Artykuły w czasopismach na temat „Context-aware gaming”
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Wu, Maomao, Keith Mitchell, Duncan McCaffery, Joe Finney, and Adrian Friday. "Real Tournament – mobile context‐aware gaming for the next generation." Electronic Library 22, no. 1 (2004): 55–64. http://dx.doi.org/10.1108/02640470410520113.
Pełny tekst źródłaAnbarivan Nalapathy Leninsengathir, Jamiyandorj Batzorig, and Naga Kiran Viswadhanapalli. "Visual learning model for behavioral cloning in gaming: Towards human-like ai systems." International Journal of Science and Research Archive 14, no. 2 (2025): 010–24. https://doi.org/10.30574/ijsra.2025.14.2.0322.
Pełny tekst źródłaSöbke, Heinrich, Jannicke Baalsrud Hauge, and Ioana A. Stefan. "Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)." International Journal of Serious Games 4, no. 2 (2017): 39–58. https://doi.org/10.17083/ijsg.v4i2.182.
Pełny tekst źródłaCzerska, Iwona. "Development directions of the gaming industry as opportunities for people with disabilities." Scientific Papers of Silesian University of Technology. Organization and Management Series 2023, no. 166 (2023): 157–66. http://dx.doi.org/10.29119/1641-3466.2022.166.10.
Pełny tekst źródłaKumar, Manoj. "Virtual Reality and Artificial Intelligence: A Perfect Combination for Immersive Gaming." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 12 (2024): 1–6. https://doi.org/10.55041/ijsrem17965.
Pełny tekst źródłaXie, Dr Xiaoling, and Dr Zeming Fang. "Multi-Modal Emotional Understanding in AI Virtual Characters: Integrating Micro-Expression-Driven Feedback within Context-Aware Facial Micro-Expression Processing Systems." Journal of Wireless Mobile Networks, Ubiquitous Computing, and Dependable Applications 15, no. 3 (2024): 474–500. http://dx.doi.org/10.58346/jowua.2024.i3.031.
Pełny tekst źródłaC L Lishan, Saravana M K, Snigdha P Rao, and Manushree K B. "A Comprehensive Survey on Gesture-Controlled Interfaces: Technologies, Applications, and Challenges." International Journal of Scientific Research in Science and Technology 12, no. 2 (2025): 1112–36. https://doi.org/10.32628/ijsrst251222672.
Pełny tekst źródłaTyagi, Himani. "Real time object detection and interaction in at using deep learning." International Scientific Journal of Engineering and Management 04, no. 04 (2025): 1–7. https://doi.org/10.55041/isjem02998.
Pełny tekst źródłaAnuja Phapale and Shriya Sawashe. "3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction." International Journal of Applied and Advanced Multidisciplinary Research 2, no. 1 (2024): 23–30. http://dx.doi.org/10.59890/ijaamr.v2i1.730.
Pełny tekst źródłaPhapale, Anuja, and Shriya Sawashe. "3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction." 3D Motion Gesture Control : Gesture Recognition and Adaptation for Human Computer Interaction 2, Vol. 2 No. 1 (2024): January, 2024 (2024): 8. https://doi.org/10.59890/ijaamr.v2i1.730.
Pełny tekst źródłaAvtar Singh. "Real-Time Generative AI in Game Texture Rendering : A Systematic Analysis of Visual Enhancement Technologies." International Journal of Scientific Research in Computer Science, Engineering and Information Technology 10, no. 6 (2024): 775–84. http://dx.doi.org/10.32628/cseit241061112.
Pełny tekst źródłaShi, Qihan. "Design and Implementation of Game Decision-making System Based on Personified LLM Agents." Applied and Computational Engineering 158, no. 1 (2025): 87–95. https://doi.org/10.54254/2755-2721/2025.tj23326.
Pełny tekst źródłaAgustina, Ika, Rommel Sinaga, and Pirman Ginting. "Teaching Digital Pragmatics: Politeness Strategies and Face Negotiation in Real-Time Game-Based Interaction." Elsya : Journal of English Language Studies 7, no. 2 (2025): 174–88. https://doi.org/10.31849/elsya.v7i2.25061.
Pełny tekst źródłaSas, Martin, Maarten Denoo, and Jan Tobias Mühlberg. "Informing Children about Privacy: A Review and Assessment of Age-Appropriate Information Designs in Kids-Oriented F2P Video Games." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 425–63. http://dx.doi.org/10.1145/3611036.
Pełny tekst źródłaKlabbers, Jan HG. "On the Architecture of Game Science." Simulation & Gaming 49, no. 3 (2018): 207–45. http://dx.doi.org/10.1177/1046878118762534.
Pełny tekst źródłaGoranson, Ted. "Perception-Dominant Control Types for Human/Machine Systems." Proceedings of the AAAI Symposium Series 3, no. 1 (2024): 43–44. http://dx.doi.org/10.1609/aaaiss.v3i1.31177.
Pełny tekst źródłaTalla, Radhika, and Dr B. V. Ramana Murthy. "PREDICTION AND ANALYSIS OF HUMAN PERCEPTION AND EMOTIONAL UNDERSTANDING THROUGH TECHNOLOGY – BLUE EYES TECHNOLOGY." International Journal of Interpreting Enigma Engineers 01, no. 01 (2024): 16–24. http://dx.doi.org/10.62674/ijiee.2024.v1i01.003.
Pełny tekst źródłaKhubulava, Gregory G. "Disabled child and the society: Relationships and socialization." Pediatric Traumatology, Orthopaedics and Reconstructive Surgery 5, no. 3 (2017): 66–73. http://dx.doi.org/10.17816/ptors5368-73.
Pełny tekst źródłaBernardos, Ana M., Xian Wang, Luca Bergesio, Juan A. Besada, and José R. Casar. "Assessing the Acceptance of a Mid-Air Gesture Syntax for Smart Space Interaction: An Empirical Study." Journal of Sensor and Actuator Networks 13, no. 2 (2024): 25. http://dx.doi.org/10.3390/jsan13020025.
Pełny tekst źródłaMilkevich, Oksana A., Angela V. Gileva, and Elena V. Vatina. "Training of teaching staff in the context of the transformation of the value of family and childhood." Perspectives of Science and Education 62, no. 2 (2023): 125–40. http://dx.doi.org/10.32744/pse.2023.2.7.
Pełny tekst źródłaBossak-Herbst, Barbara, and Małgorzata Głowacka-Grajper. "Ethnography of Horse Racing Gamblers’ Lives. Constructing Biographical Narratives in the Process of Interviewing." Qualitative Sociology Review 19, no. 4 (2023): 6–25. http://dx.doi.org/10.18778/1733-8077.19.4.01.
Pełny tekst źródłaVerma, Santoshi. "A study on the concerns about the privacy of personally identifiable information in the context of information and communications technology use, the internet, and social media." International Journal of Management and Development Studies 11, no. 06 (2022): 01–05. http://dx.doi.org/10.53983/ijmds.v11n06.001.
Pełny tekst źródłaAndi Ahmad Ichsan Hady D, A. M. Syukri Akub, and Abd. Asis. "CRIMINAL LIABILITY OF PERPETRATORS IN THE CRIME OF PROMOTING ONLINE GAMBLING ON SOCIAL MEDIA." Awang Long Law Review 5, no. 1 (2022): 154–66. http://dx.doi.org/10.56301/awl.v5i1.546.
Pełny tekst źródłaShuva, Nafiz Zaman. "“The journey will be relaxed. You will watch television. Just like a VIP”: Misinformation, secrecy, and the information behaviour of repatriated migrants in Bangladesh." Open Information Science 5, no. 1 (2021): 233–49. http://dx.doi.org/10.1515/opis-2020-0123.
Pełny tekst źródłaShakti, Pandey, and Vir Vikram Bahadur Singh Dr. "CYBER TERRORISM TO THE REFRENCE OF CRYPTO CURRENCY IN INDIA." Indian Journal of Law and Society I, no. 8 (2024): 111–21. https://doi.org/10.5281/zenodo.10644611.
Pełny tekst źródłaThị Tuyết Vân, Phan. "Education as a breaker of poverty: a critical perspective." Papers of Social Pedagogy 7, no. 2 (2018): 30–41. http://dx.doi.org/10.5604/01.3001.0010.8049.
Pełny tekst źródłaHäfliger, Adan, and Shuichi Kurabayashi. "Dynamic Motion Matching: Design and Implementation of a Context-Aware Animation System for Games." International Journal of Semantic Computing, May 28, 2022, 1–24. http://dx.doi.org/10.1142/s1793351x22400086.
Pełny tekst źródłaGuzzetti, Alice, Roberta Crespi, and Glyn Atwal. "Gaming and luxury brands: love and hate." Journal of Business Strategy, July 6, 2023. http://dx.doi.org/10.1108/jbs-05-2023-0086.
Pełny tekst źródłaZaman, Bieke, Maarten Van Mechelen, Rozane De Cock, and Jonathan Huyghe. "Perceptions of and Exposure to Games of Chance, Gambling, and Video Gaming: Self-Reports of Preadolescents and Parents." Journal of Gambling Issues 46 (December 1, 2020). http://dx.doi.org/10.4309/jgi.2021.46.13.
Pełny tekst źródłaStaller, Mario S., and Swen Koerner. "Beyond Classical Definition: The Non-definition of Gamification." SN Computer Science 2, no. 2 (2021). http://dx.doi.org/10.1007/s42979-021-00472-4.
Pełny tekst źródłaWeidener, Lukas, Fabio Laredo, Kishore Kumar, and Karlin Compton. "Delegated voting in decentralized autonomous organizations: a scoping review." Frontiers in Blockchain 8 (June 2, 2025). https://doi.org/10.3389/fbloc.2025.1598283.
Pełny tekst źródłaAbuhoureyah, Fahd, Wong Yan Chiew, and M. Sami Zitouni. "WIFI based human activity recognition using multi-head adaptive attention mechanism." Journal of Intelligent & Fuzzy Systems, April 26, 2024, 1–16. http://dx.doi.org/10.3233/jifs-234379.
Pełny tekst źródłaCláuvin, Almeida, Kalinowski Marcos, Uchôa Anderson, and Feijó Bruno. "Datasets of "Negative Effects of Gamification in Education/Learning Systems: Systematic Mapping and Practitioner Perceptions"." February 25, 2022. https://doi.org/10.5281/zenodo.6279062.
Pełny tekst źródłaMoore, Kyle. "Painting the Town Blue and Green: Curating Street Art through Urban Mobile Gaming." M/C Journal 18, no. 4 (2015). http://dx.doi.org/10.5204/mcj.1010.
Pełny tekst źródłaMelby, Line, and Erna Håland. "When time matters: a qualitative study on hospital staff’s strategies for meeting the target times in cancer patient pathways." BMC Health Services Research 21, no. 1 (2021). http://dx.doi.org/10.1186/s12913-021-06224-7.
Pełny tekst źródłaAshton, Daniel. "Digital Gaming Upgrade and Recovery: Enrolling Memories and Technologies as a Strategy for the Future." M/C Journal 11, no. 6 (2008). http://dx.doi.org/10.5204/mcj.86.
Pełny tekst źródłaElsayed, Mohamed, and Ramiz Salama. "Educational games for miss-concentration students (ADHD students)." International Journal of Innovative Research in Education 7, no. 1 (2020). http://dx.doi.org/10.18844/ijire.v7i1.4762.
Pełny tekst źródłaFilho, José dos Santos Cabral. "Flip Horizontal." M/C Journal 3, no. 5 (2000). http://dx.doi.org/10.5204/mcj.1870.
Pełny tekst źródłaBanks, John. "Controlling Gameplay." M/C Journal 1, no. 5 (1998). http://dx.doi.org/10.5204/mcj.1731.
Pełny tekst źródłaBanks, John. "From Fetish to Factish and Back Again." M/C Journal 2, no. 5 (1999). http://dx.doi.org/10.5204/mcj.1769.
Pełny tekst źródłaO'Neill, Christopher Allan, Mark Andrejevic, Neil Selwyn, Xin Gu, and Gavin Smith. "‘ETHICAL BIOMETRICS’ AND THE FACE OF THE CHILD: THE SURVEILLANCE OF CHILDREN WITHIN FACIAL RECOGNITION INDUSTRY DISCOURSE." AoIR Selected Papers of Internet Research, September 15, 2021. http://dx.doi.org/10.5210/spir.v2021i0.12222.
Pełny tekst źródłaCesarini, Paul. "‘Opening’ the Xbox." M/C Journal 7, no. 3 (2004). http://dx.doi.org/10.5204/mcj.2371.
Pełny tekst źródłaGerhard, David. "Three Degrees of “G”s: How an Airbag Deployment Sensor Transformed Video Games, Exercise, and Dance." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.742.
Pełny tekst źródłaMatthews, Justin Robert, and Angelique Nairn. "The Actotron." M/C Journal 27, no. 6 (2024). http://dx.doi.org/10.5204/mcj.3118.
Pełny tekst źródłaCruikshank, Lauren. "Synaestheory: Fleshing Out a Coalition of Senses." M/C Journal 13, no. 6 (2010). http://dx.doi.org/10.5204/mcj.310.
Pełny tekst źródłaBarbour, Kim, P. David Marshall, and Christopher Moore. "Persona to Persona Studies." M/C Journal 17, no. 3 (2014). http://dx.doi.org/10.5204/mcj.841.
Pełny tekst źródłaLeotta, Alfio. "Navigating Movie (M)apps: Film Locations, Tourism and Digital Mapping Tools." M/C Journal 19, no. 3 (2016). http://dx.doi.org/10.5204/mcj.1084.
Pełny tekst źródłaFoith, Michael. "Virtually Witness Augmentation Now: Video Games and the Future of Human Enhancement." M/C Journal 16, no. 6 (2013). http://dx.doi.org/10.5204/mcj.729.
Pełny tekst źródłaLosh, Elizabeth. "Artificial Intelligence." M/C Journal 10, no. 5 (2007). http://dx.doi.org/10.5204/mcj.2710.
Pełny tekst źródłaMay, Lawrence. "Confronting Ecological Monstrosity." M/C Journal 24, no. 5 (2021). http://dx.doi.org/10.5204/mcj.2827.
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