Journal articles on the topic 'Games Go (Game) Abstraction'
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Cox, Jeremy, and KC Wong. "Predictive feedback augmentation for manual control of an unmanned aerial vehicle with latency." International Journal of Micro Air Vehicles 11 (January 2019): 175682931986964. http://dx.doi.org/10.1177/1756829319869645.
Full textJohnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.
Full textGerber, Andreas, Markus Ulrich, Flurin X. Wäger, Marta Roca-Puigròs, João S. V. Gonçalves, and Patrick Wäger. "Games on Climate Change: Identifying Development Potentials through Advanced Classification and Game Characteristics Mapping." Sustainability 13, no. 4 (2021): 1997. http://dx.doi.org/10.3390/su13041997.
Full textWillumsen, Ea C. "The Form of Game Formalism." Media and Communication 6, no. 2 (2018): 137–44. http://dx.doi.org/10.17645/mac.v6i2.1321.
Full textRichards, Kate Gemma, Kai Yuen Wong, and Mansoor Khan. "Augmented reality game-related injury." BMJ Case Reports 11, no. 1 (2018): e224012. http://dx.doi.org/10.1136/bcr-2017-224012.
Full textWu, Linwan, and Matthew A. Stilwell. "Exploring the marketing potential of location-based mobile games." Journal of Research in Interactive Marketing 12, no. 1 (2018): 22–44. http://dx.doi.org/10.1108/jrim-06-2017-0041.
Full textLicoppe, Christian. "From Mogi to Pokémon GO: Continuities and change in location-aware collection games." Mobile Media & Communication 5, no. 1 (2016): 24–29. http://dx.doi.org/10.1177/2050157916677862.
Full textSalen Tekinbaş, Katie. "Afraid to roam: The unlevel playing field of Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 34–37. http://dx.doi.org/10.1177/2050157916677865.
Full textMäyrä, Frans. "Pokémon GO: Entering the Ludic Society." Mobile Media & Communication 5, no. 1 (2016): 47–50. http://dx.doi.org/10.1177/2050157916678270.
Full textLaato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.
Full textMurray, Megan, Jan Mokros, and Andee Rubin. "Mathematically Rich, Equitable Game Software." Mathematics Teaching in the Middle School 5, no. 3 (1999): 180–86. http://dx.doi.org/10.5951/mtms.5.3.0180.
Full textMalik, Aqdas, Kari Hiekkanen, Zaheer Hussain, Juho Hamari, and Aditya Johri. "How players across gender and age experience Pokémon Go?" Universal Access in the Information Society 19, no. 4 (2019): 799–812. http://dx.doi.org/10.1007/s10209-019-00694-7.
Full textSchlomann, Anna, and Peter Rasche. "Same but Different: A Comparison of Players’ Perceptions and Motivational Factors in Two Commercially Available AR Games." Computer Games Journal 9, no. 4 (2020): 383–99. http://dx.doi.org/10.1007/s40869-020-00114-4.
Full textde Souza e Silva, Adriana. "Pokémon Go as an HRG: Mobility, sociability, and surveillance in hybrid spaces." Mobile Media & Communication 5, no. 1 (2016): 20–23. http://dx.doi.org/10.1177/2050157916676232.
Full textGee, Low Ann, Ambusam Subramaniam, Sivaguru Muthusamy, and Rajkumar Krishnan Vasanthi. "DOES PLAYING LOCATION-BASED AUGMENTED REALITY GAME INCREASES THE LEVEL OF PHYSICAL ACTIVITY?" Journal of Experimental Biology and Agricultural Sciences 9, Spl-1- GCSGD_2020 (2021): S182—S186. http://dx.doi.org/10.18006/2021.9(spl-1-gcsgd_2020).s182.s186.
Full textEgri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (2020): 37. http://dx.doi.org/10.3390/philosophies5040037.
Full textRaghothama, Jayanth, and Sebastiaan Meijer. "Rigor in Gaming for Design: Conditions for Transfer Between Game and Reality." Simulation & Gaming 49, no. 3 (2018): 246–62. http://dx.doi.org/10.1177/1046878118770220.
Full textMcCrea, Christian. "Pokémon’s progressive revelation: Notes on 20 years of game design." Mobile Media & Communication 5, no. 1 (2016): 42–46. http://dx.doi.org/10.1177/2050157916678271.
Full textRen Hsu, Der. "CULTURAL CREATIVE AR GAME AND SIDE EFFECTS EVALUATION." INTERNATIONAL JOURNAL OF MANAGEMENT & INFORMATION TECHNOLOGY 11, no. 5 (2016): 3022–26. http://dx.doi.org/10.24297/ijmit.v11i5.4683.
Full textSilver, David, Thomas Hubert, Julian Schrittwieser, et al. "A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play." Science 362, no. 6419 (2018): 1140–44. http://dx.doi.org/10.1126/science.aar6404.
Full textEllis, Louise A., Matthew D. Lee, Kiran Ijaz, James Smith, Jeffrey Braithwaite, and Kathleen Yin. "COVID-19 as ‘Game Changer’ for the Physical Activity and Mental Well-Being of Augmented Reality Game Players During the Pandemic: Mixed Methods Survey Study." Journal of Medical Internet Research 22, no. 12 (2020): e25117. http://dx.doi.org/10.2196/25117.
Full textGarro, Alfredo. "Computing Nash Equilibria in Non-Cooperative Games." International Journal of Intelligent Mechatronics and Robotics 3, no. 3 (2013): 29–42. http://dx.doi.org/10.4018/ijimr.2013070103.
Full textTokgöz, Cemile, and Burak Polat. "Sociability on Location Based Mobile Games: An Ethnographic Research on Pokémon Go and Ingress in Istanbul." European Journal of Social Science Education and Research 5, no. 1 (2018): 111–20. http://dx.doi.org/10.2478/ejser-2018-0012.
Full textP. Rose, Simon, M. P. Jacob Habgood, and Tim Jay. "Designing a Programming Game to Improve Children’s Procedural Abstraction Skills in Scratch." Journal of Educational Computing Research 58, no. 7 (2020): 1372–411. http://dx.doi.org/10.1177/0735633120932871.
Full textGong, Huiwen, Robert Hassink, and Gunnar Maus. "What does <i>Pokémon Go</i> teach us about geography?" Geographica Helvetica 72, no. 2 (2017): 227–30. http://dx.doi.org/10.5194/gh-72-227-2017.
Full textTran, Kelly M. "Families, resources, and learning around Pokémon Go." E-Learning and Digital Media 15, no. 3 (2018): 113–27. http://dx.doi.org/10.1177/2042753018761166.
Full textWhitson, Jennifer, and Martin French. "Productive play: The shift from responsible consumption to responsible production." Journal of Consumer Culture 21, no. 1 (2021): 14–33. http://dx.doi.org/10.1177/1469540521993922.
Full textBy, Tomas. "Formalizing Game-play." Simulation & Gaming 43, no. 2 (2011): 157–87. http://dx.doi.org/10.1177/1046878110388239.
Full textGoldwaser, Adrian, and Michael Thielscher. "Deep Reinforcement Learning for General Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 02 (2020): 1701–8. http://dx.doi.org/10.1609/aaai.v34i02.5533.
Full textKaimara, Polyxeni, Emmanuel Fokides, Antonia Plerou, Pinelopi Atsikpasi, and Ioannis Deliyannis. "Serious Games Effect Analysis On Player's Characteristics." International Journal of Smart Education and Urban Society 11, no. 1 (2020): 75–91. http://dx.doi.org/10.4018/ijseus.2020010106.
Full textMorais, Dyego Carlos Sales de, and Taciana Pontual da Rocha Falcão. "Abordagem Participativa de Desenvolvimento de Jogos Digitais Educacionais no Contexto Escolar." Revista Brasileira de Informática na Educação 27, no. 01 (2019): 132. http://dx.doi.org/10.5753/rbie.2019.27.01.132.
Full textWu, Bin. "Hierarchical Macro Strategy Model for MOBA Game AI." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 1206–13. http://dx.doi.org/10.1609/aaai.v33i01.33011206.
Full textKrawiec, Krzysztof, Wojciech Jaśkowski, and Marcin Szubert. "Evolving small-board Go players using coevolutionary temporal difference learning with archives." International Journal of Applied Mathematics and Computer Science 21, no. 4 (2011): 717–31. http://dx.doi.org/10.2478/v10006-011-0057-3.
Full textKUPFERMAN, ORNA, and YOAD LUSTIG. "LATTICED SIMULATION RELATIONS AND GAMES." International Journal of Foundations of Computer Science 21, no. 02 (2010): 167–89. http://dx.doi.org/10.1142/s0129054110007192.
Full textHagen, Achim, Pierre von Mouche, and Hans-Peter Weikard. "The Two-Stage Game Approach to Coalition Formation: Where We Stand and Ways to Go." Games 11, no. 1 (2020): 3. http://dx.doi.org/10.3390/g11010003.
Full textWesterholt, Rene, Heinrich Lorei, and Bernhard Höfle. "Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap." ISPRS International Journal of Geo-Information 9, no. 2 (2020): 129. http://dx.doi.org/10.3390/ijgi9020129.
Full textWibowo, Hanafi, and Umi Laila Syarifah. "THE IMPLEMENTATION OF GO FISH GAME IN IMPROVING STUDENTS’ VOCABULARY." Lingua 1, no. 02 (2018): 11–20. http://dx.doi.org/10.34005/lingua.v1i02.399.
Full textBRIEC, WALTER. "BENEFIT FUNCTION AND DUALITY IN FINITE NORMAL FORM GAMES." International Game Theory Review 09, no. 03 (2007): 495–513. http://dx.doi.org/10.1142/s0219198907001564.
Full textAung, Htun Pa Pa, Mohd Nor Akmal Khalid, and Hiroyuki Iida. "What Constitutes Fairness in Games? A Case Study with Scrabble." Information 12, no. 9 (2021): 352. http://dx.doi.org/10.3390/info12090352.
Full textKhlomov, K. D., and D. G. Davydov. "What the Pokemon Go have study adolescents for?" Psychological-Educational Studies 9, no. 4 (2017): 86–98. http://dx.doi.org/10.17759/psyedu.2017090409.
Full textMadan, Christopher R. "Considerations for Comparing Video Game AI Agents with Humans." Challenges 11, no. 2 (2020): 18. http://dx.doi.org/10.3390/challe11020018.
Full textAluri, Ajay. "Mobile augmented reality (MAR) game as a travel guide: insights from Pokémon GO." Journal of Hospitality and Tourism Technology 8, no. 1 (2017): 55–72. http://dx.doi.org/10.1108/jhtt-12-2016-0087.
Full textHjorth, Larissa, and Ingrid Richardson. "Pokémon GO: Mobile media play, place-making, and the digital wayfarer." Mobile Media & Communication 5, no. 1 (2017): 3–14. http://dx.doi.org/10.1177/2050157916680015.
Full textLee, Chang-Shing, Mei-Hui Wang, Sheng-Chi Yang, et al. "FML-based Dynamic Assessment Agent for Human-Machine Cooperative System on Game of Go." International Journal of Uncertainty, Fuzziness and Knowledge-Based Systems 25, no. 05 (2017): 677–705. http://dx.doi.org/10.1142/s0218488517500295.
Full textGao, Yifan, and Lezhou Wu. "Efficiently Mastering the Game of NoGo with Deep Reinforcement Learning Supported by Domain Knowledge." Electronics 10, no. 13 (2021): 1533. http://dx.doi.org/10.3390/electronics10131533.
Full textGoette, William, Julie A. Delello, and Rochell R. McWhorter. "Gendered Experiences of Mobile Gaming and Augmented Reality." International Journal of Virtual and Augmented Reality 3, no. 2 (2019): 54–67. http://dx.doi.org/10.4018/ijvar.2019070105.
Full textSafira, Linda, Paulus Harsadi, and Sri Harjanto. "Penerapan Navmesh Dengan Algoritma A Star Pathfinding Pada Game Edukasi 3d Go Green." Jurnal Teknologi Informasi dan Komunikasi (TIKomSiN) 9, no. 1 (2021): 17. http://dx.doi.org/10.30646/tikomsin.v9i1.540.
Full textFrith, Jordan. "The digital “lure”: Small businesses and Pokémon Go." Mobile Media & Communication 5, no. 1 (2016): 51–54. http://dx.doi.org/10.1177/2050157916677861.
Full textLaato, Samuli, Teemu H. Laine, and A. K. M. Najmul Islam. "Location-Based Games and the COVID-19 Pandemic: An Analysis of Responses from Game Developers and Players." Multimodal Technologies and Interaction 4, no. 2 (2020): 29. http://dx.doi.org/10.3390/mti4020029.
Full textQi, Shen, Chen Chun-Chih, and Wu Shu-Ming. "Research of the Attractiveness Factors of Tactical Competitive Shooting Mobile Games Based on Evaluation Grid Method." E3S Web of Conferences 179 (2020): 02037. http://dx.doi.org/10.1051/e3sconf/202017902037.
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