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Personalised gaming: a motivation and overview of literature
This article focuses on personalised games, which we define as games that utilise player
models for the purpose of tailoring the game experience to the individual player. The main …
models for the purpose of tailoring the game experience to the individual player. The main …
Automatic analysis and identification of verbal aggression and abusive behaviors for online social games
Online multiplayer games create new social platforms, with their own etiquette, social rules
of conduct and ways of expression. What counts as aggressive and abusing behavior may …
of conduct and ways of expression. What counts as aggressive and abusing behavior may …
[HTML][HTML] Videojuegos en las aulas: implicaciones de una innovación disruptiva para desarrollar las Inteligencias Múltiples
Con el presente estudio se pretende identificar el entramado de variables de índole
personal, organizativo y técnico que contribuyen a la viabilidad y éxito de prácticas …
personal, organizativo y técnico que contribuyen a la viabilidad y éxito de prácticas …
Co-located augmented play-spaces: past, present, and perspectives
In recent years, many different studies regarding Co-located Augmented Play-spaces
(CAPs) have been published in a wide variety of conferences and journals. We present an …
(CAPs) have been published in a wide variety of conferences and journals. We present an …
Interactive playgrounds for children
Play is an important factor in the life of children. It plays a role in their cognitive, social, and
physical development, and provides entertaining and fulfilling activities in itself. As with any …
physical development, and provides entertaining and fulfilling activities in itself. As with any …
Hedonic consumption of virtual rides entertainment service: a multi-method perspective: SEM and fsQCA
Purpose Prior studies have put much emphasis on using the uses and gratification (U&G)
theory to find out why people use games, social media, the Internet, e-shop**, etc. Despite …
theory to find out why people use games, social media, the Internet, e-shop**, etc. Despite …
El videojuego y la lectura literaria: nuevo espacio para los nativos digitales
NG Ángel - Contextos educativos: Revista de educación, 2020 - dialnet.unirioja.es
Nos encontramos ante una realidad social en la que la lectura no se realiza únicamente a
través de libros, sino también a partir de diferentes recursos como páginas web, foros …
través de libros, sino también a partir de diferentes recursos como páginas web, foros …
Augmenting playspaces to enhance the game experience: A tag game case study
Introducing technology into games can improve players' game experience. However, it can
also reduce the amount of physical activity and social interaction. In this article, we discuss …
also reduce the amount of physical activity and social interaction. In this article, we discuss …
[KNIHA][B] Computer analysis of human behavior
Human behavior is complex, but not random. Computer analysis of human behavior in its
multiple scales and settings leads to a steady influx of new applications in diverse domains …
multiple scales and settings leads to a steady influx of new applications in diverse domains …
Human behavior understanding for robotics
Human behavior is complex, but structured along individual and social lines. Robotic
systems interacting with people in uncontrolled environments need capabilities to correctly …
systems interacting with people in uncontrolled environments need capabilities to correctly …