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Citations to this Journal [207 citations: 1–100 of 192 articles]

Articles published in International Journal of Computer Games Technology have been cited 207 times. The following is a list of the 192 articles that have cited the articles published in International Journal of Computer Games Technology.

  • Carmelo Ardito, Paolo Buono, Maria Francesca Costabile, and Giuseppe Desolda, “Interaction with Large Displays,” ACM Computing Surveys, vol. 47, no. 3, pp. 1–38, 2015. View at Publisher · View at Google Scholar
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  • Liang Wang, Yu Wang, and Yan Li, “Mining Experiential Patterns from Game-Logs of Board Game,” International Journal of Computer Games Technology, vol. 2015, pp. 1–20, 2015. View at Publisher · View at Google Scholar
  • Ali Alshammari, and David Whittinghill, “Multiplayer Kinect Serious Games:,” International Journal of Game-Based Learning, vol. 5, no. 3, pp. 45–61, 2015. View at Publisher · View at Google Scholar
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  • Shaw Bronner, Russell Pinsker, Rutika Naik, and J. Adam Noah, “Physiological and psychophysiological responses to an exer-game training protocol,” Journal of Science and Medicine in Sport, 2015. View at Publisher · View at Google Scholar
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  • Daniel Camozzato, Leandro Dihl, Ivan Silveira, Fernando Marson, and Soraia R. Musse, “Procedural floor plan generation from building sketches,” The Visual Computer, 2015. View at Publisher · View at Google Scholar
  • Zhengwei Qi, Jianguo Yao, Chao Zhang, Miao Yu, Zhizhou Yang, and Haibing Guan, “VGRIS: Virtualized GPU Resource Isolation and Scheduling in Cloud Gaming,” Acm Transactions on Architecture and Code Optimization, vol. 11, no. 2, pp. 61–85, 2014. View at Publisher · View at Google Scholar
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  • Kuan-Ta Chen, De-Yu Chen, Hwai-Jung Hsu, and Cheng-Hsin Hsu, “GamingAnywhere: The First Open Source Cloud Gaming System,” Acm Transactions on Multimedia Computing Communications and Applications, vol. 10, no. 1, 2014. View at Publisher · View at Google Scholar
  • James She, Jon Crowcroft, Hao Fu, and Flora Li, “Convergence of Interactive Displays with Smart Mobile Devices for Effective Advertising: A Survey,” Acm Transactions on Multimedia Computing Communications and Applications, vol. 10, no. 2, 2014. View at Publisher · View at Google Scholar
  • Reinhard Koenig, and Katja Knecht, “Comparing two evolutionary algorithm based methods for layout generation: Dense packing versus subdivision,” Ai Edam-Artificial Intelligence for Engineering Design Analysis and Manufac, vol. 28, no. 3, pp. 285–299, 2014. View at Publisher · View at Google Scholar
  • Sylvester Arnab, Theodore Lim, Maira B. Carvalho, Francesco Bellotti, Sara de Freitas, Sandy Louchart, Neil Suttie, Riccardo Berta, and Alessandro De Gloria, “Mapping learning and game mechanics for serious games analysis,” British Journal of Educational Technology, 2014. View at Publisher · View at Google Scholar
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  • Kyeonah Yu, and Juntae Kim, “Efficient planning of NPC cluster movement in computer game environment,” Cluster Computing, 2014. View at Publisher · View at Google Scholar
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  • Alf Inge Wang, “The wear out effect of a game-based student response system,” Computers & Education, 2014. View at Publisher · View at Google Scholar
  • Alun Evans, Marco Romeo, Arash Bahrehmand, Javi Agenjo, and Josep Blat, “3D Graphics on the Web: A Survey,” Computers & Graphics, 2014. View at Publisher · View at Google Scholar
  • Georgios Christou, “The interplay between immersion and appeal in video games,” Computers in Human Behavior, vol. 32, pp. 92–100, 2014. View at Publisher · View at Google Scholar
  • Austin M. Grinberg, Jesus Serrano Careaga, Matthias R. Mehl, and Mary-Frances O'Connor, “Social engagement and user immersion in a socially based virtual world,” Computers in Human Behavior, vol. 36, pp. 479–486, 2014. View at Publisher · View at Google Scholar
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  • Anders Drachen, Joseph Riley, Shawna Baskin, and Diego Klabjan, “Going out of business: Auction house behavior in the Massively Multi-Player Online Game Glitch,” Entertainment Computing, 2014. View at Publisher · View at Google Scholar
  • F. M. Williams-Bell, B. Kapralos, A. Hogue, B. M. Murphy, and E. J. Weckman, “Using Serious Games and Virtual Simulation for Training in the Fire Service: A Review,” Fire Technology, 2014. View at Publisher · View at Google Scholar
  • Jeffrey Laut, Sarah Nelson Wright, Ored Nov, and Maurizio Porfiri, “Gowanus Voyage: Where Mechatronics, Public Art, Community Members, and Environmental Science Meet,” Ieee Control Systems Magazine, vol. 34, no. 1, pp. 60–64, 2014. View at Publisher · View at Google Scholar
  • Andrew A. Skabar, “A Micromanagement Task Allocation System for Real-Time Strategy Games,” Ieee Transactions on Computational Intelligence and Ai in Games, vol. 6, no. 1, pp. 67–77, 2014. View at Publisher · View at Google Scholar
  • Mingli Song, Dacheng Tao, Shengpeng Sun, Chun Chen, and Stephen J. Maybank, “Robust 3D Face Landmark Localization Based on Local Coordinate Coding,” Ieee Transactions on Image Processing, vol. 23, no. 12, pp. 5108–5122, 2014. View at Publisher · View at Google Scholar
  • Yu-Chun Chang, Hwai-Jung Hsu, De-Yu Chen, Chun-Ying Huang, and Cheng-Hsin Hsu, “On the Quality of Service of Cloud Gaming Systems,” Ieee Transactions on Multimedia, vol. 16, no. 2, pp. 480–495, 2014. View at Publisher · View at Google Scholar
  • Chao Zhang, Jianguo Yao, Zhengwei Qi, Miao Yu, and Haibing Guan, “vGASA: Adaptive Scheduling Algorithm of Virtualized GPU Resource in Cloud Gaming,” Ieee Transactions on Parallel and Distributed Systems, vol. 25, no. 11, pp. 3036–3045, 2014. View at Publisher · View at Google Scholar
  • Qianqian Jiang, Zhongke Wu, Ting Zhang, Xingce Wang, and Mingquan Zhou, “G(2)-Continuity Extension Algorithm of Ball B-Spline Curves,” Ieice Transactions on Information and Systems, vol. E97D, no. 8, pp. 2030–2037, 2014. View at Publisher · View at Google Scholar
  • Christoph Schlieder, “Geogames – Gestaltungsaufgaben und geoinformatische Lösungsansätze,” Informatik-Spektrum, vol. 37, no. 6, pp. 567–574, 2014. View at Publisher · View at Google Scholar
  • Ioana Ghergulescu, and Cristina Hava Muntean, “A Novel Sensor-Based Methodology for Learner's Motivation Analysis in Game-Based Learning,” Interacting With Computers, vol. 26, no. 4, pp. 305–320, 2014. View at Publisher · View at Google Scholar
  • Inma Rodríguez-Ardura, and Antoni Meseguer-Artola, “What leads people to keep on e-learning? An empirical analysis of users' experiences and their effects on continuance intention,” Interactive Learning Environments, pp. 1–24, 2014. View at Publisher · View at Google Scholar
  • Fedwa Laamarti, Mohamad Eid, and Abdulmotaleb El Saddik, “An Overview of Serious Games,” International Journal of Computer Games Technology, vol. 2014, pp. 1–15, 2014. View at Publisher · View at Google Scholar
  • André F. S. Barbosa, Pedro N. M. Pereira, João A. F. F. Dias, and Frutuoso G. M. Silva, “A New Methodology of Design and Development of Serious Games,” International Journal of Computer Games Technology, vol. 2014, pp. 1–8, 2014. View at Publisher · View at Google Scholar
  • Mina Hassanzadeh, Yahya Mahajer, and Ahmad Sharifan, “The role of traffic’s television teasers on reducing driving accidents,” International Journal of Research Studies in Educational Technology, vol. 4, no. 1, 2014. View at Publisher · View at Google Scholar
  • Nurullah Akkaya, Ersin Aytac, and Dogan Ibrahim, “Behaviour Tree Based Control For Efficient Navigation Of Holonomic Robots,” International Journal of Robotics & Automation, vol. 29, no. 1, pp. 44–57, 2014. View at Publisher · View at Google Scholar
  • Albert Ali Salah, Ben A. M. Schouten, Stefan Goebel, and Bert Arnrich, “Playful interactions and serious games,” Journal of Ambient Intelligence and Smart Environments, vol. 6, no. 3, pp. 259–262, 2014. View at Publisher · View at Google Scholar
  • Ming-Liang Xu, Hao Jiang, Xiao-Gang Jin, and Zhigang Deng, “Crowd Simulation and Its Applications: Recent Advances,” Journal of Computer Science and Technology, vol. 29, no. 5, pp. 799–811, 2014. View at Publisher · View at Google Scholar
  • Savvas Papagiannidis, Eric See-To, and Michael Bourlakis, “Virtual test-driving: The impact of simulated products on purchase intention,” Journal of Retailing and Consumer Services, 2014. View at Publisher · View at Google Scholar
  • Luis Huanca Ghislanzoni, Matteo De Simone, Riccardo Rosati, Andrea Bottino, and Chiarella Sforza, “A new 3-dimensional method for the construction of an average dental arch,” Journal of the World Federation of Orthodontists, 2014. View at Publisher · View at Google Scholar
  • Yi-Na Li, Chi Yao, Dong-Jin Li, and Kang Zhang, “Adaptive difficulty Scales for parkour games,” Journal of Visual Languages & Computing, 2014. View at Publisher · View at Google Scholar
  • Vanus Vachiratamporn, Roberto Legaspi, Koichi Moriyama, Ken-ichi Fukui, and Masayuki Numao, “An analysis of player affect transitions in survival horror games,” Journal on Multimodal User Interfaces, 2014. View at Publisher · View at Google Scholar
  • Javier Molina, Jose A. Pajuelo, Marcos Escudero-Vinolo, Jesus Bescos, and Jose M. Martinez, “A natural and synthetic corpus for benchmarking of hand gesture recognition systems,” Machine Vision and Applications, vol. 25, no. 4, pp. 943–954, 2014. View at Publisher · View at Google Scholar
  • Anna Puig-Centelles, Peter A. C. Varley, Oscar Ripolles, and Miguel Chover, “Automatic terrain generation with a sketching tool,” Multimedia Tools and Applications, vol. 70, no. 3, pp. 1957–1986, 2014. View at Publisher · View at Google Scholar
  • Marija Punt, Milan Z. Bjelica, Vladan Zdravkovic, and Nikola Teslic, “An integrated environment and development framework for social gaming using mobile devices, digital TV and Internet,” Multimedia Tools and Applications, 2014. View at Publisher · View at Google Scholar
  • Shin Jin Kang, and Soo Kyun Kim, “Automated spatio-temporal analysis techniques for game environment,” Multimedia Tools and Applications, 2014. View at Publisher · View at Google Scholar
  • Raúl Lara-Cabrera, Carlos Cotta, and Antonio J. Fernández-Leiva, “On balance and dynamism in procedural content generation with self-adaptive evolutionary algorithms,” Natural Computing, 2014. View at Publisher · View at Google Scholar
  • Oliver Christ, and Miriam Reiner, “Perspectives and possible applications of the rubber hand and virtual hand illusion in non-invasive rehabilitation: Technological improvements and their consequences,” Neuroscience & Biobehavioral Reviews, 2014. View at Publisher · View at Google Scholar
  • Pierre Philip, Stéphanie Bioulac, Alain Sauteraud, Cyril Chaufton, and Jérôme Olive, “Could a Virtual Human Be Used to Explore Excessive Daytime Sleepiness in Patients?,” Presence: Teleoperators and Virtual Environments, vol. 23, no. 4, pp. 369–376, 2014. View at Publisher · View at Google Scholar
  • Telmo Adão, Luís Magalhães, Emanuel Peres, and Francisco Pereira, “Procedural Generation of Traversable Buildings Outlined by Arbitrary Convex Shapes,” Procedia Technology, vol. 16, pp. 310–321, 2014. View at Publisher · View at Google Scholar
  • Ying Tang, Dong-Yan Wu, and Jing Fan, “Computational Approach to Seasonal Changes of Living Leaves,” Computational and Mathematical Methods in Medicine, vol. 2013, pp. 1–8, 2013. View at Publisher · View at Google Scholar
  • Mark Claypool, “Dragonfly: strengthening programming skills by building a game engine from scratch,” Computer Science Education, vol. 23, no. 2, pp. 112–137, 2013. View at Publisher · View at Google Scholar
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  • Rossana Damiano, Vincenzo Lombardo, and Fabrizio Nunnari, “Virtual agents for the production of linear animations,” Entertainment Computing, 2013. View at Publisher · View at Google Scholar
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