Academic literature on the topic 'Racing games'

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Journal articles on the topic "Racing games"

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Gluck, Aaron, Kwajo Boateng, and Julian Brinkley. "Racing in the Dark: Exploring Accessible Virtual Reality by Developing a Racing Game for People who are Blind." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, no. 1 (September 2021): 1114–18. http://dx.doi.org/10.1177/1071181321651224.

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Video games are popular leisure and social activities; however, they often present accessibility issues for the community of gamers who are blind. While gaming technology has evolved, people who are blind still have limited access to commercially available accessible video games. Current accessible games tend to focus on auditory information to play, and none are available in virtual reality (VR). Accessible, fast-paced games have the development challenge of providing players useful information in time to make split-second decisions. We developed Racing in the Dark, a fast-paced, accessible VR racing game for the Oculus Quest, exploring commercial VR interfaces to provide this critical information. By leveraging the Quest’s built-in haptic, tracking, auditory, and voice systems, we provide players with a non-visual car racing experience. This work aims to offer insight into the process of developing accessible VR games for gamers who are blind through the implementation of Racing in the Dark.
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TAN, CHARLIE IRAWAN, CHANG-MIN CHEN, WEN-KAI TAI, and CHIN-CHEN CHANG. "PATH PLANNING FOR RACING GAMES." International Journal on Artificial Intelligence Tools 19, no. 05 (October 2010): 679–702. http://dx.doi.org/10.1142/s0218213010000364.

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We propose a set of path planning tools including path generator, cost map generator, and path editor for racing games. The user can define the race by providing a racetrack as a 3D model and weights of the devised turn and heuristic functions in our system. Then, the proposed cost map generator automatically generates necessary information of the racetrack including cost map and distance to finish of any position on the race track. Different from the traditional A* problem, in our research the obstacles are dynamic and there are multiple sources and destinations. Our approach generates the path of each racer on the basis of time slots to which the path finding method applies on the fly. To further guarantee the quality of the path, we implement path smoothing using a Gaussian filter and provide an off-line path editor that allows users to edit the path in time-space domain intuitively, flexibly, and effectively. Our tools have been verified in a horse racing game to generate natural racer behaviors, demonstrating realistic and exciting racing.
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Cazenave, Tristan. "Editorial: Nim, Racing Games and Advances in Computer Games 2021." ICGA Journal 44, no. 1 (July 5, 2022): 1. http://dx.doi.org/10.3233/icg-220205.

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Scacchi, Walt. "Autonomous eMotorsports racing games: Emerging practices as speculative fictions." Journal of Gaming & Virtual Worlds 10, no. 3 (October 1, 2018): 261–85. http://dx.doi.org/10.1386/jgvw.10.3.261_1.

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Motorsports games and simulated automobile racing occupy a dynamic genre of computer games for entertaining play, critical game studies and ‘auto-play’. This article utilizes the lens of speculative design to present six scenarios that seek to motivate the design of autonomous eMotorsports games and play experiences through alternative design fictions. These fictions serve to help identify and tease out how different socio-technical configurations emerging around autonomous vehicles, motorsports games, sim racing user interfaces and user experiences, embrace or exclude different stakeholders. These stakeholders can shape how autonomous eMotorsports games, game play and game viewing will emerge and prosper. These fictions also serve as a narrative web of possible socio-technical configurations open to critical review through: (1) transhumanist spectacle and spectating; (2) technofeminist and gendered framings of these configurations; and (3) whether digital artefacts configured to realize autonomous eMotorsports games have politics.
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Prăjescu, Iulian, and Alina Delia Călin. "Multiple Types of AI and Their Performance in Video Games." Studia Universitatis Babeș-Bolyai Informatica 67, no. 1 (July 3, 2022): 21–36. http://dx.doi.org/10.24193/subbi.2022.1.02.

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"In this article, we present a comparative study of Artificial Intelligence training methods, in the context of a racing video game. The algorithms Proximal Policy Policy Optimization (PPO), Generative Adversarial Imitation Learning (GAIL) and Behavioral Cloning (BC), present in the Machine Learning Agents (ML-Agents) toolkit have been used in several scenarios. We measured their learning capability and performance in terms of speed, correct level traversal, number of training steps required and we explored ways to improve their performance. These algorithms prove to be suitable for racing games and the toolkit is highly accessible within the ML-Agents toolkit. Keywords and phrases: racing game, PPO, GAIL, behavioral cloning, AI in games. "
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Bastamitova, A. T. "Turkic games in the monument «Diwani lugat-it Turk» by M. Kashgari and their significance in the culture of the Turkic peoples." Bulletin of the L.N. Gumilyov Eurasian National University. Political Science. Regional Studies. Oriental Studies. Turkology Series. 132, no. 3 (2020): 30–35. http://dx.doi.org/10.32523/26-16-6887/2020-132-3-20-30-35.

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The monument «Diwani Lugat at-Turk» M. Kashgari is a unique text that reveals the rich culture and language of the medieval Turks. The game is an important part of the culture, spiritual and practical activities of the Turkic people. The article is devoted to the analysis of the and the text of the monument, the author of the article explores equestrian and children’s games that were popular in the medieval era and have continuity with the modern games of the Turkic people. The significance of the article is shown in the fact that for the author through various language units identifies the main structural components of equestrian and children’s games, carries out language and historical and cultural analysis of games captured in the monument. These games include Shogen (Polo), zhambi ATU (archery), horse racing, games in asychki, games in nuts, hide and seek, games with animal horns. The last children’s game is a cultural definition of the monument, as it is characteristic only for that time. Keywords: M. Kashgari, «Diwani Lugat at-Turk», game, Polo, archery, horse racing, children’s games: jump games, nut games, hide and seek, games with animal horns.
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Fischer, Peter, Tobias Greitemeyer, Thomas Morton, Andreas Kastenmüller, Tom Postmes, Dieter Frey, Jörg Kubitzki, and Jörg Odenwälder. "The Racing-Game Effect: Why Do Video Racing Games Increase Risk-Taking Inclinations?" Personality and Social Psychology Bulletin 35, no. 10 (July 13, 2009): 1395–409. http://dx.doi.org/10.1177/0146167209339628.

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Baysted, Stephen. "The Best Laid Schemes o’ Mice an’ Men." Journal of Sound and Music in Games 3, no. 4 (2022): 63–68. http://dx.doi.org/10.1525/jsmg.2022.3.4.63.

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Mi, Qingwei, and Tianhan Gao. "Adaptive rubber-banding system of dynamic difficulty adjustment in racing games." ICGA Journal 44, no. 1 (July 5, 2022): 18–38. http://dx.doi.org/10.3233/icg-220207.

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Dynamic difficulty adjustment (DDA) is a highly significant research direction in game AI. Rubber-banding is one of the DDA techniques extensively used in racing games. This paper improves the poor adaptability of the rubber-banding system combined with the game design and development techniques. An Adaptive Rubber-Banding System (ARBS) based on ARBS relationship curve, modular mechanism, as well as detail processing schemes, is implemented in Unreal Engine 4. The paper builds various test programs and compares each system in terms of the number of players, gameplay mode, and track distance. Experimental results demonstrate that ARBS is more adaptive and provides a better experience for players. Game designers and developers are thus able to employ ARBS to design and implement AI systems suitable for racing games effectively.
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Kastenmüller, Andreas, Peter Fischer, and Julia Fischer. "Video racing games increase actual health-related risk-taking behavior." Psychology of Popular Media Culture 3, no. 4 (October 2014): 190–94. http://dx.doi.org/10.1037/a0030559.

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Dissertations / Theses on the topic "Racing games"

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Larsson, Emil. "Movement Prediction Algorithms for High Latency Games : A Testing Framework for 2D Racing Games." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-12916.

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Context. In multiplayer games, player information takes time to reach other players because of network latency. This can cause inconsistencies because the actions from the other players are delayed. To increase consistency, movement prediction can be used to display other players closer to their actual position. Objectives. The goal was to compare different prediction methods and see how well they do in a 2D racing game. Methods. A testing framework was made to easily implement new methods and to get test results. Experiments were conducted to gather racing data from participants and was then used to analyze the performance of the methods offline. The distance error between the predicted position and the real position was used to measure the performance. Results. Out of the implemented algorithms, Input Prediction had the lowest average distance error at all latency. All methods tested did better than Dead Reckoning when above 600ms. Stored data algorithms did not do worse when predicting on a curvy part of the track unlike the other algorithms tested. Conclusions. Different methods are supported by different games and applications. Movement prediction should be tailored to its environment for best accuracy. Due to Input Predictions simple nature and its results here, it is a worthy contender as the go-to algorithm for games.
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Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.
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van, Someren K. A. "Physiological factors associated with 200m sprint kayak racing." Thesis, St Mary's University, Twickenham, 2000. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.324167.

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Lo, Sui-yan Victor. "Statistical modelling of gambling probabilities /." [Hong Kong] : University of Hong Kong, 1992. http://sunzi.lib.hku.hk/hkuto/record.jsp?B13205389.

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Kováč, Robert. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-254464.

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The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
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老瑞欣 and Sui-yan Victor Lo. "Statistical modelling of gambling probabilities." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1992. http://hub.hku.hk/bib/B3123270X.

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Wallberg, Daniel. "Dynamiskt tröskelvärde baserat på intresseområden för dead reckoning i racingspel." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-15391.

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Detta arbete undersöker synkroniseringstekniken dead reckoning i racingspel. Mer specifikt hur en variant, där objekts avstånd från varandra dynamiskt kontrollerar hur ofta de synkroniseras över nätverket, presterar gällande bandbreddsåtgång och konsistens jämfört med vanlig dead reckoning som alltid synkroniserar lika ofta. Det undersöks också hur banornas karaktär och egenskaper påverkar resultatet. Det visar sig att denna dynamiska dead reckoning har god potential att ge förbättringar gällande bandbreddsåtgång och att banornas utformning har stor inverkan över hur stor denna potential är.
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Bracken, Patrick. "The growth and development of sport in Co. Tipperary, 1840-1880." Thesis, De Montfort University, 2014. http://hdl.handle.net/2086/10857.

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The growth and development of sport in Co. Tipperary, 1840 to 1880, was promoted and supported by the landed elite and military officer classes. In the instances of cricket, rugby union and association football, the military were the principle agency through which these sports were disseminated among the people of Tipperary. Sporting trends which were fashionable in Great Britain also became evident in Ireland, and by extension, Tipperary. The thesis demonstrates the emergence of these sports at a micro-level in Tipperary and the qualitative research is indicative of the trends by which they became apparent. The degree to which horse racing and hunting to hounds became an integral aspect of the social lives of the elite class is reflected countywide. The associational culture among this class became evident in summer time recreations most notably archery, lawn tennis and cricket. Cricket was the one sport which was quickly diffused throughout the sporting community of Tipperary as it became, in the 1870s, the most prolific team sport in the county and played by all classes. Sport took place without borders and to this end patronage was a key element of this support. There were some notable supporters who gave of their time and money to ensure that the best resources were in place to bring this about. In this respect the 3rd Marquis of Waterford was a leading figure. The thesis clearly shows that sporting diversions continued through the traumatic famine period. As everyday life continued, so too did recreational sport. Hurling remained a part of Tipperary life and the research identifies new sources to demonstrate this. The growth and evolution of sport in Co. Tipperary, 1840-1880, is put into context with comparable studies in Ireland and Great Britain as the Victorian penchant for sport manifested itself in this part of rural Ireland.
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Chapman, Gillentine Lacey Mencken Frederick Carson. "Do modern video games impact the cultural perceptions and acceptance of racial stereotypes? a qualitative assessment of video game usage /." Waco, Tex. : Baylor University, 2007. http://hdl.handle.net/2104/5053.

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Östlund, Eric Chung Anders. "From vision to prototype : Virtual road racing." Thesis, Linköping University, Department of Electrical Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2817.

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Riding a stationary exercise bike regularly can lead to many health benefits such as stronger muscles, higher metabolism and reduced body fat percentage to mention a few. The biggest drawback is that training on a stationary exercise bike can be immensely boring with no stimulation or amusement factor.

This thesis presents the development of a prototype, a road racing simulator that makes training on an exercise bike more stimulating. The prototype consists of an exercise bike and a computer game. It also features a network option, making it possible to race other users, multi player style. The purpose is to make home training on the exercise bike more amusing, enjoyable and maybe even challenging.

The focus in this report lies mainly on the graphics and network parts but all steps in producing the prototype are described so the reader can get a complete picture of the project.

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Books on the topic "Racing games"

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Morris, Dave. Racing the clock. London: Hodder Children's, 1995.

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Pcs. Rush 2: Extreme Racing USA. 6th ed. Rocklin, USA: Prima Games, 1999.

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Motocross racing. Minneapolis, MN: Bellwether Media, Inc., 2016.

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BMX racing. Minneapolis, MN: Bellwether Media, Inc., 2016.

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Nick, Roberts. San Francisco rush: Extreme racing : the official strategy guide. Rocklin, Calif: Prima Pub., 1997.

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Hindmarch, Thomas. Project Gotham racing 3: Prima official strategy guide. Roseville, Calif: Prima Games, 2005.

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Montfort, Nick. Racing the Beam: The Atari Video Computer System. Cambridge, MA: The MIT Press, 2009.

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Cohen, Mark. Hot Wheels: Turbo Racing, Prima's Official Strategy Guide. Rocklin, CA: Prima Games, 1999.

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NASCAR racing 2: The champion's handbook. Rocklin, Calif: Prima Pub., 1997.

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Dudlak, Jon. Project gotham racing 2: Prima's official strategy guide. Roseville, CA: Prima Games, 2003.

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Book chapters on the topic "Racing games"

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Togelius, Julian, Simon M. Lucas, and Renzo De Nardi. "Computational Intelligence in Racing Games." In Advanced Intelligent Paradigms in Computer Games, 39–69. Berlin, Heidelberg: Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-72705-7_3.

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Guo, Fenggen, and Zizhao Wu. "A Deep Reinforcement Learning Approach for Autonomous Car Racing." In E-Learning and Games, 203–10. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23712-7_27.

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Adejumobi, Babatunde, Nathan Franck, and Michael Janzen. "Designing and Testing a Racing Car Serious Game Module." In Serious Games Development and Applications, 192–98. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11623-5_16.

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Blackmon, Samantha, and Daniel J. Terrell. "Racing toward Representation: An Understanding of Racial Representation in Video Games." In Gaming Lives in the Twenty-First Century, 203–15. New York: Palgrave Macmillan US, 2007. http://dx.doi.org/10.1057/9780230601765_12.

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Ruscio, Daniele. "What Driving Abilities Do Racing Video Games Stimulate? Rating the Levels of Realism Experienced in Commercial Racing Video Games." In Advances in Intelligent Systems and Computing, 916–26. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-60441-1_88.

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Zhang, Wenyu, and Tianhan Gao. "Improved Optimal Reciprocal Collision Avoidance Algorithm in Racing Games." In Innovative Mobile and Internet Services in Ubiquitous Computing, 209–20. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79728-7_21.

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Muñoz, Jorge, German Gutierrez, and Araceli Sanchis. "Towards Imitation of Human Driving Style in Car Racing Games." In Believable Bots, 289–313. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32323-2_12.

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Collins, Karen, and Ruth Dockwray. "Drive, Speed, and Narrative in the Soundscapes of Racing Games." In The Routledge Companion to Screen Music and Sound, 400–411. New York ; London : Routledge, 2017.: Routledge, 2017. http://dx.doi.org/10.4324/9781315681047-33.

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Cavallone, Paride, Luigi Tagliavini, Andrea Botta, Giovanni Colucci, Lorenzo Baglieri, and Giuseppe Quaglia. "Evolution of Racing Wheelchair: From Its Origin to the Paralympic Games." In Mechanisms and Machine Science, 16–24. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-10776-4_3.

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Holm, Kristoffer Lind, Nicolai Skovhus, and Martin Kraus. "Increasing the Perceived Camera Velocity in 3D Racing Games by Changing Camera Attributes." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 121–28. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55834-9_14.

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Conference papers on the topic "Racing games"

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Kim, Yongjin, Jaehoon Jung, Seokhee Jeon, Sangyoon Lee, and Gerard J. Kim. "Telepresence meets racing games." In the 2005 ACM SIGCHI International Conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1178477.1178559.

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Astrup, Birk Knut, Viktor Danielsen, Kristian Ludvig Grønvold, Alexander William Ingvarsson Hals, Andreas Klophmann, and Frode Eika Sandnes. "Car steering in racing games." In PETRA '19: The 12th PErvasive Technologies Related to Assistive Environments Conference. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3316782.3321547.

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Lecchi, Stefano. "Artificial intelligence in racing games." In 2009 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2009. http://dx.doi.org/10.1109/cig.2009.5286512.

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Loiacono, Daniele, Julian Togelius, and Pier Luca Lanzi. "Simulated car racing." In 2009 IEEE Symposium on Computational Intelligence and Games (CIG). IEEE, 2009. http://dx.doi.org/10.1109/cig.2009.5286504.

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Jiao Jian Wang and Olana Missura. "Racing tracks improvisation." In 2014 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2014. http://dx.doi.org/10.1109/cig.2014.6932899.

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Botta, Matteo, Vincenzo Gautieri, Daniele Loiacono, and Pier Luca Lanzi. "Evolving the optimal racing line in a high-end racing game." In 2012 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2012. http://dx.doi.org/10.1109/cig.2012.6374145.

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Pacheco, Cristiana, Laurissa Tokarchuk, and Diego Pérez-Liébana. "Studying believability assessment in racing games." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235797.

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Cechanowicz, Jared E., Carl Gutwin, Scott Bateman, Regan Mandryk, and Ian Stavness. "Improving player balancing in racing games." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2658537.2658701.

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Almozel, Amin, and Jeff S. Shamma. "Competitive Drone Racing Using Asymmetric Games." In 2021 18th International Conference on Ubiquitous Robots (UR). IEEE, 2021. http://dx.doi.org/10.1109/ur52253.2021.9494629.

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Kale, Manas, and M. V. Bedekar. "Driver Profiling Using Realistic Racing Games." In 2018 Second International Conference on Inventive Communication and Computational Technologies (ICICCT). IEEE, 2018. http://dx.doi.org/10.1109/icicct.2018.8473154.

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Reports on the topic "Racing games"

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Griffin, John, David Nickerson, and Abigail Wozniak. Racial Differences in Inequality Aversion: Evidence from Real World Respondents in the Ultimatum Game. Cambridge, MA: National Bureau of Economic Research, May 2011. http://dx.doi.org/10.3386/w17097.

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