Academic literature on the topic 'Game Audio design'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Game Audio design.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Game Audio design"

1

Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

Full text
Abstract:
We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game wo
APA, Harvard, Vancouver, ISO, and other styles
2

Parker, J. R., and John Heerema. "Audio Interaction in Computer Mediated Games." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/178923.

Full text
Abstract:
The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.
APA, Harvard, Vancouver, ISO, and other styles
3

Böttcher, 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 text
Abstract:
A study has been conducted into whether the use of procedural audio affects players in computer games using motion controllers. It was investigated whether or not (1) players perceive a difference between detailed and interactive procedural audio and prerecorded audio, (2) the use of procedural audio affects their motor-behavior, and (3) procedural audio affects their perception of control. Three experimental surveys were devised, two consisting of game sessions and the third consisting of watching videos of gameplay. A skiing game controlled by a Nintendo Wii balance board and a sword-fightin
APA, Harvard, Vancouver, ISO, and other styles
4

Rovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game." Multimodal Technologies and Interaction 3, no. 4 (2019): 73. http://dx.doi.org/10.3390/mti3040073.

Full text
Abstract:
Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics. Existing ARAG implementations have focused on exploring the surroundings and navigating to virtual sound sources as the main mode of interaction. This paper suggests that gestural activity with a handheld device can realize complex modes of sonic interaction in the augmented environment, resulting in an enhanced immersive game experience. The ARAG “Audio Legends” was designed and tested to evaluate the usability and immersion of a system featuring an exploration phase base
APA, Harvard, Vancouver, ISO, and other styles
5

Hartono, Meilani, Andri Guna Santoso, Crisantus Lebu Raya, Budi Yulianto, and Suwarno Suwarno. "Audio Visual Media Components in Educational Game for Elementary Students." ComTech: Computer, Mathematics and Engineering Applications 7, no. 4 (2016): 255. http://dx.doi.org/10.21512/comtech.v7i4.2515.

Full text
Abstract:
The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods
APA, Harvard, Vancouver, ISO, and other styles
6

Wang, Ge. "Some Principles of Visual Design for Computer Music." Leonardo Music Journal 26 (December 2016): 14–19. http://dx.doi.org/10.1162/lmj_a_00960.

Full text
Abstract:
This article presents observations pertaining to expressive visual design for computer music, focusing in particular on real-time integration of graphics and audio. The author describes specific projects as examples supporting a set of design principles that range from “user-oriented” to “aesthetic” and other observations. Examples include audio visualization, game-like interfaces, and mobile musical instruments.
APA, Harvard, Vancouver, ISO, and other styles
7

Bhide, Saylee, Elizabeth Goins, and Joe Geigel. "Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality." Frameless 1, no. 1 (2019): 1–3. http://dx.doi.org/10.14448/frameless.01.007.

Full text
Abstract:
Virtual Reality leverages our cognitive and perceptual abilities to provide immersive experiences that recreate both the visual and aural elements of real spaces with a high degree of realism making it a suitable delivery platform for conveying narratives through games and films. Spatial sound is useful in enhancing immersion and presence of the user in a virtual world. This audio design allows the game designer to place audio cues that appropriately match with the visual cues in a virtual game environment. These localized audio cues placed in a story based game environment also help to evoke
APA, Harvard, Vancouver, ISO, and other styles
8

Wahyuni, Sari, M. Ridha Alhamdani, and Jawas Dwijo Putro. "GAME CENTER: WAHANA PERMAINAN BERBASIS TRADISIONAL DAN DIGITAL." JMARS: Jurnal Mosaik Arsitektur 9, no. 1 (2020): 1. http://dx.doi.org/10.26418/jmars.v9i1.43900.

Full text
Abstract:
Over time, everyone grows up with what he remembers during our lifetime. Game Center is the place for the memory gathering. This has an impact on the interest of both young and old players which will continue to grow every year. Currently Pontianak does not have this game center. Meanwhile, game enthusiasts, especially in terms of audio-visual, are getting higher. From the static data in Statista, it states that the high demand and activity from games. Therefore, it is necessary to design a Game Center. The Game Center design is designed not only as a mere function of a game center, but also a
APA, Harvard, Vancouver, ISO, and other styles
9

SCHÜTZE, STEPHAN. "The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation." Organised Sound 8, no. 2 (2003): 171–80. http://dx.doi.org/10.1017/s1355771803000074.

Full text
Abstract:
The ability to create a virtual world in computer code and implement audio that will follow the physical laws of that real world provides enormous flexibility to the composers working in the computer game industry. The multiple layers of sound that are nonlinear, interactive and dynamically mixed and effected in real time, place this media well outside the restrictions of traditional film, television and music and allow for experiences difficult to create in a more traditional real-world setting. The process of designing a broad concept audio environment for a computer game world can become a
APA, Harvard, Vancouver, ISO, and other styles
10

Miyakawa, Haruna, Noko Kuratomo, Hisham E. Bilal Salih, and Keiichi Zempo. "Auditory Uta-Karuta: Development and Evaluation of an Accessible Card Game System Using Audible Cards for the Visually Impaired." Electronics 10, no. 6 (2021): 750. http://dx.doi.org/10.3390/electronics10060750.

Full text
Abstract:
Playing board games is important for people with a visually impairment, as it promotes interactive socialization and communication skills. However, some board games are not accessible to them at present. In this study, we proposed an auditory card game system that presents a card’s contents with auditory stimuli to all players, towards playing equally with others, regardless of whether they have a visual impairment or not as one of the solutions to make board games accessible. This proposal contributes significantly to expand the range of inclusive board games for the visually impaired. The pu
APA, Harvard, Vancouver, ISO, and other styles
More sources

Dissertations / Theses on the topic "Game Audio design"

1

Li, Zheng, and Hua Wang. "A Mobile Game for Encouraging Active Listening among Deaf and Hard of Hearing People : Comparing the usage between mobile and desktop game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10500.

Full text
Abstract:
Context. Daily active listening is important for the deaf and hard of hearing people (DHH) of their hearing rehabilitation, but the related hearing activities are usually not enough for them due to kinds of reasons. Although some traditional desktop computer-assisted tools were created for encouraging active listening, the usage rate is not high. Nowadays, mobile smart devices become more and more widely used and easily accessible all around the world. Game applications on these devices are good tools for training related activities. However, in the market, there are limited games designed for
APA, Harvard, Vancouver, ISO, and other styles
2

Wallin, Emil. "Evaluation of Physically Inspired Models in Video Game Melee Weapon SFX." Thesis, Luleå tekniska universitet, Medier, ljudteknik och teater, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-78968.

Full text
Abstract:
This study explored the possible impact to a game’s responsiveness and to players’ preferences by using a physically inspired model (real-time pitch and amplitude modulation) as a means of efficiently achieving responsive variation for melee weapon sound effects in a game using the in-engine audio features. A play test was created were 24 participants (12 with audio engineering backgrounds, 12 without), all with prior gaming experience, played through a game level where they would audition a non-variational implementation of a sword’s sound effects and a variational implementation with the sam
APA, Harvard, Vancouver, ISO, and other styles
3

Dams, Lacey. "The Battle of Orléans : The design process of an audio-tactile social game with older late-blind players." Thesis, Linnéuniversitetet, Institutionen för design (DE), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-96698.

Full text
Abstract:
This work focuses on the creation of asocial game for older late-blind players,using participatory design.Even though the board game industry isbooming, accessible versions are scarceand since a substantial part of games areprimarily based on visual stimuli they arerather hard or impossible to translate intoa tactile version.Therefore, this thesis wants to criticise thenorm of abled-bodieness in boardgamesand uses co-design to create a new kindof social game, which renounces the useof exclusive visual game mechanics andintroduces an audio-tactile approach.Spenuzzis structure for participatoryd
APA, Harvard, Vancouver, ISO, and other styles
4

Kristal-Ern, Alfred. "Can sound be used to effectively direct players' attention in a visual gameplay oriented task?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-63621.

Full text
Abstract:
In this study, the understanding about multimodal perception from previous studies has been used to create a perceptually demanding visual search task inside a game. Also, a subtle multimodal cue was created to be in-directly informative about the visual search target’s location by attracting subjects’ attention. 20 subjects were divided equally among the experiments two conditions, one where the subjects had no access to the multimodal information and one where the subjects did have access to the multimodal information. The multimodal information conveyed to the subjects in this experiment wa
APA, Harvard, Vancouver, ISO, and other styles
5

Liudkevich, Denis. "Návrh virtuálního síťového kolaborativního zvukového nástroje." Master's thesis, Vysoké učení technické v Brně. Fakulta elektrotechniky a komunikačních technologií, 2020. http://www.nusl.cz/ntk/nusl-413250.

Full text
Abstract:
The aim of this work was to create an online platform for multi-user sound creation with original sound synthesis tools. The educational context of the application was also taken into account by hiding the controls of the sound parameters behind the subconsciously known physical phenomena and the game form of the application. A substantial part of the logic and all graphics of the instruments is written in the JavaScript programming language and its library p5.js. It is located on the client side and communicates with the Node.js-based server via a web socket. The audio part is on another serv
APA, Harvard, Vancouver, ISO, and other styles
6

Savvateev, Anton. "Which compound-earcon's attributes may improve a player's performance in a search-oriented gameplay: rhythm vs timbre?" Thesis, Luleå tekniska universitet, Medier ljudteknik och upplevelseproduktion och teater, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69003.

Full text
Abstract:
Earcons are commonly used by sound designers in order to support visual cues in a game andto make a gaming experience more enjoyable. This study covers two earcons’ attributes: rhythm and timbre. Rhythm and timbre attributes were chosen according to the earcon sounddesign guidelines from the previous studies. An experiment in a form of a video game was conducted in order to research whether one of the conditions can increase a players’performance. A subject had to choose the correct key to the door in order to go to the next location. There were 3 different locations and there were totally 5 d
APA, Harvard, Vancouver, ISO, and other styles
7

Nyberg, Oscar. "Does changing the frequency content of a reverb affect perceived emotion in a video-game?" Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-74656.

Full text
Abstract:
Emotion is a large part of the experience when playing video-games, and sound design can strongly influence the emotional response in players. This study is about the effect reverb, which is part of the sound design, can have on a players perceived emotion. An experiment was conducted, where twenty subjects got to play a video-game level which included two churches. These were identical both visually and audibly, except for the frequency content in the reverb in each church. Results show that the subjects perceived different emotions depending on what reverb they heard.
APA, Harvard, Vancouver, ISO, and other styles
8

Bergqvist, Emil. "Auditory displays : A study in effectiveness between binaural and stereo audio to support interface navigation." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-10072.

Full text
Abstract:
This thesis analyses if the change of auditory feedback can improve the effectiveness of performance in the interaction with a non-visual system, or with a system used by individuals with visual impairment. Two prototypes were developed, one with binaural audio and the other with stereo audio. The interaction was evaluated in an experiment where 22 participants, divided into two groups, performed a number of interaction tasks. A post-interview were conducted together with the experiment. The result of the experiment displayed that there were no great difference between binaural audio and stere
APA, Harvard, Vancouver, ISO, and other styles
9

Blake, Greyory. "Good Game." VCU Scholars Compass, 2018. https://scholarscompass.vcu.edu/etd/5377.

Full text
Abstract:
This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of t
APA, Harvard, Vancouver, ISO, and other styles
10

Sorribes, Bernhard Pablo. "Lagerbaserade och förprocesserade ljud : En undersökning av hur två implementationsmetoder påverkar uppfattningen av distans av ljud i spel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13813.

Full text
Abstract:
Undersökningens syfte var att jämföra två implementationsmetoder för ljud i spel. Dessa metoder är en lagerbaserad metod och en förrenderad metod. I den lagerbaserade metoden kombineras de olika ljudlager som ljudeffekten består av i realtid av spelmotorn, där den individuellt för varje lager applicerar volym- och filtreringskurvor över distans. I den förrenderade metoden har dessa ljudlager redan i förväg kombinerats ihop i en enda audiofil, d.v.s. att den enda behandlingen som sker i ljudmotorn är att volymen sänks över distans, på hela ljudeffekten. I bakgrunden beskrivs övergripande teorie
APA, Harvard, Vancouver, ISO, and other styles
More sources

Books on the topic "Game Audio design"

1

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Triadic game design: Balancing reality, meaning and play. Springer, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
3

Jorgensen, Kristine. A comprehensive study of sound in computer games: How audio affects player action. Edwin Mellen Press, 2010.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
4

A comprehensive study of sound in computer games: How audio affects player action. Edwin Mellen Press, 2009.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
5

Harteveld, Casper. Triadic Game Design. Springer, 2011.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
6

Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
7

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
8

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
9

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
10

Sinclair, Jean-Luc. Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. Taylor & Francis Group, 2020.

Find full text
APA, Harvard, Vancouver, ISO, and other styles
More sources

Book chapters on the topic "Game Audio design"

1

Zgeb, Bronson. "Audio and Composition." In Procedural Generation in Game Design. A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-19.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Sinclair, Jean-Luc. "Coding for Game Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Sinclair, Jean-Luc. "The Audio Engine and Spatial Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-4.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Sinclair, Jean-Luc. "Procedural Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-10.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

Sinclair, Jean-Luc. "Implementing Audio." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-8.

Full text
APA, Harvard, Vancouver, ISO, and other styles
6

Sinclair, Jean-Luc. "Audio Data Reduction." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-12.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Zdanowicz, Gina, and Spencer Bambrick. "The Basics of Nonlinear Sound Design." In The Game Audio Strategy Guide. Focal Press, 2019. http://dx.doi.org/10.4324/9781351016438-7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Sinclair, Jean-Luc. "The Game Engine Paradigm." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-3.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Mendels, Philip, and Joep Frens. "The Audio Adventurer: Design of a Portable Audio Adventure Game." In Fun and Games. Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_5.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Sinclair, Jean-Luc. "Practical Sound Design." In Principles of Game Audio and Sound Design. Focal Press, 2020. http://dx.doi.org/10.4324/9781315184432-6.

Full text
APA, Harvard, Vancouver, ISO, and other styles

Conference papers on the topic "Game Audio design"

1

Östblad, Per Anders, Henrik Engström, Jenny Brusk, Per Backlund, and Ulf Wilhelmsson. "Inclusive game design." In the 9th Audio Mostly. ACM Press, 2014. http://dx.doi.org/10.1145/2636879.2636909.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Rovithis, Emmanouel, Andreas Mniestris, and Andreas Floros. "Educational audio game design." In the 9th Audio Mostly. ACM Press, 2014. http://dx.doi.org/10.1145/2636879.2636902.

Full text
APA, Harvard, Vancouver, ISO, and other styles
3

Tong, Tiffany, Daniel Zingaro, and Steve Engels. "Design guidelines for audio-based game features." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. ACM, 2014. http://dx.doi.org/10.1145/2658537.2661307.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Dubey, Venketesh N., and Soumya K. Manna. "Design of a Game-Based Rehabilitation System Using Kinect Sensor." In 2019 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/dmd2019-3237.

Full text
Abstract:
As technological innovation is fused into the rehabilitation process, it gives conventional therapy a new direction with the products of interactive nature and easy to measure techniques. In the recent years, virtual reality based game therapy has turned out to be a promising option for post-stroke patients since it engages patients with fun based exercises during rehabilitation process. It also triggers their neuro-motor functions and accelerates the recovery process. Nevertheless it is necessary to extract some valuable information from the joint movements to measure the recovery condition o
APA, Harvard, Vancouver, ISO, and other styles
5

Jäger, Adrian, and Aristotelis Hadjakos. "Navigation in an Audio-only First Person Adventure Game." In The 23rd International Conference on Auditory Display. The International Community for Auditory Display, 2017. http://dx.doi.org/10.21785/icad2017.033.

Full text
Abstract:
Navigation in audio-only first person adventure games is challenging since the user has to rely exclusively on his or her sense of hearing to localize game objects and navigate in the virtual world. In this paper we report on observations that we made during the iterative design process for such a game and the results of the final evaluation. In particular we argue to provide a sufficient number of unique sound sources since players do not use a mental map of the virtual place for navigating but instead move from sound source to sound source in a more linear fashion.
APA, Harvard, Vancouver, ISO, and other styles
6

Biggs, Brandon, Peter Coppin, and James Coughlan. "Design and Evaluation of an Audio Game-inspired Auditory Map Interface." In ICAD 2019: The 25th International Conference on Auditory Display. Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.051.

Full text
Abstract:
This study evaluated a web-based auditory map prototype built utilizing conventions found in audio games and presents findings from a set of tasks participants performed with the prototype. The prototype allowed participants to use their own computer and screen reader, contrary to most studies, which restrict use to a single platform and a self-voicing feature (providing a voice that talks by default). There were three major findings from the tasks: the interface was extremely easy to learn and navigate, participants all had unique navigational styles and preferred using their own screen reade
APA, Harvard, Vancouver, ISO, and other styles
7

Park, Wanjoo, Laehyun Kim, Hyunchul Cho, and Sehyung Park. "Design of haptic interface for brickout game." In 2009 IEEE International Workshop on Haptic Audio visual Environments and Games (HAVE 2009). IEEE, 2009. http://dx.doi.org/10.1109/have.2009.5356137.

Full text
APA, Harvard, Vancouver, ISO, and other styles
8

Collins, Karen, and Bill Kapralos. "Beyond the Screen What we can Learn about Game Design from Audio-Based Games." In Annual International Conference on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2012. http://dx.doi.org/10.5176/2251-1679_cgat06.

Full text
APA, Harvard, Vancouver, ISO, and other styles
9

Menelas, Bob-Antoine J., and Martin J. D. Otis. "Design of a serious game for learning vibrotactile messages." In 2012 IEEE International Workshop on Haptic Audio Visual Environments and Games (HAVE 2012). IEEE, 2012. http://dx.doi.org/10.1109/have.2012.6374446.

Full text
APA, Harvard, Vancouver, ISO, and other styles
10

Urbanek, Michael, Peter Fikar, and Florian Guldenpfennig. "About the sound of bananas — Anti rules for audio game design." In 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2018. http://dx.doi.org/10.1109/segah.2018.8401361.

Full text
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!