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The games and learning research world studies how new digital media tools shift the topic of education research from recalling and repeating information to being able to find it, evaluate it and use it compellingly at the right time and in the right context. Games and learning research explores how games and game communities can lead to 21st ...
This category includes individuals who have contributed significant academic research, scholarly commentary, or journalistic coverage on the topic of games. Pages in category "Video game researchers" The following 36 pages are in this category, out of 36 total.
The journal covers research in computer vision and image understanding, pattern analysis and recognition, machine intelligence, machine learning, search techniques, document and handwriting analysis, medical image analysis, video and image sequence analysis, content-based retrieval of image and video, and face and gesture recognition.
A video game [a] or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality ...
JoVE covers research methods and experimental techniques from both the physical and life sciences. The journal currently has 13 sections: Biology, Developmental Biology, Neuroscience, Immunology and Infection, Medicine, Bioengineering, Engineering, Chemistry, Behavior, Environment, Biochemistry, Cancer Research, and Genetics.
F1000 (formerly "Faculty of 1000") is an open research publisher for scientists, scholars, and clinical researchers.F1000 offers a different research evaluation service from standard academic journals by offering peer-review after, rather than before, publishing a research article. [1]
The live streaming of video games is an activity where people broadcast themselves playing games to a live audience online. [1] The practice became popular in the mid-2010s on the US-based site Twitch, before growing to YouTube, Facebook, China-based sites Huya Live, DouYu, and Bilibili, and other services.
IUBMB Life is the flagship journal of the International Union of Biochemistry and Molecular Biology and is devoted to the rapid publication of the most novel and significant original research articles, reviews, and hypotheses in the broadly defined fields of biochemistry, molecular biology, cell biology, and molecular medicine.