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Aikaterini Georgiadou and Stelios Xinogalos
Nowadays, young students spend a lot of time playing video games and browsing on the Internet. Using the Internet has become even more widespread for young students due to the COVID-19 pandemic lockdown, which resulted in transferring several educational...
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María Rosa Fernández-Sánchez, Alberto González-Fernández and Jesús Acevedo-Borrega
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active...
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Libin Xue and Chunjie Cao
When marine animals and underwater acoustic sensor networks (UASNs) share spectrum resources, problems such as serious harm caused to marine animals by underwater acoustic systems and scarcity of underwater spectrum resources are encountered. To address ...
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Sofia Pescarin and Delfina S. Martinez Pandiani
This contribution analyzes the impact of factors related to story structure, meaningfulness, and concentration in the design of Serious Games. To explore them, the authors carried out an experimental evaluation aiming to identify relevant aspects affecti...
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Rytis Maskeliunas, Robertas Damasevicius, Andrius Paulauskas, Maria Gabriella Ceravolo, Marina Charalambous, Maria Kambanaros, Eliada Pampoulou, Francesco Barbabella, Arianna Poli and Carlos V. Carvalho
This paper describes a serious game based on a knowledge transfer model using deep reinforcement learning, with an aim to improve the caretakers? knowledge and abilities in post-stroke care. The iTrain game was designed to improve caregiver knowledge and...
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