Academic literature on the topic 'Video Games based on Manga'

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Journal articles on the topic "Video Games based on Manga"

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Kiryakos, Senan, and Shigeo Sugimoto. "Building a bibliographic hierarchy for manga through the aggregation of institutional and hobbyist descriptions." Journal of Documentation 75, no. 2 (March 6, 2019): 287–313. http://dx.doi.org/10.1108/jd-06-2018-0089.

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Purpose Multiple studies have illustrated that the needs of various users seeking descriptive bibliographic data for pop culture resources (e.g. manga, anime, video games) have not been properly met by cultural heritage institutions and traditional models. With a focus on manga as the central resource, the purpose of this paper is to address these issues to better meet user needs. Design/methodology/approach Based on an analysis of existing bibliographic metadata, this paper proposes a unique bibliographic hierarchy for manga that is also extendable to other pop culture sources. To better meet user requirements of descriptive data, an aggregation-based approach relying on the Object Reuse and Exchange-Open Archives Initiative (OAI-ORE) model utilized existing, fan-created data on the web. Findings The proposed hierarchy is better able to portray multiple entities of manga as they exist across data providers compared to existing models, while the utilization of OAI-ORE-based aggregation to build and provide bibliographic metadata for said hierarchy resulted in levels of description that more adequately meet user demands. Originality/value Though studies have proposed alternative models for resources like games or comics, manga has remained unexamined. As manga is a major component of many popular multimedia franchises, a focus here with the intention while building the model to support other resource types provides a foundation for future work seeking to incorporate these resources.
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Oóhagan, Dr Minako. "MANGA, ANIME AND VIDEO GAMES: GLOBALIZING JAPANESE CULTURAL PRODUCTION." Perspectives 14, no. 4 (July 24, 2007): 242–47. http://dx.doi.org/10.1080/09076760708669041.

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Loriguillo-López, Antonio. "Osamu Tezuka, el Dios del Manga: Exhibition at the Museu Nacional d’Art de Catalunya." Mutual Images Journal, no. 7 (December 20, 2019): 57–62. http://dx.doi.org/10.32926/2019.7.r.lor.osamu.

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2019 marked a significant date for the circulation of Japanese popular culture in Spain. Manga Barcelona, the multitudinous event formerly known as “Saló del Manga”, reached its 25th edition. A quarter of a century has passed since its modest beginning as a meetup that brought together around a thousand enthusiasts of manga, anime, and video games at the Estació de França in Barcelona. At twenty-five years, the most relevant event for Japanese popular culture in the country is [...]
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Takeshi, Kawamura, and Sara Jansen. "The Lost Babylon." TDR/The Drama Review 44, no. 1 (March 2000): 114–35. http://dx.doi.org/10.1162/10542040051058942.

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Kawamura Takeshi's play, set in a “for real” amusement park, explores the impulses to violence present in manga (comics), films, video games, and on the internet. According to Kawamura, this is “a new Japan where citizens will have to learn to defend themselves.” Act II is published in its entirety.
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Mainetti, R., A. Sedda, M. Ronchetti, G. Bottini, and N. A. Borghese. "Duckneglect: Video-games based neglect rehabilitation." Technology and Health Care 21, no. 2 (February 28, 2013): 97–111. http://dx.doi.org/10.3233/thc-120712.

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Gutiérrez, Enrique Javier Díez. "Video Games and Gender-based Violence." Procedia - Social and Behavioral Sciences 132 (May 2014): 58–64. http://dx.doi.org/10.1016/j.sbspro.2014.04.278.

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Kang, Hyun, Chang Woo Lee, and Keechul Jung. "Recognition-based gesture spotting in video games." Pattern Recognition Letters 25, no. 15 (November 2004): 1701–14. http://dx.doi.org/10.1016/j.patrec.2004.06.016.

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Liu, Wei. "Sports Games Video Segmentation based on Adaptive." International Journal of Signal Processing, Image Processing and Pattern Recognition 9, no. 2 (February 28, 2016): 25–34. http://dx.doi.org/10.14257/ijsip.2016.9.2.03.

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Mathew, Geethu Elizebeth. "Direction Based Heuristic for Pathfinding in Video Games." Procedia Computer Science 47 (2015): 262–71. http://dx.doi.org/10.1016/j.procs.2015.03.206.

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Bebie, T., and H. Bieri. "A Video-Based 3D-Reconstruction of Soccer Games." Computer Graphics Forum 19, no. 3 (September 2000): 391–400. http://dx.doi.org/10.1111/1467-8659.00431.

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Dissertations / Theses on the topic "Video Games based on Manga"

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Svensson, Adam. "Implementation of binaural beats in video games : The effects of a therapy based on video games and binaural beats on university students." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-19860.

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The goal of this study was to explore the potential of using video games with binaural beats as an alternative to regular binaural beat therapy. As previous studies have shown, music therapy, binaural beat therapy, and video games have been used for relaxation purposes to varying success. To prove this, three types of therapies were held in order to test their effectiveness. 16 students participated in the test in which their goal was to partake in one of the three therapy sessions, with two interviews before and after the therapy session. The results showed that a video game therapy with binaural beats could work as an alternative to a standard music therapy session, and that the binaural beats improved the relaxing factor in a video game. However, this area of study is quite new, which means more studies would be needed to ascertain the effectiveness of this kind of therapy.

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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Cosic, Prica Srdjan. "Video Games and Software Engineers : Designing a study based on the benefits from Video Games and how they can improve Software Engineers." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-15324.

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Context: This is a study about investigating if playing video games can improve any skills and characteristics in a software engineer. Due to lack of resources and time, this study will focus on designing a study that others may use to measure the results and if video games actually can improve software engineers. Objectives: The main objectives are finding the benefits of playing video games and how those benefits are discovered. Meaning what types of games and for how long someone needs to play in order to be affected and show improvements. Another objective is to find out what skills are requested and required in a software engineer. Then it is time to design the study based on the information gathered. Methods: There is a lot of literature studying involved. The method is parallel research which is when reading about the benefits of playing video games, then also reading and trying to find corresponding benefits in what is requested and required in software engineers. Results: There are many cognitive benefits from video games that are also beneficial in software engineers. There is no recorded limit to how long a study can go on playing video games that it proves to have negative consequences. That means that the study designed from the information gathered is very customizable and there are many results that can be measured. Conclusions: There is a very high chance that playing video games can result in better software engineers because the benefits that games provide are connected to skills requested and required by employers and other expert software engineers that have been in the business for a long time and have a high responsibilities over other teams of software engineers.
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Graham, Philip Mike. "Layered AI architecture for team based first person shooter video games." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5044.

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In this thesis an architecture, similar to subsumption architectures, is presented which uses low level behaviour modules, based on combinations of machine learning techniques, to create teams of autonomous agents cooperating via shared plans for interaction. The purpose of this is to perform effective single plan execution within multiple scenarios, using a modern team based first person shooter video game as the domain and visualiser. The main focus is showing that through basic machine learning mechanisms, applied in a multi-agent setting on sparse data, plans can be executed on game levels of varying size and shape without sacrificing team goals. It is also shown how different team members can perform locally sub-optimal operations which contribute to a globally better strategy by adding exploration data to the machine learning mechanisms. This contributes to the reinforcement learning problem of exploration versus exploitation, from a multi-agent perspective.
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Munir, Sundas, and Mirza Sanam Iqbal Baig. "Challenges and Security Aspects of Blockchain Based Online Multiplayer Games​." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-38771.

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Video gaming has always been a blooming industry. With the emergence of online multi- player video games , this industry’s worth have sky rocketed. Online multiplayer video games store data of player’s credentials, in-game progress, in-game virtual assets and payment details etc. Which mean security threats to these systems are nothing new and securing these games have always meant to protect player’s data from unauthorized breach. Integration of Blockchain technology in online multiplayer video games apart from other amazing features, provides a way to prove digital ownership of virtual assets with their verifiable scarcity. Trade of these in-game virtual assets have always been a goal for online multiplayer gaming companies, but there was none enough trust-able infrastructure available which can be relied on. Blockchain just solved that problem. It provided a platform for these asset’s secure and transparent transaction between players. Topic for our research not only consider the security challenges in online games but specifi- cally blockchain based online multiplayer games. This adaptation is still new and there is need of consideration of new security challenges. In this dissertation we try to bring out some important challenges related to security of blockchain based online multiplayer video games. There are currently no studies around security concerns and challenges of the integration of the online multiplayer video games in the emerging blockchain systems. In order to fill in the gap, this dissertation discusses and identifies two main security concerning questions related to this domain. Also this dissertation provides basic steps for expanding future research and application in this joint domain.
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Pagnotti, John Charles Jr. "The Effect of Civics-Based Video Games on Middle School Students' Civic Engagement." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5366.

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Democratic theorists argue that democratic institutions thrive when the citizens of the society robustly participate in governance (Galston, 2004; Barber, 2001). A traditional indicator of democratic participation is voting in elections or referendums. However, democratic apologetics posit that humans need to be trained in democratic processes in order to be democratic citizens (Dewey, 1916; Gutmann, 1990; Sehr, 1997; Goodlad, 2001). Citizens need to know not only the protocol of participation, they also need to be trained in the processes of mind (Dewey, 1916; 1927). Educational systems in this country have been the traditional place where democratic training has been vested (Spring, 2001). It seems, though, that the methods that educators are using to train young people fail to meet this challenge as voting rates among the youngest citizens (under 30) have never been higher than slightly more than half of eligible voters in the age group. To remedy this situation, Congress and several private civic-education organizations have called for changing curricular approaches to engage more youth. One such method that may hold promise is the use of video game technology. The current generation of youth has grown up in a digital world where they have been labeled “Digital Natives” (Prensky, 2001a). They are “tech savvy” and comfortable with their lives being integrated with various forms of digital technology. Significantly, industry research suggests that over 90% of “Digital Natives” have played a video game in the last 30 days, and business is booming to the level that video games pulled in more money than the movie industry did in 2008 (ESA, 2009). As early as the 1970s, educational researchers have looked at the use of video game technology to engage student learning; however, this research has been limited at best. More recently, educational scholars such as James Gee (2003; 2007) and Kurt Squire (2002; 2003; 2006) have sought to make the academic conversation more mature with regard to using video games as a classroom supplement. This study continues that conversation by using quantitative methods to investigate whether or not different groups of middle school students self-report a greater propensity to be civically engaged as a result of civic-themed video gameplay. The investigator collected data from middle school students who were given access to civic-themed video games to see if there were statistically significant differences in self-reported civic-engagement scores as a result of gameplay. This investigation was conducted at a large, urban middle school in the Southeast region of the United States.
ID: 031001528; System requirements: World Wide Web browser and PDF reader.; Mode of access: World Wide Web.; Adviser: William B. Russell III.; Thesis (Ph.D.)--University of Central Florida, 2012.; Includes bibliographical references (p. 111-117).
Ph.D.
Doctorate
Education and Human Performance
Education; Social Science Education
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Ali, U. "A practice-based exploration of natural environment design in computer & video games." Thesis, University of Salford, 2016. http://usir.salford.ac.uk/39394/.

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I offer this thesis as an original and substantial contribution to knowledge in virtual natural environment design practice within computer and video games, by identifying areas of strong/weak practice and to develop a new design framework that utilises a cross-disciplinary approach for practitioners/students/researchers. The thesis combines theoretical frameworks as well practical guidance within a new design framework for virtual natural environment design. The themes relating to this work were examined through a contextual review that focused on previous professional practice as well as critical games produced during the last 30 years. The contextual review involved a detailed textual and visual-based historical survey of virtual landscapes, resulting in a practice-based exploration of virtual natural environment design in computer and video games. One of the main artefacts produced in this research, a three-volume book series titled Virtual Landscapes, presents for the first time these virtual spaces in a digitally enhanced manner through high-resolution panoramic imagery. A review of existing literature and current practice revealed that virtual natural environment design has so far been driven by mainly aesthetic principles and hinted that future emergent design practice should involve a cross/multi-disciplinary approach. The research proposes a new design framework for the creation of virtual landscapes that uses Landscape Character Assessments amongst other elements of environmental design. ShadowMoss Island is a practice-based exploration of how virtual natural environmental design can incorporate elements from Environmental Psychology and Geology, as well as personal reflections and observational analysis based on a field trip. The research proposes that psychological elements added to this new design framework can radically improve the success and impact of the final virtual natural environment. Another practice-based artefact, MindFlow, was created as a pre-production tool for the purpose of environmental design. The proposed tool enables the direct visualisation of collated multimedia (audio, images, video, annotations, design and decisions) in much more natural setting of a single visual space, allowing designers/artists to draw and influence the design and creation of virtual natural environments by bringing together all the different aspects in an intuitive and user-friendly manner. MindFlow helps solve the problem of designers/artists having to retain mental maps of image repositories structure by creating a single visual non-folder tree hierarchy virtual space. The research has significance to both professional and pedagogic practitioners working in the area of computer and video game natural environment design.
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Anguelov, Bobby. "Video game pathfinding and improvements to discrete search on grid-based maps." Diss., University of Pretoria, 2011. http://hdl.handle.net/2263/22940.

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The most basic requirement for any computer controlled game agent in a video game is to be able to successfully navigate the game environment. Pathfinding is an essential component of any agent navigation system. Pathfinding is, at the simplest level, a search technique for finding a route between two points in an environment. The real-time multi-agent nature of video games places extremely tight constraints on the pathfinding problem. This study aims to provide the first complete review of the current state of video game pathfinding both in regards to the graph search algorithms employed as well as the implications of pathfinding within dynamic game environments. Furthermore this thesis presents novel work in the form of a domain specific search algorithm for use on grid-based game maps: the spatial grid A* algorithm which is shown to offer significant improvements over A* within the intended domain. Copyright
Dissertation (MSc)--University of Pretoria, 2011.
Computer Science
unrestricted
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Griffith, Ioseff. "Generation, evaluation, and optimisation of procedural 2D tile-based maps in turn-based tactical video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-54453.

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In modern times, procedural content generation sees frequent use in video games, producing anything from graphics to maps and quests. This study focuses on how these techniques can be used to produce forest maps for tactical role-playing games, and how this is applied in particular to Starshard, one such game. The main points addressed are how well the forestry growth simulation algorithm previously implemented in Starshard compares to algorithms based on other popular techniques, how to utilise evaluation and optimisation to produce correct and strategically interesting maps without human interference, and whether or not players can easily perceive a difference between procedural maps and maps designed by humans. With high demand for new algorithms to automate content generation in order to help smaller teams of developers and maintain interest in content post release, there is much value in delving further into less frequently explored aspects such as tile-based maps or player perception of procedural content. In order to answer the research problems, a controlled experiment comparing four forestry generation algorithms was performed, in addition to a study of literature to implement evaluation and optimisation algorithms, and a survey to gauge player reactions to the produced maps. Ultimately, the growth simulation proves to be more successful than alternative algorithms in reducing number of errors in maps. In addition, the results of the survey showed that while players are capable of reliably picking out human created maps, their ratings for procedurally generated maps were not much lower than these and they could frequently mistake procedural maps as being produced by humans.
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Gorman, Chad M. "Getting Serious About Games - Using Video Game-based Learning to Enhance Nuclear Terrorism Preparedness." Thesis, Monterey, California. Naval Postgraduate School, 2012. http://hdl.handle.net/10945/6803.

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Approved for public release; distribution is unlimited
This thesis proposes the development of a video game platform to increase the publics knowledge of required protective actions in the event of a nuclear terrorism attack. Current scientific analyses have identified elementary steps the public should take to increase the likelihood of survival in the event of a nuclear terrorism incident; however, a knowledge gap currently exists with regard to the publics understanding of these required actions. Unfortunately, todays preparedness initiatives do not have the efficacy required to impact significant improvements in this area. Video games, more specifically a sub-genre of games known as serious games, are uniquely postured to address this knowledge gap. Not only do video games provide a motivating, enriching and engaging educational medium, but also they are unique in that they address the emerging educational needs of todays games generation, which desires more interactive educational environments since they have been immersed in technology for the majority of their lives. As such, leveraging this technology can help close the current knowledge gap and increase the nations resilience to nuclear terrorism.
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Brookes, Sarah. "Playing the Story: Transportation as a Moderator of Involvement in Narratively-Based Video Games." The Ohio State University, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=osu1274818623.

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Books on the topic "Video Games based on Manga"

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Sonic), Hiroyuki Negami (Super. Doraemon 2 Nobita to Hikari no Shinden: Epoch Official Guide Book. Tokyo, Japan: Shogakukan Inc., 1999.

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Sonic), Akiharu Tsuchida (Super. Doraemon Nobita to Mittsu no Seireiseki: Epoch Official Guide Book. Tokyo, Japan: Shogakukan Inc., 1997.

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Sonic), Hiroaki Nagata (Super. Doraemon 3 Nobita no Machi SOS!: Epoch Official Guide Book. Tokyo, Japan: Shogakukan Inc., 2000.

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Sanches, João Diniz. Driving games manual: The ultimate guide to all car-based computer and video games. Newbury Park, Calif: Haynes, 2008.

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Game based organization design: New tools for complex organizational systems. Basingstoke, Hampshire: Palgrave Macmillan, 2014.

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1968-, Rodriguez Robert, ed. Spy kids 3-D : game over: A novel based on the major motion picture. New York: Miramax Books/Hyperion Books for Children, 2003.

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Allison, DeBlasio, and Marsocci Joey, eds. 1000 incredible costume & cosplay ideas: A showcase of creative characters from anime, manga, video games, movies, comics and more! Beverly, MA: Quarry Books, 2013.

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Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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Orvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. Arlington, Va: U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.

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Quinrose. Alice in the country of diamonds: Wonderful wonder world official visual fan book. [S.l.]: Yen Press, 2014.

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Book chapters on the topic "Video Games based on Manga"

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Sherrick, Brett. "The Role of Engagement in Facilitating Games-Based Persuasion." In Video Games, 44–59. New York, NY : Routledge, 2018. | Series: Electronic media research series: Routledge, 2018. http://dx.doi.org/10.4324/9781351235266-3.

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Hemmann, Kathryn. "Beautiful War Games: Transfiguring Genders in Video Game Fancomics." In Manga Cultures and the Female Gaze, 103–23. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-18095-9_5.

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Barr, Matthew. "Video Games and Learning." In Graduate Skills and Game-Based Learning, 1–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-27786-4_1.

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Hickey, Daniel T., and Ellen Jameson. "Designing for Participation in Educational Video Games." In Assessment in Game-Based Learning, 401–30. New York, NY: Springer New York, 2012. http://dx.doi.org/10.1007/978-1-4614-3546-4_20.

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Schrader, P. G., Kenneth J. Fasching-Varner, and Michael P. McCreery. "Narrative, Video Games, and Performance In Situ." In Game-based Learning Across the Disciplines, 363–82. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75142-5_16.

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Lee, William, and Ramon Lawrence. "Fast Grid-Based Path Finding for Video Games." In Advances in Artificial Intelligence, 100–111. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38457-8_9.

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Suaza, Juan, Edwin Gamboa, and María Trujillo. "A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games." In Entertainment Computing and Serious Games, 436–40. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_42.

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Smith, Stuart T., Amir Talaei-Khoei, Mililani Ray, and Pradeep Ray. "Agent-Based Monitoring of Functional Rehabilitation Using Video Games." In Studies in Computational Intelligence, 113–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16095-0_7.

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Chang, Wen-Hsuan, Yu-Chieh Wu, and Jie-Chi Yang. "Webpage-Based and Video Summarization-Based Learning Platform for Online Multimedia Learning." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications, 355–62. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_64.

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Padilla Zea, N., N. Medina Medina, F. L. Gutiérrez Vela, and P. Paderewski. "A Model-Based Approach to Designing Educational Multiplayer Video Games." In Technology-Enhanced Systems and Tools for Collaborative Learning Scaffolding, 167–91. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19814-4_8.

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Conference papers on the topic "Video Games based on Manga"

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"Ethical Issues of Simulation Video Games." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.060.

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Surer, Elif, Michele Pirovano, Renato Mainetti, Fabio Tatti, Gabriel Baud-Bovy, and Alberto Borghese. "Video-games based Neglect rehabilitation using haptics." In 2014 22nd Signal Processing and Communications Applications Conference (SIU). IEEE, 2014. http://dx.doi.org/10.1109/siu.2014.6830582.

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Talaei-Khoei, Amir, Pradeep Ray, and Nandan Parameshwaran. "Policy-Based Awareness: Implications in Rehabilitation Video Games." In 2011 44th Hawaii International Conference on System Sciences (HICSS 2011). IEEE, 2011. http://dx.doi.org/10.1109/hicss.2011.345.

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Mathew, Geethu Elizebeth, and G. Malathy. "Direction based heuristic for pathfinding in video games." In 2015 2nd International Conference on Electronics and Communication Systems (ICECS). IEEE, 2015. http://dx.doi.org/10.1109/ecs.2015.7124867.

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Deng, Hangyu, Jia Luo, and Jinglu Hu. "Attentive Relation Network for Object based Video Games." In 2021 International Joint Conference on Neural Networks (IJCNN). IEEE, 2021. http://dx.doi.org/10.1109/ijcnn52387.2021.9533369.

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Kang, Sin-Hwa, Andrew W. Feng, Mike Seymour, and Ari Shapiro. "Study comparing video-based characters and 3D-based characters on mobile devices for chat." In MiG '16: Motion In Games. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2994258.2994274.

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Tsujino, Yudai, Ryosuke Yamanishi, and Yoichi Yamashita. "Characteristics Study of Dance-charts on Rhythm-based Video Games." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848126.

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Claypool, Mark, Daniel Farrington, and Nicholas Muesch. "Measurement-based analysis of the video characteristics of Twitch.tv." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377227.

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Tizon, Nicolas, Christina Moreno, Mihai Cernea, and Marius Preda. "MPEG-4-based adaptive remote rendering for video games." In the 16th International Conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2010425.2010433.

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Raffe, William L., Fabio Zambetta, and Xiaodong Li. "Evolving patch-based terrains for use in video games." In the 13th annual conference. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/2001576.2001627.

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