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  1. 81

    Thomas Dallery, Le divorce rentabilité/croissance dans le capitalisme financiarisé. Changements de régimes, équilibres, instabilités et conflits by Thomas Dallery

    Published 2011-06-01
    “…The macroeconomic realisation of profits being determined by capitalists’ spendings, the slowdown of accumulation cannot come (theoretically) with a profitability recovery, others things being equal.After having recalled, in a first chapter, that financialisation is only the last avatar of a long trend for capitalism to escape from real economy, we show, in a second chapter, that financialisation leads, for the individual firm, to a reorientation towards shareholders’ profitability claims at the expense of managers and capital accumulation, financial (indebtedness) and real (capacity utilisation) security, and also of workers (real wage).After having faced, in a third chapter, two methodological, embarrassing questions for kaleckian models of growth and distribution (not very plausible and unstable for the most plausible ones), we use, in a fourth chapter, a second macroeconomic approach (stock-flow consistent model) where conflict impacts distribution (conflict inflation) and accumulation (growth/profit trade-off). …”
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  2. 82

    GLOBAL DIVERSITY AS A BASIS OF ADAPTIVE OAT BREEDING by G. A. Batalova

    Published 2018-06-01
    “…Among them there are oats varieties widely cultivated in Russia, such as Argamak, Krechet and Gunter, and new varieties Sapsan and Avatar combining high productivity (8-11.2 t/ha) with resistanceto biotic and abiotic stressors. …”
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  3. 83

    Significance of a written text in human activities by A. A. Vereshchagina

    Published 2024-03-01
    “…A written text can be considered as the final product of a person’s thinking activity, which reflects his personal and intellectual level of development, is a socialization indicator and serves as a kind of guide to the diverse world of personal realization and a kind of the author’s written avatar. The text has special properties that allow to “connect” several complex, multifaceted, dynamic spheres such as the surrounding reality, life and professional experience of a person, their worldview, images of the past, present, future, etc. …”
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  4. 84

    Enhancing university students' learning performance in a metaverse‐enabled immersive learning environment for STEM education: A community of inquiry approach by Manpreet Singh, Daner Sun, Zhizi Zheng

    Published 2024-09-01
    “…The platform integrates various components, including avatar usage, multimodality, and gamification, with careful consideration of each CoI element to maximize students' immersive interactions and collaboration in STEM (science, technology, engineering, and mathematics) learning contexts. …”
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  5. 85

    Virtual Goods Recommendations in Virtual Worlds by Kuan-Yu Chen, Hsiu-Yu Liao, Jyun-Hung Chen, Duen-Ren Liu

    Published 2015-01-01
    “…Virtual worlds (VWs) are computer-simulated environments which allow users to create their own virtual character as an avatar. With the rapidly growing user volume in VWs, platform providers launch virtual goods in haste and stampede users to increase sales revenue. …”
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  6. 86

    Context-dependent modulation of spatial attention: prioritizing behaviourally relevant stimuli by Noah Britt, Jackie Chau, Hong-jin Sun

    Published 2025-02-01
    “…While driving, participants underwent a peripheral cue-target paradigm where a roadside pedestrian avatar (target) appeared following a cylinder cue. …”
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  7. 87

    Metaverse Kapsamında Oyun-içi Reklam Uygulamaları: Sandbox Alpha 2 Örneği by Ece Doğan Erdinç, Sinem Güdüm

    Published 2022-12-01
    “…Araştırmanın sonucunda SandBox platformunun; NFT pazarlama, Direct 2 Avatar uygulamaları, “oynayarak kazan / earn to play” özelliği ve SandCoin kullanımı çerçevesinde; kullanıcılara güvenilir oyun-içi alışveriş imkanı sağlarken, aynı zamanda da kazanç elde etmelerine imkan verdiği saptanmıştır.…”
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  8. 88

    Intestinal organoids: The path towards clinical application by Hady Yuki Sugihara, Ryuichi Okamoto, Tomohiro Mizutani

    Published 2025-03-01
    “…Preclinical studies have demonstrated a remarkable functional recapitulation of infectious and genetic diseases, and there is mounting evidence for the reliability of intestinal organoids as a patient-specific avatar. Breakthroughs now allow the generation of structurally and cellularly complex intestinal models to better capture a wider range of intestinal pathophysiology. …”
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  9. 89

    MVSGS: Gaussian splatting radiation field enhancement using multi-view stereo by Teng Fei, Ligong Bi, Jieming Gao, Shuixuan Chen, Guowei Zhang

    Published 2024-12-01
    “…Additionally, we have explored the potential of using Gaussian Splatting for non-face template single-process end-to-end Avatar Reconstruction, yielding promising experimental results.…”
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  10. 90

    Realistic Facial Expression of Virtual Human Based on Color, Sweat, and Tears Effects by Mohammed Hazim Alkawaz, Ahmad Hoirul Basori, Dzulkifli Mohamad, Farhan Mohamed

    Published 2014-01-01
    “…The effects of sweat, tears, and colors are integrated into a single animation model to create realistic facial expressions of 3D avatar. The physical properties of muscles, emotions, or the fluid properties with sweating and tears initiators are incorporated. …”
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  11. 91

    Kinect-Based Exergames Tailored to Parkinson Patients by Ioannis Pachoulakis, Nikolaos Papadopoulos, Anastasia Analyti

    Published 2018-01-01
    “…When the patient’s movements, as detected by Kinect, “match” a preprogrammed gesture, an onscreen 3D cartoon avatar responds according to the game context at hand. …”
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  12. 92

    The communicative status of an individual in a digital society by Yu. A. Chernavin

    Published 2022-07-01
    “…The peculiarities of the interaction of the objective and subjective in the digital space are revealed by analyzing, on the one hand, the phenomenon of a “digital double” created as a result of generalization of indicators of a person’s “digital footprint” regardless of his desire or unwillingness, on the other hand, the purposeful formation of an individual’s “avatar”. The generalized assessment of the communicative status of the individual leads to the conclusion that the characteristics of this phenomenon reflect the processes of individualization characteristic of digital society and indicate the desire of the individual to independently build his own communicative trajectory, the maximum realization of his capabilities as a subject of interactions.…”
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  13. 93

    High-Risk AI Systems—Lie Detection Application by Konstantinos Kalodanis, Panagiotis Rizomiliotis, Georgios Feretzakis, Charalampos Papapavlou, Dimosthenis Anagnostopoulos

    Published 2025-01-01
    “…It further makes an assessment of practical case studies, including notable examples such as iBorderCtrl and AVATAR. This in-depth analysis seeks to emphasize not only the enormous challenges ahead for practitioners but also the progress made in this emerging field of study. …”
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  14. 94

    Borders of physical self in virtual reality: a systematic review of virtual hand position discrepancy detection by David Antoš, Tomáš Švec, Jana Hořínková, Eliška Bartečková

    Published 2025-01-01
    “…Methodological issues included small sample sizes, inadequate demographic reporting, and inconsistent presence or avatar embodiment measures.ConclusionThe results highlight the need to consider identified influencing factors to maximize user presence in VR-based therapies. …”
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  15. 95

    Analisis Kualitatif Elemen Gamifikasi dalam Games Berbasis ICT untuk Anak Usia Dini by Bayu Rima Aditya, Aldilla Iradianty, I Nyoman Darma Kotama

    Published 2023-08-01
    “…In addition, the results also confirm that there are nine elements of gamification that are suitable to be applied to in the early childhood environment, namely points and rewards, leaderboards, badges, challenges, leveling, progress bar, avatars, currency, and surprises. The results of this study can be used as the basis for further research in relation to developing a prototype of a game-based learning system in early childhood education with a focus on interaction, rewarding, problem solving, and challenges. …”
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  16. 96
  17. 97

    THE VARIABLE GEOMETRY OF COPYRIGHT AND AI IN THE EUROPEAN AND ISLAMIC LEGAL LANDSCAPES by Rebecca-Georgia DUNCA

    Published 2024-05-01
    “…In general, copyright protection, as an avatar of intellectual property, is acceptable under Islamic law due to the absence of any express statement to the contrary in the Quran or Sharia. …”
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  18. 98

    From construction machines to remote construction robots: control, interfaces, and usability of the Cranebot by Alessandra Duz, Francesca Negrello, Alexandr Rucodainii, Daniel Lanzoni, Daniel Lanzoni, Mario Corsanici, Angelo Iapichino, Andrea Vitali, Daniele Regazzoni, Valentino Birolini, Roberto Signori, Rossano Ceresoli, Giorgio Grioli, Giorgio Grioli, Antonio Bicchi, Antonio Bicchi, Manuel G. Catalano, Manuel G. Catalano

    Published 2025-01-01
    “…Construction machines could benefit from recent developments of robot avatar technology that has demonstrated the viability of remotizing human physical activities, leveraging on intuitive interfaces and controls. …”
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  19. 99

    Effectiveness of Mobile Health–Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of... by Tianzhuo Yu, Monica Parry, Tianyue Yu, Linqi Xu, Yuejin Wu, Ting Zeng, Xin Leng, Qian Tong, Feng Li

    Published 2025-01-01
    “…“Feedback” was the most important game design element, followed by “Avatar.” ConclusionsThis meta-analysis demonstrates that gamification interventions effectively promote PA in individuals with CVD, with effects persisting beyond the intervention period, indicating they are not merely novel effects caused by the game nature of gamification. …”
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  20. 100