Journal articles on the topic 'Computer gaming and animation studies'
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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 textWu, Shan, Hubin Liu, Qi Xu, and Yulong Liu. "Design and Research of Interactive Animation of Immersive Space Scene Based on Computer Vision Technology." Mathematical Problems in Engineering 2021 (July 8, 2021): 1–10. http://dx.doi.org/10.1155/2021/5554879.
Full textIqbal, Mohammad Aakil, Hritik Panwar, and Satya Prakash Singh. "Design and Implementation of Pathfinding Algorithms in Unity 3D." International Journal for Research in Applied Science and Engineering Technology 10, no. 4 (April 30, 2022): 71–79. http://dx.doi.org/10.22214/ijraset.2022.41136.
Full textChe Din, Sharkawi, Nurul Akma Abdul Wahab, and Farhanah Abu Sujak. "Exploring Spatial Visualization and Gender Among the 3D Computer Animation Undergraduates." Environment-Behaviour Proceedings Journal 5, SI3 (December 28, 2020): 87–90. http://dx.doi.org/10.21834/ebpj.v5isi3.2537.
Full textZhang, Rong. "Computer Vision-Based Art Color in the Animation Film Performance Characteristics and Techniques." Journal of Sensors 2021 (September 13, 2021): 1–12. http://dx.doi.org/10.1155/2021/5445940.
Full textLewis, Richard, and Molly Taylor-Poleskey. "Hidden Town in 3D." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–14. http://dx.doi.org/10.1145/3431924.
Full textAusburn, Lynna J., Floyd B. Ausburn, and Paul J. Kroutter. "Influences of Gender and Computer Gaming Experience in Occupational Desktop Virtual Environments." International Journal of Adult Vocational Education and Technology 4, no. 4 (October 2013): 1–14. http://dx.doi.org/10.4018/ijavet.2013100101.
Full textPopkonstantinovic, Branislav, Ivica Nikolic, Ana Perisic, and Igor Kekeljevic. "Fly-Through animation at the Faculty of Technical Sciences in Novi Sad." Facta universitatis - series: Architecture and Civil Engineering 9, no. 2 (2011): 277–87. http://dx.doi.org/10.2298/fuace1102277p.
Full textLi, Yuhui, and Wenjing Zhuge. "Application of Animation Control Technology Based on Internet Technology in Digital Media Art." Mobile Information Systems 2022 (April 6, 2022): 1–11. http://dx.doi.org/10.1155/2022/4009053.
Full textSaunders, Rebecca. "Computer-generated pornography and convergence: Animation and algorithms as new digital desire." Convergence: The International Journal of Research into New Media Technologies 25, no. 2 (March 6, 2019): 241–59. http://dx.doi.org/10.1177/1354856519833591.
Full textLiu, Xu Min, and Xu Zhai. "Animation Tree in the Wind." Advanced Materials Research 472-475 (February 2012): 1357–60. http://dx.doi.org/10.4028/www.scientific.net/amr.472-475.1357.
Full textLiu, Guozhu, and Sang-Bing Tsai. "Online Optimization of Animation Art Design User Virtual Perception in Mobile Edge Computing Environment." Scientific Programming 2022 (March 25, 2022): 1–9. http://dx.doi.org/10.1155/2022/1171905.
Full textArroyo-Palacios, Jorge, and Daniela M. Romano. "Bio-Affective Computer Interface for Game Interaction." International Journal of Gaming and Computer-Mediated Simulations 2, no. 4 (October 2010): 16–32. http://dx.doi.org/10.4018/jgcms.2010100102.
Full textInwood, Heather. "Towards Sinophone Game Studies." British Journal of Chinese Studies 12, no. 2 (August 6, 2022): 1–10. http://dx.doi.org/10.51661/bjocs.v12i2.219.
Full textMiller, Toby. "Gaming for Beginners." Games and Culture 1, no. 1 (January 2006): 5–12. http://dx.doi.org/10.1177/1555412005281403.
Full textSchulzke, Marcus. "Rethinking Military Gaming." Games and Culture 8, no. 2 (March 2013): 59–76. http://dx.doi.org/10.1177/1555412013478686.
Full textCole, Martin H., Deborah P. Rosenthal, and Michael J. Sanger. "Two studies comparing students’ explanations of an oxidation–reduction reaction after viewing a single computer animation: the effect of varying the complexity of visual images and depicting water molecules." Chemistry Education Research and Practice 20, no. 4 (2019): 738–59. http://dx.doi.org/10.1039/c9rp00065h.
Full textLi, Leiming, Wenyao Zhu, and Hongwei Hu. "Multivisual Animation Character 3D Model Design Method Based on VR Technology." Complexity 2021 (April 20, 2021): 1–12. http://dx.doi.org/10.1155/2021/9988803.
Full textLee, Ji-Woo, Hyun Gug Cho, Byeong-Yeon Moon, Sang-Yeob Kim, and Dong-Sik Yu. "Effects of prolonged continuous computer gaming on physical and ocular symptoms and binocular vision functions in young healthy individuals." PeerJ 7 (June 4, 2019): e7050. http://dx.doi.org/10.7717/peerj.7050.
Full textWang, Shiang-Kwei. "Effects of Playing a History-Simulation Game." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (April 2010): 36–56. http://dx.doi.org/10.4018/jgcms.2010040103.
Full textDing, Wei. "Ink Animation VR Design Based on Wireless Sensor and HTML5 Interactive Technology." Computational Intelligence and Neuroscience 2022 (May 29, 2022): 1–11. http://dx.doi.org/10.1155/2022/7574231.
Full textLv, You. "Application of 3D Animation Cluster System Based on Artificial Intelligence and Machine Learning." Computational Intelligence and Neuroscience 2022 (June 26, 2022): 1–11. http://dx.doi.org/10.1155/2022/2904607.
Full textBergstrom, Kelly, and Nathaniel Poor. "Reddit Gaming Communities During Times of Transition." Social Media + Society 7, no. 2 (April 2021): 205630512110101. http://dx.doi.org/10.1177/20563051211010167.
Full textLi, Ke, Mark Peterson, and Jiahui Wan. "Digital Gaming in the Language Classroom." International Journal of Computer-Assisted Language Learning and Teaching 12, no. 1 (January 2022): 1–25. http://dx.doi.org/10.4018/ijcallt.291110.
Full textYesilyurt, Ferahim. "Internet gaming disorder: Remarks of psychiatrists." World Journal on Educational Technology: Current Issues 12, no. 2 (April 30, 2020): 98–106. http://dx.doi.org/10.18844/wjet.v12i2.4813.
Full textNikiel, Sławomir. "A Proposition of Mobile Fractal Image Decompression." International Journal of Applied Mathematics and Computer Science 17, no. 1 (March 1, 2007): 129–36. http://dx.doi.org/10.2478/v10006-007-0012-5.
Full textMyers, Brian. "Friends With Benefits: Plausible Optimism and the Practice of Teabagging in Video Games." Games and Culture 14, no. 7-8 (September 27, 2017): 763–80. http://dx.doi.org/10.1177/1555412017732855.
Full textPerreault, Gregory P. "Review of: eGods: Faith versus Fantasy in Computer Gaming, by W. S. Bainbridge." Journal of Media and Religion 14, no. 2 (April 3, 2015): 115–16. http://dx.doi.org/10.1080/15348423.2015.1051459.
Full textMorris, Sue. "Shoot First, Ask Questions Later: Ethnographic Research in an Online Computer Gaming Community." Media International Australia 110, no. 1 (February 2004): 31–41. http://dx.doi.org/10.1177/1329878x0411000106.
Full textTsoneva, Magdalena, and Todor Yankov. "GAMIFICATION IN MATH EDUCATION FOR GRADES 5-7." Knowledge International Journal 34, no. 2 (October 4, 2019): 497–501. http://dx.doi.org/10.35120/kij3402497t.
Full textGriffiths, Mark, Jon Arcelus, and Walter Pierre Bouman. "Video Gaming and Gender Dysphoria: Some Case Study Evidence." Aloma: Revista de Psicologia, Ciències de l'Educació i de l'Esport 34, no. 2 (November 14, 2016): 59–66. http://dx.doi.org/10.51698/aloma.2016.34.2.59-66.
Full textZhang, Cevin. "Evaluating the Impact of a Mobile Gaming System on the Collaborative Learning Process in a Hospitality Business Simulator." Mobile Information Systems 2022 (March 30, 2022): 1–16. http://dx.doi.org/10.1155/2022/2787848.
Full textRoungas, Bill, Femke Bekius, and Sebastiaan Meijer. "The Game Between Game Theory and Gaming Simulations: Design Choices." Simulation & Gaming 50, no. 2 (April 2019): 180–201. http://dx.doi.org/10.1177/1046878119827625.
Full textTeoh, Lee San Chloe, and Ai-Girl Tan. "A study of the transtheoretical model of behaviour change in computer gaming." RICERCHE DI PSICOLOGIA, no. 1 (December 2011): 141–55. http://dx.doi.org/10.3280/rip2010-001008.
Full textPuritat, Kitti, Phimphakan Thongthip, Wanvimol Nadee, Orasa Sirasakamol, and Sumalee Sangamuang. "Virtual Reality Locomotion in Place for Virtual Museum Exhibitions of Culture Heritage: Comparing Joystick Controller, Point & Teleport and Arm Swinging." International Journal of Emerging Technology and Advanced Engineering 12, no. 8 (August 2, 2022): 91–99. http://dx.doi.org/10.46338/ijetae0822_12.
Full textHolmes, Virginia F. "The Winding Road to Discovery: A Review of Gaming Matters: Gaming Matters: Art, Science, Magic, and the Computer Game Medium." Eludamos: Journal for Computer Game Culture 6, no. 1 (May 25, 2012): 173–75. http://dx.doi.org/10.7557/23.6144.
Full textTao, Songqiao, Huajin Tao, and Yumeng Yang. "Extending FABRIK with Obstacle Avoidance for Solving the Inverse Kinematics Problem." Journal of Robotics 2021 (April 27, 2021): 1–10. http://dx.doi.org/10.1155/2021/5568702.
Full textCarradini, Stephen, and Anya Hommadova Lu. "New motivations: Change over time in motivations for mobile gaming." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 259–85. http://dx.doi.org/10.1386/jgvw_00019_1.
Full textKriz, Willy C., J. Tuomas Harviainen, and Timothy C. Clapper. "Game Science: Foundations and Perspectives." Simulation & Gaming 49, no. 3 (June 2018): 199–206. http://dx.doi.org/10.1177/1046878118781631.
Full textKisch, Mark, and Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study." JMIR Serious Games 10, no. 2 (April 22, 2022): e29077. http://dx.doi.org/10.2196/29077.
Full textZeller, Benjamin E. "“American Wise Men Discover the Secret of Religion”: Religious Content in the Civilization Computer Game Series." Journal of Religion and Popular Culture 34, no. 1 (February 1, 2022): 37–52. http://dx.doi.org/10.3138/jrpc.2019-0009.
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