Coping with COVID- 19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena [0.03%]
新冠肺炎疫情期间玩家和非玩家应对压力的方式及游戏转移现象的水平差异比较
Angelica B Ortiz de Gortari
Angelica B Ortiz de Gortari
During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experi...
CWcollab: Presenting multimedia with web-based context-aware collaboration [0.03%]
基于网络的上下文感知协作多媒体展示系统-CWcollab
Chunxu Tang,Beinan Wang,C Y Roger Chen et al.
Chunxu Tang et al.
Remote collaboration tools for conferencing and presentation are gaining significant popularity during the COVID-19 pandemic period. Most prior work has drawbacks, such as a) limited support for media types, b) lack of interactivity, for ex...
Viewing experience of 3DTV: An exploration of the feeling of sickness and presence in a shopping mall [0.03%]
3D电视的观看体验:在购物中心探索晕动病和临场感的感觉
Marianna Obrist,Daniela Wurhofer,Thomas Meneweger et al.
Marianna Obrist et al.
The adoption and deployment of 3DTV can be seen as a major step in the history of television, comparable to the transition from analogue to digital and standard to high definition TV. Although 3D is expected to emerge from the cinema to peo...
Amanda E Staiano,Sandra L Calvert
Amanda E Staiano
Exergames are popular video games that combine physical activity with digital gaming. To measure effects of exergame play on physical outcomes and health behaviors, most studies use external measures including accelerometry, indirect calori...