Journal articles on the topic 'Context-aware gaming'
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Wu, Maomao, Keith Mitchell, Duncan McCaffery, Joe Finney, and Adrian Friday. "Real Tournament – mobile context‐aware gaming for the next generation." Electronic Library 22, no. 1 (2004): 55–64. http://dx.doi.org/10.1108/02640470410520113.
Full textAnbarivan Nalapathy Leninsengathir, Jamiyandorj Batzorig, and Naga Kiran Viswadhanapalli. "Visual learning model for behavioral cloning in gaming: Towards human-like ai systems." International Journal of Science and Research Archive 14, no. 2 (2025): 010–24. https://doi.org/10.30574/ijsra.2025.14.2.0322.
Full textSöbke, Heinrich, Jannicke Baalsrud Hauge, and Ioana A. Stefan. "Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)." International Journal of Serious Games 4, no. 2 (2017): 39–58. https://doi.org/10.17083/ijsg.v4i2.182.
Full textCzerska, Iwona. "Development directions of the gaming industry as opportunities for people with disabilities." Scientific Papers of Silesian University of Technology. Organization and Management Series 2023, no. 166 (2023): 157–66. http://dx.doi.org/10.29119/1641-3466.2022.166.10.
Full textKumar, Manoj. "Virtual Reality and Artificial Intelligence: A Perfect Combination for Immersive Gaming." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 12 (2024): 1–6. https://doi.org/10.55041/ijsrem17965.
Full textXie, Dr Xiaoling, and Dr Zeming Fang. "Multi-Modal Emotional Understanding in AI Virtual Characters: Integrating Micro-Expression-Driven Feedback within Context-Aware Facial Micro-Expression Processing Systems." Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications 15, no. 3 (2024): 474–500. http://dx.doi.org/10.58346/jowua.2024.i3.031.
Full textC L Lishan, Saravana M K, Snigdha P Rao, and Manushree K B. "A Comprehensive Survey on Gesture-Controlled Interfaces: Technologies, Applications, and Challenges." International Journal of Scientific Research in Science and Technology 12, no. 2 (2025): 1112–36. https://doi.org/10.32628/ijsrst251222672.
Full textTyagi, Himani. "Real time object detection and interaction in at using deep learning." International Scientific Journal of Engineering and Management 04, no. 04 (2025): 1–7. https://doi.org/10.55041/isjem02998.
Full textAnuja Phapale and Shriya Sawashe. "3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction." International Journal of Applied and Advanced Multidisciplinary Research 2, no. 1 (2024): 23–30. http://dx.doi.org/10.59890/ijaamr.v2i1.730.
Full textPhapale, Anuja, and Shriya Sawashe. "3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction." 3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction 2, Vol. 2 No. 1 (2024): January, 2024 (2024): 8. https://doi.org/10.59890/ijaamr.v2i1.730.
Full textAvtar Singh. "Real-Time Generative AI in Game Texture Rendering : A Systematic Analysis of Visual Enhancement Technologies." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 10, no. 6 (2024): 775–84. http://dx.doi.org/10.32628/cseit241061112.
Full textShi, Qihan. "Design and Implementation of Game Decision-making System Based on Personified LLM Agents." Applied and Computational Engineering 158, no. 1 (2025): 87–95. https://doi.org/10.54254/2755-2721/2025.tj23326.
Full textAgustina, Ika, Rommel Sinaga, and Pirman Ginting. "Teaching Digital Pragmatics: Politeness Strategies and Face Negotiation in Real-Time Game-Based Interaction." Elsya : Journal of English Language Studies 7, no. 2 (2025): 174–88. https://doi.org/10.31849/elsya.v7i2.25061.
Full textSas, Martin, Maarten Denoo, and Jan Tobias Mühlberg. "Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs in Kids-Oriented F2P Video Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 425–63. http://dx.doi.org/10.1145/3611036.
Full textKlabbers, Jan HG. "On the Architecture of Game Science." Simulation & Gaming 49, no. 3 (2018): 207–45. http://dx.doi.org/10.1177/1046878118762534.
Full textGoranson, Ted. "Perception-Dominant Control Types for Human/Machine Systems." Proceedings of the AAAI Symposium Series 3, no. 1 (2024): 43–44. http://dx.doi.org/10.1609/aaaiss.v3i1.31177.
Full textTalla, Radhika, and Dr B. V. Ramana Murthy. "PREDICTION AND ANALYSIS OF HUMAN PERCEPTION AND EMOTIONAL UNDERSTANDING THROUGH TECHNOLOGY – BLUE EYES TECHNOLOGY." International Journal of Interpreting Enigma Engineers 01, no. 01 (2024): 16–24. http://dx.doi.org/10.62674/ijiee.2024.v1i01.003.
Full textKhubulava, Gregory G. "Disabled child and the society: Relationships and socialization." Pediatric Traumatology, Orthopaedics and Reconstructive Surgery 5, no. 3 (2017): 66–73. http://dx.doi.org/10.17816/ptors5368-73.
Full textBernardos, Ana M., Xian Wang, Luca Bergesio, Juan A. Besada, and José R. Casar. "Assessing the Acceptance of a Mid-Air Gesture Syntax for Smart Space Interaction: An Empirical Study." Journal of Sensor and Actuator Networks 13, no. 2 (2024): 25. http://dx.doi.org/10.3390/jsan13020025.
Full textMilkevich, Oksana A., Angela V. Gileva, and Elena V. Vatina. "Training of teaching staff in the context of the transformation of the value of family and childhood." Perspectives of Science and Education 62, no. 2 (2023): 125–40. http://dx.doi.org/10.32744/pse.2023.2.7.
Full textBossak-Herbst, Barbara, and Małgorzata Głowacka-Grajper. "Ethnography of Horse Racing Gamblers’ Lives. Constructing Biographical Narratives in the Process of Interviewing." Qualitative Sociology Review 19, no. 4 (2023): 6–25. http://dx.doi.org/10.18778/1733-8077.19.4.01.
Full textVerma, Santoshi. "A study on the concerns about the privacy of personally identifiable information in the context of information and communications technology use, the internet, and social media." International Journal of Management and Development Studies 11, no. 06 (2022): 01–05. http://dx.doi.org/10.53983/ijmds.v11n06.001.
Full textAndi Ahmad Ichsan Hady D, A. M. Syukri Akub, and Abd. Asis. "CRIMINAL LIABILITY OF PERPETRATORS IN THE CRIME OF PROMOTING ONLINE GAMBLING ON SOCIAL MEDIA." Awang Long Law Review 5, no. 1 (2022): 154–66. http://dx.doi.org/10.56301/awl.v5i1.546.
Full textShuva, Nafiz Zaman. "“The journey will be relaxed. You will watch television. Just like a VIP”: Misinformation, secrecy, and the information behaviour of repatriated migrants in Bangladesh." Open Information Science 5, no. 1 (2021): 233–49. http://dx.doi.org/10.1515/opis-2020-0123.
Full textShakti, Pandey, and Vir Vikram Bahadur Singh Dr. "CYBER TERRORISM TO THE REFRENCE OF CRYPTO CURRENCY IN INDIA." Indian Journal of Law and Society I, no. 8 (2024): 111–21. https://doi.org/10.5281/zenodo.10644611.
Full textThị Tuyết Vân, Phan. "Education as a breaker of poverty: a critical perspective." Papers of Social Pedagogy 7, no. 2 (2018): 30–41. http://dx.doi.org/10.5604/01.3001.0010.8049.
Full textHäfliger, Adan, and Shuichi Kurabayashi. "Dynamic Motion Matching: Design and Implementation of a Context-Aware Animation System for Games." International Journal of Semantic Computing, May 28, 2022, 1–24. http://dx.doi.org/10.1142/s1793351x22400086.
Full textGuzzetti, Alice, Roberta Crespi, and Glyn Atwal. "Gaming and luxury brands: love and hate." Journal of Business Strategy, July 6, 2023. http://dx.doi.org/10.1108/jbs-05-2023-0086.
Full textZaman, Bieke, Maarten Van Mechelen, Rozane De Cock, and Jonathan Huyghe. "Perceptions of and Exposure to Games of Chance, Gambling, and Video Gaming: Self-Reports of Preadolescents and Parents." Journal of Gambling Issues 46 (December 1, 2020). http://dx.doi.org/10.4309/jgi.2021.46.13.
Full textStaller, Mario S., and Swen Koerner. "Beyond Classical Definition: The Non-definition of Gamification." SN Computer Science 2, no. 2 (2021). http://dx.doi.org/10.1007/s42979-021-00472-4.
Full textWeidener, Lukas, Fabio Laredo, Kishore Kumar, and Karlin Compton. "Delegated voting in decentralized autonomous organizations: a scoping review." Frontiers in Blockchain 8 (June 2, 2025). https://doi.org/10.3389/fbloc.2025.1598283.
Full textAbuhoureyah, Fahd, Wong Yan Chiew, and M. Sami Zitouni. "WIFI based human activity recognition using multi-head adaptive attention mechanism." Journal of Intelligent & Fuzzy Systems, April 26, 2024, 1–16. http://dx.doi.org/10.3233/jifs-234379.
Full textCláuvin, Almeida, Kalinowski Marcos, Uchôa Anderson, and Feijó Bruno. "Datasets of "Negative Effects of Gamification in Education/Learning Systems: Systematic Mapping and Practitioner Perceptions"." February 25, 2022. https://doi.org/10.5281/zenodo.6279062.
Full textMoore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (2015). http://dx.doi.org/10.5204/mcj.1010.
Full textMelby, Line, and Erna Håland. "When time matters: a qualitative study on hospital staff’s strategies for meeting the target times in cancer patient pathways." BMC Health Services Research 21, no. 1 (2021). http://dx.doi.org/10.1186/s12913-021-06224-7.
Full textAshton, Daniel. "Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future." M/C Journal 11, no. 6 (2008). http://dx.doi.org/10.5204/mcj.86.
Full textElsayed, Mohamed, and Ramiz Salama. "Educational games for miss-concentration students (ADHD students)." International Journal of Innovative Research in Education 7, no. 1 (2020). http://dx.doi.org/10.18844/ijire.v7i1.4762.
Full textFilho, José dos Santos Cabral. "Flip Horizontal." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1870.
Full textBanks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (1998). http://dx.doi.org/10.5204/mcj.1731.
Full textBanks, John. "From Fetish to Factish and Back Again." M/C Journal 2, no. 5 (1999). http://dx.doi.org/10.5204/mcj.1769.
Full textO'Neill, Christopher Allan, Mark Andrejevic, Neil Selwyn, Xin Gu, and Gavin Smith. "‘ETHICAL BIOMETRICS’ AND THE FACE OF THE CHILD: THE SURVEILLANCE OF CHILDREN WITHIN FACIAL RECOGNITION INDUSTRY DISCOURSE." AoIR Selected Papers of Internet Research, September 15, 2021. http://dx.doi.org/10.5210/spir.v2021i0.12222.
Full textCesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no. 3 (2004). http://dx.doi.org/10.5204/mcj.2371.
Full textGerhard, David. "Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.742.
Full textMatthews, Justin Robert, and Angelique Nairn. "The Actotron." M/C Journal 27, no. 6 (2024). http://dx.doi.org/10.5204/mcj.3118.
Full textCruikshank, Lauren. "Synaestheory: Fleshing Out a Coalition of Senses." M/C Journal 13, no. 6 (2010). http://dx.doi.org/10.5204/mcj.310.
Full textBarbour, Kim, P. David Marshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no. 3 (2014). http://dx.doi.org/10.5204/mcj.841.
Full textLeotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no. 3 (2016). http://dx.doi.org/10.5204/mcj.1084.
Full textFoith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.729.
Full textLosh, Elizabeth. "Artificial Intelligence." M/C Journal 10, no. 5 (2007). http://dx.doi.org/10.5204/mcj.2710.
Full textMay, Lawrence. "Confronting Ecological Monstrosity." M/C Journal 24, no. 5 (2021). http://dx.doi.org/10.5204/mcj.2827.
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