Academic literature on the topic 'Open-World Game'

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Journal articles on the topic "Open-World Game"

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Rohan, Ukey Vipul Jambhulkar Sameer Gomkar Sameera Naaz Warsi Afreen Kausar Anukul R. Sharma Prof. Itrat Fatima. "Rise of Rebel." International Journal of Research in Computer & Information Technology 7, no. 2 (2022): 19–21. https://doi.org/10.5281/zenodo.6675969.

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The “Rise of Rebel” is an open-world RPG (role-playing game) game. Players will be able to play our protagonist “RON” similar to all RPG games, this game is also set in a virtual world full of mysteries. Rise of Rebel is an action-adventure game played from a third-person perspective.  The main objective of the game is to tell the stories of our protagonist as well as provide players an experience of all his adventures.  As the game is story-driven the objectives and mission in the game will be based on the problems and difficulties faced by our protagonist on
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Wilujeng, Panggio Restu, and Nurvita Wijayanti. "Religion Simulacrum in Open World Video Game." BELIEF: Sociology of Religion Journal 1, no. 2 (2023): 114. http://dx.doi.org/10.30983/belief.v1i2.7859.

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<em>Apart from being a medium for entertainment simulation, video games also provide a representation of the social world. Game industry developers always carry out research to provide socio-cultural, historical and philosophical system content to enrich the content in the game. The story background in video games aims to provide experiences and impressions for the players. This research aims to qualitatively explore forms of religious representation that are simulated in open world video games. So players can play role characters in the game to experience spirituality and religiosity. E
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Azzmi, Naufal, Lailatul Husniah, and Ali Sofyan Kholimi. "Island Generator pada Game Open world Menggunakan Algoritma Perlin noise." Jurnal Repositor 2, no. 7 (2020): 965. http://dx.doi.org/10.22219/repositor.v2i7.601.

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AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator unt
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Shree, Dr Tanu. "City Of Dreams: An Open-World Games." International Scientific Journal of Engineering and Management 03, no. 04 (2024): 1–9. http://dx.doi.org/10.55041/isjem01622.

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In recent years, the gaming industry has witnessed a remarkable evolution, with open-world games emerging as a dominant genre that captivates players with expansive virtual worlds, intricate narratives, and immersive gameplay experiences. Among these innovative titles, "City of Dreams" stands out as a pinnacle of open-world game design, offering players a richly detailed urban landscape to explore, inhabit, and shape according to their desires. This research paper provides a comprehensive analysis of "City of Dreams," examining its technical development, player engagement dynamics, societal im
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Kasianenko, Maksym, and Alla Nahirna. "Metric Quality Analysis in Open-World Video Games." NaUKMA Research Papers. Computer Science 7 (May 12, 2025): 18–24. https://doi.org/10.18523/2617-3808.2024.7.18-24.

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Video games are a very popular aspect of software engineering. However, they require a large time commitment and investment. Creating a modern video game requires a large budget. However, there is a significant risk of not recouping the investment if the game becomes a commercial failure. To ensure that the final product is high-quality, developers use different analytical tools, such as metrics.Despite being used for a long time, metrics still have a limited scope of application. All common metric analysis approaches focus on retaining the audience of an already released product. Moreover, th
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Min, Wookhee, Bradford Mott, Jonathan Rowe, et al. "Multimodal Goal Recognition in Open-World Digital Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (2021): 80–86. http://dx.doi.org/10.1609/aiide.v13i1.12939.

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Recent years have seen a growing interest in player modeling to create player-adaptive digital games. As a core player-modeling task, goal recognition aims to recognize players’ latent, high-level intentions in a non-invasive fashion to deliver goal-driven, tailored game experiences. This paper reports on an investigation of multimodal data streams that provide rich evidence about players’ goals. Two data streams, game event traces and player gaze traces, are utilized to devise goal recognition models from a corpus collected from an open-world serious game for science education. Empirical eval
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Wang, Yang. "Immersion in open-world games based on Grounded theory -- A case study of Genshin Impact." Transactions on Computer Science and Intelligent Systems Research 6 (October 17, 2024): 390–97. http://dx.doi.org/10.62051/9pdbz647.

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In recent years, with the expansion of the game market and the rapid growth of game users, the game market has great potential. At the same time, open world games are loved by the vast majority of users. [Purpose/Significance] Explore the factors that affect the immersion of players in open world games, drive the improvement of the quality of open world games, help improve the industrial ecology, and achieve richer functional values. [Research design/Methods] Taking the open world adventure role-playing game "Genshin Impact" as a case study, semi-structured interview was used to obtain first-h
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Zhai, Qirui. "AI-driven design and enhanced immersion in open-world games." Applied and Computational Engineering 64, no. 1 (2024): 208–16. http://dx.doi.org/10.54254/2755-2721/64/20241435.

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The essay conducts a systematic analysis of the present condition and difficulties faced by AI application in open-world games by means of a literature survey. The text delves into strategies and techniques for augmenting the level of immersion in games, expanding the interaction with non-player characters (NPCs), and advancing customized gaming experiences through the utilization of artificial intelligence (AI) technology. The ultimate objective is to augment players' self-awareness within games and investigate novel approaches to social interaction. In order to accomplish this objective, a n
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Cui, Tian-ju, and Chang-wook Lee. "A Study on the Personal Computer Game UI Design to Improve User Usability -Focusing on open world games-." Journal of Communication Design 84 (July 31, 2023): 328–43. https://doi.org/10.25111/jcd.2023.84.21.

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Feng, Zi Hang, and Dong Min Cho. "Impact of Dynamic Weather System on Game User Immersion in Open World Game Environment." Korean Society of Science & Art 42, no. 4 (2024): 709–20. http://dx.doi.org/10.17548/ksaf.2024.09.30.709.

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Dissertations / Theses on the topic "Open-World Game"

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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Harnesk, Robin. "Exploring voice interactions in an open world video game environment." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22503.

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The use of voice interactions in home voice assistants are becoming mainstream and it’s being used to everything from information seeking to personal management. Even though games utilising voice has been praised for its innovation it has never been anything other than a novelty and research has been scarce. This study explores how a voice user interface (VUI) can be designed to reduce in-game interruptions in an open world video game environment. Through literature research, interviews, observations and prototypes aimed towards people playing video games and users of VUIs, this thesis propose
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Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the pa
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Tunru, Julian. "All the game world’s a stage: towards a model for asymmetric collaborative storytelling in persistent open world MMORPGs." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-241080.

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Despite being a highly profitable industry, very few MMORPGs have managed to find commercial success over the past decades. One commonly identified problem is their near-exclusive reliance on social interaction as a means of attracting and retaining a sustainable player base, and their failure to achieve the network effect required to establish that appeal. This research proposes a complementary approach that leverages emergent narrative in order to diminish the genre’s reliance on social interaction, specifically through the use of persistent player characters to believably populate the game
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Johansson, Tobias. "Level design in open worlds : Should you think like an architect?" Thesis, Blekinge Tekniska Högskola, Institutionen för teknik och estetik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4947.

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Abstract The focus of this thesis is to study a way to create deeper open world experiences. As our technology evolves and our computers, phones and consoles get more powerful, we now have the ability to create huge open worlds in digital games. The purpose is to gain insight how to make this open world interesting for the player to “play” in this world. For this study I want to study a game that uses an open world level design where the players can roam freely around without constraints stopping them. I to create part of this world and get the players to understand where they are without a ma
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Prax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.

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The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. The core argument in the dissertation is that players co-create the design of a game only if certain conditions are met, namely: (1) player creation of a text or communication infrastructure that modifies the properties of the game and from which play emerges; (2) that this is done fo
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Hypeš, Tomáš. "Procedurální generování voxelových modelů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403194.

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This thesis deals with procedural generation techniques and its use in the creation of voxel models. The techniques that have been used are Perlin Noise, Voronoi diagram, L-systems etc. This knowledge is then used to create a world generator for computer game with open world. This game provides players with the ability to modify this world and use its creativity, for example, in building construction. The game, however, will not give to the player all options for free, but for example for build, he or she will first have to find and mine the material. The game has been written in programming l
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Jaber, Maher, and Andrei Cojanu. "The 40 Seconds Rule and Points of Interest in The Witcher 3: Wild Hunt." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-446386.

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The Witcher 3: Wild Hunt is one of the best selling open world video games in recent years. Thanks to the game’s popularity, other game designers might want to replicate its world design methods. In an interview from 2017, the game’s developers have explained that they have used a system called “the rule of 40 seconds” to ensure that the player stumbles upon something interesting every 40 seconds of exploration. In this research, the authors conducted a test to check how accurately the rule was implemented; they did this by analysing footage of gameplay from four different YouTube content crea
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Smith, Barnabas Gregory. "Making the Virtual Actual: a research model to understand music of contemporary open-world video games." Thesis, 2019. http://hdl.handle.net/2440/122295.

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The global video game industry has in part achieved its ubiquitous cultural influence through the creation of increasingly realistic gameworlds. Of these, contemporary open-world games offer vast internal environments presenting complex narrative constructs and ever-higher production values, including music content. Research into these games has typically ranged from their characteristic technical design and storytelling attributes, to ethnographic studies of their gameworlds, through to commercially based evaluations of the games’ soundtrack content. Breaking new ground by merging these dispa
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Williams, Kathleen Jessica. ""Open exposure to a carping world" the double gaze in the Oneida Community /." 2008. http://purl.galileo.usg.edu/uga%5Fetd/williams%5Fkathleen%5Fj%5F200805%5Fma.

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Books on the topic "Open-World Game"

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Card, Orson Scott. Ender's Game. Tor Books, 2006.

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Card, Orson Scott. Ender's Game. Tor, 2021.

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Card, Orson Scott. Ender's Game. TOR, 2001.

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Card, Orson Scott. Ender's Game. TOR, 1992.

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Card, Orson Scott. Ender's Game. Tor, 1991.

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Card, Orson Scott. Ender's game. Century Publishing, 1985.

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Card, Orson Scott. Ender's Game. 2nd ed. Audio Renaissance, 2004.

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Card, Orson Scott. Ender's Game. Edited by Andy Mershfed. Tor, 1986.

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Card, Orson Scott. Ender's Game. TOR, 1986.

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Card, Orson Scott. Ender's Game. Orbit, 2005.

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Book chapters on the topic "Open-World Game"

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Heussner, Tobias, Toiya Kristen Finley, Jennifer Brandes Hepler, and Ann Lemay. "Storytelling in Open-World Games and Games as a Service." In The Game Narrative Toolbox, 2nd ed. CRC Press, 2023. http://dx.doi.org/10.1201/9781003369332-11.

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Tan, Tiow Wee. "From Heightmap to Large Open-World Landscape." In Game Development with Unreal Engine 5 Volume 1. Apress, 2024. http://dx.doi.org/10.1007/978-1-4842-9824-4_2.

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Chen, Chen, Heng Zhang, and Diqiao Liang. "The Influence of Game Aesthetics on Game Engagement and Retention in Open-World, Single-Player Games." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60695-3_10.

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Albar, Deni. "Design of Area Boundaries in Video Game with an Open World Concept." In Advances in Social Science, Education and Humanities Research. Atlantis Press SARL, 2025. https://doi.org/10.2991/978-2-38476-442-6_5.

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Hall, Johanna, Christothea Herodotou, and Ioanna Iacovides. "Measuring player creativity in digital entertainment games using the Creativity in Gaming Scale." In Open World Learning. Routledge, 2022. http://dx.doi.org/10.4324/9781003177098-14.

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Burgess, Joel. "Level Design Planning for Open-World Games." In Level Design. CRC Press, 2016. http://dx.doi.org/10.1201/9781315313412-13.

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Arnott, Lorna, John Levine, and Gillian Shanks. "Open-world games : An exploration of creative play." In Early Learning in the Digital Age. SAGE Publications Ltd, 2019. http://dx.doi.org/10.4135/9781526463173.n2.

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de Classe, Tadeu Moreira, and Renata Mendes de Araujo. "Games as Mediating Platforms in an Open and Digital World." In Communications in Computer and Information Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27639-2_4.

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Davern, Sam, and Mads Haahr. "Towards Procedural Generation of Narrative Puzzles for Open World Games." In Interactive Storytelling. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-47658-7_13.

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Götz, Ulrich. "On the Evolution of Narrative Mechanics in Open-World Games." In Edition Medienwissenschaft. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452-008.

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Conference papers on the topic "Open-World Game"

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Nakamura, Kensuke. "Breaking Down and Scaling Up: Game-Theoretic Algorithms for Open-world HRI." In 2025 20th ACM/IEEE International Conference on Human-Robot Interaction (HRI). IEEE, 2025. https://doi.org/10.1109/hri61500.2025.10974042.

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En, Heng Chi, Heng Yu Ping, and Ahmad Affandi Supli. "Exploring the Impacts of the Stylized Semi-Open-World Virtual Reality (VR) Game on Presence." In 2024 International Conference on Computing Innovation, Intelligence, Technologies and Education (CIITE). IEEE, 2024. https://doi.org/10.1109/ciite62244.2024.10987777.

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Agarwal, Vedant, Mehakdeep Singh, and Boppuru Rudra Prathap. "Enhanced Multi-Model Approach for Motion and Violence Detection using Deep Learning Methods Using Open World Video Game Dataset." In 2024 First International Conference on Pioneering Developments in Computer Science & Digital Technologies (IC2SDT). IEEE, 2024. http://dx.doi.org/10.1109/ic2sdt62152.2024.10696130.

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BOŞÇAN, Liliana. "Under the Blue Sky: The Signing of the Romanian-Turkish Airlines Convention for the Realization of Regular Flights Between Bucharest and Istanbul (June 3, 1939)." In 10. Uluslararası Atatürk Kongresi. Atatürk Araştırma Merkezi Yayınları, 2024. http://dx.doi.org/10.51824/978-975-17-6043-2.14.

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After the First World War we witness an unprecedented development of aircraft. In this "Golden Age of Aviation" a reconversion of ex-military pilots takes place and thus commercial and postal aviation develops. First of all, in this context, we will analyse in this study the Romanian flights that flew over the Turkish airspace on their way to Africa or the Middle East (1924-1939). In the logbooks of the Romanian aviators we find important information about the discussions with the Turkish aviators in Eskişehir or presentations of Turkish airfields (Yesilköy, Eskşehir and Adana). On the other h
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Boakye, Kitty, Kaitlyn Tsien, Nissi Awosanya, and Peter A. Mawhorter. "The Image of the Open World Game." In FDG '25: International Conference on the Foundations of Digital Games. ACM, 2025. https://doi.org/10.1145/3723498.3723837.

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Raimbault, Marcelo Spiezzi, and Corey Clark. "Session based behavioral clustering in open world sandbox game TUG." In FDG'17: International Conference on the Foundations of Digital Games 2017. ACM, 2017. http://dx.doi.org/10.1145/3102071.3106350.

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Nenad, Mihajlo. "Designing Game Worlds. Coherence in the Design of Open World Games through Procedural Generation Techniques." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. ACM, 2018. http://dx.doi.org/10.1145/3270316.3270319.

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Pepić, Selver, Marija Mojsilović, and Muzafer SaračevićMuzafer Saračević. "Android game development." In 9th International Scientific Conference Technics and Informatics in Education. University of Kragujevac, Faculty of Technical Sciences Čačak, 2022. http://dx.doi.org/10.46793/tie22.088p.

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Mobile devices that are today at the global level with the largest usage rates are precisely those devices that are based on the Android OS platform. The work was based on the description of the created project, that is, the android game. Android games are the areas that are most represented in the IT development world, that is, the world of the mobile development application. Here, the focus is on that part of the application software, which is an integral part of the entire android package. The android system itself provides the opportunity as an open platform programming application solutio
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Bonner, Marc. "On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature Dichotomy." In Proceedings of DiGRA 2018 Conference: The Game is the Message. Digitial Games Research Association DiGRA, 2018. https://doi.org/10.26503/dl.v2018i1.938.

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"Smart Areas - A Modular Approach to Simulation of Daily Life in an Open World Video Game." In International Conference on Agents and Artificial Intelligence. SCITEPRESS - Science and and Technology Publications, 2014. http://dx.doi.org/10.5220/0004921107030708.

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Reports on the topic "Open-World Game"

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Lawson, Adrienn, and Stephen Hendrick. Japan Spotlight 2023: Open Source Trends, Challenges, and Opportunities in Japan. The Linux Foundation, 2023. https://doi.org/10.70828/labk5873.

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In 2023, Linux Foundation Research launched a project with the aim of examining regional similarities and differences in open source use and contribution. After completing our European and worldwide analyses, this third analysis takes a look at trends in the Japanese market. This report gleans its insight from the 2023 World of Open Source survey data we collected from Japanese respondents, analyzing the region’s specific trends in open source adoption, use, and contributions. It finds that open source is widely used in Japan and that the majority of respondents believe that the benefits outwe
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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. Th
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Blum, Abraham, and Henry T. Nguyen. Molecular Tagging of Drought Resistance in Wheat: Osmotic Adjustment and Plant Productivity. United States Department of Agriculture, 2002. http://dx.doi.org/10.32747/2002.7580672.bard.

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Drought stress is a major limitation to bread wheat (Triticumaestivum L.) productivity and its yield stability in arid and semi-arid regions of world including parts of Israel and the U.S. Currently, breeding for sustained yields under drought stress is totally dependent on the use of yield and several key physiological attributes as selection indices. The attempt to identify the optimal genotype by evaluating the phenotype is undermining progress in such breeding programs. Osmotic adjustment (OA) is an effective drought resistance mechanism in many crop plants. Evidence exists that there is a
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