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1

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.

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2

Umrani, 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.

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Background/Objectives: Game-Based Learning (GBL) is an emerging term that has attained focus and appreciation at a remarkable level these days, the GBL plays a significant role to learn through games. Angry Birds (AB) is one of the games which are very popular among kids that they mostly spend more than 8 hours of the whole day to play this game. AB’s popularity among the kids is due to its user-friendly easy interface and easy rules. Interface and rules of the game reveal primary physics theories and concepts. This study is conducted to modify the AB interface in such a way that basic physics concepts can be taught to secondary school students using this Game Based Tool (GBT). The objective is to provide GBL tool to teachers and students. That will be helpful for teachers to teach the physics concepts in an interesting way to students.Methods/Statistical analysis: The interface of the AB game is modified in such a way that while students perform various actions to kill the targeted pigs, to hit the objects for scoring, they will be able to learn physics, i.e., projectile motion and some basic concepts of physics involved in achieving the goals. This paper will present the modified interface of AB and how that is used for physics learning. This study is carried to attempt the mentioned objective. The experiment was conducted on 80 students of secondary school,i.e. group 1 played traditional AB game and learned physics in classroom without gaming aid and group 2 learned physics theories in class and used the modified AB game for playing game additionally learned physics from the actions they performed during play. Findings: This study shown that simple and interesting games can be used for learning scientific theories for secondary school students. The study achieved improved results after implementing the lectures using GBL tool to teach physics. 30% of 40 students got 80% of scores in class using GBLT while 25% of 40 students got 80% in class without supplementary GBT. Novelty/Applications: This GBT may be advantageous for teachers and students. Keywords: GameBased learning; angry birds; Physics learning; mobile games
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3

Iivonen, 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.

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This article will consist of analyzing some factors which are the most important forthe successful mobile phone game. There are going to be some common history of how mobilephone games are developed and how this whole game application business has started. Mainfocus in this article is based on analyzing and finding some key factors which are the mostrelevant for successful mobile phone game and how they can be designed. This article is notbased on technical details of mobile phones and there is only some information which consistsof a little bit of technical phrases. Angry Birds mobile phone game is excellent example ofsuccessful mobile game and it will be analyzed rather deeply in this article. Analyzing will notbe based on only how to play game but whole Angry Birds phenomenon will be considered.Developments of mobile phone games have been very fast even though the first and nowadaysclassic mobile phone games (such as Snake) become in 1970s. Last year has been golden agefor mobile phone game designers and this business area is still developing very fast. RovioEntertainment is one of the winners so far. Since few years ago Rovio was close to bankruptcyand nowadays it is globally known entertainment media company. Rovio is behind the AngryBirds which is the most popular mobile phone game.
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4

Stephenson, 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.

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This paper presents several proofs for the computational complexity of the popular physics-based puzzle game AngryBirds. By using a combination of different gadgets within this game’s environment, we can demonstrate that the problem of solving Angry Birds levels is NP-hard. Proof of NP-hardness is by reduction from a known NP-complete problem, in this case 3-SAT. In addition, we are able to show that the original version of Angry Birds is within NP and therefore alsoNP-complete. These proofs can be extended to other physics-based games with similar mechanics.
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5

Stephenson, 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.

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Over the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been developed to solve the complex and challenging physical reasoning problems associated with such a game. However, the performance of these various agents is non-transitive and varies significantly across different levels. No single agent dominates all situations presented, indicating that different procedures are better at solving certain levels than others. We therefore propose the construction of a hyper-agent that selects from a portfolio of sub-agents whichever it believes is best at solving any given level. This hyper-agent utilises key features that can be observed about a level to rank the available candidate algorithms based on their expected score.The proposed method exhibits a significant increase in performance over the individual sub-agents, and demonstrates the potential of using such an approach to solve other physics-based games or problems.
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6

Tziortziotis, 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.

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7

Du-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.

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8

Inan, 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.

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The purpose of this study was to examine the differences between the responses to the digital and the active version of Angry Birds . Participants of this study were comprised of 26 secondary school students who enrolled in a state or a private school. The data for the study were collected during the 2012-2013 school years by using a three question semi-structured interview. The responses to the interviews were analyzed with the qualitative method of content analysis. 6 categories and 31 codes were emerged from the responses of the students. According to responses of the students, entertainment was the most cited category and mostly referred to active games. Negative emotions were controllable in the active game play even students found it more challenging. This study has implications to design game based educational programs.
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9

Rodrigues, 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.

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10

Giddings, 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.

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11

Zubainur, C. M., Suhartati, and Iwannitona. "The practicality of the quadratic function module by utilizing Autograph Software and Angry Birds game." Journal of Physics: Conference Series 1088 (September 2018): 012042. http://dx.doi.org/10.1088/1742-6596/1088/1/012042.

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12

Mambu, Joe Yuan. "PhysiCombat: A Projectile Motion Multiplayer Turn-Based Physics Game on Android." CogITo Smart Journal 6, no. 2 (December 9, 2020): 239. http://dx.doi.org/10.31154/cogito.v6i2.276.239-250.

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School lessons can be uninteresting and even dull. Subjects like maths, physics or chemistry are on top of the list, and one topic that often hard to grasp is the projectile motion lesson. Gamification is seen as one of the concepts where learning can be much more engaging. Using Unity 3D, we were able to develop gamification of the projectile motion lesson. By transforming it into an Angry Birds look alike, the learning process is experienced in this turn-based game become much more enjoyable. Instead of pointing where to shoot, students are asked to calculate the velocity by taking the given value such as angle and distance. The game can be played alone, as in practice mode, or two players as in versus mode or even two groups which is very applicable in a class (i.e. Group 1 vs Group 2) and since it uses real physics equation, the application able to show a realistic simulation of the projectile motion path. School lessons can be uninteresting and even dull. Subjects like maths, physics or chemistry are on top of the list, and one topic that often hard to grasp is the projectile motion lesson. Gamification is seen as one of the concepts where learning can be much more engaging. Using Unity 3D, we were able to develop gamification of the projectile motion lesson. By transforming it into an Angry Birds look alike, the learning process is experienced in this turn-based game become much more enjoyable. Instead of pointing where to shoot, students are asked to calculate the velocity by taking the given value such as angle and distance. The game can be played alone, as in practice mode, or two players as in versus mode or even two groups which is very applicable in a class (i.e. Group 1 vs Group 2) and since it uses real physics equation, the application able to show a realistic simulation of the projectile motion path.
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13

Herodotou, Christothea. "Mobile games and science learning: A comparative study of 4 and 5 years old playing the game Angry Birds." British Journal of Educational Technology 49, no. 1 (February 13, 2017): 6–16. http://dx.doi.org/10.1111/bjet.12546.

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14

Oh, Hyun Joo, and Jae Hee Chung. "A Study on the Influence of Controllability and Usability on Presence in Augmented Reality Arcade Games -Focusing on Stack Game and Angry Birds Game-." JOURNAL OF THE KOREAN SOCIETY DESIGN CULTURE 26, no. 3 (September 30, 2020): 259–70. http://dx.doi.org/10.18208/ksdc.2020.26.3.259.

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15

Ferguson, Christopher J. "Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance." Perspectives on Psychological Science 10, no. 5 (September 2015): 646–66. http://dx.doi.org/10.1177/1745691615592234.

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16

Kumar, Ankit, Kunal Jani, and Nabin Kumar Sahu. "A Comparative Study of Various Artificial Intelligence Based Agents for the Game of Angry Birds With and Without Splitting." Journal of Physics: Conference Series 1694 (December 2020): 012001. http://dx.doi.org/10.1088/1742-6596/1694/1/012001.

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17

Stephenson, Matthew, and Jochen Renz. "Procedural Generation of Levels for Angry Birds Style Physics Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 12, no. 1 (June 25, 2021): 225–31. http://dx.doi.org/10.1609/aiide.v12i1.12871.

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This paper presents a procedural generation algorithm for levels in physics-based puzzle games similar to Angry Birds. The proposed algorithm creates levels consisting of various self-contained structures placed throughout a 2D area. Each structure can be placed either on the ground or atop floating platforms within the available level space. These structures are created using a variety of different block types and do not require predefined substructures or composite elements. Target object locations are determined based on a combination of factors, including structural protection, occupancy estimation and overall dispersion. Experiments were performed in order to determine the ideal input parameters for generating desirable levels. The expressivity of the generator was also evaluated and the results show that the proposed method can generate a wide variety of interesting levels.
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18

Wulandari, Nira Nur. "Penerapan Game Angry Bird untuk Materi Gerak Parabola pada Pembelajaran fisika." Jurnal Pendidikan : Riset dan Konseptual 2, no. 4 (October 29, 2018): 399. http://dx.doi.org/10.28926/riset_konseptual.v2i4.81.

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Penelitian ini bertujuan untuk mendeskripsikan penerapan game Angry Bird untuk materi gerak parabola pada Pembelajaran Fisika Pada Pokok Bahasan Energi. Desain penelitian yang digunakan adalah penelitian mix-method dengan embedded experimental, dengan populasi seluruh siswa SMA kelas X semester ganjil angkatan 2018/2019. Sampel penelitian adalah kelas X IPA 1 yang diambil dengan teknik Cluster Random Sampling. Berdasarkan hasil analisis uji-t berpasangan diperoleh kesimpulan bahwa terdapat perbedaan yang signifikan antara hasil belajar kognitif fisika siswa sebelum dan setelah pembelajaran
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19

Ainamo, Antti, Claudio Dell'Era, and Roberto Verganti. "Radical circles and visionary innovation: Angry birds and the transformation of video games." Creativity and Innovation Management 30, no. 3 (August 10, 2021): 439–54. http://dx.doi.org/10.1111/caim.12458.

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20

Pereira, Leonardo T., and Claudio F. M. Toledo. "Speeding up Search-Based Algorithms for Level Generation in Physics-Based Puzzle Games." International Journal on Artificial Intelligence Tools 26, no. 05 (October 2017): 1760019. http://dx.doi.org/10.1142/s0218213017600193.

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This research uses Machine Learning (ML) techniques in order to aid search-based (SB) algorithms to improve level generation for physics-based puzzle games. These algorithms’ performance are improved by reducing simulation time when the ML techniques are applied. Classification algorithms prevent levels with undesired traits to be evaluated during the simulation phase of the SB procedures. An Angry Birds clone is used for conducting the experiments and results report improvement using the combined approach against every SB algorithm by itself.
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21

Rizky, Hazmi, Hardianto Wibowo, and Lailatul Husniah. "Pengukuran Pengaruh Tantangan Pada Gim Bergenre Puzzle Dengan Metode PLS-SEM Terhadap Pembelajaran Anak." Jurnal Repositor 2, no. 11 (December 4, 2020): 1481. http://dx.doi.org/10.22219/repositor.v2i11.775.

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AbstrakPenelitian ini akan menjelaskan tentang pengaruh dari Gim terhadap pembelajaran, poin-poin gim yang akan dinilai pengaruhnya antara lain adalah Engagement, Immersion, Challenge, dan Skill. Data yang digunakan adalah hasil kuesioner serta nilai Try Out-UN siswa-siswi kelas 12 SMK 3 Malang. Menggunakan permainan Angry Bird, responden nantinya akan bermain selama kurang lebih 30 menit sebelum melakukan kegiatan belajar seperti biasanya. Hal ini dilakukan dalam waktu kurang lebih sekitar satu bulan. Setelah itu responden akan diminta untuk mengisi kuesioner yang nantinya akan diolah dengan metode SEM-PLS. Hasil dari pengolahan data kuesioner tersebut adalah seberapa besar pengaruh gim terhadap pembelajaran berdasarkan poin-poin yang sudah disebutkan di atas. Sedangkan nilai dari Try Out dan UN digunakan untuk mengetahui besar pengaruh gim terhadap pelajaran secara keseluruhan, menggunakan metode paired t-test. Setelah melalui pengujian, hasil yang didapatkan adalah bahwa stimulus gim terhadap pembelajaran berpengaruh secara positif. Dan Engagement menjadi poin paling berpengaruh dalam penilaian prosentase yaitu 32%, disusul dengan Immersion 9.34%, Skill 6.86%, dan Challenge 2.25%.Abstract This study will explain the influence of the game on learning, the game points that will be assessed for influence include Engagement, Immersion, Challenge, and Skill. The data used are the results of the questionnaire and the Try Out-UN scores of 12th grade students of SMK 3 Malang. Using the Angry Bird game, respondents will play for about 30 minutes before doing their usual learning activities. This is done in approximately one month. After that the respondent will be asked to fill out a questionnaire which will later be processed by the SEM-PLS method. The result of processing the questionnaire data is how much influence the game has on learning based on the points mentioned above. While the value of Try Out and UN is used to determine the effect of the game on the overall lesson, using the paired t-test method. After testing, the results obtained are that the game stimulus to learning has a positive effect. And Engagement became the most influential points in the percentage assessment of 32%, followed by Immersion 9.34%, Skill 6.86%, and Challenge 2.25%.
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22

Lorenzo Servitje. "H5N1 for Angry Birds: Plague Inc., Mobile Games, and the Biopolitics of Outbreak Narratives." Science Fiction Studies 43, no. 1 (2016): 85. http://dx.doi.org/10.5621/sciefictstud.43.1.0085.

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23

Taghavi Jelodar, Maryam, Hamid Poursharifi, Mohammad Ali Nazari, and Hasan Shahrokhi. "The effects of computer games with high (Call of Duty) and low (Angry Birds) stimulating rate on the biological arousal levels in boys." Journal of Research in Psychological Health 11, no. 1 (May 1, 2017): 39–48. http://dx.doi.org/10.29252/rph.11.1.39.

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24

Renz, Jochen, XiaoYu Ge, Rohan Verma, and Peng Zhang. "Angry Birds as a Challenge for Artificial Intelligence." Proceedings of the AAAI Conference on Artificial Intelligence 30, no. 1 (March 5, 2016). http://dx.doi.org/10.1609/aaai.v30i1.9875.

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The Angry Birds AI Competition (aibirds.org) has been held annually since 2012 in conjunction with some of the major AI conferences, most recently with IJCAI 2015. The goal of the competition is to build AI agents that can play new Angry Birds levels as good as or better than the best human players. Successful agents should be able to quickly analyze new levels and to predict physical consequences of possible actions in order to select actions that solve a given level with a high score. Agents have no access to the game internal physics, but only receive screenshots of the live game. In this paper we describe why this problem is a challenge for AI, and why it is an important step towards building AI that can successfully interact with the real world. We also summarise some highlights of past competitions, including a new competition track we introduced recently.
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25

Elizabeth, Elizabeth, Intan Rizky Mutiaz, and Imam Santosa. "Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion." Wimba : Jurnal Komunikasi Visual 5, no. 1 (April 26, 2015). http://dx.doi.org/10.5614/jkvw.2013.5.1.6.

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Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.
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26

Wang, Shaojung Sharon, and Shih-Jung Hsu. "Not So Angry Birds: Psychological Benefits of Mobile Games." Pacific Asia Journal of the Association for Information Systems, 2016, 65–84. http://dx.doi.org/10.17705/1pais.08103.

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27

"Digital music to sooth the angry birds." Strategic Direction 32, no. 7 (July 11, 2016): 1–3. http://dx.doi.org/10.1108/sd-04-2016-0049.

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Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings The study supports the interest and potential for developing new products that combine digital music and casual digital games and that draw on firms from more than one region, while potentially involving a wide set of social network key stakeholders. Practical implications The paper provides strategic insights and practical thinking that have influenced some of the world’s leading organizations. Originality/value The briefing saves busy executives and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.
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