Academic literature on the topic 'Angry Birds (Game)'
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Journal articles on the topic "Angry Birds (Game)"
Lamb, John H. "Angry Birds Mathematics: Parabolas and Vectors." Mathematics Teacher 107, no. 5 (December 2013): 334–40. http://dx.doi.org/10.5951/mathteacher.107.5.0334.
Full textUmrani, Shabana. "Games based learning: A case of learning Physics using Angry Birds." Indian Journal of Science and Technology 13, no. 36 (September 26, 2020): 3778–84. http://dx.doi.org/10.17485/ijst/v13i36.853.
Full textIivonen, Jaakko, and Yang Liu. "What Lead to the Successful Mobile Phone Game? – Story of birds who cannot fly but they have enough angriness." Journal on Innovation and Sustainability. RISUS ISSN 2179-3565 5, no. 1 (January 20, 2014): 71. http://dx.doi.org/10.24212/2179-3565.2014v5i1p71-79.
Full textStephenson, Matthew, Jochen Renz, and Xiaoyu Ge. "The Computational Complexity of Angry Birds and Similar Physics-Simulation Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (June 25, 2021): 241–47. http://dx.doi.org/10.1609/aiide.v13i1.12947.
Full textStephenson, Matthew, and Jochen Renz. "Creating a Hyper-Agent for Solving Angry Birds Levels." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (June 25, 2021): 234–40. http://dx.doi.org/10.1609/aiide.v13i1.12946.
Full textTziortziotis, Nikolaos, Georgios Papagiannis, and Konstantinos Blekas. "A Bayesian Ensemble Regression Framework on the Angry Birds Game." IEEE Transactions on Computational Intelligence and AI in Games 8, no. 2 (June 2016): 104–15. http://dx.doi.org/10.1109/tciaig.2015.2494679.
Full textDu-Mim Yoon and Kyung-Joong Kim. "Challenges and Opportunities in Game Artificial Intelligence Education Using Angry Birds." IEEE Access 3 (2015): 793–804. http://dx.doi.org/10.1109/access.2015.2442680.
Full textInan, Mehmet, and Fatih Dervent. "Making a digital game active: Examining the responses of students to the adapted active version." Pegem Eğitim ve Öğretim Dergisi 6, no. 1 (February 9, 2016): 113–32. http://dx.doi.org/10.14527/pegegog.2016.007.
Full textRodrigues, M., and P. Simeão Carvalho. "Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game." Physics Education 48, no. 4 (June 20, 2013): 431–37. http://dx.doi.org/10.1088/0031-9120/48/4/431.
Full textGiddings, Seth. "The phenomenology of Angry Birds: Virtual gravity and distributed proprioception in video game worlds." Journal of Gaming & Virtual Worlds 9, no. 3 (September 1, 2017): 207–24. http://dx.doi.org/10.1386/jgvw.9.3.207_1.
Full textDissertations / Theses on the topic "Angry Birds (Game)"
Câmara, Bárbara Bezerra Arruda. "Motivação e games: o uso do jogo Angry Birds com estudantes para o ensino de física." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/13971.
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CAPES; CNPq
Os jogos fazem parte do cotidiano humano. Aos jogos cabe a diversão, a ludicidade, a estimulação para a construção de conhecimentos, por isso eles fascinam crianças, jovens e adultos. A tecnologia possibilita avanços nos jogos e desenvolve o interesse em agregá-los nos contextos educacionais devido sua influência no cotidiano de crianças e jovens. Os jogos educacionais foram elaborados visando a facilitação da aprendizagem e são embasados teoricamente por questões pedagógicas. No entanto, muitas vezes, os conteúdos que são abordados por eles perdem a diversão, o desafio, as possibilidades de descobertas, fatores essenciais para motivar o aluno. Os jogos digitais não foram desenvolvidos visando objetivos educacionais, mas podem apresentar possibilidades educativas, assim, as novas demandas escolares apontam a necessidade do uso de jogos digitais neste contexto com o intuito de possibilitar uma nova forma de aprender que motiva e envolve mais o discente. A motivação no campo educacional é considerada essencial para favorecer a aprendizagem dos alunos. Nesta pesquisa, ela é estudada a partir da Teoria de Metas de Realização. Essa teoria aponta dois tipos de metas: Aprender e Performance. A meta Aprender é associada ao bom desempenho, à manutenção da atenção, ao interesse em sala de aula; a meta Performance pode ser associada a aspectos positivos como persistência e esforço (Meta Performance Aproximação) e a aspectos negativos como medo do fracasso e ansiedade (Meta Performance Evitação). Entendendo a importância que os jogos representam como estimuladores do desenvolvimento dos indivíduos e como meio para motivar o aluno, facilitando a aprendizagem, este estudo pretende investigar a possibilidade da utilização do jogo Angry Birds como meio para motivar os alunos pelo processo de ensino-aprendizagem da disciplina de Física. Assim, participaram desta pesquisa 21 alunos do nono ano de uma Escola Pública de João Pessoa. O método consistiu na elaboração de aulas em que houvesse a união dos conteúdos programáticos da disciplina e o jogo. Posteriormente foi aplicado a Escala de Motivação para Aprendizagem (EMAPRE) com o intuito de verificar a motivação discente. As aulas foram ministradas a partir das relações entre o jogo e os conteúdos, favorecendo momentos em que os alunos pudessem construir e verificar seus conhecimentos jogando o Angry Birds. Por fim, houve a reaplicação da EMAPRE com o intuito de verificar a motivação dos alunos após as aulas. Os resultados quantitativos apontaram aumento significativo na motivação dos estudantes e diminuição do comportamento de evitação em sala de aula. Os resultados demonstraram um aumento do interesse discente pelas aulas e pelo processo de aprendizagem, apontando uma maior motivação para este processo. Os resultados positivos desta pesquisa demonstram a necessidade de um maior interesse dos educadores pela inclusão dos jogos eletrônicos na escola porque é uma possibilidade de aproximar o ensino ao contexto dos discentes, tornando a educação algo interessante, desafiadora e prazerosa.
Silva, Neto Manoel Coelho da. "Ensinando cinemática através da análise de movimentos em vídeos de captura de games." Volta Redonda, 2017. https://app.uff.br/riuff/handle/1/4222.
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Coordenação de Aperfeiçoamento de Pessoal de Nível Superior
Universidade Federal Fluminense. Instituto de Ciências Exatas. Programa de Pós-Graduação em Ensino de Física. Volta Redonda,RJ.
Esta dissertação apresenta uma atividade de ensino centrada no aluno para tópicos de cinemática, utilizando Tecnologias de Informação e Comunicação (TICs) e o game Angry Birds como motivador do engajamento do aluno no processo de aprendizagem. Em nosso projeto, conduzido no Colégio Estadual Conde Pereira Carneiro, em Angra dos Reis, RJ, os alunos cumpriram atividades de recuperação escolar em aulas vagas do próprio turno de presença, onde, capturando uma sessão de jogo de Angry Birds em vídeo, posteriormente analisavam os movimentos nele contidos no software Tracker. Com isso, trabalharam-se todos os conceitos fundamentais da cinemática, como posição, deslocamento, velocidade e aceleração, além de tópicos da cinemática, como movimento uniforme, acelerado e de projéteis. Os resultados sugerem que este tipo de atividade é efetiva em promover uma maior aproximação do aluno à disciplina de Física, proporcionando engajamento e estimulando autonomia e independência no aprendizado do estudante, qualidades desejáveis em qualquer metodologia de ensino.
This work presents a student-centered teaching activity for teaching kinematics, using Communication and Information Tecnologies, and the game Angry Birds as the motivator for student engagement in the learning process. Our project, conducted at Colégio Estadual Conde Pereira Carneiro, in Angra dos Reis, RJ, consisted of sessions where students captured a playing session of Angry Birds in video, with later analysis of the motion of the birds through the software Tracker. They dealt, thus, with all the fundamental concepts of kinematics, such as position, displacement, velocity and acceleration, as well as with topics specific to kinematics, such as uniform and accelerated motion and projectile motion. The results suggest that this kind of activity promotes a greater closeness to the discipline of Physics, as well as engagement and independence in learning, something highly desirable in teaching and learning.
Chiu, Siang-Jie, and 邱蘘絜. "Exploring Players’ Flow Experience to“Angry Birds” Mobile Casual Game." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/dm2mhy.
Full text國立臺中科技大學
多媒體設計系碩士班
101
Causal Mobile Games is a way to make players easy to participate and obtain more fun in a short time through deeply participating experience. A well-designed game is capable of leading a player into the state of concentration known as “flow” processing, in which gained enjoyment and pleasure. The theory of flow was first introduced by a psychologist who was Csikszentmihalyi in 1975. This theory means to a player completely engrossment into a game activity which to perceive best experiencing. How to use the players’ flow experience to assess the content of games that has already became an important issue. The aim of the research se is to explore and evaluate the flow experience while players’ are participating into the “Angry Birds”Causal Mobile Games. The three dimensions are applied to assess flow experience, which are players’ focus, control and pleasure. Furthermore, when players are participating in these games, Their Electroencephalography (EEG), operating behaviors and facial expressions are detected and recognized physiological reaction to explore their. The results are analyzed and concluded as the following: 1. The challenge levels of “Angry Birds” are significant to players’ flow experience. 2. The players’ gender has significantly effect on players’ flow experience. 3. The players’ has experience has no significant effect on player’s flow experience.
Yang, Wan-Ling, and 楊婉鈴. "A STUDY ON FACTORS AFFECTING THE PLAYER’S PARTICIPATION INTENTIONS IN MOBILE GAME—A COMPARISON OF INTERNATIONAL APP GAMES: CANDY CRUSH AND ANGRY BIRDS." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/897sc6.
Full text銘傳大學
國際企業學系碩士在職專班
103
Game markers really want to know how to make wonderful and popular games. Follow the literature, the factors like “Game Difficulty Level”, “Perceived Playfulness”, “Network Externality”, and “Push Advertising of APP Games” might affecting the player’s participation intentions in mobile game. Thus, the purpose of this study are: (1) The factors are suitable or not. (2) The international APP games, Candy Crush and Angry Birds, are both making whole the world crazy, so the factors affecting the players’ participate intentions in Candy Crush and Angry Birds are different or not.(3) Study on factors affecting the player’s participation intentions in mobile game. The main research objects are university students because they are highest in technology acceptance. The samples are from Ming Chuan University and using Convenience Sampling. Finally, the study obtains several conclusions: (1) The factors affecting the players’ participate intentions are suitable. (2) The factors affecting the players’ participate intentions in Candy Crush and Angry Birds is only significant difference at “Game Difficulty Level”. (3) After the Logistic model analysis, it obtain the main factors affecting the player’s participation intentions in mobile game are “Game Difficulty Level” and “Perceived Playfulness”. Thus, in limited resources, the game makers need to strengthen “Perceived Playfulness” to attract players. At the same time, the game makers also need to be careful the setting about “Game Difficulty Level” because the level of game is too hard or too easy that both make players quit the game.
Books on the topic "Angry Birds (Game)"
1965-, Tobin Paul, and Randall Ron, eds. Super Angry Birds. San Diego, CA: Idea & Design Works, LLC, 2016.
Find full text(Firm), Walter Foster, ed. Learn to draw Angry Birds. Irvine, Calif.]: Walter Foster Pub., Inc., 2012.
Find full textAngry Birds Transformers: Robot Birds in disguise. London: Dorling Kindserley, 2014.
Find full textLet's make Angry Birds cakes. Irvine, CA: Walter Foster, a division of Quarto Publishing Group USA Inc, 2014.
Find full textauthor, Dakin Glenn, ed. Angry Birds Star Wars character encyclopedia. London: Dorling Kindersley, 2014.
Find full textauthor, Korhonen Kari 1973, ed. Angry Birds: Flight school. San Diego, CA: Idea & Design Works, LLC, 2017.
Find full text1959-, Ferioli Pelaez Csar, Martn Oscar, Comicup Studio, Digikore Studios, and Rovio Entertainment, eds. Angry Birds comics: Sky high. San Diego, CA: Idea & Design Works, LLC, 2015.
Find full textBook chapters on the topic "Angry Birds (Game)"
Guerineau, David. "Creating a Game Menu and a Particles Effect: An Angry Birds-like Game, Part II." In Learn GameSalad for iOS: Game Development for iPhone, iPad, and HTML5, 203–45. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4357-1_7.
Full textGuerineau, David. "Learning Gravity, Basic Physics, and Camera Controls: An Angry Birds-like Game, Part I." In Learn GameSalad for iOS: Game Development for iPhone, iPad, and HTML5, 161–202. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4357-1_6.
Full textBarton, Matt. "Angry Birds: Slingshot to the Top." In Vintage Games 2.0, 333–36. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-54.
Full text"On the Trail of Angry Birds—Physics Engine Box2D." In iOS Game Development, 315–44. A K Peters/CRC Press, 2016. http://dx.doi.org/10.1201/b15241-9.
Full textRepnik, Robert, Dominik Robič, and Igor Pesek. "Physics Learning in Primary and Secondary Schools with Computer Games—An Example — Angry Birds." In E-Learning - Instructional Design, Organizational Strategy and Management. InTech, 2015. http://dx.doi.org/10.5772/60604.
Full textConference papers on the topic "Angry Birds (Game)"
Stephenson, Matthew, Jochen Renz, and Xiaoyu Ge. "The Computational Complexity of Angry Birds (Extended Abstract)." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/716.
Full textRobic, D., and R. Repnik. "Computer game Angry Birds in teaching physics." In 2015 38th International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO). IEEE, 2015. http://dx.doi.org/10.1109/mipro.2015.7160358.
Full textAlam, Nowshin Faiza, Albertus Agung, Febri Abdullah, Pujana Paliyawan, and Ruck Thawonmas. "Singing with an Angry-Birds-like Game." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231716.
Full textXu, Jingdi, Changeun Yang, Yuuki Okido, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. "An Angry Birds-like Game System for Promoting Players’ Emotion." In 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE). IEEE, 2018. http://dx.doi.org/10.1109/gcce.2018.8574848.
Full textCalle, Laura, Juan-Julián Merelo-Guervós, Mario García-Valdez, and Antonio Mora-García. "Speeding Up Evaluation of Structures for the Angry Birds Game." In 11th International Conference on Evolutionary Computation Theory and Applications. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0008365502370244.
Full textFang, Zhou, Pujana Paliyawan, Ruck Thawonmas, and Tomohiro Harada. "Towards an Angry-Birds-Like Game System for Promoting Mental Well-Being of Players using Art-Therapy-Embedded Procedural Content Generation." In 2019 IEEE 8th Global Conference on Consumer Electronics (GCCE). IEEE, 2019. http://dx.doi.org/10.1109/gcce46687.2019.9015247.
Full textStephenson, Matthew, and Jochen Renz. "Deceptive angry birds." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235775.
Full textGamage, Chathura, Vimukthini Pinto, Jochen Renz, and Matthew Stephenson. "Deceptive Level Generation for Angry Birds." In 2021 IEEE Conference on Games (CoG). IEEE, 2021. http://dx.doi.org/10.1109/cog52621.2021.9619031.
Full textFerreira, Lucas, and Claudio Toledo. "A search-based approach for generating Angry Birds levels." In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932912.
Full textYoon, Du-Mim, Joo-Seon Lee, Hyun-Su Seon, Jeong-Hyeon Kim, and Kyung-Joong Kim. "Optimization of Angry Birds AI controllers with distributed computing." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317894.
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