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A systematic literature review of virtual, augmented, and mixed reality game applications in healthcare
Virtual reality, augmented reality, and mixed reality (VR/AR/MR) as information and
communication technologies have been recognised and implemented in healthcare in …
communication technologies have been recognised and implemented in healthcare in …
Born to Run, Programmed to Play: Map** the Extended Reality Exergames Landscape
Many people struggle to exercise regularly, raising the risk of serious health-related issues.
Extended reality (XR) exergames address these hurdles by combining physical exercises …
Extended reality (XR) exergames address these hurdles by combining physical exercises …
Toward understanding the design of intertwined human–computer integrations
Human–computer integration is an HCI trend in which computational machines can have
agency, ie, take control. Our work focuses on a particular form of integration in which the …
agency, ie, take control. Our work focuses on a particular form of integration in which the …
Full-body motion-based game interaction for older adults
Older adults in nursing homes often lead sedentary lifestyles, which reduces their life
expectancy. Full-body motion-control games provide an opportunity for these adults to …
expectancy. Full-body motion-control games provide an opportunity for these adults to …
Implementing embodied learning in the classroom: Effects on children's memory and language skills
The relationship among bodily movements, cognitive abilities, and academic achievement in
children is receiving considerable attention in the research community. The embodied …
children is receiving considerable attention in the research community. The embodied …
Uncomfortable interactions
We argue for deliberately and systematically creating uncomfortable interactions as part of
powerful cultural experiences. We identify the potential benefits of uncomfortable …
powerful cultural experiences. We identify the potential benefits of uncomfortable …
Unpacking non-dualistic design: The soma design case
We report on a somaesthetic design workshop and the subsequent analytical work aiming to
demystify what is entailed in a non-dualistic design stance on embodied interaction and why …
demystify what is entailed in a non-dualistic design stance on embodied interaction and why …
Serious games in prevention and rehabilitation—a new panacea for elderly people?
J Wiemeyer, A Kliem - European Review of Aging and Physical Activity, 2012 - Springer
Digital games cannot only be used for fun and entertainment. The term “serious games”(SG)
denotes digital games serving serious purposes like education, training, advertising …
denotes digital games serving serious purposes like education, training, advertising …
Movement-based game guidelines
Movement-based digital games are becoming increasingly popular, yet there is limited
comprehensive guidance on how to design these games. We present a set of guidelines for …
comprehensive guidance on how to design these games. We present a set of guidelines for …
Experiencing the body as play
Games research in HCI is continually interested in the human body. However, recent work
suggests that the field has only begun to understand how to design bodily games. We …
suggests that the field has only begun to understand how to design bodily games. We …