Gotowa bibliografia na temat „MMO”
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Artykuły w czasopismach na temat "MMO"
Adami, Amirhossein, Mahda Mortazavi i Mehran Nosratollahi. "Multi-modular design optimization and multidisciplinary design optimization". International Journal of Intelligent Unmanned Systems 3, nr 2/3 (11.05.2015): 156–70. http://dx.doi.org/10.1108/ijius-01-2015-0001.
Pełny tekst źródłaWang, Peng, Kun Cheng, Yan Huang, Bo Li, Xinggui Ye i Xiuhong Chen. "Multiscale Quantum Harmonic Oscillator Algorithm for Multimodal Optimization". Computational Intelligence and Neuroscience 2018 (2018): 1–12. http://dx.doi.org/10.1155/2018/8430175.
Pełny tekst źródłaMagoba, Moses, i Mimonitu Opuwari. "Petrophysical interpretation and fluid substitution modelling of the upper shallow marine sandstone reservoirs in the Bredasdorp Basin, offshore South Africa". Journal of Petroleum Exploration and Production Technology 10, nr 2 (7.11.2019): 783–803. http://dx.doi.org/10.1007/s13202-019-00796-1.
Pełny tekst źródłaAliya, Syed, Harsimran Kaur, Nishita Garg, Rishika i Ramakrishna Yeluri. "Clinical Measurement of Maximum Mouth Opening in Children Aged 6–12". Journal of Clinical Pediatric Dentistry 45, nr 3 (30.06.2021): 216–20. http://dx.doi.org/10.17796/1053-4625-45.3.12.
Pełny tekst źródłaValeikiene, Ligita, Marina Roshchina, Inga Grigoraviciute-Puroniene, Vladimir Prozorovich, Aleksej Zarkov, Andrei Ivanets i Aivaras Kareiva. "On the Reconstruction Peculiarities of Sol–Gel Derived Mg2−xMx/Al1 (M = Ca, Sr, Ba) Layered Double Hydroxides". Crystals 10, nr 6 (2.06.2020): 470. http://dx.doi.org/10.3390/cryst10060470.
Pełny tekst źródłaKumar, A., S. Dutta, J. Singh, R. Mehta, A. Hooda i R. Namdev. "Clinical Measurement of Maximal Mouth Opening in Children: A Pioneer Method". Journal of Clinical Pediatric Dentistry 37, nr 2 (1.12.2012): 171–76. http://dx.doi.org/10.17796/jcpd.37.2.l17x8227682j5610.
Pełny tekst źródłaLee, Su-Bin, Eun-Hye Ko, Joo Y. Park i Jae-Min Oh. "Mixed Metal Oxide by Calcination of Layered Double Hydroxide: Parameters Affecting Specific Surface Area". Nanomaterials 11, nr 5 (28.04.2021): 1153. http://dx.doi.org/10.3390/nano11051153.
Pełny tekst źródłaZhang, Wen, Lei Ye, Fenglei Wang, Jiawen Zheng, Xiaoxiao Tian, Yan Chen, Guofang Ding i Zuisu Yang. "Immunomodulatory Effects of the Meretrix Meretrix Oligopeptide (QLNWD) on Immune-Deficient Mice". Molecules 24, nr 24 (5.12.2019): 4452. http://dx.doi.org/10.3390/molecules24244452.
Pełny tekst źródłaTong, Chenning, i Khuong X. Nguyen. "Multipoint Monin–Obukhov Similarity and Its Application to Turbulence Spectra in the Convective Atmospheric Surface Layer". Journal of the Atmospheric Sciences 72, nr 11 (1.11.2015): 4337–48. http://dx.doi.org/10.1175/jas-d-15-0134.1.
Pełny tekst źródłaLee, Keun-Bae, Hyun-Kee Yang, Eun-Sun Moon i Eun-Kyoo Song. "Modified Step-Cut Medial Malleolar Osteotomy for Osteochondral Grafting of the Talus". Foot & Ankle International 29, nr 11 (listopad 2008): 1107–10. http://dx.doi.org/10.3113/fai.2008.1107.
Pełny tekst źródłaRozprawy doktorskie na temat "MMO"
Bergstrand, Isak. "”Spelen är ju typ alltid på engelska…” : Elevers medvetenhet om MMO-spels påverkan på engelskkunskaper". Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-36048.
Pełny tekst źródłaThe purpose of this study is to inquire into the perceptions of the influence which Massive Multiplayer Online games (MMOs) have on the English language skills of those who play them. This study, like other studies in the same field, departs from a sociocultural perspec-tive. This qualitative study employed semi-structured interviews with participants aged be-tween 12 and 13. The study asked the following questions: How do participants perceive the influence MMOs have on their own and others’ English? How do participants describe the experience of learning English through MMOs? How do participants regard the idea of using MMOs as a tool for English language teaching in a formal educational setting?The interviews were analysed with a fenomenographically inspired model to find a result. The results indicate that participants are aware of the impact MMOs have on their English language skills. This awareness encompassed not only the improvement of English lan-guage skills, but also an awareness of their gaming habits and how they also improve English language skills. Furthermore, participants perceived that it is the social aspect of MMOs which improves English skills, as opposed to the game play mechanics. The majority of the participants are, however, skeptical of the use of MMOs in formal English education.
Perez, Michael. "MMO gaming culture| An online gaming family". Thesis, Florida Atlantic University, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10096029.
Pełny tekst źródłaThis study examines the social organization of Gaiscíoch, a large online gaming community that exists within the simulated world of a massively multiplayer online role playing game (MMORPG). It provides an ethnographic account of an online gaming community that is open to any player without skill or time commitment requirements, but still maintains high status within the game world. This project identifies eight elements that make this inclusive, friendly, and casual community successful in virtual worlds that tend to be dominated by communities that have a competitive, strict, and exclusive approach to online gaming (social interaction, code of values, leadership, rank system, events, community building, population size, gameplay). Lastly, this project briefly inquires about the nature of the border between the virtual and the physical and establishes that gamers can be considered pseudo-border-inhabitants that are in control of the community they place adjacent to them in the cyber world.
Schliemann, Erik. "Identitetsskapande och socialisering i onlinespel : Formandet av en digital identitet". Thesis, Umeå universitet, Institutionen för informatik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-73312.
Pełny tekst źródłaMuhammad, Yousaf. "Evaluation and Implementation of Distributed NoSQL Database for MMO Gaming Environment". Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-159864.
Pełny tekst źródłaColombo, Simone. "Computer-Mediated Communication as Situated Phenomenon in Massive Multiplayer Online Servers : A Minecraft-based investigation". Thesis, Umeå universitet, Institutionen för psykologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185133.
Pełny tekst źródłaI föreliggande studie så undersöks datormedierad kommunikation (CMC) som fenomen baserat iMMO-servrar (Massive Multiplayer Online). Detta utförs genom det populära TV-spelet Minecraft. Tidigare forskning har fokuserat på CMC utan att överväga olika servrar som faktorer. Resultatet av föreliggande studie indikerar att online-servern väsentligen hör ihop med den digitala miljön, där den kontextuella kommunikationen sker. Datainsamling skedde från fyra servrar som har överensstämmande spellägen. Totalt 11 658 chatmeddelanden samlades in samt analyserades genom innehållsanalys vilket baserades på ordfrekvens. Koder utvecklades och sorterades i tre förutbestämda kategorier: socioemotionell positiv, socioemotionell negativ och ”task area”. Resultatet indikerar att kommunikationen skiljde sig signifikant mellan servrar. Dessutom såvarierade kommunikationen mellan de två veckorna av insamlade data på tre av fyra servrar. Framtida forskning rörande CMC bör vidare överväga serverns roll. Därutöver bör det sociala konstrukt som framkommit ur MMO-servrar vidare utforskas.
Lunde, Joacim. "Designprocess MMOFPSRPG: Att förbättra ett spelkoncept". Thesis, Umeå University, Informatics, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-1748.
Pełny tekst źródłaDenna rapport innefattar framtagningen av ett spelkoncept och användningen av testmetoden fokusgrupp för att styra designprocessen i rätt riktning. Rapporten motiverar mina val av designgrepp samt visar vägen till ett tidigt spelkoncept som innefattar element vilka gör konceptet intressant på marknaden.
Bergstrand, Isak, i Sund Viktoria Fritzon. "The Game Changer : MMO-spels inverkan på elevers färdigheter i engelska som andraspråk". Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Språk-, litteratur- och mediedidaktik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-29895.
Pełny tekst źródłaMaumon, de Longevialle Nathalie. "L'intention du consommateur de s'immerger dans les mondes virtuels : l'influence de la présence d'interactions sociales, de la persistance et de l'avatar". Thesis, Nice, 2013. http://www.theses.fr/2013NICE0034/document.
Pełny tekst źródłaThe object of this research is to study the antecedents of the consumer’s intention of MMO/MMORPG by supporting the definition of Bell (2008), which is offering a consensus on the definition of the virtual worlds. By this definition, all the virtual worlds have three concepts which are inherent to them: the presence of social interactions, persistence and avatar. We adapted the model of technological acceptance by representing these three concepts by social identity at which we distinguished the MMO community and the Guild community, perception of the flow and avatar. Our work follows a hypothetico-deductive method, which was formalized by the development of a qualitative and a quantitative analysis, using structural equations method. The results showed that the motivational factors (Yee 2007) of achievement and immersion influence significantly and positively the personalization of the determinants of the avatar (physique, clothing and attitudes), a contrario of the factor of sociability which influences it negatively. The three concepts which are inherent to virtual worlds have a positive influence on the attitude which, itself, influences positively the intention. Our adaptation of the model of technological acceptance, by jointly integrating the three concepts of the MMO/MMORPG which are social identity, perception of the flow and personalization of the criteria of the avatar, explains to 27,4% the consumer’s intention of virtual worlds
Eladhari, Mirjam Palosaari. "Characterising action potential in virtual game worlds applied with the mind module". Doctoral thesis, Högskolan på Gotland, Avdelningen för Spelutveckling och gestaltning, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-368.
Pełny tekst źródłaTorstensson, Peter, i Niklas Salo. "Datorspel: ett språkutvecklande tidsfördriv : Datorspelens påverkan på elevernas engelska ordförråd". Thesis, Högskolan i Jönköping, Högskolan för lärande och kommunikation, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-35647.
Pełny tekst źródłaKsiążki na temat "MMO"
Onochie, Ernest Obi. Ogbanje Mmo: A play. Ibadan, Oyo State, Nigeria: Stirling-Horden Publishers, 2000.
Znajdź pełny tekst źródłaAndrews, Scott F. The guild leader's handbook: Strategies and guidance from a battle-scarred MMO veteran. San Francisco: No Starch Press, 2010.
Znajdź pełny tekst źródłaAndrews, Scott F. The guild leader's handbook: Strategies and guidance from a battle-scarred MMO veteran. San Francisco: No Starch Press, 2010.
Znajdź pełny tekst źródłaBuur. MMS design: Menneske-maskin samspil = MMI design : man-machine interface. København: Dansk Design Center, 1994.
Znajdź pełny tekst źródłaLi shi xun, (1945- ), red. Mao mao. Wyd. 3. Nan chang: Er shi yi shi ji chu ban she, 2006.
Znajdź pełny tekst źródłaill, Yun Chŏng-ju 1971, i Li Yinghua, red. Mao mao chong chi mao mao chong. Taibei Xian Yonghe Shi: Gou gou tu shu you xian gong si, 2003.
Znajdź pełny tekst źródłaLan mo shui bian yi zhong xin, red. Mao mao jing. Tai bei shi: Lan mo shui chu ban, 1995.
Znajdź pełny tekst źródłaill, Yin Lu, i Chen Yi, red. Za mao mao. [Xianggang] Quanwan: Jiao yu chu ban she you xian gong si, 2004.
Znajdź pełny tekst źródłaMao cheng mao yu. K.L. [i.e. Kuala Lumpur], Malaysia: Da jiang chu ban she, 2003.
Znajdź pełny tekst źródłaMao cheng mao shi. K.L. [i.e. Kuala Lumpur], Malaysia: Da jiang chu ban she, 2005.
Znajdź pełny tekst źródłaCzęści książek na temat "MMO"
Bartle, Richard A. "MMO Morality". W Computer Games and New Media Cultures, 193–208. Dordrecht: Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_12.
Pełny tekst źródłaQiang, Liang, Fan Rui, Xu Renjie i Du Jun. "Study on MMO in Visual Simulation Application". W Communications in Computer and Information Science, 239–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-45498-5_27.
Pełny tekst źródłaAsavei, Victor, Florica Moldoveanu, Alin Moldoveanu, Alexandru Egner i Anca Morar. "Multi GPGPU Optimizations for 3D MMO Virtual Spaces". W Advances in Intelligent Systems and Computing, 453–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-32548-9_32.
Pełny tekst źródłaStabile, Carol A., i Laura Strait. "Out on Proudmoore: Climate Issues on an MMO". W Queerness in Play, 261–72. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_15.
Pełny tekst źródłaKim, Youngsik, i Ki-Nam Kim. "Design and Evaluation of a MMO Game Server". W Computational Science/Intelligence & Applied Informatics, 69–82. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-96806-3_6.
Pełny tekst źródłaKim, Youngsik, i Ki-Nam Kim. "Design and Evaluation of a MMO Game Server". W Software Engineering Research, Management and Applications, 17–30. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-98881-8_2.
Pełny tekst źródłaSasaki, Yu. "Collisions of MMO-MD5 and Their Impact on Original MD5". W Lecture Notes in Computer Science, 117–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21969-6_8.
Pełny tekst źródłaYuan, Si-Si, Jia-sheng Hu, Zun-gui Lu, Zhang-jian Wei i Zhi-peng Hu. "The Design of Buttons in MMO Mobile Game's Battle Interface". W Lecture Notes in Computer Science, 119–32. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_10.
Pełny tekst źródłaKennedy, Tracy, Rabindra Ratan, Komal Kapoor, Nishith Pathak, Dmitri Williams i Jaideep Srivastava. "Predicting MMO Player Gender from In-Game Attributes Using Machine Learning Models". W Predicting Real World Behaviors from Virtual World Data, 69–84. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07142-8_5.
Pełny tekst źródłaSingh, Jay Shankar, i D. P. Singh. "Methanotrophs: An Emerging Bioremediation Tool with Unique Broad Spectrum Methane Monooxygenase (MMO) Enzyme". W Agro-Environmental Sustainability, 1–18. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-49727-3_1.
Pełny tekst źródłaStreszczenia konferencji na temat "MMO"
Singh, Samarjeet, Amitesh Roy, K. V. Reeja, Asalatha Nair, Swetaprovo Chaudhuri i R. I. Sujith. "Intermittency, Secondary Bifurcation and Mixed-Mode Oscillations in a Swirl-Stabilized Annular Combustor: Experiments and Modeling". W ASME Turbo Expo 2020: Turbomachinery Technical Conference and Exposition. American Society of Mechanical Engineers, 2020. http://dx.doi.org/10.1115/gt2020-15356.
Pełny tekst źródłaDavies, Marc, Vic Callaghan i Daniyal Alghazzawi. "Towards MMO Intelligent Environments". W 2014 International Conference on Intelligent Environments (IE). IEEE, 2014. http://dx.doi.org/10.1109/ie.2014.45.
Pełny tekst źródłaAfrić, Winton, i Vjekoslav Afrić. "Multimedia functions of MMO games". W INFuture2015: e-Institutions – Openness, Accessibility, and Preservation. Department of Information and Communication Sciences, Faculty of Humanities and Social Sciences, Zagreb, Croatia, 2015. http://dx.doi.org/10.17234/infuture.2015.29.
Pełny tekst źródłaOgawa, Hiroyuki, Tsutomu Yamazaki, Akira Okamoto, Shigeru Miyazaki, Hirokazu Ohnuki, Fuyuko Fukuyoshi i Naoko Iwata. "BepiColombo/MMO Thermal Control System". W 40th International Conference on Environmental Systems. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2010. http://dx.doi.org/10.2514/6.2010-6089.
Pełny tekst źródłaMcKnight, Christopher, Carl Stubens, Yvonne Coady i Kin Fun Li. "Multi-server MMO Middleware: Unlocked". W 2012 Seventh International Conference on P2P, Parallel, Grid, Cloud and Internet Computing (3PGCIC). IEEE, 2012. http://dx.doi.org/10.1109/3pgcic.2012.45.
Pełny tekst źródłaOgawa, Hiroyuki, Tsutomu Yamazaki, Akira Okamoto, Naoko Iwata, Shun Okazaki, Tomoko Irikado i Fuyuko Fukuyoshi. "BepiColombo/MMO Thermal Test Model Testing". W 41st International Conference on Environmental Systems. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2011. http://dx.doi.org/10.2514/6.2011-5189.
Pełny tekst źródłaLianos, Andreas, i Yanyan Yang. "Automated Event Manager for MMO Games". W 2010 Fifth International Conference on Systems (ICONS). IEEE, 2010. http://dx.doi.org/10.1109/icons.2010.21.
Pełny tekst źródłaLee, Byoung-Hoon, Inhwan Lee, Yoonsuk Hyun, SeoMin Kim, Chang-Moon Lim, Myoung Soo Kim i Sung-ki Park. "EUV overlay strategy for improving MMO". W SPIE Advanced Lithography, redaktorzy Obert R. Wood i Eric M. Panning. SPIE, 2014. http://dx.doi.org/10.1117/12.2048283.
Pełny tekst źródłaOverby, Harald. "Dynamic Economic Models for MMO Markets". W IEEE INFOCOM 2021 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS). IEEE, 2021. http://dx.doi.org/10.1109/infocomwkshps51825.2021.9484513.
Pełny tekst źródłaSrivastava, S. K., R. Saint-Jean i S. Schaller. "RADARSAT-1 Mission Management Office (MMO) Operation". W Space OPS 2004 Conference. Reston, Virigina: American Institute of Aeronautics and Astronautics, 2004. http://dx.doi.org/10.2514/6.2004-527-320.
Pełny tekst źródłaRaporty organizacyjne na temat "MMO"
Sellgren, Katelyn, Christopher Gregory, Michael Hunt, Ashkay Raut, Brian Hawkins, Charles Parker, Ethan Klem, Jeffrey Piascik i Brian Stoner. Development of an Electrochemical Process for Blackwater Disinfection in a Freestanding, Additive-Free Toilet. RTI Press, kwiecień 2017. http://dx.doi.org/10.3768/rtipress.2017.rr.0031.1704.
Pełny tekst źródłaChang, Ke-Vin. Ultrasonography for the Diagnosis of Carpal Tunnel Syndrome: A Protocol for an Umbrella Review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, kwiecień 2022. http://dx.doi.org/10.37766/inplasy2022.4.0058.
Pełny tekst źródłaLamar, Traci. Real Mom. Ames: Iowa State University, Digital Repository, listopad 2015. http://dx.doi.org/10.31274/itaa_proceedings-180814-1266.
Pełny tekst źródłaGoldstein, Noah, Jeff Stewart, Alan Lamont, Evi Dube i Jim Gansemer. Scoping Memo Response. Office of Scientific and Technical Information (OSTI), czerwiec 2010. http://dx.doi.org/10.2172/1124858.
Pełny tekst źródłaSEXTON, R. A. MCO Monitoring Plan. Office of Scientific and Technical Information (OSTI), wrzesień 2000. http://dx.doi.org/10.2172/804797.
Pełny tekst źródłaSEXTON, R. A. MCO Monitoring activity description. Office of Scientific and Technical Information (OSTI), listopad 1998. http://dx.doi.org/10.2172/11249.
Pełny tekst źródłaBrooksby, C. MPO B593110 - Final Report. Office of Scientific and Technical Information (OSTI), lipiec 2011. http://dx.doi.org/10.2172/1022905.
Pełny tekst źródłaGregg, Michael C., i Jack B. Miller. Modular Microstructure Profiler (MMP). Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2007. http://dx.doi.org/10.21236/ada605602.
Pełny tekst źródłaLORAL FEDERAL SYSTEMS MANASSAS VA. Microlithographic Mask Development (MMD). Fort Belvoir, VA: Defense Technical Information Center, maj 1995. http://dx.doi.org/10.21236/ada294725.
Pełny tekst źródłaRabideau, D. J. MIMO Radar Aperture Optimization. Fort Belvoir, VA: Defense Technical Information Center, styczeń 2011. http://dx.doi.org/10.21236/ada536191.
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