Journal articles on the topic 'Video game music Computer-aided design'
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Bridgewater, Michael. "Industrial Techno and SID Sound Design in the Commodore 64 Game Slipstream." Journal of Sound and Music in Games 4, no. 1 (January 1, 2023): 9–25. http://dx.doi.org/10.1525/jsmg.2023.4.1.9.
Full textMakai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (November 25, 2018): 123. http://dx.doi.org/10.3390/h7040123.
Full textBaker, Robin. "An Interactive Computer Video Game for the Design Museum: Using Technology to Teach Technology." Leonardo 24, no. 4 (1991): 427. http://dx.doi.org/10.2307/1575520.
Full textSperano, Isabelle, Ross Shaw, Robert Andruchow, Dana Cobzas, Cory Efird, Brian Brookwell, and William Deng. "Creative, Interdisciplinary Undergraduate Research: An Educational Cell Biology Video Game Designed by Students for Students." Scholarship and Practice of Undergraduate Research 4, no. 2 (February 1, 2021): 5–14. http://dx.doi.org/10.18833/spur/4/2/7.
Full textWang, Xiaohui, Dion Hoe-Lian Goh, Ee-Peng Lim, and Adrian Wei Liang Vu. "Understanding the determinants of human computation game acceptance." Online Information Review 40, no. 4 (August 8, 2016): 481–96. http://dx.doi.org/10.1108/oir-06-2015-0203.
Full textSimon, Jean Paul. "The production and distribution of digital content in China. An historical account of the role of internet companies and videogames." Digital Policy, Regulation and Governance 23, no. 2 (June 19, 2021): 190–209. http://dx.doi.org/10.1108/dprg-10-2020-0138.
Full textGuo, Xin, Yifan Zhao, and Jia Li. "DanceIt: Music-Inspired Dancing Video Synthesis." IEEE Transactions on Image Processing 30 (2021): 5559–72. http://dx.doi.org/10.1109/tip.2021.3086082.
Full textMuratet, Mathieu, Patrice Torguet, Jean-Pierre Jessel, and Fabienne Viallet. "Towards a Serious Game to Help Students Learn Computer Programming." International Journal of Computer Games Technology 2009 (2009): 1–12. http://dx.doi.org/10.1155/2009/470590.
Full textBenito-Santos, Alejandro, Amelie Dorn, Antonio G. Losada Gómez, Thomas Palfinger, Roberto Therón Sánchez, and Eveline Wandl-Vogt. "Playing Design." Journal on Computing and Cultural Heritage 14, no. 2 (June 2021): 1–19. http://dx.doi.org/10.1145/3427380.
Full textDavies, Bryan, and Edwin Blake. "Evaluating Existing Strategies to Limit Video Game Playing Time." IEEE Computer Graphics and Applications 36, no. 2 (March 2016): 47–57. http://dx.doi.org/10.1109/mcg.2016.25.
Full textAnderson, Sky LaRell, and Mark R. Johnson. "Cultivation play: Video games and the labour of character progression." Journal of Gaming & Virtual Worlds 13, no. 3 (October 1, 2021): 233–48. http://dx.doi.org/10.1386/jgvw_00040_1.
Full textEgliston, Ben. "Visions of the material body: Twitch.tv and post-phenomenology." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 241–57. http://dx.doi.org/10.1386/jgvw_00018_1.
Full textJanik, Justyna. "Intra-acting bio-object: A posthuman approach to the player‐game relation." Journal of Gaming & Virtual Worlds 13, no. 1 (March 1, 2021): 21–39. http://dx.doi.org/10.1386/jgvw_00026_1.
Full textJanik, Justyna. "Intra-acting bio-object: A posthuman approach to the player‐game relation." Journal of Gaming & Virtual Worlds 13, no. 1 (March 1, 2021): 21–39. http://dx.doi.org/10.1386/jgvw_00026_1.
Full textWaszkiewicz, Agata, and Martyna Bakun. "Towards the aesthetics of cozy video games." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 225–40. http://dx.doi.org/10.1386/jgvw_00017_1.
Full textFerchaud, Arienne, Stephanie Orme, and Emory S. Daniel. "Morality inside the matrix: A qualitative exploration of gamers’ moral considerations in video games." Journal of Gaming & Virtual Worlds 14, no. 2 (July 1, 2022): 161–79. http://dx.doi.org/10.1386/jgvw_00056_1.
Full textMcConville, Kristiina M. Valter, and Sumandeep Virk. "Evaluation of an electronic video game for improvement of balance." Virtual Reality 16, no. 4 (May 15, 2012): 315–23. http://dx.doi.org/10.1007/s10055-012-0212-7.
Full textMurphy, Christian, Sudhir Mudur, Daniel Holden, Marc-André Carbonneau, Donya Ghafourzadeh, and Andre Beauchamp. "Artist guided generation of video game production quality face textures." Computers & Graphics 98 (August 2021): 268–79. http://dx.doi.org/10.1016/j.cag.2021.06.004.
Full textErdbrink, A., J. Michael, R. Kortmann, M. Hamel, K. Van Eijck, and A. Verbraeck. "Listening Space." Journal on Computing and Cultural Heritage 14, no. 4 (December 31, 2021): 1–20. http://dx.doi.org/10.1145/3458677.
Full textTomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.
Full textAndiloro, Andrea. "‘This must be the place’: Understanding video game placeness through atmosphere and the refrain in Dark Souls." Journal of Gaming & Virtual Worlds 14, no. 2 (July 1, 2022): 207–23. http://dx.doi.org/10.1386/jgvw_00058_1.
Full textBiercewicz, Konrad, Mariusz Borawski, and Jarosław Duda. "Method for Selecting an Engagement Index for a Specific Type of Game Using Cognitive Neuroscience." International Journal of Computer Games Technology 2020 (August 18, 2020): 1–19. http://dx.doi.org/10.1155/2020/2450651.
Full textHuuhka, Marleena. "Performing Gameplay – A Study of Video Game Performance Workshops." Body, Space & Technology 20, no. 1 (2021): 14–24. http://dx.doi.org/10.16995/bst.373.
Full textMilburn, Colin, Katherine Buse, Ranjodh Singh Dhaliwal, Melissa Wills, Raida Aldosari, Patrick Camarador, Josh Aaron Miller, and Justin Siegel. "Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science." Design Issues 39, no. 1 (January 1, 2023): 70–87. http://dx.doi.org/10.1162/desi_a_00707.
Full textBRESLER, ZACK, and STAN HAWKINS. "‘A Swarm of Sound’." Music, Sound, and the Moving Image 16, no. 1 (July 1, 2022): 29–52. http://dx.doi.org/10.3828/msmi.2022.2.
Full textZafar, Adeel, Hasan Mujtaba, Mirza Tauseef Baig, and Mirza Omer Beg. "Using patterns as objectives for general video game level generation." ICGA Journal 41, no. 2 (July 17, 2019): 66–77. http://dx.doi.org/10.3233/icg-190102.
Full textBurdka, Łukasz, and Paweł Rohleder. "Applied inverse kinematics for bipedal characters moving on the diverse terrain." Machine Graphics and Vision 26, no. 1/4 (December 1, 2017): 3–11. http://dx.doi.org/10.22630/mgv.2017.26.1.1.
Full textKerr, Deirdre. "Visualizing Changes in Strategy Use across Attempts via State Diagrams: A Case Study." International Journal of Computer Games Technology 2016 (2016): 1–9. http://dx.doi.org/10.1155/2016/8492312.
Full textReay, Emma. "Cute, cuddly and completely crushable: Plushies as avatars in video games." Journal of Gaming & Virtual Worlds 13, no. 2 (June 1, 2021): 131–49. http://dx.doi.org/10.1386/jgvw_00033_1.
Full textFrelik, Paweł, Emmanuel Guardiola, Jussi Holopainen, and Roland Klemke. "Editorial." Journal of Gaming & Virtual Worlds 14, no. 1 (April 1, 2022): 3–6. http://dx.doi.org/10.1386/jgvw_00047_2.
Full textAkhiyar, Dinul, Vivi Nila Sari, and Abulwafa Muhammad. "Analysis and Development of Marketing for the Creative Industry of West Sumatra Based on E-Commerce with the Concept of Customer Relationship Management (Crm) (Analisa Dan Pengembangan Pemasaran Industri Kreatif Sumatera Barat Berbasis E-Commerce Dengan K." Jurnal KomtekInfo 6, no. 2 (November 19, 2019): 144–54. http://dx.doi.org/10.35134/komtekinfo.v6i2.53.
Full textFaria, Matheus Prado Prandini, Etienne Silva Julia, Marcelo Zanchetta do Nascimento, and Rita Maria Silva Julia. "Investigating the Performance of Various Deep Neural Networks-based Approaches Designed to Identify Game Events in Gameplay Footage." Proceedings of the ACM on Computer Graphics and Interactive Techniques 5, no. 1 (May 4, 2022): 1–17. http://dx.doi.org/10.1145/3522624.
Full textChiapello, Laureline. "A case of values conflict in the video game design field. A critique of Schön’s appreciative system." Design Journal 20, sup1 (July 28, 2017): S4171—S4182. http://dx.doi.org/10.1080/14606925.2017.1352915.
Full textSarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.
Full textZeler, Wojciech, and Paweł Rohleder. "Particle effect system for the needs of a modern video game using the GPU." Machine Graphics and Vision 25, no. 1/4 (January 16, 2012): 35–44. http://dx.doi.org/10.22630/mgv.2016.25.1.4.
Full textEyles, Mark, and Roger Eglin. "Ambient Games, Revealing a Route tocmd="newline"a World Where Work is Play?" International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/176056.
Full textBöttcher, Niels, Héctor P. Martínez, and Stefania Serafin. "Procedural Audio in Computer Games Using Motion Controllers: An Evaluation on the Effect and Perception." International Journal of Computer Games Technology 2013 (2013): 1–16. http://dx.doi.org/10.1155/2013/371374.
Full textYacoub, Aznam, Maamar El Amine Hamri, and Claudia Frydman. "DEv-PROMELA: modeling, verification, and validation of a video game by combining model-checking and simulation." SIMULATION 96, no. 11 (August 17, 2020): 881–910. http://dx.doi.org/10.1177/0037549720946107.
Full textLiu, Noreena Yi-Chin, Kevin Chi-Jen Miao, and Darren Chen Yi Ying. "A Metric Instrument for the Games with Cultural Heritage." International Journal of Serious Games 9, no. 4 (November 8, 2022): 89–136. http://dx.doi.org/10.17083/ijsg.v9i4.529.
Full textKaniewska, Joanna. "The moon, the play and the end of history: A study of lunar temporality in Cyberpunk 2077." Journal of Gaming & Virtual Worlds 14, no. 1 (April 1, 2022): 7–25. http://dx.doi.org/10.1386/jgvw_00048_1.
Full textGómez-Maureira, Marcello A., Isabelle Kniestedt, Giulio Barbero, Hainan Yu, and Mike Preuss. "An explorer’s journal for machines: Exploring the case of Cyberpunk 2077." Journal of Gaming & Virtual Worlds 14, no. 1 (April 1, 2022): 111–35. http://dx.doi.org/10.1386/jgvw_00054_1.
Full textKREUTZER, EVELYN. "Video Essay: Footsteps." Music, Sound, and the Moving Image 16, no. 2 (December 2022): 97–99. http://dx.doi.org/10.3828/msmi.2022.7.
Full textMullen, Mark. "Playing it safe." Journal of Gaming & Virtual Worlds 12, no. 3 (October 1, 2020): 303–19. http://dx.doi.org/10.1386/jgvw_00021_3.
Full textJACKSON, JOSEPH O. "Searching for Soul, Reframing the Pursuit of Capital." Music, Sound, and the Moving Image 16, no. 1 (July 1, 2022): 53–77. http://dx.doi.org/10.3828/msmi.2022.3.
Full textWu, Zongwei, Liangyu Chai, Nanxuan Zhao, Bailin Deng, Yongtuo Liu, Qiang Wen, Junle Wang, and Shengfeng He. "Make Your Own Sprites." ACM Transactions on Graphics 41, no. 6 (November 30, 2022): 1–16. http://dx.doi.org/10.1145/3550454.3555482.
Full textLiu, Noreena Yi-Chin, and Gary Wills. "Designing Serious Game Metrics for Family Caregivers of People with Dementia." International Journal of Serious Games 9, no. 3 (September 9, 2022): 81–114. http://dx.doi.org/10.17083/ijsg.v9i3.532.
Full textThin, Alasdair G., Craig Brown, and Paul Meenan. "User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies." International Journal of Computer Games Technology 2013 (2013): 1–7. http://dx.doi.org/10.1155/2013/603604.
Full textWest, Mckay Steven, Elizabeth L. Cohen, Jaime Banks, and Alan K. Goodboy. "It’s all fun and games until somebody dies: Permadeath appreciation as a function of grief and mortality salience." Journal of Gaming & Virtual Worlds 14, no. 2 (July 1, 2022): 181–206. http://dx.doi.org/10.1386/jgvw_00057_1.
Full textDuinkharjav, Budmonde, Praneeth Chakravarthula, Rachel Brown, Anjul Patney, and Qi Sun. "Image features influence reaction time." ACM Transactions on Graphics 41, no. 4 (July 2022): 1–15. http://dx.doi.org/10.1145/3528223.3530055.
Full textKhundam, Chaowanan, and Frédéric Nöel. "A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames." International Journal of Computer Games Technology 2021 (April 30, 2021): 1–16. http://dx.doi.org/10.1155/2021/6668280.
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