2,673 results on '"ELECTRONIC toys"'
Search Results
2. Exploratory Study of Preservice Early-Childhood Teachers' Experiences of Electronic Toys and Play Preference †.
- Author
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Liang, Poh-Hwa
- Subjects
ELECTRONIC toys ,INFORMATION & communication technologies ,DIGITAL technology ,MACHINE learning ,DEEP learning - Abstract
Digital play has gradually become popular in young children's families, and electronic toys have become an important type of toy for young children. This study concerns preservice early-childhood teachers' preferences about play and how their experiences with electronic toys in childhood influence their preferences about play. A total of 108 preservice early-childhood teachers participated in this study, and data were collected through questionnaires with them. The results revealed that these preservice teachers rated different play activities as follows: constructive play, expressive play, pretend play, digital play, and gameplay. In addition, preservice teachers who favored traditional toys in childhood preferred constructive play more than those who favored electronic toys. The results of the study provide useful suggestions for the design of electronic toys and preparation programs offered for preservice early-childhood teachers in the future. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
3. The Integration of Internet of Toys in Early Childhood Education : Research From Australia, England, and Norway
- Author
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Sarika Kewalramani, Ioanna Palaiologou, Maria Dardanou, Sarika Kewalramani, Ioanna Palaiologou, and Maria Dardanou
- Subjects
- Play--Technological innovations, Internet of things--Research, Early childhood education--Case studies, Information technology--Social aspects, Electronic toys, Internet and children
- Abstract
This book offers a fresh look at recent developments in policy, curricula and pedagogical discourse around children's play with Internet of Toys (IoToys). By expanding the notion of digital and smart play perspectives in early childhood education, the authors critique and develop the broader subject area of IoToys play to better serve its end users.The book brings together research from across three different countries: Australia, Norway and England. It offers tangible examples of how one can use IoToys to build children's social skills, emotional intelligence, sense of achievement, collaboration and aspects of STEM and design play thinking processes. The learning stories of children's IoToys play will deliver a comprehensive review of how practitioners and parents can come together to build communities of practice for (re)enhancing children's learning and growth using evolving technology-based play and engage in paradigmatic debates. Readers as a result will better appreciate the growth in pragmatic applications of technologies together with theoretical perspectives.The book will be a valuable resource for any academic or practitioner just beginning to understand the complexities and success stories of integrating IoToys for children's playful learning.
- Published
- 2023
4. Exploratory Study of Preservice Early-Childhood Teachers’ Experiences of Electronic Toys and Play Preference
- Author
-
Poh-Hwa Liang
- Subjects
digital play ,electronic toys ,play preference ,preservice early-childhood teacher ,Engineering machinery, tools, and implements ,TA213-215 - Abstract
Digital play has gradually become popular in young children’s families, and electronic toys have become an important type of toy for young children. This study concerns preservice early-childhood teachers’ preferences about play and how their experiences with electronic toys in childhood influence their preferences about play. A total of 108 preservice early-childhood teachers participated in this study, and data were collected through questionnaires with them. The results revealed that these preservice teachers rated different play activities as follows: constructive play, expressive play, pretend play, digital play, and gameplay. In addition, preservice teachers who favored traditional toys in childhood preferred constructive play more than those who favored electronic toys. The results of the study provide useful suggestions for the design of electronic toys and preparation programs offered for preservice early-childhood teachers in the future.
- Published
- 2023
- Full Text
- View/download PDF
5. Cognitive neuroscience: improvement of autonomous thinking in reading through video games.
- Author
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Aguadero Ruiz, Paula
- Subjects
COGNITIVE ability ,COGNITIVE neuroscience ,VIDEO games ,DYSLEXIA ,EDUCATION students ,LEARNING ,ELECTRONIC toys ,READING - Abstract
Copyright of Texto Livre / Texto Livre: Linguagem e Tecnologia is the property of Revista Texto Livre: Linguagem e Tecnologia and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
6. When TOYS Become TRASH: Old electronic toys are causing big problems for the environment. Here's what you can do.
- Author
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Zissou, Rebecca
- Subjects
ELECTRONIC toys ,ECOLOGICAL impact ,ELECTRONICS recycling ,ELECTRONIC waste ,AWARENESS ,WASTE management - Abstract
The article informs about the environmental impact of discarding old electronic toys, stressing the importance of recycling them to mitigate environmental problems caused by electronic waste. Topic include the challenges in recycling electronic toys, such as the lack of awareness about proper disposal methods and the difficulty in dismantling them for recycling due to their complex construction.
- Published
- 2024
7. Families' digital media use: Intentions, rules and activities.
- Author
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Eichen, Lars, Hackl‐Wimmer, Sigrid, Eglmaier, Marina Tanja Waltraud, Lackner, Helmut Karl, Paechter, Manuela, Rettenbacher, Karoline, Rominger, Christian, and Walter‐Laager, Catherine
- Subjects
- *
DIGITAL media , *PARENT-child relationships , *DIGITAL technology , *PARENTING , *ELECTRONIC toys , *TODDLERS , *PRESCHOOL children - Abstract
Since digital media such as smartphones, tablets or laptops are available in almost every household in industrialised countries, parents are challenged to integrate them into their everyday family life. To gain more information on parents' mediation of digital media, the relationships between their educational intentions, objectives and their children's use of digital media were investigated in consideration of the children's age. Overall, 150 Austrian parents with children aged one year and a half to six years participated in the study (two groups were formed based on the age of the children: toddlers and preschool children). They filled in a questionnaire on their intentions and rules for their children's use of media. Moreover, the parents provided information concerning their objectives for digital media use and the kind of activities for which their children use interactive digital toys or passive digital media. Results show that parents' intentions of their children's media use is mainly to gain time for household chores or work. Whereas the age of the children does not seem to be of great importance to parents concerning the media regulation, the results for the objectives and activities parents want their children to do with digital media do indeed differ between the two age‐groups. Practitioner notesWhat is already known about this topicAverage households in industrialised countries are well equipped with digital media technologies.Digital media increasingly become a part of young children's living environment.Parents find it necessary to prevent their children from potential negative effects of digital media use and try to implement rules eg, concerning the time spent with media or content restrictions.What this paper addsParents' intentions for their children's digital media use as well as the rules they apply for the use of digital media do not differ between toddlers and preschool children.Parents' objectives for their children's use of digital media as well as why and for which purpose their children should use interactive digital toys and passive digital media differs between toddlers and preschool children.Implications for practice and/or policySupport is needed for parents on digital media use with toddlers together.Awareness for digital media use in connection to the rules and objectives needs to be created. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
8. Make‐believe play with the Internet of Toys: A case for multimodal playscapes.
- Author
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Palaiologou, Ioanna, Kewalramani, Sarika, and Dardanou, Maria
- Subjects
- *
ELECTRONIC toys , *INTERNET of things , *EDUCATIONAL technology , *MOTIVATION (Psychology) in children , *PLAY & psychology , *CONSTRUCTIVISM (Education) , *SCHOOL children , *EARLY childhood education - Abstract
This study examines whether the Internet of Toys (IoToys) (de)limits children's make‐believe play and whether the functionality and manipulatives offered by the IoToys serve as motivational pleasure (tactile, virtual and visual) for children to engage in make‐believe play. Combining Piagetian and Vygotskian ideas of play as a unity of cognition and social context, we consider IoToys as a motivational conduit for children's symbolic actions that leads to make‐believe play. Qualitative methodology was employed using observations of young children at home when interacting with IoToys (total n = 10 families) from England (n = 5 families) and Australia (n = 5 families). Data showed that children's interaction does not limit the development of their make‐believe play as they engage in imitation schemata and create imaginative situations within and beyond the intended pre‐programmed functions of the IoToy. To conclude, it is argued that instead of differentiating virtual and physical play, we should (re)think play with multimodal playscape lenses. Practitioner notesWhat is already known about this topic Children from a very young age engage with mainly touch screen technology and this engagement has led to the discourse of digital play inquiries.When children use technology, they create imaginary situations that leads to make‐believe play.What this paper adds Research on the haptic technologies is still in an embryonic stage. Thus, this paper aims to examine how children engage with this new developing technology in home‐based settings.The findings of our research suggest that when haptic technological tools are used by children, this leads to make‐believe play using physical and virtual spaces as a continuum of child's learning and development.Implications for practice and/or policy As children's interactions with haptic technologies showed that they exhibit motivated actions and psychologically triggered interactions, this calls for parent‐educator partnerships to foster a pedagogy that embeds a poly‐pronged approach (digital, virtual, visual, physical) which enhances children's multimodal playscapes. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
9. Speculative Apparatuses: Notes on an Artistic Project
- Author
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Baio, Cesar, Edmonds, Ernest, Editor-in-Chief, Ferran, Bronaċ, Editorial Board Member, Bryan-Kinns, Nick, Editorial Board Member, Candy, Linda, Editorial Board Member, England, David, Editorial Board Member, Hugill, Andrew, Editorial Board Member, Lambert, Nicholas, Editorial Board Member, Brown, Paul, Editorial Board Member, Lowgren, Jonas, Editorial Board Member, Yi-Luen Do, Ellen, Editorial Board Member, Vear, Craig, Editorial Board Member, Ferguson, Sam, Editorial Board Member, and Poltronieri, Fabrizio
- Published
- 2018
- Full Text
- View/download PDF
10. MBot for Makers : Conceive, Construct, and Code Your Own Robots at Home or in the Classroom
- Author
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Schertle, Rick, Carle, Andrew, Schertle, Rick, and Carle, Andrew
- Subjects
- Electronic toys, Educational toys, Computer programming, Robots--Design and construction, Robots, Mobile robots, Personal robotics
- Abstract
The mBot robotics platform is a hugely popular kit because of the quality of components and price. With hundreds of thousands of these kits out there in homes, schools and makerspaces, there is much untapped potential. Getting Started with mBots is for non-technical parents, kids and teachers who want to start with a robust robotics platform and then take it to the next level. The heart of the mBot, the mCore is a powerful Arduino based microcontroller that can do many things without soldering or breadboarding.
- Published
- 2017
11. Computing in Smart Toys
- Author
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Jeff K.T. Tang, Patrick C. K. Hung, Jeff K.T. Tang, and Patrick C. K. Hung
- Subjects
- Internet of things--Industrial applications, Artificial intelligence--Industrial applications, Electronic toys, Mobile computing--Industrial applications
- Abstract
The goal of this book is to crystallize the emerging mobile computing technologies and trends into positive efforts to focus on the most promising solutions in services computing. Many toys built today are increasingly using these technologies together and it is important to understand the various research and practical issues. The book will provide clear proof that mobile technologies are playing an ever increasing important and critical role in supporting toy computing, which is a new research discipline in computer science. It is also expected that the book will further research new best practices and directions in toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is mainly intended for researchers and students working in computer science and engineering, and for toy industry technology providers, having particular interests in mobile services. The wide range of authors of this book will help the various communities understand both specific and common problems. This book facilities software developers and researchers to become more aware of this challenging research opportunity. As well, the book is soliciting shall provide valuable strategic outlook on the emerging toy industry.
- Published
- 2017
12. TOMMI – Deutscher Kindersoftwarepreis 2020: Die TOMMInierungen stehen fest!
- Subjects
- *
CHILDREN'S software , *VIDEO game consoles , *ELECTRONIC toys - Abstract
The article focuses on TOMMI, German Children's Software Award 2020, and children's jury is allowed in around 20 public libraries across Germany, the game apps, computer and extensively test console games and electronic toys.
- Published
- 2020
- Full Text
- View/download PDF
13. Mobile Services for Toy Computing
- Author
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Patrick C. K. Hung and Patrick C. K. Hung
- Subjects
- Electronics, Mobile computing, Mobile apps, Electronic toys
- Abstract
The goal of this book is to crystallize the emerging mobile computing technologies and trends by focusing on the most promising solutions in services computing. The book will provide clear proof that mobile technologies are playing an increasingly important and critical role in supporting toy computing. The goal of this book is to bring together academics and practitioners to describe the use and synergy between the above-mentioned technologies. This book is intended for researchers and students working in computer science and engineering, as well as toy industry technology providers, having particular interests in mobile services.
- Published
- 2015
14. Short Circuits : Crafting E-Puppets with DIY Electronics
- Author
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Kylie Peppler, Katie Salen Tekinbas, Melissa Gresalfi, Rafi Santo, Kylie Peppler, Katie Salen Tekinbas, Melissa Gresalfi, and Rafi Santo
- Subjects
- Puppet making, Electronic circuits--Study and teaching (Middle school)--Activity programs, Electronic toys, Activity programs in education
- Abstract
Tools and methods for creating electronic puppets.Short Circuits offers students opportunities to undertake physical computing projects, providing tools and methods for creating electronic puppets. Students learn how to incorporate microprocessors into everyday materials and use them to enhance their language and writing skills with shadow puppet shows featuring their own DIY flashlights.
- Published
- 2014
15. Toying with Privacy: Regulating the Internet of Toys.
- Author
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HABER, ELDAR
- Subjects
RIGHT of privacy ,TOYS ,INTERNET of things ,CHILDREN'S rights ,CHILDREN'S Online Privacy Protection Act of 1998 ,ELECTRONIC toys - Abstract
Recently, toys have become more interactive than ever before. The emergence of the Internet of Things (IoT) makes toys smarter and more communicative: they can now interact with children by "listening" to them and responding accordingly. While there is little doubt that these toys can be highly entertaining for children and even possess social and educational benefits, the Internet of Toys (IoToys) raises many concerns. Beyond the fact that IoToys devices might be hacked or simply misused by unauthorized parties, datafication of children by toy conglomerates, various interested parties, and perhaps even their parents could be highly troubling. It could profoundly threaten children's right to privacy by subjecting and normalizing them to ubiquitous surveillance and datafication of their personal information, requests, and any other information they divulge. While American policymakers acknowledged the importance of protecting children's privacy online back in 1998 when crafting Children's Online Privacy Protection Act (COPPA), this regulatory framework might become obsolete in the face of the new privacy risks that arise from IoToys. Do fundamental differences between websites and IoToys necessitate a different legal framework to protect children's privacy? Should policymakers recalibrate the current legal framework to adequately protect the privacy of children who have IoToys devices? Finally, what are the consequences for children's privacy of ubiquitous parental surveillance through IoToys--allegedly granted to safeguard children from online risks? And how might children's privacy be better framed and protected in this context?. This Article focuses on the privacy concerns that loToys raises. Part II briefly outlines the evolution of IoToys while examining its devices' capacity to collect and retain data. Then, in reference to the legal framework chosen to protect children from online datafication twenty years ago, Part III discusses the American perception of children's privacy, focusing on COP PA. Through this analysis, this Part will show how key market players currently comply with COP PA regulation, and it will evaluate whether such compliance is relevant to IoToys's dangers and challenges. Part IV revisits COPPA, challenges it, and in calling for its recalibration, offers some practical solutions to IoToys's privacy threats. Thereafter, Part V normatively evaluates children's conception of privacy, argues that IoToys's monitoring practices could jeopardize the parent-child relationship, and calls for recalibrating children's privacy in the digital era. The final part summarizes the discussion and concludes that children's privacy matters today perhaps more than ever before and that the potential movement toward a ubiquitous surveillance era should not lead to its demise. [ABSTRACT FROM AUTHOR]
- Published
- 2019
16. Ralph Baer: An interactive life.
- Author
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Bedi, Joyce
- Subjects
- *
NAZI Germany, 1933-1945 , *ELECTRONIC toys , *VIDEO games , *CAREER development , *WORLD War II - Abstract
Ralph Baer (1922–2014) and his family fled Nazi Germany in 1938 and immigrated to New York. He served in the U.S. Army during World War II and became an expert in foreign small arms. After his discharge from the military, Baer trained for an engineering career in electronics, radio, and television. Fascinated by television, he came to think of it as an underused technology. He believed that television owners should be able to do more than change channels and turn the set on or off—he wanted people to interact with their sets, playing games like ping pong, tennis, and checkers. In 1966, he began experimenting with ways to realize his vision. The video game industry for the home market launched in 1972 when Magnavox debuted the Odyssey game console, based on Baer's inventions. In the course of his long career, Baer invented myriad electronic toys and games, illustrating a commitment to interactivity that continues in video games today. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
17. Living a Virtual Life.
- Author
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Levy, Steven, Liu, Melinda, Croal, N'gai, and Tyre, Peg
- Subjects
- *
VIDEO games , *ELECTRONIC games , *ROLEPLAYING games , *ELECTRONIC toys - Abstract
This article discusses the popularity of the "World of Warcraft" role-playing video game. Over seven million people worldwide play "World of Warcraft," led by player "guilds" who work together to complete levels of the game. The popularity of online video games is also discussed, especially role-playing video games.
- Published
- 2006
18. Xbox 180°.
- Author
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Woolley, Scott
- Subjects
VIDEO game equipment ,PRODUCT management ,PRODUCT design ,VIDEO games ,ELECTRONIC games ,ELECTRONIC toys ,COMMERCIAL products ,DIGITAL electronics - Abstract
The article focuses on the video game industry and Microsoft Corp.'s Xbox video game console. Robbie J. Bach is the chief of Microsoft's Xbox division. Though it will never catch up to Sony PlayStation 2's global installed base of 87 million consoles, the Xbox has won enough converts that in December 2004, for the first time ever, Microsoft outsold the PlayStation 2 in the United States. After years of touting the Xbox's superior technical specifications--speedier chips than the PlayStation 2's, a built-in high-speed Internet connection and an 8-gigabyte hard drive--Bach says that raw performance is no longer that important to winning the console wars. What matters is beating Sony to the market with a new console and making sure it appeals to people beyond the core following of young male game players. Xbox 360 will be accessorizable with all sorts of components not typically found with game systems: digital cameras, MP3 players and a video camera for families who want to videoconference.
- Published
- 2005
19. cool games.
- Author
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Taylor, Chris
- Subjects
VIDEO games ,ELECTRONIC games ,ELECTRONIC toys ,GAMES ,GIFTS ,HOLIDAYS - Abstract
Presents a list of popular video games which would make good gifts during the 2004 holiday season. Details of games such as the Sims 2, Rome: Total War, Half-Life 2, and Katamari Damacy; Reference to the games enjoyed by young adults including Grand Theft Auto: San Andreas, Halo 2, and Battlefield: Vietnam.
- Published
- 2004
20. The Biggest Game in Town.
- Author
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Lewis, Peter
- Subjects
VIDEO games ,ELECTRONIC games ,ELECTRONIC toys ,VIDEO game equipment ,GAME Boy video game consoles - Abstract
Discusses the popularity of the videogame MADDEN NFL 2004, a game that shows various teams in the National Football League (NFL) playing against each other. Consideration of the time that the average American spends playing video games annually; Support of game companies for certain games; Popularity of computer-based gaming; Sales of Xbox, portable Nintendo Game Boys, and Sony PlayStations; Role of Lawrence Probst as the chief executive of Electronic Arts, the leading producer of video games.
- Published
- 2003
21. Engagement in Practice: One Program's Approach to Creating a Strong Network.
- Author
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West, Meg, Kajfez, Rachel Louis, and Riter, Elizabeth
- Subjects
- *
ELECTRONIC toys , *ENGINEERING , *ELECTRONIC equipment , *TECHNOLOGY , *MEDICAL care - Abstract
The Toy Adaptation Program (TAP) currently has partners in engineering and health, interested in profit and non-profit work, and who are individuals and organizations. This intricate network was developed over the last four years and brings together a variety of stakeholders interested in toy adaptation. Toy adaptation is the process of modifying an electronic toy for a child with special needs. TAP along with its community partners has been able to establish a presence in this space while serving others. Currently, TAP facilitates a variety of workshops for students, families, and other stakeholders, all interested in addressing the need for adapted toys. These workshops take many forms and have evolved over the years based on the recommendations and interests of our partners. To date, TAP has donated over 1,000 adapted toys to adapted toy lending libraries and directly to families with children with special needs. In this paper, we will share our lessons learned through successes and failures related to TAP's network. For example, to establish our health related network, we had to reach beyond our current professional networks within engineering, leveraging personal connections in the health field that were not immediately obvious. By sharing our lessons learned, we hope to aid others wishing to establish a strong network which includes many stakeholders. Since we are still solidifying TAP, this is a Work in Progress paper which will also allow us to learn from others and strengthen our program. Through these collaborations, true success will be achieved and progress will continue to be made. [ABSTRACT FROM AUTHOR]
- Published
- 2017
22. TOMMI – DEUTSCHER KINDERSOFTWAREPREIS 2020: Aufruf für Publisher, Kinderjury und Kindergärten: Neue Kategorie „Bildung" – Neue Partner – Neu: TOMMI Förderpreis Kindergarten.
- Subjects
- *
ELECTRONIC toys , *VIDEO game consoles , *KINDERGARTEN facilities - Abstract
The article reports that TOMMI 2020 is taking place and growing for Apps, personal computer (PC) and console games or electronic toys for children wanted and games on learning and educational topics are awarded.
- Published
- 2020
- Full Text
- View/download PDF
23. This Season's Best Cybertoys For Kids--And (Shh!) for You.
- Author
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Dreyfuss, Joel
- Subjects
ELECTRONIC toys ,VIDEO game equipment ,MICROSCOPES ,COMPUTER software - Abstract
Evaluates a number of electronic toys for children and adults. Sega Dreamcast; Totally Mad and Cosmopolitan Virtual Makeover 2 software; Lego MindStorms; Intel.Play QX3 microscope; Gvox Ricky Recorder.
- Published
- 1999
24. Usability study of a smart toy on students with intellectual disabilities.
- Author
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Ekin, Cansu Çiğdem, Çağiltay, Kursat, and Karasu, Necdet
- Subjects
- *
INTELLECTUAL disabilities , *ELECTRONIC toys , *MIXED reality , *ANIMATION software , *SPECIAL education teachers - Abstract
This paper introduces a smart toy (SmartAnimals) which provides a mixed reality environment for children with intellectual disabilities. SmartAnimals includes a virtual space including computer based animations, sounds and characters, and a real space including plastic toys, and a receiver panel. SmartAnimals with a flexible context leads children to learn daily life concepts easily. To test usability of SmartAnimals, an empirical study was carried out with 6 children having intellectual disability (ID) and four special education teachers. The findings indicated that smart toys could be beneficial for children with ID especially who have limited concentration. It enables children with easy and fast learning. Smart toys also affect children's performance in a positive way while learning cognitive concepts. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
25. Smart-toy-edge-computing-oriented data exchange based on blockchain.
- Author
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Yang, Jian, Lu, Zhihui, and Wu, Jie
- Subjects
- *
ELECTRONIC toys , *INTERNET of things , *BLOCKCHAINS , *PROTOTYPE software , *DATA analysis - Abstract
Smart toy is a specific IoT (Internet of Things) device, and its market demand is growing dramatically. Combined with edge computing technology, smart toy can generate valuable data. Smart toy data exchange is a new powerful area. However, there is no efficient, secure and reliable data exchange mechanism among isolated smart toy data platforms and other IoT systems. In this paper, we propose a smart-toy-edge-computing-oriented data exchange prototype using Hyperledger Fabric v1.0. We target to solve the issue of automatically maintaining a tamper-resistant, reliable and distributed ledger by writing smart contract in the environment where the participants are distrustful of each other. This prototype can simplify the process, save resources and ensure a fair solution of dispute. This method also facilitates the implementation of P2P data exchange among the isolated smart toy and other IoT systems. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
26. Media consumption and sleep quality in early childhood: results from the Ulm SPATZ Health Study.
- Author
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Genuneit, Jon, Brockmann, Pablo E., Schlarb, Angelika A., and Rothenbacher, Dietrich
- Subjects
- *
SLEEP , *PRESCHOOL children , *CHILDREN , *ELECTRONIC toys , *ELECTRONIC games - Abstract
Background: Media use is increasingly becoming common in preschoolers and starting before the age of three years. While several studies have documented the effects of screen time on sleep duration in this age group, investigations including sleep quality are scarce and mainly cross-sectional. Moreover, they are limited by investigating sleep across broader age ranges or in older preschoolers, which may blur early effects and the ideal time for intervention.Methods: The current study analyzed data from the Ulm SPATZ Health Study, a birth cohort study in which 1006 live newborns were recruited from the general population shortly after delivery at the University Medical Center Ulm, Southern Germany, from April 2012 to May 2013. Longitudinal data on child sleep were parent reported on the Children's Sleep Habits Questionnaire (CSHQ) at ages two and three years. Child media consumption was assessed at three years of age with different questions on electronic media and books. Statistical analyses included Kruskal-Wallis tests and multivariable linear and logistic regression models.Results: Electronic media consumption had a moderate prevalence and dose, and prevalence of never using books appeared to be high (39%). The preliminary results indicated strong statistically significant inverse cross-sectional associations between electronic media consumption and overall sleep quality and, using longitudinal data, with worsening indicators of bedtime resistance, sleep anxiety, and daytime sleepiness.Conclusions: This was the first larger-scale study to comprehensively investigate the effects of electronic media consumption and book reading on all CSHQ items in three-year-olds. Considering the risk of chronification, preventive efforts (eg, by effective sleep-oriented training programs) already seem necessary in early life. [ABSTRACT FROM AUTHOR]- Published
- 2018
- Full Text
- View/download PDF
27. BEHAVIOR CONSTRUCTION KITS.
- Author
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Resnick, Mitchel
- Subjects
- *
BLOCKS (Toys) , *ELECTRONIC toys , *ROBOTICS , *AUTOMATION , *CHILD psychology , *UBIQUITOUS computing , *EMBEDDED computer systems - Abstract
During the past few years, a group of researchers have been working on the development of a new generation of construction kits. Whereas first-generation construction kits allowed children to build structures, and second-generation kits allowed them to build mechanisms, the third-generation kits allow children to build behavior. Children have used the new construction kits to build a wide assortment of "behaving machines," such as a robotic creature that "wants" to move towards the light, a hamster cage that keeps track of movements of its occupant, and a kinetic sculpture that responds to the movement of a person, or movements of another machine. Such projects are possible because the new construction kits include computation in the bin of building parts. Children can not only embed computation in these machines they build, they can also spread computation throughout their world, in the spirit of ubiquitous computing. By working on projects such as these, children develop very new ways of thinking about computation, programming and control.
- Published
- 1993
- Full Text
- View/download PDF
28. Cutting edge.
- Author
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Folkers, Richard, Terrell, Kenneth, Gregory Thomas, Susan, Wiener, Leonard, and Cohen, Warren
- Subjects
- *
ELECTRONIC toys , *TECHNOLOGY , *CAMERAS , *ELECTRONIC equipment for guitars - Abstract
Describes numerous toys and gadgets related to personal technology. NASCAR Racer; Game Boy Camera; G-Vox Guitar; More.
- Published
- 1998
29. Collecting, Preserving, and Interpreting the History of Electronic Games.
- Author
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DYSON, JON-PAUL C.
- Subjects
- *
ELECTRONIC games , *ELECTRONIC toys , *VIDEO games , *VIDEO games & children , *GAMES , *EXHIBITIONS - Abstract
Jon-Paul C. Dyson is vice president for exhibits and director of the International Center for the History of Electronic Games (ICHEG) at The Strong. Trained as a cultural and intellectual historian, he joined The Strong in 1998 and has worked on and supervised the development of dozens of exhibits on play and video games. He initiated the museum's efforts to collect, preserve, and interpret video games in 2006, and today The Strong's collections are the most comprehensive in the world. He writes frequently on video games and play for both scholarly and general audiences. This interview explores how The Strong has developed its video game collections, what some of the pressing issues are in preserving those materials, and some possible directions that video game scholarship will take in the coming years. [ABSTRACT FROM AUTHOR]
- Published
- 2017
30. Designing video games for the blind: results of an empirical study.
- Author
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Chakraborty, Joyram, Chakraborty, Suranjan, Dehlinger, Josh, and Hritz, Joseph
- Subjects
VIDEO games ,BLIND people ,ELECTRONIC toys ,PEOPLE with visual disabilities ,SPORTS - Abstract
Understanding non-functional software requirements and developing realizable operationalizations of them are critical to the success of any information system. Non-functional requirements dealing with accessibility and usability are especially important considerations when developing information systems for visually impaired stakeholders; however, this is not, yet, an area well understood in information systems development. This work aims to better understand the non-functional software requirements and realizable operationalizations needed to address the accessibility and usability challenges in computer gaming for the visually impaired. Building on previous work, this paper provides the analysis, results, and recommendations stemming from a systematic qualitative analysis of elicited qualitative text using adaptations of the grounded theory method. To do so, the authors developed a PC version of a 1980's, 2D, Arcade style video game incorporating joystick controls and sound effects and gathered user experience data from six visually impaired users through a closed, pre-game and post-game interviews. The contribution of this work is part of a larger effort to develop systematic requirements engineering approaches, utilizing qualitative methods, to elicit, analyze, and operationalize non-functional software requirements within the information systems development process, to provide equal access to information systems for visually impaired users. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
31. Tactical Interventions: Environmental Sensing and Socially-Engaged Arts.
- Author
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Michails, Maria
- Subjects
AIR quality ,ELECTRONIC toys - Abstract
Restless with my artistic output of participatory gallery-based installations that engaged audiences about broader issues around energy and resources in crisis, I've recently shifted my practice toward working directly with communities in addressing their local environmental problems. Appropriating the popularity of citizen science and do-it-yourself making as tactics for engagement, this new work builds upon an important history of engineered artworks and activist strategies to make environmental sensing devices with community participants. Airtracs is a two-year community-based project that uses electronic toys as a starting point for dialogue and hands-on learning about the cradle-to-grave life cycle of electronics. The project then progresses to air quality monitoring, augmenting remote control toy trucks (rovers) equipped with cellular networking and inexpensive sensors to push data to a server. The rovers are created by youth participants living in an environmental justice community with a long-time struggle with the City of Albany and the State of New York to reduce the air pollution in their neighbourhood. Building upon a history of similar art and activist initiatives, this paper demonstrates how these community-based projects challenge regulatory standards in air quality assessment, confronting the controversies and critical issues revolving around calibration and data quality of low-cost sensing devices. [ABSTRACT FROM AUTHOR]
- Published
- 2017
32. Neuromodulation can reduce aggressive behavior elicited by violent video games.
- Author
-
Riva, Paolo, Gabbiadini, Alessandro, Romero Lauro, Leonor, Andrighetto, Luca, Volpato, Chiara, and Bushman, Brad
- Subjects
- *
VIDEO games & psychology , *PREFRONTAL cortex , *AGGRESSION (Psychology) , *VIDEO gamers , *ELECTRONIC toys - Abstract
Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses-the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants ( N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297-310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression-the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
33. Two-Player Game: Playing Casual Video Games with Outgroup Members Reduces Levels of Prejudice Toward That Outgroup.
- Author
-
Stiff, Chris and Bowen, Tom
- Subjects
- *
VIDEO games , *DELINQUENT behavior , *VIDEO gambling , *ELECTRONIC games , *ELECTRONIC toys - Abstract
Video games have traditionally held a dubious reputation in the media and have been linked to many antisocial behaviors. A large amount of research has borne out some of these concerns, linking video games with addiction and particularly aggression. However, recent work in this area has begun to examine the positive aspects of video gaming. In this work, we examine how playing casual, low-involvement video games with an outgroup member may reduceprejudice. In Study 1, participants played cooperatively or competitively with a (trivial) outgroup member or alone. In Studies 2 and 3, a meaningful social identity was used: students’ university affiliation. Participants played either cooperatively with a rival university student against the computer, or alone. Analyses of all three studies showed that attitudes toward the outgroup were more positive after playing with an outgroup member compared with control conditions. How these findings may be applied to real world groups and extensions for future research are then discussed. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
34. Through the Tardis Door
- Published
- 2011
35. THE AGE OF DOOM.
- Author
-
Grossman, Lev and Ressner, Jeffrey
- Subjects
VIDEO games ,ELECTRONIC games ,ELECTRONIC toys ,OPTICAL illusions ,VISUAL perception - Abstract
Discusses the launch of Doom 3, a video game created by John Carmack. How Carmack created a three-dimensional space in which players could move within the game; Efforts of the creators of video games to respond to the lack of patience expressed by audiences and faster pace of society; Consideration of how Doom 3 offers various optical illusions; How the game has the potential to take up to 30 hours to play in its entirety; Cost of developing software such that is released by id Software.
- Published
- 2004
36. IS IT TIME TO SAY GAME OVER?
- Author
-
Pethokoukis, James M.
- Subjects
- *
COMPUTER software industry , *VIDEO games , *CORPORATE growth , *BUSINESS planning , *STRATEGIC planning , *ELECTRONIC games , *ELECTRONIC toys , *GAMES , *MARKETING strategy , *CHIEF executive officers , *COMPUTER software , *FINANCE ,COMPETITION - Abstract
Examines Electronic Arts' (EA) dominance of video games. Background on EA, the dominant player in the multi-billion dollar video-game software industry; Financial details; Comments of Chief Executive Officer Larry Probst; Sales growth; Views of analysts; Reasons for the industry's success; Plans for expansion; EA's strategy; Possible sources of revenue, including in-game advertising; Expected increase in sales from next generation consoles; Competition; Outlook.
- Published
- 2004
37. You Ought to Be in Pixels.
- Author
-
Taylor, Chris
- Subjects
VIDEO games ,ELECTRONIC games ,ELECTRONIC toys ,NINTENDO video games - Abstract
Discusses the efforts of entertainment innovators such as Bruno Bonnell, Terry Donovan, and George Lucas to achieve success in the video game industry. Focus of Bonnell on interactive entertainment possibilities for motion pictures such as 'Mission: Impossible' and 'Enter the Matrix'; How Lucas produced 'Knights of the Old Republic,' a role-playing adventure game; Popularity of 'The Sims' computer game invented by a team of women led by Lucy Bradshaw; Role of Shigeru Miyamoto as the lead designer of Nintendo.
- Published
- 2004
38. SONY'S BIG BAZOOKA.
- Author
-
Brown, Eryn
- Subjects
SONY video games ,ELECTRONIC games ,ELECTRONIC toys ,VIDEO games - Abstract
Discusses the success of the PlayStation by Sony under the corporate leadership of Kaz Hirai. Influence of the Playstation on the international videogame console market; Consideration of the martial-arts adventure game Rise to Honor; Popularity of the game Grand Theft Auto; Views from parents about the questionable content of certain video games which are produced by Sony.
- Published
- 2002
39. High Tech's Future is in the Toy Chest.
- Author
-
Weintraub, Arlene
- Subjects
TOY industry ,TECHNOLOGICAL innovations ,ELECTRONIC toys ,TECHNOLOGY - Abstract
Focuses on the toy industry as a driving force in technology development. Use of video game technology by the U.S. military; Contributions to the field of robotics; Profits at toy companies which allow them to invest in technology.
- Published
- 2002
40. The Only Game In Town.
- Author
-
Lewis, Peter H.
- Subjects
VIDEO game equipment ,ELECTRONIC toys - Abstract
Evaluates the Sony PlayStation 2 videogame console. Key features; Pros and cons; Cost; Recommendation.
- Published
- 2000
41. Modes of migration and multilevel selection in evolutionary multiplayer games.
- Author
-
Pichugin, Yuriy, Gokhale, Chaitanya S., Garcia, Julián, Traulsen, Arne, and Rainey, Paul B.
- Subjects
- *
GROUP games , *MULTIPLAYER games , *UNREAL Tournament (Game) , *ELECTRONIC games , *ELECTRONIC toys - Abstract
The evolution of cooperation in group-structured populations has received much attention, but little is known about the effects of different modes of migration of individuals between groups. Here, we have incorporated four different modes of migration that differ in the degree of coordination among the individuals. For each mode of migration, we identify the set of multiplayer games in which the cooperative strategy has higher fixation probability than defection. The comparison shows that the set of games under which cooperation may evolve generally expands depending upon the degree of coordination among the migrating individuals. Weak altruism can evolve under all modes of individual migration, provided that the benefit to cost ratio is high enough. Strong altruism, however, evolves only if the mode of migration involves coordination of individual actions. Depending upon the migration frequency and degree of coordination among individuals, conditions that allow selection to work at the level of groups can be established. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
42. Diseño de un juguete ecológico y tecnológico
- Author
-
Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica, Escola Fernández, Marc, Clifford Querol, Alèxia, Universitat Politècnica de Catalunya. Departament d'Enginyeria Mecànica, Escola Fernández, Marc, and Clifford Querol, Alèxia
- Abstract
El presente proyecto nace de la intención de diseñar un juguete, en la categoría de construcción, que incorpore componentes eléctricos y electrónicos e implementando un criterio ecológico. Este producto tiene una función lúdica y educativa, introduciendo a los niños en el mundo de la electrónica. La propuesta se concibe en base a un estudio que incluirá la exploración de la existencia de alternativas tecnológicas ecológicas en el mercado para el desarrollo sostenible del sector del juguete. De la misma manera, se dará a conocer sus avances y limitaciones en la actualidad. Al inicio, se recopila información sobre la evolución de los juguetes y la electrónica hasta dar a conocer la situación actual. Exponiendo al mismo tiempo la problemática causada por el uso de materiales contaminantes en la fabricación de juguetes, entre otros factores. Se realiza un estudio del mercado y se analizan las características que definen al segmento al que se dirige este juguete, tanto los usuarios como los clientes. Se profundiza en la importancia del juego en la etapa infantil exponiendo su gran contribución al desarrollo de los niños a todos los niveles. En base al marco teórico, se presenta la propuesta inicial y se lleva a cabo la definición del diseño en todos sus aspectos, ergonomía, materiales, diseño electrónico, entre otros, incluyendo el embalaje. Logrando como resultado final un producto que cumple con los objetivos establecidos al inicio y apto para su fabricación. Asimismo, se prepara para la comercialización, y se diseña su embalaje y se calcula el presupuesto. Este juguete formará parte de la marca Juecotron, constituida en el propio proyecto., This project was born from the intention of designing a toy, in the construction category, that incorporates electrical and electronic components and implementing an ecological criterion. This product has a playful and educational function, introducing children to the world of electronics. The proposal is conceived based on a study that will include the exploration of the existence of ecological technological alternatives in the market for the sustainable development of the toy sector. In the same way, its advances and limitations today will be announced. Initially, information is collected on the evolution of toys and electronics to reveal the current situation. Exposing at the same time the problems caused by the use of polluting materials in the manufacture of toys, among other factors. A market study is carried out and the characteristics that define the segment to which this toy is aimed are analyzed, both users and customers. The importance of play in the childhood stage is explored, exposing its great contribution to the development of children at all levels. Based on the theoretical framework, the initial proposal is presented and the definition of the design is carried out in all its aspects, ergonomics, materials, electronic design, among others, including packaging. Achieving as a final result a product that meets the objectives established at the beginning and suitable for its manufacture. Likewise, it is prepared for commercialization, and its packaging is designed and the budget is calculated. This toy will be part of the Juecotron brand, established in the same project.
- Published
- 2021
43. REVENUE STREAMING.
- Author
-
CLARK, TAYLOR
- Subjects
- *
VIDEO games , *ELECTRONIC games , *ELECTRONIC toys - Abstract
The article reports on Roberto Garcia, a star broadcaster on Twitch, a streaming platform. It is said that the popularity of Twitch has turned recreational gaming into an improbably viable career. Numerous visitors watch their favorite personalities play video games on Twitch. The site is said to be one of the twenty most trafficked in the U.S.
- Published
- 2017
44. Toys that think.
- Author
-
Folkers, Richard
- Subjects
- *
ELECTRONIC toys , *LEGO toys , *TOYS , *HIGH technology - Abstract
Discusses technological toys. Details about the MindStorms set, which went on sale in September 1998; High-technology Legos; Web site about high-technology Legos; The creation of a mechanical arm that mimics the movements of a human arm by Anthony Fudd.
- Published
- 1998
45. The hot market in electronic toys.
- Subjects
ELECTRONIC toys ,ELECTRONIC equipment ,VIDEO games ,ELECTRONIC games - Abstract
This article presents information on growing market for electronic toys in the U.S. Electronic toys range in price from 150 dollars for video game consoles to 4,000 dollars for a home computer unit complete with all the trimmings. Among the companies that manufacture and sell electronic games and gadgets are Atari Inc., Fidelity Electronics Ltd. and Texas Instruments.
- Published
- 1979
46. Big-splurge toys for all ages.
- Subjects
ELECTRONIC toys ,MANUFACTURED products ,PRODUCT quality ,PINBALL machines ,JUKEBOXES ,TOY piano - Abstract
The article focuses on the increasing popularity of traditional and advanced electronic adult toys in U.S. It provides brief description of juke boxes, pinball machines, player pianos and other electrically operated toys. The author presents some guidelines in selecting and buying an adult toy. He advises to look for items made by reputable manufacturers which offer product guarantee especially to the antique ones.
- Published
- 1979
47. The Robosapien Companion : Tips, Tricks, and Hacks
- Author
-
James Samans and James Samans
- Subjects
- Robots--Programming, Robotics, Electronic toys
- Abstract
You'll loveThe Robosapien Companion: Tips, Tricks, and Hacks whether you're a robotics expert or beginner. And whether you own a Robosapien or not, you'll learn about the workings and theory of this fun robot. An owner of several Robosapiens himself, author Jamie Samans covers everything from basics like diagnosing and testing your new Robosapien, to advanced topics like hacking and modifications. He thoroughly covers what he calls the'curiosity and creativity'of this famous bot. The book functions as both a practical user guide and an interesting read about the theory behind the machine: BEAM robotics (BEAM stands for biology, electronics, aesthetics, and mechanics). You'll learn about Robo's 67 unique functions, and get the full scoop on the line of Robosapiens: the Robopet, the Roboraptor, and the bipedal Robosapien V2. By the books end, you'll come to master your V1 or become fully prepared for the exciting upgrades included in V2.
- Published
- 2005
48. Talking Shape: Parental Language With Electronic Versus Traditional Shape Sorters.
- Author
-
Zosh, Jennifer M., Verdine, Brian N., Filipowicz, Andrew, Golinkoff, Roberta Michnick, Hirsh‐Pasek, Kathy, and Newcombe, Nora S.
- Subjects
PARENT-child relationships ,ELECTRONIC toys ,PARENT-child communication ,CHILDREN'S language ,MATHEMATICS education (Elementary) ,SCIENCE education (Elementary) - Abstract
ABSTRACT As the traditional toys of the past are quickly being replaced with electronically 'enhanced' toys, it is important to understand how these changes impact parent-child interactions, especially in light of the evidence that the richness and variety of these interactions have long-term effects on diverse areas of cognition (Hart & Risley, 1995). Here, we compared the quantity and quality of the language children hear during play with either a traditional (nonelectronic) or an electronic shape sorter designed to teach children about geometric shapes. Spatial toys and spatial language, in particular, were explored since recent work has established that parents' use of spatial language links to children's short- and long-term performance on spatial tasks (Pruden, Levine, & Huttenlocher, 2011), and that spatial skills are relevant to success in learning mathematics and science (Newcombe, 2010). Traditional toys prompted more parental spatial language and more varied overall language than did electronic toys. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
49. Video Games as Tillers of Soil.
- Author
-
Arena, Dylan
- Subjects
- *
EDUCATION , *VIDEO games , *ELECTRONIC toys , *ELECTRONIC games , *CLASSROOMS - Abstract
Video games are pervasive in today's culture, and the time kids spend playing them may seem, from a teacher's perspective, as time that is lost to education. Sometimes, sadly, this is true. But many good video games, although not explicitly educational in focus, provide powerful experiences that are rich fodder for subsequent instruction. Looking at game play this way—as a source of rich prior experiences that can be brought to bear to illuminate curricular concepts—frees teachers to explore the potential benefits of having a classroom full of gamers. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
50. Adaptive myoelectric control applied to video game.
- Author
-
Oskoei, Mohammadreza Asghari and Hu, Huosheng
- Subjects
ELECTROMYOGRAPHY ,VIDEO games ,ELECTRONIC games ,SIGNALS & signaling ,ELECTRONIC toys - Abstract
This paper proposes adaptive schemes to cope with time-related changes in muscle activities during playing video game. A myoelectric control with the core of support vector machine is applied to manipulate a car in a computer-based video game. The proposed adaptive schemes model fatigue-based changes in myoelectric signals and modify the classification criteria to keep stable performance in long-term operations. Both unsupervised and supervised methods were applied to detect time-related steady state deviations in myoelectric signal patterns. Both methods improve the performance of myoelectric control and keep it stable in long-term applications. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
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