Gotowa bibliografia na temat „Computer-based video games”
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Artykuły w czasopismach na temat "Computer-based video games"
Aust, Robert, Michael Nitsche, and Johannes Pelka. "Digital game-based learning and video games in teacher training. Conception, evaluation and results from Leipzig University." Perspectives of Innovations, Economics and Business 14, no. 3 (2014): 113–31. https://doi.org/10.15208/pieb.2014.14.
Pełny tekst źródłaBelmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.
Pełny tekst źródłaBontchev, Boyan. "Adaptation in Affective Video Games: A Literature Review." Cybernetics and Information Technologies 16, no. 3 (2016): 3–34. http://dx.doi.org/10.1515/cait-2016-0032.
Pełny tekst źródłaZając, Błażej, and Szczepan Paszkiel. "USING BRAIN-COMPUTER INTERFACE TECHNOLOGY AS A CONTROLLER IN VIDEO GAMES." Informatyka, Automatyka, Pomiary w Gospodarce i Ochronie Środowiska 10, no. 3 (2020): 26–31. http://dx.doi.org/10.35784/iapgos.1543.
Pełny tekst źródłaTrepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.
Pełny tekst źródłaWang, Guanhao. "A Pilot Study on the Video Game Interface from the Perspective of the Human-Computer Interaction -- Taking Far: Lone Sails as an Example." Lecture Notes in Education Psychology and Public Media 18, no. 1 (2023): 194–99. http://dx.doi.org/10.54254/2753-7048/18/20231314.
Pełny tekst źródłaMitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.
Pełny tekst źródłaOrekh, Ekaterina. "“To Prohibit or Permit”: Strategies of Parental Behaviour in Relation to Children’s Video Games in Today’s Russia." SHS Web of Conferences 50 (2018): 01122. http://dx.doi.org/10.1051/shsconf/20185001122.
Pełny tekst źródłaWei, Yu Qing, Xing Gao, and Jing Hua Gao. "Virtools Based Development of Computer Experiment." Advanced Materials Research 756-759 (September 2013): 2887–91. http://dx.doi.org/10.4028/www.scientific.net/amr.756-759.2887.
Pełny tekst źródłaMohd Tap, Mohamad Farhan, Norhanim Abdul Samat, and Tina Abdullah. "Exploring the Potential of Video Games in Enhancing Language Learning." LSP International Journal 11, no. 1 (2024): 29–39. http://dx.doi.org/10.11113/lspi.v11.21512.
Pełny tekst źródłaRozprawy doktorskie na temat "Computer-based video games"
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/.
Pełny tekst źródłaVidlund, Anna. "English in video and online computer games : Potential enhancement of players’ vocabulary." Thesis, Linnéuniversitetet, Institutionen för språk (SPR), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-28402.
Pełny tekst źródłaMunir, 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.
Pełny tekst źródłaLipinski, Michael. "Feasibility of the nintendo Ds for teaching problem-based learning in kindergarten through twelfth grade students." Diss., Columbia, Mo. : University of Missouri-Columbia, 2008. http://hdl.handle.net/10355/5760.
Pełny tekst źródłaLewis, Joshua. "A COMMON COMPONENT-BASED SOFTWARE ARCHITECTURE FOR MILITARY AND COMMERCIAL PC-BASED VIRTUAL SIMULATION." Doctoral diss., University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/2301.
Pełny tekst źródłaUzuegbunam, Nkiruka M. A. "SELF-IMAGE MULTIMEDIA TECHNOLOGIES FOR FEEDFORWARD OBSERVATIONAL LEARNING." UKnowledge, 2018. https://uknowledge.uky.edu/ece_etds/124.
Pełny tekst źródłaGriffith, 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.
Pełny tekst źródłaPagnotti, 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.
Pełny tekst źródłaRokicki, Jonathan, and Henrik Pira. "Foliage generation tool based on a Lindenmeyer system : A study on branch density of trees in video games." Thesis, Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-18402.
Pełny tekst źródłaBernard, Arnaud Jean Marc. "Human computer interface based on hand gesture recognition." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/42748.
Pełny tekst źródłaKsiążki na temat "Computer-based video games"
Sanches, João Diniz. Driving games manual: The ultimate guide to all car-based computer and video games. Haynes, 2008.
Znajdź pełny tekst źródłaOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Znajdź pełny tekst źródłaOrvis, Karin A. Videogame-based training success: The impact of trainee characteristics - year 2. U.S. Army Research Institute for the Behavioral and Social Sciences, 2006.
Znajdź pełny tekst źródłaDriving games manual: The ultimate guide to all car-based computer and video games. Haynes, 2011.
Znajdź pełny tekst źródłaThe effects of video game experience on computer-based air traffic controller specialist, air traffic scenario test scores. U.S. Dept. of Transportation, Federal Aviation Administration, Office of Aviation Medicine, 1997.
Znajdź pełny tekst źródłaGame-based teaching and simulation in nursing and healthcare. Springer Pub. Co., 2012.
Znajdź pełny tekst źródłaHouse, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. Taylor & Francis Group, 2020.
Znajdź pełny tekst źródłaHouse, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. CRC Press LLC, 2016.
Znajdź pełny tekst źródłaHouse, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. CRC Press LLC, 2016.
Znajdź pełny tekst źródłaHouse, Donald, and John C. Keyser. Foundations of Physically Based Modeling and Animation. CRC Press LLC, 2016.
Znajdź pełny tekst źródłaCzęści książek na temat "Computer-based video games"
Nickel, Vadim. "Generative Atmospheres." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-015.
Pełny tekst źródłaBruno, Luca Paolo. "Bikini nel bakumatsu, intimi anacronismi. Il caso di Ōka Sabaki." In Connessioni. Studies in Transcultural History. Firenze University Press, 2024. http://dx.doi.org/10.36253/979-12-215-0422-4.26.
Pełny tekst źródłaHeaton, C. "Video Game Technology and Training Research." In Computer-Based Instruction in Military Environments. Springer US, 1987. http://dx.doi.org/10.1007/978-1-4613-0915-4_22.
Pełny tekst źródłaPirker, Johanna, Mathias Pojer, Andreas Holzinger, and Christian Gütl. "Gesture-Based Interactions in Video Games with the Leap Motion Controller." In Human-Computer Interaction. User Interface Design, Development and Multimodality. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58071-5_47.
Pełny tekst źródłaDondio, Pierpaolo. "Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?" In Lecture Notes in Computer Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49065-1_22.
Pełny tekst źródłaLi, Chengyi, Chengjie Dai, and Wai Kin Chan. "Optimizing Tutorial Design for Video Card Games Based on Cognitive Load Theory: Measuring Game Complexity." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60692-2_5.
Pełny tekst źródłaMaury-Castañeda, Natalia, Sergio Villarruel-Vasquez, and Willy Ugarte. "MAS4Games: A Reinforced Learning-Based Multi-agent System to Improve Player Retention in Virtual Reality Video Games." In Communications in Computer and Information Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-49368-3_7.
Pełny tekst źródłaKuralić-Ćišić, Lejla, Meliha Bijedić, Irma Dobrinjic, Nermina Kravić, Aida Duraković, and Dajana Stajić. "Online Counseling “The World Without a Label”." In International Perspectives in Values-Based Mental Health Practice. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-47852-0_42.
Pełny tekst źródłaKasemsap, Kijpokin. "Mastering Educational Computer Games, Educational Video Games, and Serious Games in the Digital Age." In Advances in Game-Based Learning. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1034-5.ch003.
Pełny tekst źródłaMester, Gyula, Piroska Stanic Molcer, and Vlado Delic. "Educational Games." In Computer Games as Educational and Management Tools. IGI Global, 2011. http://dx.doi.org/10.4018/978-1-60960-569-8.ch015.
Pełny tekst źródłaStreszczenia konferencji na temat "Computer-based video games"
Maravic, Manojlo, and Gorana Rakicbajic. "THE TEACHERS' ATTITUDE TOWARDS THE USE OF VIDEO GAMES IN TEACHING PROCESS." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-040.
Pełny tekst źródłaChuang, Tsung-Yen, and Wei-Fan Chen. "Effect of Computer-Based Video Games on Children: An Experimental Study." In 2007 IEEE International Workshop on Digital Games and Intelligent Toys-based Education. IEEE, 2007. http://dx.doi.org/10.1109/digitel.2007.24.
Pełny tekst źródłaBreugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.
Pełny tekst źródłaNhu, Anh, Hieu Phan, Chang Liu, and Xianglong Feng. "A Comprehensive Defense Approach Targeting The Computer Vision Based Cheating Tools in FPS Video Games." In 2023 IEEE International Performance, Computing, and Communications Conference (IPCCC). IEEE, 2023. http://dx.doi.org/10.1109/ipccc59175.2023.10253881.
Pełny tekst źródłaSmirnova, N. "DIGITAL TRANSFORMATIONS: CONSTRUCTION OF THE «ENEMY IMAGE» IN HISTORICAL COMPUTER GAMES." In EXPONENTS OF SOCIAL AGGRESSION: GENERAL HUMANITARIAN DISCOURSES. FSBE Institution of Higher Education Voronezh State University of Forestry and Technologies named after G.F. Morozov, 2022. http://dx.doi.org/10.34220/esaghd2022_122-126.
Pełny tekst źródłaPantoja, Maria. "Designing a New Video Game App as an aid for Introduction to Programming classes that use C Programming Language." In Third International Conference on Higher Education Advances. Universitat Politècnica València, 2017. http://dx.doi.org/10.4995/head17.2017.4606.
Pełny tekst źródłaSahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova, and Edward Sergeevich Bolshakov. "Video Game's Mechanics Generation and Balancing." In 24th Scientific Conference “Scientific Services & Internet – 2022”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/abrau-2022-6.
Pełny tekst źródłaMateus, Sandra, Jorge Giraldo, Daniel Ramírez, and Claudia Ramos. "Development of a Video Game for Cognitive Stimulation in Early-Stage Alzheimer's Disease." In Intelligent Human Systems Integration (IHSI 2024) Integrating People and Intelligent Systems. AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004501.
Pełny tekst źródłaThomas Kühn, Alexander, Marc Ritter, Manuel Heinzig, and Christian Roschke. "Virtual Mittweida - Creating a game-based approach to teach artificial intelligence for games." In 16th International Conference on Applied Human Factors and Ergonomics (AHFE 2025). AHFE International, 2025. https://doi.org/10.54941/ahfe1006339.
Pełny tekst źródłaR.M. Debenham, Evan, and Roberto Solis-Oba. "New Algorithms for Computing Field of Vision over 2D Grids." In 6th International Conference on Computer Science, Engineering And Applications (CSEA 2020). AIRCC Publishing Corporation, 2020. http://dx.doi.org/10.5121/csit.2020.101801.
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