Academic literature on the topic 'Playstation 2'
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Journal articles on the topic "Playstation 2"
Gwosdek, Pascal, Andrés Bruhn, and Joachim Weickert. "Variational optic flow on the Sony PlayStation 3." Journal of Real-Time Image Processing 5, no. 3 (October 2, 2009): 163–77. http://dx.doi.org/10.1007/s11554-009-0132-2.
Full textvan Dongen, Koen W., Egbert-Jan M. M. Verleisdonk, Marlies P. Schijven, and Ivo A. M. J. Broeders. "Will the Playstation generation become better endoscopic surgeons?" Surgical Endoscopy 25, no. 7 (March 17, 2011): 2275–80. http://dx.doi.org/10.1007/s00464-010-1548-2.
Full textTheweleit, Klaus, and Thomas Pepper. "PlayStation Cordoba, Yugoslavia, Afghanistan, Etc.: A War Model, Part 2." Cultural Critique 55, no. 1 (2003): 1–34. http://dx.doi.org/10.1353/cul.2003.0052.
Full textAhrizal, Dekif, Maula Khaerul Miftah, Romi Kurniawan, Teguh Zaelani, and Yulianti Yulianti. "Pengujian Perangkat Lunak Sistem Informasi Peminjaman PlayStation dengan Teknik Boundary Value Analysis Menggunakan Metode Black Box Testing." Jurnal Informatika Universitas Pamulang 5, no. 1 (March 31, 2020): 73. http://dx.doi.org/10.32493/informatika.v5i1.4338.
Full textBabb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (September 30, 2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.
Full textAndelina, Ika Resmika. "ANALISIS PERUBAHAN DESAIN KARAKTER DALAM GIM FINAL FANTASY VII REMAKE BERDASARKAN PENDEKATAN MANGA MATRIX." Jurnal Dimensi DKV Seni Rupa dan Desain 6, no. 1 (October 12, 2021): 75–92. http://dx.doi.org/10.25105/jdd.v6i1.9135.
Full textYagi, Yukako, Shigeatsu Yoshioka, Hiroshi Kyusojin, Maristela Onozato, Yoichi Mizutani, Kiyoshi Osato, Hiroaki Yada, Eugene J. Mark, Matthew P. Frosch, and David N. Louis. "An Ultra-High Speed Whole Slide Image Viewing System." Analytical Cellular Pathology 35, no. 1 (2012): 65–73. http://dx.doi.org/10.1155/2012/626025.
Full textJu, R., P. L. Chang, A. P. Buckley, and K. C. Wang. "Is Nintendo Wii a More Suitable Video Game Platform Than Playstation 2 for Enhancing Laparoscopic Skills?" Journal of Minimally Invasive Gynecology 18, no. 6 (November 2011): S65—S66. http://dx.doi.org/10.1016/j.jmig.2011.08.226.
Full textFlynn, Sheryl, Phyllis Palma, and Anneke Bender. "Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report." Journal of Neurologic Physical Therapy 31, no. 4 (December 2007): 180–89. http://dx.doi.org/10.1097/npt.0b013e31815d00d5.
Full textWhaley, Ben. "Virtual Earthquakes and Real-World Survival in Japan'sDisaster ReportVideo Game." Journal of Asian Studies 78, no. 1 (February 2019): 95–114. http://dx.doi.org/10.1017/s0021911818002620.
Full textDissertations / Theses on the topic "Playstation 2"
Irenheim, Alexander, and Christopher Peterstedt. "Nintendo Wii vs. Sony Playstation 2 : En mätning av skillnad i energiutgift hos användaren av två olika typer av tv-spelskonsoler." Thesis, Swedish School of Sport and Health Sciences, GIH, Department of Sport and Health Sciences, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-426.
Full textSyfte och frågeställningar
Syftet med denna studie är att undersöka om det föreligger en signifikant skillnad i energiutgift vid spelande på den nya generationens spelkonsol, Nintendo Wii (Wii), jämfört med en traditionell spelkonsol, Sony Playstation 2 (PS2). De frågeställningar studien utgick ifrån var;
Föreligger det, konsolerna emellan, en skillnad avseende energiutgift vid spelande?
Hur skulle en eventuell skillnad i energiutgift kunna påverka en användares kroppsvikt?
Vilka andra fysiska aktiviteter kan tv-spelande jämföras med, avseende energiutgift?
Metod
Testpersonerna, 13 män och 5 kvinnor, testades med avseende på O2-förbrukning samt CO2-produktion på två spel per konsol. Spelen som testades var ”Wii Tennis”, ”Next Generation Tennis” (PS2), ”Wii Boxing” samt ”Knockout Kings 2002” (PS2). Utandningsluften samlades in kontinuerligt under spel enligt Douglas Bag-metodik. Varannan försöksperson utförde testen i omvänd ordning för att undvika systematiska effekter av testordning.
Resultat
Medelskillnaden i energiutgift vid spelande av tennis på Wii jämfört med PS2 beräknades till 1,85 kcal/min (95 % CI: 1,43–2,27). Vid boxning var medelskillnaden mellan Wii och PS2 3,93 kcal/min (95 % CI: 3,27–4,60). Medelskillnaden i hjärtfrekvens vid spelande av tennis på Wii jämfört med PS2 mättes till 20,56 slag/min (95 % CI: 14,90–26,21). Vid boxning var medelskillnaden mellan Wii och PS2 37,83 slag/min (95 % CI: 28,81–46,85). Energiutgiften vid boxning på Wii kan jämföras med den vid rask promenad eller lätt jogging. Beroende på vilket spel som väljs att spela tyder resultaten på att regelbunden användning av Wii skulle kunna bidra till bibehållande av kroppsvikt detta förutsatt att spelande ersätter en annars mindre energikrävande aktivitet eller sysselsättning såsom traditionellt TV-spelande eller stillasittande.
Slutsats
Slutsatsen av våra resultat är att det föreligger en skillnad i energiutgift vid spel av liknande art på Nintendo Wii och Sony Playstation 2. Det är även tydligt att beroende på vilket spel som väljs till konsolen varierar energiutgiften. Det går heller inte att utesluta att regelbundet spelande skulle kunna leda till en viktreducering som följd av en förhöjd energiförbrukning hos användaren.
Fischer, Christian. "The Third Place in Lynchville." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801099.
Full textThe article analyzes a television-commercial, which David Lynch shot for the launch of Playstation 2. It tries to introduce that commercial into the universe of well known Lynch-Movies, the Lynchville. At first, some of the recurrent motives in Lynch’s work will be discussed. Then the commercial will be analyzed, especially regarding any parallels to Lynch’s Œuvre. Finally, the question will shortly be discussed whether in this most commercial form of filmmaking the term “auteur” can still apply. The article comes to the conclusion, that Lynch succeeds in maintaining his personal vision – and that therefore the map of Lynchville has to be expanded
Chen, Yin-Hong, and 陳盈宏. "The Practical Study of PlayStation 2 Vector Game Processor Based Embedded System." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/51335991079583306577.
Full text國立成功大學
工程科學系碩博士班
91
The video game industry has seen enormous growth in recent years. As well as the increasing complexity and power of the game console hardwares, such as PlayStation2 (PS2), Gamecube and Xbox and other embedded system, which result in the knowledge demand of vector programming for programmers. Among these game consoles, PS2 is the hardest in both hardware and software. Since PS2 hardware is totally different from PC''s and there lacks of complete libraries and documentations of software. Comparing to other game consoles and PC, learning curve of PS2 programming is much steep. It''s not easy to get certain achievement. PS2 programming is difficult, however, PS2 has very outstanding rendering and floating point computing performance. In addition to the gaming usage, PS2 can be used in scientific computing and embedded system applications. With the improvement of VLSI process and SoC (System on Chip) technology, Sony has been doing the integration of PS2 chips. In the near future, Sony will launch related digital CE of PS2 integration chips. In May 2002, Sony also release the user''s development kit of PS2 - Linux for PlayStation2 (PS2Linux) which allowing users to access almost complete PS2 hardware functions. PS2Linux kit is very cheap, not like other embedded system development set which cost much more, therefore common students can afford one. In addition, PS2 is even more powerful, the appliance range is wider and it is easy to have one. PS2 also can be used in school courses, such as computer architecture, paralllel processing, embedded system related research, high performance computing, parallel computing, network server and audio/video player etc. In this thesis, we go inside the PS2 hardware function by analyzing the design concept and PS2 programming model. PS2 has the features - powerful redering and calculation performance, high expansion, Linux open source operating system and development tools, with embedded system characteristics and is easy to get one. We believe there are going to be more related researches and applications based on PS2. We hope this thesis could be helpful for the development of 3D graphics hardware, game console and embedded system.
Kao, Rong-Sui, and 高榮穗. "A 1.0 GHz Clock Generator Design withA Negative Delay Using a Single-Shot Locking Method And A Realized Sony Playstation 2 1-to-4 Joystick Multiplexer Interface." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/90867246446274322763.
Full text國立中山大學
電機工程學系研究所
89
The first topic of this thesis is a high-speed digital clock generator circuit is presented to provide negative delays in order to avoid a multi-locking hazard. The negative delay also results in small power consumption and shorter access time if the proposed circuit is used in the clock generator circuit of memory devices. Meanwhile, an accurately locked clock signal is also provided. The locked clock signal can be as high as 1.0 GHz at the presence of a random noise with 10% of power supply voltage when the design is implemented by TSMC (Taiwan Semiconductor Manufacturing Company) 0.35um CMOS 1P4M technol- ogy. The second topic of this thesis is an 1-to-4 joystick enhanced interface which can be attached to SONY PS2 (playstation 2) is developed. The enhanced interface can allow 4 persons to play simultaneously through one port at the original game console. A total of 8 players can be supported when two of the interfaces hook up with both joystick ports of the console. The multiple player entertainment effect can be drastically enhanced by the usage of such an interface.
Books on the topic "Playstation 2"
(Firm), BradyGames. Secret codes 2001: PlayStation 2, PlayStation, Dreamcast, Nintendo 64, Game Boy. Indianapolis, Ind: BradyGames, 2001.
Find full textSecret codes 2004: [PlayStation, PlayStation 2, Game Boy Advance, Xbox, GameCube]. Indianapolis, Ind: BradyGames, 2003.
Find full text(Firm), BradyGames. Secret codes: PlayStation, PlayStation 2, Game Boy Advance, Xbox, Game Cube. Indianapolis, Ind: BradyGames, 2005.
Find full text(Firm), BradyGames. Secret codes: PlayStation 2 and PSP. Indianapolis, Ind: BradyGames, 2006.
Find full textHank, Schlesinger, ed. Sony Playstation 2: The unauthorised guide. New York: St. Martin's Paperbacks, 2001.
Find full textA parent's guide to PlayStation games: [comprehensive guide to PlayStation 2 and Classic titles]. Los Angeles: Mars Publishing, 2000.
Find full textBook chapters on the topic "Playstation 2"
Bycer, Joshua. "Katamari Damacy (2004; Playstation 2)." In 20 Essential Games to Study, 39–42. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-9.
Full textBycer, Joshua. "Devil May Cry 3 (2005; Playstation 2)." In 20 Essential Games to Study, 43–47. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-10.
Full textBycer, Joshua. "Shadow of the Colossus (2005; Playstation 2)." In 20 Essential Games to Study, 49–52. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-11.
Full text"PlayStation 2." In Game Console Hacking, 147–77. Elsevier, 2004. http://dx.doi.org/10.1016/b978-193183631-9/50011-8.
Full textGrand, Joe, Ryan Russell, Kevin D. Mitnick, Andrew “bunnie” Huang, Lee Barken, Marcus R. Brown, Job de Haas, et al. "Hacking the PlayStation 2." In Hardware Hacking, 293–322. Elsevier, 2004. http://dx.doi.org/10.1016/b978-193226683-2/50015-6.
Full textKhandaker, Mitu. "How Games Can Touch You." In Designing Games for Ethics, 142–58. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-120-1.ch010.
Full textPayne, Matthew Thomas. "Interpreting Game-Play Through Existential Ludology." In Handbook of Research on Effective Electronic Gaming in Education, 621–35. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch036.
Full textProserpio, Luigi. "Managerial Computer Business Games." In Encyclopedia of Multimedia Technology and Networking, Second Edition, 873–79. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-60566-014-1.ch119.
Full textConference papers on the topic "Playstation 2"
Hope, Tim. "Sony Playstation 2 "The Wolfman"." In the 29th International Conference. New York, New York, USA: ACM Press, 2002. http://dx.doi.org/10.1145/2931127.2931292.
Full textHowes, Lee W., Paul Price, Oskar Mencer, Olav Beckmann, and Oliver Pell. "Comparing FPGAs to Graphics Accelerators and the Playstation 2 Using a Unified Source Description." In 2006 International Conference on Field Programmable Logic and Applications. IEEE, 2006. http://dx.doi.org/10.1109/fpl.2006.311203.
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