Zobrazeno 1 - 10
of 63
pro vyhledávání: '"Henrik Engström"'
Publikováno v:
Digital Health, Vol 8 (2022)
Objective The aim of this study was to explore expecting parents’ perceptions of the Childbirth Journey as an intervention that includes medical information for parental support, constructed as a serious game. Methods In this qualitative study, sem
Externí odkaz:
https://doaj.org/article/2f5139f7d79b4504949372800df1414c
Publikováno v:
Frontiers in Digital Health, Vol 3 (2021)
Background: The access to digital tools for parents is increasing, and further exploration is needed to gain knowledge about parents' experiences in using such tools, for example, when preparing for childbirth and parenthood. This study protocol desc
Externí odkaz:
https://doaj.org/article/f47a26e581c849ba85f1e410626441af
Autor:
Ander Areizaga Blanco, Henrik Engström
Publikováno v:
International Journal of Serious Games, Vol 7, Iss 1 (2020)
Studies have found serious games to be good tools for programming education. As an outcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only
Externí odkaz:
https://doaj.org/article/96a984a747db4a8e855a597d5ea2b3e1
Publikováno v:
International Journal of Computer Games Technology, Vol 2020 (2020)
With the continuous development of the game industry, research in the game field is also deepening. Many interdisciplinary areas of knowledge and theory have been used to promote the development of the game industry. Business intelligence technologie
Externí odkaz:
https://doaj.org/article/64738ef5fae8436f89e8941693b5fc37
Publikováno v:
EAI Endorsed Transactions on Creative Technologies, Vol 6, Iss 20 (2019)
INTRODUCTION: The problem addressed in this work is the lack of knowledge of what inclusive game design wouldmean in practice within existing design processes of game companies. A pilot project was devised to involve both thegame industry and disable
Externí odkaz:
https://doaj.org/article/9cf8042a5b354adb8f0e4c14cac32bb6
Publikováno v:
International Journal of Serious Games, Vol 5, Iss 4 (2018)
The focus of this paper is the design and player reception of a serious game called Missing released on Google Play with the intention of spreading awareness of trafficking and its impact on individuals and society. The aim of the paper is to investi
Externí odkaz:
https://doaj.org/article/02f9076a6ff648f3b32a208d4b81445d
Publikováno v:
International Journal of Computer Games Technology, Vol 2018 (2018)
Facial analysis is a promising approach to detect emotions of players unobtrusively; however approaches are commonly evaluated in contexts not related to games or facial cues are derived from models not designed for analysis of emotions during intera
Externí odkaz:
https://doaj.org/article/126fa3f55b6d47b1bb1efd37093326ea
Publikováno v:
Sensors, Vol 19, Iss 13, p 2877 (2019)
Emotion detection based on computer vision and remote extraction of user signals commonly rely on stimuli where users have a passive role with limited possibilities for interaction or emotional involvement, e.g., images and videos. Predictive models
Externí odkaz:
https://doaj.org/article/79c2a44128de498bb394c9ce7ef250a3
Publikováno v:
Service Oriented Computing and Applications. 16:67-76
Games as a service is similar to software as a service, which provides players with game content on a continuous monetization model. Game revenue forecast is vital to game developers to make the right business decisions, such as determining the marke
Autor:
Henrik Engström, Jenny Brusk
Publikováno v:
Convergence: The International Journal of Research into New Media Technologies. 27:103-123
This article examines how the unique characteristics of Marvinter, an inclusive transmedia Advent calendar, affected its production and the individual media workers involved in this. In the native transmedia Marvinter project, a radio series and a mo