Journal articles on the topic 'Game Audio design'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the top 50 journal articles for your research 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.
Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.
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 textParker, 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 textBöttcher, 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 textRovithis, 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 textHartono, 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 textWang, 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 textBhide, 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 textWahyuni, 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 textSCHÜTZE, 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 textMiyakawa, 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 textMatuk, Camillia, Talia Hurwich, Jonathan Prosperi, and Yael Ezer. "Iterations on a Transmedia Game Design Experience for Youth’s Autonomous, Collaborative Learning." International Journal of Designs for Learning 11, no. 1 (2020): 108–39. http://dx.doi.org/10.14434/ijdl.v11i1.24911.
Full textAlmeida, João, and Francisco Nunes. "The Practical Work of Ensuring Effective Use of Serious Games in a Rehabilitation Clinic: A Qualitative Study." JMIR Rehabilitation and Assistive Technologies 7, no. 1 (2020): e15428. http://dx.doi.org/10.2196/15428.
Full textGintere, Ieva. "ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 649. http://dx.doi.org/10.17770/sie2020vol5.4817.
Full textOren, Michael, Chris Harding, and Terri L. Bonebright. "Design and Usability Testing of an Audio Platform Game for Players with Visual Impairments." Journal of Visual Impairment & Blindness 102, no. 12 (2008): 761–73. http://dx.doi.org/10.1177/0145482x0810201204.
Full textSuparti, NFn, and Mariana Susanti. "PENGEMBANGAN MODEL MEDIA AUDIO PEMBELAJARAN BERMUATAN PERMAINAN TRADISIONAL UNTUK PENDIDIKAN ANAK USIA DINI." Jurnal Kwangsan 5, no. 2 (2017): 101. http://dx.doi.org/10.31800/jtp.kw.v5n2.p101--114.
Full textSuparti, NFn, and Mariana Susanti. "PENGEMBANGAN MODEL MEDIA AUDIO PEMBELAJARAN BERMUATAN PERMAINAN TRADISIONAL UNTUK PENDIDIKAN ANAK USIA DINI." Jurnal Kwangsan 5, no. 2 (2017): 101. http://dx.doi.org/10.31800/jtpk.v5n2.p101--114.
Full textSuparti, NFn, and Mariana Susanti. "PENGEMBANGAN MODEL MEDIA AUDIO PEMBELAJARAN BERMUATAN PERMAINAN TRADISIONAL UNTUK PENDIDIKAN ANAK USIA DINI." Jurnal Kwangsan 5, no. 2 (2017): 14. http://dx.doi.org/10.31800/jurnalkwangsan.v5i2.44.
Full textFreitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.
Full textTan, Siu-Lan, John Baxa, and Matthew P. Spackman. "Effects of Built-in Audio versus Unrelated Background Music on Performance In an Adventure Role-Playing Game." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (2010): 1–23. http://dx.doi.org/10.4018/jgcms.2010070101.
Full textWerning, Stefan. "Walk-Through Corporate Aesthetics: Design Affordances in Tech Workspaces." Open Cultural Studies 3, no. 1 (2019): 428–41. http://dx.doi.org/10.1515/culture-2019-0036.
Full textSudsanguan, Salintip, Sakchai Tangwannawit, and Thippaya Chintakovid. "Tangible user interface design for learners with different multiple intelligence." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 4 (2021): 3381. http://dx.doi.org/10.11591/ijece.v11i4.pp3381-3392.
Full textGreifnieder, Ute. "The influence of audio support on the effectiveness of CALL." ReCALL 7, no. 2 (1995): 29–35. http://dx.doi.org/10.1017/s0958344000003918.
Full textCaltenco, Héctor, Charlotte Magnusson, Bitte Rydeman, et al. "Co-Designing Wearable Technology Together with Visually Impaired Children." International Journal of Mobile Human Computer Interaction 8, no. 4 (2016): 68–84. http://dx.doi.org/10.4018/ijmhci.2016100104.
Full textLaskari, Iro. "Creating algorithmic audio-visual narratives through the use of augmented reality prints." Technoetic Arts 17, no. 1 (2019): 25–31. http://dx.doi.org/10.1386/tear_00003_1.
Full textNeset, Tina-Simone, Sirkku Juhola, Lotten Wiréhn, et al. "Supporting Dialogue and Analysis on Trade-Offs in Climate Adaptation Research With the Maladaptation Game." Simulation & Gaming 51, no. 3 (2020): 378–99. http://dx.doi.org/10.1177/1046878120904393.
Full textJohnson, Lindy L., and Grace MyHyun Kim. "Experimenting with game-based learning in preservice teacher education." English Teaching: Practice & Critique 20, no. 1 (2021): 78–93. http://dx.doi.org/10.1108/etpc-10-2019-0125.
Full textBălan, Oana, Alin Moldoveanu, Florica Moldoveanu, Hunor Nagy, György Wersényi, and Rúnar Unnórsson. "Improving the Audio Game–Playing Performances of People with Visual Impairments through Multimodal Training." Journal of Visual Impairment & Blindness 111, no. 2 (2017): 148–64. http://dx.doi.org/10.1177/0145482x1711100206.
Full textKaramanov, Oleksii. "Didactic Tools of Museum Pedagogy as an Element for the Formation of the New Educational Space." Education and Pedagogical Sciences, no. 1 (176) (2021): 3–11. http://dx.doi.org/10.12958/2227-2747-2021-1(176)-3-11.
Full textBertozzi, Elena, Amelia Bertozzi-Villa, Praveen Kulkarni, and Aparna Sridhar. "Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India." Gates Open Research 2 (April 26, 2018): 20. http://dx.doi.org/10.12688/gatesopenres.12818.1.
Full textBertozzi, Elena, Amelia Bertozzi-Villa, Praveen Kulkarni, and Aparna Sridhar. "Collecting family planning intentions and providing reproductive health information using a tablet-based video game in India." Gates Open Research 2 (September 7, 2018): 20. http://dx.doi.org/10.12688/gatesopenres.12818.2.
Full textIshlahiyah, Mazroatul, and Mira Shartika. "THE INTEGRATION OF ISLAMIC VALUES IN THE DEVELOPMENT OF LISTENING COURSE MATERIALS." KLAUSA (Kajian Linguistik, Pembelajaran Bahasa, dan Sastra) 4, no. 01 (2020): 45–58. http://dx.doi.org/10.33479/klausa.v4i01.291.
Full textKawai, Junya, Hiroyuki Mitsuhara, and Masami Shishibori. "Game-based evacuation drill using augmented reality and head-mounted display." Interactive Technology and Smart Education 13, no. 3 (2016): 186–201. http://dx.doi.org/10.1108/itse-01-2016-0001.
Full textPurnamu, Chatarina Heny Eka, and Joko Priyana. "Improving the speaking learning process to the students of grade VIII through games." Lingua Pedagogia, Journal of English Teaching Studies 2, no. 1 (2020): 14–29. http://dx.doi.org/10.21831/lingped.v2i1.23751.
Full textMat, Ruzinoor Che, Miyata Kazunori, and Azman Ab Rahman. "The Development of Mobile Japanese Halal Gamification (MJHG)." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 17 (2020): 113. http://dx.doi.org/10.3991/ijim.v14i17.16653.
Full textGumonan, Kenn Migan Vincent, and Aleta Fabregas. "ASIAVR: Asian Studies Virtual Reality Game a Learning Tool." International Journal of Computing Sciences Research 5, no. 1 (2021): 475–88. http://dx.doi.org/10.25147/ijcsr.2017.001.1.53.
Full textOrder, Simon, Leo Murray, Jon Prince, Julia Hobson, and Sara de Freitas. "Remixing Creativity in Learning and Learning of Creativity: A Case Study of Audio Remix Practice with Undergraduate Students." Asia Pacific Media Educator 27, no. 2 (2017): 298–310. http://dx.doi.org/10.1177/1326365x17728827.
Full textCondino, Sara, Giuseppe Turini, Paolo D. Parchi, et al. "How to Build a Patient-Specific Hybrid Simulator for Orthopaedic Open Surgery: Benefits and Limits of Mixed-Reality Using the Microsoft HoloLens." Journal of Healthcare Engineering 2018 (November 1, 2018): 1–12. http://dx.doi.org/10.1155/2018/5435097.
Full textNazalin, Nazalin, and Ali Muhtadi. "PENGEMBANGAN MULTIMEDIA INTERAKTIF PEMBELAJARAN KIMIA PADA MATERI HIDROKARBON UNTUK SISWA KELAS XI SMA." Jurnal Inovasi Teknologi Pendidikan 3, no. 2 (2016): 221. http://dx.doi.org/10.21831/jitp.v3i2.7359.
Full textCarvalho, Vítor H., Jorge Brandão, Pedro Cunha, José Vasconcelos, and Filomena Soares. "Tobias in the Zoo – A Serious Game for Children with Autism Spectrum Disorders." International Journal of Advanced Corporate Learning (iJAC) 8, no. 3 (2015): 23. http://dx.doi.org/10.3991/ijac.v8i3.4897.
Full textSingh, Sameer. "Minecraft as a Platform for Project-Based Learning in AI." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 09 (2020): 13504–5. http://dx.doi.org/10.1609/aaai.v34i09.7070.
Full textPambudi, Wahyu Arya, Didi Juardi, and Nono Heryana. "APLIKASI EDUKASI MENGENAL MAKANAN KHAS KARAWANG UNTUK RAUDHATUL ATHFAL." Jurnal Ilmiah Informatika 5, no. 1 (2020): 67–75. http://dx.doi.org/10.35316/jimi.v5i1.782.
Full textWeibel, David, Jan Schmutz, Olivier Pahud, and Bartholomäus Wissmath. "Measuring Spatial Presence: Introducing and Validating the Pictorial Presence SAM." Presence: Teleoperators and Virtual Environments 24, no. 1 (2015): 44–61. http://dx.doi.org/10.1162/pres_a_00214.
Full textPraharaj, Sambit, Maren Scheffel, Marcel Schmitz, Marcus Specht, and Hendrik Drachsler. "Towards Automatic Collaboration Analytics for Group Speech Data Using Learning Analytics." Sensors 21, no. 9 (2021): 3156. http://dx.doi.org/10.3390/s21093156.
Full textLopez Duarte, Alvaro E. "Algorithmic interactive music generation in videogames." SoundEffects - An Interdisciplinary Journal of Sound and Sound Experience 9, no. 1 (2020): 38–59. http://dx.doi.org/10.7146/se.v9i1.118245.
Full textHaruna, Hussein, Asad Abbas, Zamzami Zainuddin, Xiao Hu, Robin R. Mellecker, and Samira Hosseini. "Enhancing instructional outcomes with a serious gamified system: a qualitative investigation of student perceptions." Information and Learning Sciences 12, no. 5/6 (2021): 383–408. http://dx.doi.org/10.1108/ils-05-2020-0162.
Full textK, Susnawati, Marhaeni A.A.I.N, and Ramendra D.P. "The Effect of Language Games with Audio Visual Aids on Students’ Speaking Competence at Fourth Graders of Tunas Daud Elementary School." Journal of Education Research and Evaluation 3, no. 3 (2019): 185. http://dx.doi.org/10.23887/jere.v3i3.21861.
Full textSusnawati, Kadek, and Marhaeni A.A.I.N. "The Effect of Language Games with Audio Visual AIDS on Students’ Speaking Competence at Fourth Graders of Tunas Daud Elementary School." Journal of Education Research and Evaluation 4, no. 1 (2020): 73. http://dx.doi.org/10.23887/jere.v4i1.21725.
Full textFiordelli, Maddalena, Marta Fadda, Rebecca Amati, and Emiliano Albanese. "Older adults’ motivations to participate or not in epidemiological research. Qualitative inquiry on a study into dementia in Switzerland." PLOS ONE 16, no. 2 (2021): e0247141. http://dx.doi.org/10.1371/journal.pone.0247141.
Full textHong, Traci, Joshua Cabrera, and Christopher E. Beaudoin. "The Role of Enjoyment in a Serious Game for Binge Drinking Prevention: Pretest-Posttest Quasi-Experimental Study." Journal of Medical Internet Research 22, no. 11 (2020): e21652. http://dx.doi.org/10.2196/21652.
Full textRobinson, Anna, Robert D. Slight, Andrew K. Husband, and Sarah P. Slight. "Designing the Optimal Digital Health Intervention for Patients’ Use Before and After Elective Orthopedic Surgery: Qualitative Study." Journal of Medical Internet Research 23, no. 3 (2021): e25885. http://dx.doi.org/10.2196/25885.
Full text