Academic literature on the topic 'Playstation 2'

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Journal articles on the topic "Playstation 2"

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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.

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van 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.

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Theweleit, 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.

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Ahrizal, 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.

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Testing on an application aims to check whether a program has run properly or there are still errors that must be corrected so that the program created will be a program that has good quality. In this study the software that will be reviewed using Black Box Testing is a PlayStation Loan Information Application System where this application aims to facilitate the admin (PlayStation rental) in data collection on the number of borrowers, as well as the return date of PlayStation borrowed by members, where there are 2 forms to be filled in. Member added data form, game added form during the loan. lending data information applications will be tested using Black Box Testing where this test only aims to see the program whether in accordance with the expected function or not without knowing the program code used. Black Box Testing Method consists of several techniques, including Equivalence Partitions, Boundary Value Analysis, Sample Testing, and so on. Among the many testing techniques, in this study the testing technique was chosen using Boundary Value Analysis. Boundary Value Analysis Techniques, are software testing techniques in which tests are designed to include representatives of boundary values in a range.
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Babb, 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.

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This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendos Wii was the top selling global platform; Nintendo DS was the second tier; Xbox 360, Sony PlayStation 3, and the personal computer (PC) are in the third tier; the fourth tier consists of Sony PlayStation 2 and Sony PSP; and the retired sixth generation Nintendo GameCube is the lowest sales tier.
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Andelina, 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.

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AbstractCharacter Design Change Analysis in Final Fantasy VII Remake Game Based on Manga Matrix Approach. Final Fantasy VII (FFVII) is a Japanese Role-Playing Game (JRPG) PlayStation released in 1997, with sales more than 9.72 million copies. This number makes it ranked as the 2nd most popular PlayStation game of all time. The popularity of FFVII is because varieties of factors, one of the factors are their impressive character. FFVII got a remake in April 2020. Many elements were changed in FFVII Remake, the story, game elements, and characters designs. This study aims to find out what design elements have changed in the FFVII R characters, using a sample of selected characters. Changes in character design will be examined by the Manga Matrix method to further dissect the existing changes and any aspects that affect changes in the character design, and then deepened the analysis with archetype by Jung. The result of this research concluded the using of Manga Matrix with archetype enhance character built personalities and made more realistic character. It is hoped that this research can become a reference material for character design creation, especially in the game industry, so that designer can create characters that have an appeal in attracting players.Keywords: character design, manga matrix, archetype AbstrakAnalisis Perubahan Desain Karakter Dalam Gim Final Fantasy VII Remake Berdasarkan Pendekatan Manga Matrix. Final Fantasy VII (FFVII) adalah gim PlayStation tipe Japanese Role-Playing Game (JRPG) yang dirilis pada 1997 dengan penjualan 9.72 juta kopi. Angka ini membuatnya berada di peringkat ke-2 gim PlayStation terpopuler sepanjang masa. Kepopuleran FFVII dipicu dari berbagai faktor, salah satunya adalah karakter yang mengesankan. FFVII di remake pada April 2020. Banyak elemen yang diubah dalam FFVII R, baik dari cerita, elemen permainan, dan desain karakter. Penelitian ini bertujuan untuk mengetahui elemen desain apa saja yang berubah pada karakter FFVII R, dengan menggunakan sampel karakter yang dipilih. Perubahan desain karakter akan ditelaah dengan metode Manga Matrix untuk membedah perubahan yang ada serta aspek apa saja yang mempengaruhi perubahaan desain karakter tersebut, diperdalam dengan analisis arketipe Jung. Hasil penelitian adalah simpulan bahwa penggunaan Manga Matrix yang diperkuat dengan arketipe dapat memperkuat sifat pembentuk kepribadian karakter dan membuat karakter menjadi lebih terasa nyata. Diharapkan penelitian ini dapat menjadi bahan acuan untuk mengembangkan penciptaan desain karakter khususnya pada industri gim, agar desainer dapat menciptakan karakter yang memiliki daya tarik dalam memikat pemain.Kata kunci: desain karakter, manga matrix, arketipe
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Yagi, 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.

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Background: One of the goals for a Whole Slide Imaging (WSI) system is implementation in the clinical practice of pathology. One of the unresolved problems in accomplishing this goal is the speed of the entire process, i.e., from viewing the slides through making the final diagnosis. Most users are not satisfied with the correct viewing speeds of available systems. We have evaluated a new WSI viewing station and tool that focuses on speed.Method: A prototype WSI viewer based on PlayStation®3 with wireless controllers was evaluated at the Department of Pathology at MGH for the following reasons: 1. For the simulation of signing-out cases; 2. Enabling discussion at a consensus conference; and 3. Use at slide seminars during a Continuing Medical Education course.Results: Pathologists were being able to use the system comfortably after 0–15 min training. There were no complaints regarding speed. Most pathologists were satisfied with the functionality, usability and speed of the system. The most difficult situation was simulating diagnostic sign-out.Conclusion: The preliminary results of adapting the Sony PlayStation®3 (PS3®) as an ultra-high speed WSI viewing system were promising. The achieved speed is consistent with what would be needed to use WSI in daily practice.
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Ju, 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.

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Flynn, 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.

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Whaley, 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.

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This article analyzes the first video game in theZettai Zetsumei Toshi(2002, Disaster Report) series for Sony's PlayStation 2 console against the backdrop of the 2011 Tōhoku earthquake and tsunami. In the game, players must use limited resources to escape from an earthquake-stricken city while rescuing other survivors. The article argues that the game makes visible the marginal victims and narratives of survival often erased under the collective rhetoric of national trauma. This is explored in relation to disaster photography and artistic representations of 3.11. The article suggests that the game's narrative rejects governmental rhetoric about nuclear energy and that the gameplay mechanisms utilize “limited engagement” or a form of operationalized weakness in order to communicate victimhood to players. The article concludes with an examination of how the in-game disaster photography inscribes players’ actions, making it more difficult to subsume these images into a generalized account of natural disaster trauma.
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Dissertations / Theses on the topic "Playstation 2"

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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.

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Syfte 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.

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Fischer, Christian. "The Third Place in Lynchville." Universitätsbibliothek Chemnitz, 2008. http://nbn-resolving.de/urn:nbn:de:bsz:ch1-200801099.

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Der Artikel untersucht einen Werbespot von David Lynch für die Playstation 2 und ordnet ihn in das Universum der Lynch’schen Texte, das Lynchville, ein. Zunächst werden dazu einige regelmäßig wiederkehrende Motive aus dem Werk Lynchs vorgestellt. Es folgt eine eingehende Analyse des Werbespots, in der zahlreiche Parallelen zu den bekannten Filmen des Œuvres aufgezeigt werden. Abschließend wird kurz der Frage nachgegangen, inwiefern der Begriff „auteur“ in dieser wohl kommerziellsten aller filmischen Ausdrucksformen überhaupt anwendbar ist. Der Artikel kommt zu dem Ergebnis, dass es Lynch in diesem Werbespot gelingt, eine persönliche Visiondurchscheinen zu lassen – und dass die Karte des Lynchville deshalb um einen neuen Ort ergänzt werden muss
The 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
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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.

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碩士
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.
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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.

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碩士
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.
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Books on the topic "Playstation 2"

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Amrich, Dan. PlayStation 2 for dummies. New York: Hungry Minds, 2001.

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Amrich, Dan. PlayStation 2 for dummies. New York: Hungry Minds, 2001.

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Amrich, Dan. PlayStation 2 for dummies. New York: Hungry Minds, 2001.

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PlayStation Player's Guide 2. Maui, USA: Sandwich Islands Publishing, 1996.

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(Firm), BradyGames. Secret codes 2001: PlayStation 2, PlayStation, Dreamcast, Nintendo 64, Game Boy. Indianapolis, Ind: BradyGames, 2001.

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Secret codes 2004: [PlayStation, PlayStation 2, Game Boy Advance, Xbox, GameCube]. Indianapolis, Ind: BradyGames, 2003.

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(Firm), BradyGames. Secret codes: PlayStation, PlayStation 2, Game Boy Advance, Xbox, Game Cube. Indianapolis, Ind: BradyGames, 2005.

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(Firm), BradyGames. Secret codes: PlayStation 2 and PSP. Indianapolis, Ind: BradyGames, 2006.

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Hank, Schlesinger, ed. Sony Playstation 2: The unauthorised guide. New York: St. Martin's Paperbacks, 2001.

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A parent's guide to PlayStation games: [comprehensive guide to PlayStation 2 and Classic titles]. Los Angeles: Mars Publishing, 2000.

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Book chapters on the topic "Playstation 2"

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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.

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Bycer, 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.

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Bycer, 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.

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"PlayStation 2." In Game Console Hacking, 147–77. Elsevier, 2004. http://dx.doi.org/10.1016/b978-193183631-9/50011-8.

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Grand, 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.

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Khandaker, 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.

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Novel kinesthetic and mimetic video game interfaces, such as the Wii Remote, PlayStation Move, and Microsoft Kinect, are seeing widespread mainstream appeal. However, with games ranging from the family-friendly Rock Band series, to the banned Manhunt 2, this chapter discusses the ethical implications of interfaces that seek to increase the verisimilitude of our game experiences, and offers a position from which to further consider the controller as an integral part of the overall game design.
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Payne, 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.

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This chapter introduces and operationalizes an innovative interpretive strategy called “existential ludology” to explain how the game-play mechanics of two tactical shooter video games?America’s Army: Rise of a Soldier (Microsoft’s Xbox) and Full Spectrum Warrior (Sony’s PlayStation 2)?educate gamers on how to play militarily. These titles, both produced in part by the U.S. Department of Defense, engender strict, doctrinal learning opportunities by embedding official combat protocols into their game-play structures. By employing existential ludology as an interpretive tool we can understand these military-backed games from an experiential, player-centric perspective, while also recognizing how their seemingly innocuous game-play is located within, and linked to, larger networks of power. Moreover, existential ludology’s flexibility as an interpretive instrument encourages educators to recognize the educational affordances of popular video games so that they might adopt these popular media artifacts for their own pedagogical ends.
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Proserpio, 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.

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Interview with Anthony Davidson, SuperAguri F1 GP Driver (autosport.com, March 2, 2007): Q: Can you actually learn anything from the [F1 videogame] though? AD: Absolutely. When I did the 2004 season, I really relied on having video data from the team and using the PlayStation games as well to learn the circuits. We always deal in corner numbers, we don’t use the proper corner names, so we have a little map in the car with the numbers. For you to visualize it beforehand is a help, because when they talk about a bump in turn three then you know what they are talking about before you have even walked the circuit or seen any onboard footage. You know roughly what the track looks like and when you get out there you smile because it is exactly what you were doing in your living room. And now the graphics have stepped up another level it is so much more realistic. F1 drivers can benefit from computer simulations, with a supplement of training before racing on a newly built circuit, with no consolidated knowledge. Managers (and students, too) can benefit from PC-based simulations that recreate complex business worlds as well. Books contain theories, along with a good number of examples. Computer-based business games can add dynamism and a temporal dimension to the standard managerial theories contained in books. Many researchers think that the potential of the computer as a learning tool is very high if we involve the user in a simulation process, instead of giving him a description of reality. This theory is confirmed by many field examples, as shown before by the Formula 1 pilot, who adopts a particular software in order to learn how to drive on a circuit that he has not tested directly. U.S. Marines play Quake and Unreal to simulate the mission in which they will be involved. Business games, finally, start to be adopted in managerial education as learning support tools. For example, EIS simulation has been developed at Insead Business School in order to simulate organizational change, while FirmReality has been developed at Bocconi University to study the integrated use of organizational capabilities to gain competitive advantage. Scientific and managerial literatures recognize the potential of these instruments for learning purposes (compatible with andragogical and collaborative learning theories), but cannot address their design and the integration within distance-learning practices. The current debate on computer simulations involves the research and the standardization of rules for the project phases, in order to take advantage of the potential attributed to this tool, and enhance the compatibility between managers/students and this form of learning.
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Conference papers on the topic "Playstation 2"

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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.

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Howes, 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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