Academic literature on the topic 'Playstation 2'

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Journal articles on the topic "Playstation 2"

1

Gwosdek, Pascal, Andrés Bruhn, and Joachim Weickert. "Variational optic flow on the Sony PlayStation 3." Journal of Real-Time Image Processing 5, no. 3 (2009): 163–77. http://dx.doi.org/10.1007/s11554-009-0132-2.

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van Dongen, Koen W., Egbert-Jan M. M. Verleisdonk, Marlies P. Schijven, and Ivo A. M. J. Broeders. "Will the Playstation generation become better endoscopic surgeons?" Surgical Endoscopy 25, no. 7 (2011): 2275–80. http://dx.doi.org/10.1007/s00464-010-1548-2.

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Theweleit, Klaus, and Thomas Pepper. "PlayStation Cordoba, Yugoslavia, Afghanistan, Etc.: A War Model, Part 2." Cultural Critique 55, no. 1 (2003): 1–34. http://dx.doi.org/10.1353/cul.2003.0052.

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Ahrizal, Dekif, Maula Khaerul Miftah, Romi Kurniawan, Teguh Zaelani, and Yulianti Yulianti. "Pengujian Perangkat Lunak Sistem Informasi Peminjaman PlayStation dengan Teknik Boundary Value Analysis Menggunakan Metode Black Box Testing." Jurnal Informatika Universitas Pamulang 5, no. 1 (2020): 73. http://dx.doi.org/10.32493/informatika.v5i1.4338.

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Testing on an application aims to check whether a program has run properly or there are still errors that must be corrected so that the program created will be a program that has good quality. In this study the software that will be reviewed using Black Box Testing is a PlayStation Loan Information Application System where this application aims to facilitate the admin (PlayStation rental) in data collection on the number of borrowers, as well as the return date of PlayStation borrowed by members, where there are 2 forms to be filled in. Member added data form, game added form during the loan. lending data information applications will be tested using Black Box Testing where this test only aims to see the program whether in accordance with the expected function or not without knowing the program code used. Black Box Testing Method consists of several techniques, including Equivalence Partitions, Boundary Value Analysis, Sample Testing, and so on. Among the many testing techniques, in this study the testing technique was chosen using Boundary Value Analysis. Boundary Value Analysis Techniques, are software testing techniques in which tests are designed to include representatives of boundary values in a range.
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Babb, Jeffry, Neil Terry, and Kareem Dana. "The Impact Of Platform On Global Video Game Sales." International Business & Economics Research Journal (IBER) 12, no. 10 (2013): 1273. http://dx.doi.org/10.19030/iber.v12i10.8136.

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This paper examines video game sales by platform in the global market from a period spanning 2006 through 2011. As the home video game industry has rapidly matured and become established as a forefront facet of interactive entertainment in the home, we seek to determine what aspects of the video game market have the greatest impact on sales. This question is particularly poignant, as the maturation of the video game industry has witnessed efforts at both vertical integration and horizontal expansion on the part of the top game publishers and developers in hopes of solidly grounding the industry. This study employs a Kruskal-Wallis test to compare eight different gaming platforms. The results indicate Nintendos Wii was the top selling global platform; Nintendo DS was the second tier; Xbox 360, Sony PlayStation 3, and the personal computer (PC) are in the third tier; the fourth tier consists of Sony PlayStation 2 and Sony PSP; and the retired sixth generation Nintendo GameCube is the lowest sales tier.
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Andelina, Ika Resmika. "ANALISIS PERUBAHAN DESAIN KARAKTER DALAM GIM FINAL FANTASY VII REMAKE BERDASARKAN PENDEKATAN MANGA MATRIX." Jurnal Dimensi DKV Seni Rupa dan Desain 6, no. 1 (2021): 75–92. http://dx.doi.org/10.25105/jdd.v6i1.9135.

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AbstractCharacter Design Change Analysis in Final Fantasy VII Remake Game Based on Manga Matrix Approach. Final Fantasy VII (FFVII) is a Japanese Role-Playing Game (JRPG) PlayStation released in 1997, with sales more than 9.72 million copies. This number makes it ranked as the 2nd most popular PlayStation game of all time. The popularity of FFVII is because varieties of factors, one of the factors are their impressive character. FFVII got a remake in April 2020. Many elements were changed in FFVII Remake, the story, game elements, and characters designs. This study aims to find out what design elements have changed in the FFVII R characters, using a sample of selected characters. Changes in character design will be examined by the Manga Matrix method to further dissect the existing changes and any aspects that affect changes in the character design, and then deepened the analysis with archetype by Jung. The result of this research concluded the using of Manga Matrix with archetype enhance character built personalities and made more realistic character. It is hoped that this research can become a reference material for character design creation, especially in the game industry, so that designer can create characters that have an appeal in attracting players.Keywords: character design, manga matrix, archetype AbstrakAnalisis Perubahan Desain Karakter Dalam Gim Final Fantasy VII Remake Berdasarkan Pendekatan Manga Matrix. Final Fantasy VII (FFVII) adalah gim PlayStation tipe Japanese Role-Playing Game (JRPG) yang dirilis pada 1997 dengan penjualan 9.72 juta kopi. Angka ini membuatnya berada di peringkat ke-2 gim PlayStation terpopuler sepanjang masa. Kepopuleran FFVII dipicu dari berbagai faktor, salah satunya adalah karakter yang mengesankan. FFVII di remake pada April 2020. Banyak elemen yang diubah dalam FFVII R, baik dari cerita, elemen permainan, dan desain karakter. Penelitian ini bertujuan untuk mengetahui elemen desain apa saja yang berubah pada karakter FFVII R, dengan menggunakan sampel karakter yang dipilih. Perubahan desain karakter akan ditelaah dengan metode Manga Matrix untuk membedah perubahan yang ada serta aspek apa saja yang mempengaruhi perubahaan desain karakter tersebut, diperdalam dengan analisis arketipe Jung. Hasil penelitian adalah simpulan bahwa penggunaan Manga Matrix yang diperkuat dengan arketipe dapat memperkuat sifat pembentuk kepribadian karakter dan membuat karakter menjadi lebih terasa nyata. Diharapkan penelitian ini dapat menjadi bahan acuan untuk mengembangkan penciptaan desain karakter khususnya pada industri gim, agar desainer dapat menciptakan karakter yang memiliki daya tarik dalam memikat pemain.Kata kunci: desain karakter, manga matrix, arketipe
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7

Yagi, Yukako, Shigeatsu Yoshioka, Hiroshi Kyusojin, et al. "An Ultra-High Speed Whole Slide Image Viewing System." Analytical Cellular Pathology 35, no. 1 (2012): 65–73. http://dx.doi.org/10.1155/2012/626025.

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Background: One of the goals for a Whole Slide Imaging (WSI) system is implementation in the clinical practice of pathology. One of the unresolved problems in accomplishing this goal is the speed of the entire process, i.e., from viewing the slides through making the final diagnosis. Most users are not satisfied with the correct viewing speeds of available systems. We have evaluated a new WSI viewing station and tool that focuses on speed.Method: A prototype WSI viewer based on PlayStation®3 with wireless controllers was evaluated at the Department of Pathology at MGH for the following reasons: 1. For the simulation of signing-out cases; 2. Enabling discussion at a consensus conference; and 3. Use at slide seminars during a Continuing Medical Education course.Results: Pathologists were being able to use the system comfortably after 0–15 min training. There were no complaints regarding speed. Most pathologists were satisfied with the functionality, usability and speed of the system. The most difficult situation was simulating diagnostic sign-out.Conclusion: The preliminary results of adapting the Sony PlayStation®3 (PS3®) as an ultra-high speed WSI viewing system were promising. The achieved speed is consistent with what would be needed to use WSI in daily practice.
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Ju, R., P. L. Chang, A. P. Buckley, and K. C. Wang. "Is Nintendo Wii a More Suitable Video Game Platform Than Playstation 2 for Enhancing Laparoscopic Skills?" Journal of Minimally Invasive Gynecology 18, no. 6 (2011): S65—S66. http://dx.doi.org/10.1016/j.jmig.2011.08.226.

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Flynn, Sheryl, Phyllis Palma, and Anneke Bender. "Feasibility of Using the Sony PlayStation 2 Gaming Platform for an Individual Poststroke: A Case Report." Journal of Neurologic Physical Therapy 31, no. 4 (2007): 180–89. http://dx.doi.org/10.1097/npt.0b013e31815d00d5.

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10

Whaley, Ben. "Virtual Earthquakes and Real-World Survival in Japan'sDisaster ReportVideo Game." Journal of Asian Studies 78, no. 1 (2019): 95–114. http://dx.doi.org/10.1017/s0021911818002620.

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This article analyzes the first video game in theZettai Zetsumei Toshi(2002, Disaster Report) series for Sony's PlayStation 2 console against the backdrop of the 2011 Tōhoku earthquake and tsunami. In the game, players must use limited resources to escape from an earthquake-stricken city while rescuing other survivors. The article argues that the game makes visible the marginal victims and narratives of survival often erased under the collective rhetoric of national trauma. This is explored in relation to disaster photography and artistic representations of 3.11. The article suggests that the game's narrative rejects governmental rhetoric about nuclear energy and that the gameplay mechanisms utilize “limited engagement” or a form of operationalized weakness in order to communicate victimhood to players. The article concludes with an examination of how the in-game disaster photography inscribes players’ actions, making it more difficult to subsume these images into a generalized account of natural disaster trauma.
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