. V. Amelin. "Prospects for the use of modern technologies to increase student involvement." Informatics and education 1, no. 1 (2020): 28–33. http://dx.doi.org/10.32517/0234-0453-2020-35-1-28-33.

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The article discusses the prospects of role-playing games in the educational process to increase students’ motivation and involvement, as well as the possibility of modern information technologies (primarily social networks) for constructing innovative forms of such games. The author’s format of the live-action role-playing game is presented. It was developed and tested at the Saratov State University. It involves the integration of numerous educational tasks into a single plot, within which each participant plays a role and communicates with other participants to complete tasks. The main inte
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Berdiyeva, Sitora. "BENEFITS OF TEACHING FOREIGN LANGUAGES THROUGH ROLE-PLAYING ACTIVITIES." MODERN SCIENCE AND RESEARCH 2, no. 10 (2023): 723–29. https://doi.org/10.5281/zenodo.10034991.

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<i>The relevance of digital technologies in the study of history is the importance of conducting historical research in today's fast-moving picture era. Information about convenient and common ways of using them was given.</i>
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Magar, Sunny Thapa, Haejung Suk, and Teemu H. Laine. "User Experience of Virtual Human and Immersive Virtual Reality Role-Playing in Psychological Testing and Assessment: A Case Study of ‘EmpathyVR’." Sensors 25, no. 9 (2025): 2719. https://doi.org/10.3390/s25092719.

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Recent immersive virtual reality (IVR) technologies provide users with an enhanced sense of spatial and social presence by integrating various modern technologies into virtual spaces and virtual humans (VHs). Researchers and practitioners in psychology are attempting to understand the psychological processes underlying human behavior by allowing users to engage in realistic experiences within illusions enabled by IVR technologies. This study examined the user experience of role-playing with VHs in the context of IVR-based psychological testing and assessment (PTA) with a focus on EmpathyVR, an
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Rodriguez, Manuel J. "ELECTRO-OPTICAL AND LASER TECHNOLOGIES: PLAYING A VITAL ROLE IN ATHLETIC COMPETITION." Optics and Photonics News 8, no. 11 (1997): 28. http://dx.doi.org/10.1364/opn.8.11.000028.

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Environmental and Public Health, Journal of. "Retracted: Emotion Recognition of Violin Playing Based on Big Data Analysis Technologies." Journal of Environmental and Public Health 2023 (June 28, 2023): 1. http://dx.doi.org/10.1155/2023/9792450.

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Harsha, S. Kambe. "Impact of Digital Technologies in Library Services." International Journal of Advance and Applied Research S6, no. 18 (2025): 385–87. https://doi.org/10.5281/zenodo.15260036.

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<em>Libraries play a vital role in fostering lifelong learning and community development. They provide resources and support that empower individuals to navigate challenges, succeed academically, and thrive in an information-driven society, ultimately contributing to a productive and engaged citizenry. Furthermore, libraries extend their support beyond students to educators, offering professional development and curriculum materials that ensure effective teaching. Critically, libraries promote educational equity by providing crucial resources to those lacking access at home, thus levelling the
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Liu, Hui, Hugo Gamboa, and Tanja Schultz. "Sensor-Based Human Activity and Behavior Research: Where Advanced Sensing and Recognition Technologies Meet." Sensors 23, no. 1 (2022): 125. http://dx.doi.org/10.3390/s23010125.

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Mogale, R. J., S. S. Mkhomazi, and R. M. Rankhumise. "The Paradox of Emerging Technologies in Playing Fundamental Role on Administration Employee’s Roles and Responsibilities." Journal of Economics and Behavioral Studies 10, no. 1 (2018): 159. http://dx.doi.org/10.22610/jebs.v10i1.2099.

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This article aims to put forward the imperatives of emerging technologies in playing fundamental role on administration work effectiveness and efficiency. The nature of office work has changed through time due to the emergence of new technologies that are adopted and implemented in the government departments. The emerging technologies are the heartbeat of any organisation and simultaneously they are the structure and thread holding it all together. With this study, a survey design was adopted and data collection was done through structured questionnaire. The study argues that the influx of eme
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Spangenberger, Pia, Nadine Matthes, Linda Kruse, Iken Draeger, Susanne Narciss, and Felix Kapp. "Experiences with a Serious Game Introducing Basic Knowledge About Renewable Energy Technologies: A Practical Implementation in a German Secondary School." Journal of Education for Sustainable Development 14, no. 2 (2020): 253–70. http://dx.doi.org/10.1177/0973408220981445.

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In this article, we describe a practical implementation of a serious game to facilitate knowledge acquisition about renewable energy technologies among youngsters, using the game Serena Supergreen and the Broken Blade. We present the quest design and an evaluation study on the research questions: (a) Did youngsters who played the game have more knowledge about renewable energy technologies compared to those who did not play the game? (b) How did students perceive the game? (c) What did the students recall from the game 11 months after playing it? The study was conducted at a German secondary s
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Wohlwend, Karen E. "Early adopters: Playing new literacies and pretending new technologies in print-centric classrooms." Journal of Early Childhood Literacy 9, no. 2 (2009): 117–40. http://dx.doi.org/10.1177/1468798409105583.

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In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of children's literacy play in kindergarten and primary classrooms reveals how the leading edge of technology use in print-centric classrooms is pretended into being by five-, six-, and seven-year-old `early adopters' — a marketing term for first wave consume
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Smith, C. J. "Affordable Nacelle Technologies for Future Turbofans." Journal of Engineering for Gas Turbines and Power 118, no. 2 (1996): 236–39. http://dx.doi.org/10.1115/1.2816582.

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Costs are playing an ever-increasing role in determining what the next generation of aircraft and engines will be. In addition to deciding to what extent wing/engine integration or drag-reducing laminar flow technologies can be employed, etc., the economic impact on both aircraft operation and engines launch and development costs must be evaluated. SFC or fuel burn advantages are no longer dominant to the extent they used to be and for some apparently promising technology concepts the cost disadvantages outweigh the aerodynamic advantages when both effects are transposed into aircraft direct o
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Yusupalieva, Shakhnoza. "Developing Students Communicative Competence using Authentic Materials with Information Technologies." International Journal of Industrial Engineering, Technology & Operations Management 2, no. 2 (2024): 59–62. https://doi.org/10.62157/ijietom.v2i2.62.

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In the globalized landscape of higher education, developing communicative competence in foreign language learners is essential for academic, social, and professional success. This article explores innovative, student-centered strategies beyond traditional grammar-based instruction to enhance linguistic proficiency, cultural understanding, and pragmatic awareness. This study highlights their impact on fostering real-world communication skills by emphasizing interactive methods such as role-playing, task-based learning, debates, and integrating authentic materials. Furthermore, the findings demo
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Chaves Costa, Francisca Bertilia, Ana Maria Fontenelle Catrib, July Grassiely de Oliveira Branco, et al. "Use of educational technologies in the promotion of children’s cardiovascular health: a systematic review." Global Health Promotion 27, no. 4 (2020): 32–41. http://dx.doi.org/10.1177/1757975920909119.

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Objective: The aim of this study was to investigate the effectiveness of educational technologies for cardiovascular health promotion in children. Methods: A systematic review was carried out through a search in Biblioteca Virtual de Saúde, Comissão de Aperfeiçoamento de Pessoal do Nível Superior, EBSCOHot Information Services, and US National Library of Medicine National Institutes of Health databases, using the descriptors: play and plaything, cardiovascular diseases, child, and health promotion, between 2012 and 2019. Results: Eight articles were selected for this review. The identified tec
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Ma, Zhenhua, and Jianguang Qin. "New Techniques in Marine Aquaculture." Journal of Marine Science and Engineering 11, no. 12 (2023): 2239. http://dx.doi.org/10.3390/jmse11122239.

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Rodríguez-Ibáñez, Margarita, Cristina Soguero-Ruiz, Francisco-Javier Gimeno-Blanes, and José-Luis Rojo-Álvarez. "Opening the 21st Century Technologies to Industries: On the Special Issue Machine Learning for Society." Applied Sciences 13, no. 13 (2023): 7371. http://dx.doi.org/10.3390/app13137371.

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Alizoti, Alion. "New technologies to detect electron beam signals." Technium: Romanian Journal of Applied Sciences and Technology 4, no. 10 (2022): 289–95. http://dx.doi.org/10.47577/technium.v4i10.8156.

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Electricity and electronic devices are playing an overwhelming role in human society. As physical studies are extending the applications of electric currents in metals, electrolyte liquids, gases, vacuum, semiconductors, or superconductors, this paper focuses on the electronic current beam in the vacuum. To this aim, experiments with cathode ray tubes and cathode ray balloons are conducted in our physics lab classes. Therefore, important observations and measurements are accomplished, concerning several physical qualities and quantities. As the electron beam is being visibly observed, electric
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Woodcock, Jamie. "Towards a Digital Workerism: Workers’ Inquiry, Methods, and Technologies." NanoEthics 15, no. 1 (2021): 87–98. http://dx.doi.org/10.1007/s11569-021-00384-w.

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AbstractDigital technology is playing an increasingly visible role in the organisation of many people’s work—as well as large parts of their lives more broadly. The concerns of emancipatory technology studies, or other critical accounts of technology, are often focused on finding alternative uses of technology. In many workplace contexts—from call centres to platform work—the imperatives of capital are deeply written into these technologies. Yet at the same time, many capitalist technologies are playing a key role facilitating emerging workers’ struggles. For example, in the case study examine
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QI, Yongsheng, and Youguo SHI. "Using a 3D Technology in the Network Distance Teaching of "Sports Training"." International Journal of Emerging Technologies in Learning (iJET) 11, no. 05 (2016): 45. http://dx.doi.org/10.3991/ijet.v11i05.5693.

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As a new modern educational technology, the real time recording and playing has great significance in promoting distance learning, independent study and teaching quality. This research designed and developed a distance learning platform for students majoring in physical education based on 3D technology and real-time recording and playing technology. Through 3D technology, this teaching platform includes functions such as: overall module of 3D real time recording and playing, access to information, generation of 3D simulation video, video release and download module. Experimental results showed
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Klocker, Natascha, Paul Mbenna, and Chris Gibson. "From troublesome materials to fluid technologies: making and playing with plastic-bag footballs." cultural geographies 25, no. 2 (2017): 301–18. http://dx.doi.org/10.1177/1474474017732979.

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The material recalcitrance of plastic bags – evident in their refusal to decompose and their capacity to evade neat disposal – is a widespread source of environmental concern and frustration. Yet throughout the Majority (developing) World, the incessant materiality of plastic affords boys and young men an opportunity to make footballs (soccer balls) out of waste. Made in situ, plastic-bag footballs are uniquely suited to local contexts and landscapes – a resourceful technology assembled from otherwise troublesome materials. Plastic-bag footballs are also fluid: perpetually in-the-making and ch
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Bodrova, R. A., A. D. Zakamyrdina, A. M. Delyan, G. M. Karimova, and L. F. Vasilyeva. "The effectiveness of active medical rehabilitation technologies among Paralympians engaged in playing sports." Sports medicine: research and practice 13, no. 1 (2023): 41–47. http://dx.doi.org/10.47529/2223-2524.2023.1.1.

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The purpose of the study: to study the effectiveness of active medical rehabilitation technologies among Paralympians engaged in playing sports.Materials and methods: examined 48 male patients aged 25.9 ± 2.1 years with traumatic disease of the lumbar spinal cord. All examined were divided into 2 groups: patients of the main group (19 people) against the background of standard therapy received a course of active medical rehabilitation (AMR), including mechanotherapy and electrical stimulation with biofeedback under the control of electromyography (EMG) of the muscles of the lower extremities a
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Johansson, Stefan, and Fredrik Olsson. "Using Multi-Agent System Technologies in Risk Bots." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 42–47. http://dx.doi.org/10.1609/aiide.v2i1.18744.

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We present a multi-agent architecture for playing the game of Risk which is a multi-player board game in which the players control armies and try to conquer the world through attacking each others territories. Our solution puts an agent in every territory, and let them negotiate about what actions to priori- tize in the phases of placing armies, attack, and fortify. The results of a tournament of 13 participating bots, shows out- standing results for our solution, MA R S which ends first or second (out of six participants) in 507 out of 792 matches.
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Cameron, Jamie M., Conrad Holc, Alexander J. Kibler, et al. "Molecular redox species for next-generation batteries." Chemical Society Reviews 50, no. 10 (2021): 5863–83. http://dx.doi.org/10.1039/d0cs01507e.

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Koscheck, Arcelita. "Cultura Digital: A Relação entre Tecnologias e o Brincar na Infância / Digital Culture: The Relationship between Technologies and Play in Childhood." ID on line. Revista de psicologia 15, no. 57 (2021): 589–98. http://dx.doi.org/10.14295/idonline.v15i57.3231.

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Resumo:As tecnologias digitais e suas possibilidades de acesso estão presentes cada vez mais cedo na vida do sujeito, desde seus primeiros dias de vida, interferindo no desenvolvimento do ser humano desde a infância. Nesta perspectiva, o estudo em questão apresenta uma breve reflexão sobre o brincar na cultura digital no contexto infantil frente as tecnologias digitais. Objetivando discutir a relevância do brincar na infância e a relação das tecnologias digitais em meio ao ensino e a aprendizagem. Para o alcance do objetivo traçado, pretende-se apresentar um panorama conceitual sobre o brincar
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Xia, Xiaoli, and Junfeng Li. "Dilemmas in Ideological and Political Theory Courses under the background of the era of vision:A Re-examination Based on Visual Methodologies." Advances in Education, Humanities and Social Science Research 7, no. 1 (2023): 100. http://dx.doi.org/10.56028/aehssr.7.1.100.2023.

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Playing videos is a common approach in the teaching of the Ideological and Political Theory Courses. However, teachers usually focus on the contents of the videos but ignore other aspects such as carriers, locations and technologies. Based on such dilemmas in Ideological and Political Theory Courses under the background of the era of vision, Visual methodologies remind us that the process of playing videos itself can affect the subjunctives of the teaching,the understanding and even the accept and refusal to the videos. Therefore,it is important to pay attention to the ways of playing videos i
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Parag Udaysinh More, Kumar Sachin, Mykhailo Pervak, Olha Yehorenko, and Oleksandr Rogachevsky. "REVIEW OF SIMULATION MEDICAL TECHNOLOGIES IMPACT ON MODERN EDUCATION." InterConf, no. 16(121) (August 20, 2022): 224–39. http://dx.doi.org/10.51582/interconf.19-20.08.2022.023.

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The adoption of simulation-based medical teaching and learning is one of the key phases in curriculum development. Instead of learning through apprenticeship, medical simulation enables the development of clinical skills through purposeful practice. Role-playing games and patient simulations are examples of human simulations. Manikins and computer-based simulations are examples of non-human simulations. At the undergraduate and graduate levels, medical simulation has been shown to improve clinical competence. Additionally, it has been discovered to have several benefits that can raise patient
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Mogale, R. J., S. S. Mkhomazi, and R. M. Rankhumise. "The Paradox of Emerging Technologies in Playing Fundamental Role on Administration Employee’s Roles and Responsibilities." Journal of Economics and Behavioral Studies 10, no. 1(J) (2018): 159–70. http://dx.doi.org/10.22610/jebs.v10i1(j).2099.

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This article aims to put forward the imperatives of emerging technologies in playing fundamental role on administration work effectiveness and efficiency. The nature of office work has changed through time due to the emergence of new technologies that are adopted and implemented in the government departments. The emerging technologies are the heartbeat of any organisation and simultaneously they are the structure and thread holding it all together. With this study, a survey design was adopted and data collection was done through structured questionnaire. The study argues that the influx of eme
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Monica Rathee, Jyoti, and Anju Bala. "Digital Technologies and Environmental Impact." World Journal of Advanced Engineering Technology and Sciences 12, no. 1 (2024): 116–20. http://dx.doi.org/10.30574/wjaets.2024.12.1.0186.

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Information and communication technologies (ICTs) are a collection of devices and services that acquire, transfer, and display data and information digitally. Information and communication technology (ICT) is developing rapidly and is playing an increasingly important role in society. The role of ICT in environment management gains more importance due to its extensive use in various arenas of environment like weather forecasting, systems in the climate change, forest Degradation, hurricanes and typhoons anticipations, smart waste management systems, energy supply efficiency and tourism industr
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Egunov, V. A., and V. A. Shabalovsky. "Data caching technologies in modern microprocessors." Herald of Dagestan State Technical University. Technical Sciences 51, no. 3 (2024): 60–71. http://dx.doi.org/10.21822/2073-6185-2024-51-3-60-71.

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Objective. The study presented in the paper is aimed at studying the methods for improving the efficiency of software in modern computing systems with a hierarchical memory structure. Method. The study is based on data caching technologies in microprocessors. Result. The article presents the results of the analysis of various approaches to the development of efficient software taking into account the characteristics of the memory subsystem of the computing system, which made it possible to prove the importance of cache memory in improving the performance and interaction of computer components.
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