Healthy video gaming: Oxymoron or possibility?
Author/s:
Graham, G. M.; Smith, B. K. ; Yang, S. P.
Citation:
Yang, S. P., Smith, B. K., & Graham, G. M. (2008). Healthy video gaming: Oxymoron or possibility?Innovate: Journal of Online Education, 4(4).
Continue Reading Healthy video gaming: Oxymoron or possibility?Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing
Author/s:
Cheok, A. D. ; Farbiz, F. ; Fong, S. W. ; Goh, K. H. ; Li, Y. ; Liu, W. ; Teo, S. L. ; Yang, X.
Citation:
Cheok, A. D., Goh, K. H., Liu, W., Farbiz, F., Fong, S. W., Teo, S. L., Li, Y., Yang, X. (2004). Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computing. Personal and Ubiquitous Computing, 8(2), 71-81.
Continue Reading Human PacMan: A mobile wide-area entertainment system based on physical, social, and ubiquitous computingiGameFloor: A platform for co-located collaborative games
Author/s:
Aagaard, L.; Grønbæk, K. ; Iversen, O. S. ; Kortbek, K. J. ; Nielsen. K. R.
Citation:
Grønbæk, K., Iversen, O. S., Kortbek, K. J., Nielsen, K. R., & Aagaard, L. (2007). iGameFloor: A platform for co-located collaborative games. In Proceedings of the international Conference on Advances in Computer Entertainment Technology (Salzburg, Austria, June 13 - 15, 2007). ACE '07, vol. 203. New York, NY: ACM.
Continue Reading iGameFloor: A platform for co-located collaborative gamesImpact of an online course on infection control and prevention competencies
Author/s:
Atack, L. ; Luke, R.
Citation:
Atack, L., & Luke, R. (2008). Impact of an online course on infection control and prevention competencies. Journal of Advanced Nursing, 63(2), 175-180.
Continue Reading Impact of an online course on infection control and prevention competenciesIn-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy
Author/s:
AbdelBaky, M. ; Barkat-Masih, M. ; Burdea, G.C.; Golomb, M.R. ; Huber, M. ; McDonald, B.C. ; Nwosu, M.E. ; Rabin, B. ; Saykin, A.J. ; Shirley, B. ; Warden, S.J. ; Yonkman, J.
Continue Reading In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsyIncorporating guidance and rewards into a handheld-device user experience
Author/s:
Fabricant, R.
Citation:
Fabricant, R. (2005). Incorporating guidance and rewards into a handheld-device user experience. In Proceedings of the 2005 Conference on Designing For User Experience (San Francisco, California, November 03 - 05, 2005). Designing For User Experiences, vol. 135. New York, NY: AIGA: American Institute of Graphic Arts.
Continue Reading Incorporating guidance and rewards into a handheld-device user experienceIncreasing nutrition literacy: Testing the effectiveness of print, web site, and game modalities
Author/s:
Horodynski, M. A. ; Keesecker, N. ; Sayir, A.; Sherry, J. ; Silk, K. J. ; Winn, B.
Citation:
Silk, K. J., Sherry, J., Winn, B., Keesecker, N., Horodynski, M. A., & Sayir, A. (2008). Increasing nutrition literacy: Testing the effectiveness of print, web site, and game modalities. Journal of Nutrition Education and Behavior, 40(1), 3-10.
Continue Reading Increasing nutrition literacy: Testing the effectiveness of print, web site, and game modalitiesInteractive computer games for treatment of pelvic floor dysfunction
Author/s:
Decambre, M. ; Herndon, C. D. ; McKenna, P. H.
Citation:
Herndon, C. D., Decambre, M., & McKenna, P. H. (2001). Interactive computer games for treatment of pelvic floor dysfunction. Journal of Urology, 166(5), 1893-1898.
Continue Reading Interactive computer games for treatment of pelvic floor dysfunction