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Valentina Croci 《Architectural Design》2010,80(2):140-141
Valentina Croci profiles the work of entertainment design office Area/Code which foregrounds urban locations in its games. As Croci explains the approach of this NewYork-based partnership, which delivers sat nav-inspired gaming to the mobile phone, demonstrates an inherent understanding of the importance of the physical in enhancing the imaginary. Copyright © 2010 John Wiley & Sons, Ltd. 相似文献
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Ackerman Phillip L.; Kanfer Ruth; Calderwood Charles 《Canadian Metallurgical Quarterly》2010,25(4):753
We investigated the training effects and transfer effects associated with 2 approaches to cognitive activities (so-called brain training) that might mitigate age-related cognitive decline. A sample of 78 adults between the ages of 50 and 71 completed 20 one-hr training sessions with the Nintendo Wii Big Brain Academy software over the course of 1 month and, in a second month, completed 20 one-hr reading sessions with articles on 4 different current topics (order of assignment was counterbalanced for the participants). An extensive battery of cognitive and perceptual speed ability measures was administered before and after each month of cognitive training activities, along with a battery of domain-knowledge tests. Results indicated substantial improvements on the Wii tasks, somewhat less improvement on the domain knowledge tests, and practice-related improvements on 6 of the 10 ability tests. However, there was no significant transfer of training from either the Wii practice or the reading tasks to measures of cognitive and perceptual speed abilities. Implications for these findings are discussed in terms of adult intellectual development and maintenance. (PsycINFO Database Record (c) 2010 APA, all rights reserved) 相似文献
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Many people with intellectual disabilities also have physical difficulties which prevent them from using standard computer control devices. Custom made alternative devices for those with special needs can be expensive and the low unit turnover makes the prospect unattractive to potential manufacturers. One solution is to explore the potential of devices used in contemporary gaming technology, such as the Nintendo Wii. The Wii Nunchuk has the potential to replace joystick functions with the advantages of not being surface bound and easier for some individuals to grasp. This study evaluated the feasibility of using the Nunchuk by comparing its performance as a switch with the participant’s usual switch. Twenty three volunteers aged between 17 and 21 with intellectual and physical disabilities completed a Single Switch Performance Test using the new device and their familiar device. For most functions of the switch, there was no significant difference between the participants’ performance using the Nunchuck and their familiar device. Additional analysis found that some participants’ performance did improve whilst using the Nunchuck, but this was not significantly related to physical or cognitive ability. Those whose performance was better with the Nunchuk were more likely to hold it in the conventional way than were those who had better performance with their familiar device. This merits it being offered as a possible alternative to currently available switches for those with physical difficulties affecting their grip. 相似文献
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Nikolaos Vernadakis Asimenia GioftsidouPanagiotis Antoniou Dionysis IoannidisMaria Giannousi 《Computers & Education》2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each, a traditional and a Nintendo Wii group. The two training program groups performed a specific balance program for 8 weeks, two times per week, and 24 min per session. The Nintendo Wii group used the interactive games Wii Fit Plus of the Nintendo Wii console, as a training method to improve their balance, while the traditional group used an exercise program with mini trampoline and inflatable discs. Before and after the completion of the eight-week balance program, participants completed a single leg static balance assessment for both limbs on the Biodex stability system. Two-way analyses of variance (ANOVAs), with repeated measures on the last factor, were conducted to determine effect of training program groups (traditional, Nintendo Wii) and measures (pre-test, post-test) on balance test indices (SI, API, and MLI). Where initial differences between groups were verified, one-way analyses of covariance (ANCOVAs) were applied. Analysis of the data illustrated that both groups demonstrated an improvement in SI, API and MLI mean scores for the right and the left limp as well. Conclusively, findings support the effectiveness of using the Nintendo Wii gaming console as an intervention for undergraduate Physical Education students, and specifically, its effects on physical function related to balance competence. 相似文献
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三维虚拟校园交互系统的设计 总被引:1,自引:0,他引:1
沈国钧 《计算机光盘软件与应用》2012,(3):200+196
该文的"数字校园"研究里引用了虚拟现实技术,分析虚拟现实技术国内与国外应用发展状况,并在此基础上,提出了一套基于3DRC、SketchUP和Virtools之上的三维虚拟校园漫游系统的解决方法,达成了视景仿真体系的虚拟性。有两大主要的研究内容:①三维虚拟校园情景数据库的建立,②互动三维场景体系的设想与实践。 相似文献
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