Academic literature on the topic 'Computer gaming and animation studies'
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Journal articles on the topic "Computer gaming and animation studies"
Hughes, Ian. "The bright and shiny future of the gaming PC." ITNOW 63, no. 2 (June 1, 2021): 20–21. http://dx.doi.org/10.1093/itnow/bwab040.
Full textJunaedi, Hartarto, Mochamad Hariadi, and I. Purnama. "Profiling Director’s Style Based on Camera Positioning Using Fuzzy Logic." Computers 7, no. 4 (November 14, 2018): 61. http://dx.doi.org/10.3390/computers7040061.
Full textTimplalexi, Eleni. "Shakespeare in Digital Games and Virtual Worlds." Multicultural Shakespeare: Translation, Appropriation and Performance 18, no. 33 (December 30, 2018): 129–44. http://dx.doi.org/10.18778/2083-8530.18.09.
Full textBekkering, Denis J. "eGods: Faith Versus Fantasy in Computer Gaming." Nova Religio 18, no. 1 (February 2013): 112–13. http://dx.doi.org/10.1525/nr.2014.18.1.112.
Full textvan Baerle, Susan L. "Report on the ottawa international animation festival and the society for animation studies conference." Journal of Visualization and Computer Animation 2, no. 2 (April 1991): 42–43. http://dx.doi.org/10.1002/vis.4340020203.
Full textWei, Haiyan. "Research on Collaborative Innovation of Animation Specialty in Colleges under Digital Technology." Scientific Programming 2022 (April 26, 2022): 1–10. http://dx.doi.org/10.1155/2022/7614256.
Full textLiu, Lianlian, and Yongjun Wang. "Innovation and Entrepreneurship Practice Education Mode of Animation Digital Media Major Based on Intelligent Information Collection." Mobile Information Systems 2021 (September 2, 2021): 1–11. http://dx.doi.org/10.1155/2021/3787018.
Full textNg Lee-Luan and Rino Shafierul Azizie Shahrir Raghbir. "Learning English Vocabulary via Computer Gaming." Issues in Language Studies 10, no. 1 (June 29, 2021): 93–109. http://dx.doi.org/10.33736/ils.2708.2021.
Full text신형호. "Case Studies of Using Partly Non-Realistic Rendering Expression in Animation - Focused on 3D Computer Animation -." Journal of Korea Design Forum ll, no. 40 (August 2013): 155–64. http://dx.doi.org/10.21326/ksdt.2013..40.014.
Full textSoloveva, Svetlana I. "Linguistic specificity of French youth computer gamer jargon." Verhnevolzhski Philological Bulletin 1, no. 28 (2022): 155–61. http://dx.doi.org/10.20323/2499-9679-2022-1-28-155-161.
Full textDissertations / Theses on the topic "Computer gaming and animation studies"
Lawrence, Andrea Williams. "Empirical studies of the value of algorithm animation in algorithm understanding." Diss., Georgia Institute of Technology, 1993. http://hdl.handle.net/1853/9213.
Full textLeung, Yuk-leong Daniel. "Studies on collision detection using ellipsoidal bounding volumes /." Hong Kong : University of Hong Kong, 2000. http://sunzi.lib.hku.hk/hkuto/record.jsp?B22956402.
Full textIancu, Laura. "The story never ended." Thesis, University of Iowa, 2016. https://ir.uiowa.edu/etd/2093.
Full text梁旭亮 and Yuk-leong Daniel Leung. "Studies on collision detection using ellipsoidal bounding volumes." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2000. http://hub.hku.hk/bib/B31224763.
Full textChui, Michael, and Andrew Dillon. "Who's Zooming Whom? Attunement to animation in the interface." Wiley, 1997. http://hdl.handle.net/10150/106154.
Full textHollenberger, Jason. "A qualitative study on the use of computer gaming teaching methods in a high school social studies curriculum." Online version, 2009. http://www.uwstout.edu/lib/thesis/2009/2009hollenbergerj.pdf.
Full textHale, Ryan Nathan. "INTIMATE CINEMA: AVANT-GARDE FILM INFLUENCING A BIOGRAPHICAL STORY OF DISCOVERY IN COMPUTER ANIMATION." The Ohio State University, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=osu1306950792.
Full textStenvall, Jamie. ""ARE YOU A BOY OR A GIRL?" Nonbinary character design in gaming." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19996.
Full textLemon, Nicole E. "Previsualization in Computer Animated Filmmaking." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1345569188.
Full textPhill, Alexander Michael. "“BUT THAT’S NOT WRITING:” THE LITERACIES, COMMUNICATION AND COMPOSING PRACTICES OF CITY OF HEROES GAMERS." Miami University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=miami1186841752.
Full textBooks on the topic "Computer gaming and animation studies"
Schönherr, Maximilian. Exploring Maya 4: 30 studies in 3D. Berkeley, CA: Peachpit Press, 2002.
Find full text1970-, Williams J. Patrick, and Smith Jonas Heide, eds. The players' realm: Studies on the culture of video games and gaming. Jefferson, N.C: McFarland & Co., 2007.
Find full textChristian, Wallraven, ed. Experimental design: From user studies to psychophysics. Boca Raton, FL: CRC Press, 2011.
Find full textSocial, casual and mobile games: The changing gaming landscape. New York: Bloomsbury Academic, 2016.
Find full textAsh, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.
Find full textThe language of gaming. New York: Palgrave Macmillan, 2012.
Find full textEnsslin, Astrid. The language of gaming. New York: Palgrave Macmillan, 2012.
Find full textRaising the stakes: E-sports and the professionalization of computer gaming. Cambridge: MIT Press, 2012.
Find full textMcGurren, Julie Elizabeth. Gender considerations and influence in the digital media and gaming industry. Hershey: Information Science Reference, 2014.
Find full textStreet, Steve. Flash for the Real World. Upper Saddle River: Pearson Education, 2003.
Find full textBook chapters on the topic "Computer gaming and animation studies"
Magnenat-Thalmann, Nadia, and Daniel Thalmann. "Case Studies." In Computer Animation, 165–80. Tokyo: Springer Japan, 1985. http://dx.doi.org/10.1007/978-4-431-68433-6_11.
Full textThalmann, Nadia Magnenat, and Daniel Thalmann. "Case Studies of Computer-generated Films." In Computer Animation, 189–201. Tokyo: Springer Japan, 1990. http://dx.doi.org/10.1007/978-4-431-68105-2_13.
Full textFedoseev, Alexey. "Comparing Live-Action and Computer-Mediated Educational Games for Engineering Studies." In Simulation and Gaming in the Network Society, 107–18. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0575-6_9.
Full textPeterson, Mark. "Recent Studies on Computer Gaming in CALL: An Analysis of Findings." In Computer Games and Language Learning, 73–100. New York: Palgrave Macmillan US, 2013. http://dx.doi.org/10.1057/9781137005175_6.
Full textGowanlock, Jordan. "Hollywood’s R&D Complex." In Palgrave Animation, 51–84. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-74227-0_3.
Full textSalomão, André, Flávio Andaló, Gabriel Prim, Milton Luiz Horn Vieira, and Nicolas Canale Romeiro. "Case Studies of Motion Capture as a Tool for Human-Computer Interaction Research in the Areas of Design and Animation." In Human-Computer Interaction. Theoretical Approaches and Design Methods, 302–11. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-05311-5_21.
Full textWalsh Jr., Thomas. "Exploring Computer Science with MicroworldsEX to Learn Geometry and Logo Programming Code." In Theory and Practice: An Interface or A Great Divide?, 593–98. WTM-Verlag Münster, 2019. http://dx.doi.org/10.37626/ga9783959871129.0.111.
Full text"tv case studies: looking behind the scenes at the creation of network idents and commercials." In Guide to Computer Animation, 169–204. Routledge, 2012. http://dx.doi.org/10.4324/9780080491394-12.
Full textMenache, Alberto. "Motion Capture Case Studies and Controversy." In Understanding Motion Capture for Computer Animation, 47–73. Elsevier, 2011. http://dx.doi.org/10.1016/b978-0-12-381496-8.00002-0.
Full textSjöblom, Björn, and Karin Aronsson. "Disputes, Stakes and Game Involvement: Facing Death in Computer Gaming." In Sociological Studies of Children and Youth, 377–405. Emerald Group Publishing Limited, 2012. http://dx.doi.org/10.1108/s1537-4661(2012)0000015019.
Full textConference papers on the topic "Computer gaming and animation studies"
Brown, D., H. Nasir, C. Carpenter, O. Ascigil, J. Griffioen, and K. Calvert. "ChoiceNet gaming: Changing the gaming experience with economics." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934146.
Full textMcPheron, Drew. "Video gaming accessibility." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272966.
Full textLosavio, Michael. "Crimes in, of and by virtual worlds and computer gaming." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272962.
Full textMay, Kenneth, Seth Kress, Ahmed Salem, and George Dimitoglou. "A gaming approach for ad-hoc secure routing in education." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934150.
Full textLeanna Prater, M. A., and Joan M. Mazur. "Embedded standards-based digital gaming assessments: Pilot study with teachers." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934152.
Full textEwelle, Richard Ewelle, Yannick Francillette, Ghulam Mahdi, Abdelkader Gouaich, and Nadia Hocine. "Level of detail based network adapted synchronization for cloud gaming." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632616.
Full textMazur, Joan M., John Meister, and Richie Hoagland. "Hazard Ridge: A serious gaming intervention for preventing injury to rural farm youth: The economics of prevention: Agricultural injury costs us all!." In 2014 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2014. http://dx.doi.org/10.1109/cgames.2014.6934154.
Full textOppenauer-Meerskraut, Claudia, Johannes Kropf, Anna Bösendorfer, Matthias Gira, Mario Heller, Kerstin Lampel, Andreas Kumpf, and Tanja Stamm. "I Don’t like Gaming, It Leads to a Pressure to Perform: Older Adults Refused Gaming Elements in a Digital Home-based Physical Training Programme in Two Qualitative Studies." In International Conference on Computer-Human Interaction Research and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006516901780184.
Full textAntoine Moinnereau, Marc, Tiago Henrique Falk, and Alcyr Alves De Oliveira. "Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002056.
Full textGe, Q. J., and B. Ravani. "Computer Aided Geometric Design of Motion Interpolants." In ASME 1991 Design Technical Conferences. American Society of Mechanical Engineers, 1991. http://dx.doi.org/10.1115/detc1991-0103.
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