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Mark Reybrouck
The metaphor of being touched by music is widespread and almost universal. The tactile experience, moreover, has received growing interest in recent years. There is, however, a need to go beyond a mere metaphorical use of the term, by positioning the tac...
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Isabel García-Izquierdo, Victor J. Colino-Rabanal, Mercedes Tamame and Fernando Rodríguez-López
The domestication of vines started in Asia 11,000 years ago, although it was not until the 19th century that oenology was established as a scientific discipline thanks to the research of Louis Pasteur on the role of microorganisms in wine fermentation. A...
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Deniz Yildiz, Ugur Fidan, Mehmet Yildiz, Büsra Er, Gürbüz Ocak, Fatih Güngör, Ijlal Ocak and Zeki Akyildiz
This study aims to develop an interactive language learning game and explore its efficacy for English language learners. A computer-generated playground was projected onto a large classroom floor (4 × 3 m) with a wide-angle projection device. A Kinect de...
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Guillermo Calahorra-Candao and María José Martín-de Hoyos
This study develops a theoretical framework integrating the Technology Acceptance Model (TAM) and Uses and Gratifications Theory (UGT) to predict and understand the acceptance of voice shopping intentions, particularly through AI-driven voice assistants....
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Mohammad Hmoud, Hadeel Swaity, Nardin Hamad, Omar Karram and Wajeeh Daher
Artificial intelligence has been attracting the attention of educational researchers recently, especially ChatGPT as a generative artificial intelligence tool. The context of generative artificial intelligence could impact different aspects of students? ...
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Jacek Polechonski, Karolina Kostorz and Piotr Polechonski
Active virtual reality games (AVRGs) have become more and more popular. As the intensity of this form of physical activity (PA) may be insufficient to achieve health-related benefits, it is worth looking for solutions that increase the intensity of PA. T...
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Ines Miguel-Alonso, Bruno Rodriguez-Garcia, David Checa and Andres Bustillo
Immersive Virtual Reality (iVR) is a new technology, the novelty effect of which can reduce the enjoyment of iVR experiences and, especially, learning achievements when presented in the classroom; an effect that the interactive tutorial proposed in this ...
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Dario Benvenuti, Lauren S. Ferro, Andrea Marrella and Tiziana Catarci
Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, contr...
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Muhammad Nadeem, Melinda Oroszlanyova and Wael Farag
Currently, academia is grappling with a significant problem?a lack of engagement. Humankind has gone too far into exploring entertainment options, while the education system has not really kept up. Millennials love playing games, and this addiction can b...
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Evon M. Abu-Taieh, Issam AlHadid, Khalid Kaabneh, Rami S. Alkhawaldeh, Sufian Khwaldeh, Ra?ed Masa?deh and Ala?Aldin Alrowwad
Smartphone addiction has become a major problem for everyone. According to recent studies, a considerable number of children and adolescents are more attracted to smartphones and exhibit addictive behavioral indicators, which are emerging as serious soci...
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