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Citations to this Journal [141 citations: 1–100 of 132 articles]

Articles published in International Journal of Computer Games Technology have been cited 141 times. The following is a list of the 132 articles that have cited the articles published in International Journal of Computer Games Technology.

  • 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
  • Ruben M. Smelik, Tim Tutenel, Rafael Bidarra, and Bedrich Benes, “A Survey on Procedural Modelling for Virtual Worlds,” Computer Graphics Forum, 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
  • Jeffrey Laut, Sarah Nelson Wright, Ored Nov, and Maurizio Porfiri, “Gowanus Voyage: Where Mechatronics, Public Art, Community Members, and Envi ronmental 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
  • 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
  • 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
  • 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
  • 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
  • Magy Seif El-Nasr, David Milam, and Tony Maygoli, “Experiencing interactive narrative: A qualitative analysis of Façade,” Entertainment Computing, vol. 4, no. 1, pp. 39–52, 2013. View at Publisher · View at Google Scholar
  • G. Wallner, and S. Kriglstein, “Visualization-based analysis of gameplay data – A review of literature,” Entertainment Computing, vol. 4, no. 3, pp. 143–155, 2013. View at Publisher · View at Google Scholar
  • 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
  • Su Young Bae, Dong Chun Lee, Chang Sik Cho, Hun Joo Lee, and Kyu Chul Lee, “Cloud-Based Gaming Service Platform Supporting Multiple Devices,” Etri Journal, vol. 35, no. 6, pp. 960–968, 2013. View at Publisher · View at Google Scholar
  • Simon Kolmanič, Nikola Guid, and Andrej Nerat, “SIN: Multimedia-based teaching tool for computer-supported fire-fighter training,” Fire Safety Journal, vol. 61, pp. 26–35, 2013. View at Publisher · View at Google Scholar
  • Paul Williams, Keith Nesbitt, Ami Eidels, Mark Washburn, and David Cornforth, “Evaluating Player Strategies in the Design of a Hot Hand Game,” GSTF Journal on Computing (JoC), vol. 3, no. 2, 2013. View at Publisher · View at Google Scholar
  • Kiyotaka Fukumoto, “Head-Free, Remote Eye-Gaze Detection System Based on Pupil-Corneal Reflecti on Method With Easy Calibration Using Two Stereo-Calibrated Video Cameras,” Ieee Transactions On Biomedical Engineering, vol. 60, no. 10, pp. 2952–2960, 2013. View at Publisher · View at Google Scholar
  • Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, and Mike Preuss, “A Survey of Real-Time Strategy Game AI Research and Competition in StarCraf t,” Ieee Transactions on Computational Intelligence and Ai in Games, vol. 5, no. 4, pp. 293–311, 2013. View at Publisher · View at Google Scholar
  • Peng Liu, Lijun Yin, and Shaun Canavan, “Art Critic: Multisignal Vision and Speech Interaction System in a Gaming Co ntext,” Ieee Transactions on Cybernetics, vol. 43, no. 6, pp. 1546–1559, 2013. View at Publisher · View at Google Scholar
  • Stylianos Asteriadis, Georgios N. Yannakakis, and Kostas Karpouzis, “Fusing Visual and Behavioral Cues for Modeling User Experience in Games,” Ieee Transactions on Cybernetics, vol. 43, no. 6, pp. 1519–1531, 2013. View at Publisher · View at Google Scholar
  • Stelios E. Papadakis, and George A. Papakostas, “Lattice Computing Extension of the FAM Neural Classifier for Human Facial E xpression Recognition,” Ieee Transactions on Neural Networks and Learning Systems, vol. 24, no. 10, pp. 1526–1538, 2013. View at Publisher · View at Google Scholar
  • Hua Fei Yin, and Chang Wen Zheng, “A practical terrain generation method using sketch map and simple parameters,” IEICE Transactions on Information and Systems, vol. E96-D, no. 8, pp. 1836–1844, 2013. View at Publisher · View at Google Scholar
  • Ahmad Hoirul Basori, “Emotion walking for humanoid avatars using brain signals,” International Journal of Advanced Robotic Systems, vol. 10, 2013. View at Publisher · View at Google Scholar
  • Christophe Gonzales, and Xuan Son Nguyen, “Sub-sample swapping for Sequential Monte Carlo approximation of high-dimens ional densities in the context of complex object tracking,” International Journal Of Approximate Reasoning, vol. 54, no. 7, pp. 934–953, 2013. View at Publisher · View at Google Scholar
  • Purvag Patel, Normal Carver, and Shahram Rahimi, “Bootstrapping learning from abstract models in games,” International Journal of Bio-Inspired Computation, vol. 5, no. 4, pp. 239–251, 2013. View at Publisher · View at Google Scholar
  • Tina L. M. Derzaph, and Howard J. Hamilton, “Effects of Wind on Virtual Plants in Animation,” International Journal of Computer Games Technology, vol. 2013, pp. 1–11, 2013. View at Publisher · View at Google Scholar
  • Matthias Kranz, Lukas Murmann, and Florian Michahelles, “Research in the Large,” International Journal of Mobile Human Computer Interaction, vol. 5, no. 1, pp. 45–61, 2013. View at Publisher · View at Google Scholar
  • Christophe Soares, Rui S. Moreira, José M. Torres, and Pedro Sobral, “LoCoBoard: Low-Cost Interactive Whiteboard Using Computer Vision Algorithms,” ISRN Machine Vision, vol. 2013, pp. 1–13, 2013. View at Publisher · View at Google Scholar
  • John-Thones Amenyo, “Playable Serious Games for Studying and Programming Computational Stem and Informatics Applications of Distributed and Parallel Computer Architectures,” Journal of Educational Computing Research, vol. 47, no. 4, pp. 351–370, 2013. View at Publisher · View at Google Scholar
  • Abdulmotaleb El Saddik, “Exertion interfaces for computer videogames using smartphones as input cont rollers,” Multimedia Systems, vol. 19, no. 3, pp. 289–302, 2013. View at Publisher · View at Google Scholar
  • Xp Wei XiaoPeng, Q Zhang Qiang, and Cj Zhou ChangJun, “On the simulation of expressional animation based on facial MoCap,” Science China-Information Sciences, vol. 56, no. 10, 2013. View at Publisher · View at Google Scholar
  • Han Liu, Yong-Liang Yang, Sawsan Alhalawani, and Niloy J. Mitra, “Constraint-aware interior layout exploration for pre-cast concrete-based buildings,” Visual Computer, vol. 29, no. 6-8, pp. 663–673, 2013. View at Publisher · View at Google Scholar
  • Xin Zhang, Tomas Ward, and Seamus McLoone, “Comparison of Predictive Contract Mechanisms from an Information Theory Per spective,” Acm Transactions On Multimedia Computing Communications And Applications, vol. 8, no. 2, 2012. View at Publisher · View at Google Scholar
  • Li Zhang, and Bryan Yap, “Affect Detection from Text-Based Virtual Improvisation and Emotional Gesture Recognition,” Advances in Human-Computer Interaction, vol. 2012, pp. 1–12, 2012. View at Publisher · View at Google Scholar
  • Yu-chen Yan, Hai-bin Liao, Qing-hu Chen, and Liu-yun Duan, “A fusing method for personalized 3D face reconstruction,” Advances in Information Sciences and Service Sciences, vol. 4, no. 17, pp. 485–493, 2012. View at Publisher · View at Google Scholar
  • Surangika Ranathunga, Stephen Cranefield, and Martin Purvis, “Identifying events taking place in second life virtual environments,” Applied Artificial Intelligence, vol. 26, no. 1-2, pp. 137–181, 2012. View at Publisher · View at Google Scholar
  • Edgard B. Cornacchione Jr., “Fidelity and game-based technology in management education,” BAR - Brazilian Administration Review, vol. 9, no. 2, pp. 147–167, 2012. View at Publisher · View at Google Scholar
  • Li Zhang, and John Barnden, “Affect Sensing Using Linguistic, Semantic and Cognitive Cues in Multi-threa ded Improvisational Dialogue,” Cognitive Computation, vol. 4, no. 4, pp. 436–459, 2012. View at Publisher · View at Google Scholar
  • Sander C.J. Bakkes, Pieter H.M. Spronck, and Giel van Lankveld, “Player behavioural modelling for video games,” Entertainment Computing, vol. 3, no. 3, pp. 71–79, 2012. View at Publisher · View at Google Scholar
  • A. Bottino, M. De Simone, A. Laurentini, and C. Sforza, “A New 3-D Tool for Planning Plastic Surgery,” Ieee Transactions on Biomedical Engineering, vol. 59, no. 12, pp. 3439–3449, 2012. View at Publisher · View at Google Scholar
  • Ushma Kesha Patel, Purvag Patel, Henry Hexmoor, and Norman Carver, “Improving behavior of computer game bots using fictitious play,” International Journal of Automation and Computing, vol. 9, no. 2, pp. 122–134, 2012. View at Publisher · View at Google Scholar
  • Bian Wu, and Alf Inge Wang, “A Guideline for Game Development-Based Learning: A Literature Review,” International Journal of Computer Games Technology, vol. 2012, pp. 1–20, 2012. View at Publisher · View at Google Scholar
  • Bian Wu, and Alf Inge Wang, “Comparison of Learning Software Architecture by Developing Social Applications versus Games on the Android Platform,” International Journal of Computer Games Technology, vol. 2012, pp. 1–10, 2012. View at Publisher · View at Google Scholar
  • Iskander Umarov, and Maxim Mozgovoy, “Believable and Effective AI Agents in Virtual Worlds,” International Journal of Gaming and Computer-Mediated Simulations, vol. 4, no. 2, pp. 37–59, 2012. View at Publisher · View at Google Scholar
  • A. Yacob, M. Y. Mohd Saman, and M. H. Yusoff, “A Framework for Learning Programming Using TQM,” International Journal of Information and Education Technology, pp. 627–632, 2012. View at Publisher · View at Google Scholar
  • Gilbert Ahamer, “A four-dimensional Maxwell equation for social processes in web-based learning and teaching: Windrose dynamics as GIS (Games' Intrinsic Spaces),” International Journal of Web-Based Learning and Teaching Technologies, vol. 7, no. 3, pp. 1–19, 2012. View at Publisher · View at Google Scholar
  • Bert Vankeirsbilck, Dieter Verslype, Nicolas Staelens, Pieter Simoens, Chris Develder, Bart Dhoedt, Filip De Turck, and Piet Demeester, “Automatic fine-grained area detection for thin client systems,” Journal of Network and Computer Applications, vol. 35, no. 5, pp. 1620–1632, 2012. View at Publisher · View at Google Scholar
  • Fernando López-Colino, and José Colás, “Spanish Sign Language synthesis system,” Journal of Visual Languages & Computing, vol. 23, no. 3, pp. 121–136, 2012. View at Publisher · View at Google Scholar
  • Noor Shaker, Georgios N. Yannakakis, and Julian Togelius, “Digging deeper into platform game level design: Session size and sequential features,” Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 7248, pp. 275–284, 2012. View at Publisher · View at Google Scholar
  • Loren Arthur Schwarz, Diana Mateus, and Nassir Navab, “Recognizing multiple human activities and tracking full-body pose in uncons trained environments,” Pattern Recognition, vol. 45, no. 1, pp. 11–23, 2012. View at Publisher · View at Google Scholar
  • Cagin Kazimoglu, Mary Kiernan, Liz Bacon, and Lachlan MacKinnon, “Learning Programming at the Computational Thinking Level via Digital Game-Play,” Procedia Computer Science, vol. 9, pp. 522–531, 2012. View at Publisher · View at Google Scholar
  • Anna-Sofia Alklind Taylor, Per Backlund, and Lars Niklasson, “The Coaching Cycle: A Coaching-by-Gaming Approach in Serious Games,” Simulation and Gaming, vol. 43, no. 5, pp. 648–672, 2012. View at Publisher · View at Google Scholar
  • Miguel Frade, Francisco Fernandez Vega, and Carlos Cotta, “Automatic evolution of programs for procedural generation of terrains for video games,” Soft Computing, vol. 16, no. 11, pp. 1893–1914, 2012. View at Publisher · View at Google Scholar
  • Gabriel Synnaeve, and Pierre Bessière, “A Bayesian model for RTS units control applied to StarCraft,” 2011 IEEE Conference on Computational Intelligence and Games, CIG 2011, pp. 190–196, 2011. View at Publisher · View at Google Scholar
  • Luigi Cardamone, Andrea Mocci, and Carlo Ghezzi, “Dynamic synthesis of program invariants using genetic programming,” 2011 IEEE Congress of Evolutionary Computation, CEC 2011, pp. 624–631, 2011. View at Publisher · View at Google Scholar
  • Phillipa Avery, Julian Togelius, Elvis Alistar, and Robert Pieter Van Leeuwen, “Computational intelligence and tower defence games,” 2011 IEEE Congress of Evolutionary Computation, CEC 2011, pp. 1084–1091, 2011. View at Publisher · View at Google Scholar
  • Martin Allen, and Phil Fritzsche, “Reinforcement learning with adaptive Kanerva coding for Xpilot game AI,” 2011 IEEE Congress of Evolutionary Computation, CEC 2011, pp. 1521–1528, 2011. View at Publisher · View at Google Scholar
  • Bian Wu, and Alf Inge Wang, “Game development frameworks for SE education,” 2011 IEEE International Games Innovation Conference, IGIC 2011, pp. 97–100, 2011. View at Publisher · View at Google Scholar
  • Yu-Chun Chang, Po-Han Tseng, Kuan-Ta Chen, and Chin-Laung Lei, “Understanding the performance of thin-client gaming,” 2011 IEEE International Workshop Technical Committee on Communications Quality and Reliability, CQR 2011, 2011. View at Publisher · View at Google Scholar
  • Ricardo Lopes, and Rafael Bidarra, “A semantic generation framework for enabling adaptive game worlds,” ACM International Conference Proceeding Series, 2011. View at Publisher · View at Google Scholar
  • R.M. Smelik, T. Tutenel, K.J. de Kraker, and R. Bidarra, “A declarative approach to procedural modeling of virtual worlds,” Computers & Graphics, vol. 35, no. 2, pp. 352–363, 2011. View at Publisher · View at Google Scholar
  • Enrique Yeguas, Robert Joan-Arinyo, and María Victoria Luzón, “Modeling the performance of evolutionary algorithms on the root identification problem: A case study with PBIL and CHC algorithms,” Evolutionary Computation, vol. 19, no. 1, pp. 107–135, 2011. View at Publisher · View at Google Scholar
  • William L. Raffe, Fabio Zambetta, and Xiaodong Li, “Evolving patch-based terrains for use in video games,” Genetic and Evolutionary Computation Conference, GECCO'11, pp. 363–370, 2011. View at Publisher · View at Google Scholar
  • Ricardo Lopes, and Rafael Bidarra, “Adaptivity challenges in games and simulations: A survey,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 3, no. 2, pp. 85–99, 2011. View at Publisher · View at Google Scholar
  • Tim Tutenel, Ruben M. Smelik, Ricardo Lopes, Klaas Jan De Kraker, and Rafael Bidarra, “Generating consistent buildings: A semantic approach for integrating procedural techniques,” IEEE Transactions on Computational Intelligence and AI in Games, vol. 3, no. 3, pp. 274–288, 2011. View at Publisher · View at Google Scholar
  • Georgios Bardis, Vassilios Golfinopoulos, Dimitrios Makris, Georgios Miaoulis, and Dimitri Plemenos, “Elicitation of user preferences via incremental learning in a declarative modelling environment,” IFIP Advances in Information and Communication Technology, vol. 364, no. 2, pp. 150–158, 2011. View at Publisher · View at Google Scholar
  • Dingyun Zhu, Tom Gedeon, and Ken Taylor, ““Moving to the centre”: A gaze-driven remote camera control for teleoperation,” Interacting with Computers, vol. 23, no. 1, pp. 85–95, 2011. View at Publisher · View at Google Scholar
  • Cagin Kazimoglu, Mary Kiernan, Liz Bacon, and Lachlan MacKinnon, “Understanding Computational Thinking before Programming,” International Journal of Game-Based Learning, vol. 1, no. 3, pp. 30–52, 2011. View at Publisher · View at Google Scholar
  • Seongtaek Lim, Sang Yun Cha, Chala Park, Inseong Lee, and Jinwoo Kim, “Idioculture in crowd computing: A focus on group interaction in an event-driven social media system,” International Journal of Human-Computer Studies, vol. 69, no. 10, pp. 632–646, 2011. View at Publisher · View at Google Scholar
  • Yasser Mohamed Abd El-Latif, “A New Model for the Structure of Leaves,” Journal of Software, vol. 6, no. 4, 2011. View at Publisher · View at Google Scholar
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  • Wenkui Xie, Fuqing Duan, Qingqiong Deng, Mingquan Zhou, Zhongke Wu, and Liang Chang, “LSCM based non-rigid registration for craniofacial surfaces,” Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 6761, no. 1, pp. 670–676, 2011. View at Publisher · View at Google Scholar
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  • Teng Miao, ChunJiang Zhao, XinYu Guo, and ShengLian Lu, “A framework for plant leaf modeling and shading,” Mathematical and Computer Modelling, 2011. View at Publisher · View at Google Scholar
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  • Jurgelionis, Bellotti, De Gloria, Laulajainen, Fechteler, Eisert, and David, “Testing cross-platform streaming of video games over wired and wireless LANs,” 24th IEEE International Conference on Advanced Information Networking and Applications Workshops, WAINA 2010, pp. 1053–1058, 2010. View at Publisher · View at Google Scholar
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  • Robin J.S. Sloan, Brian Robinson, Ken Scott-Brown, Fhionna Moore, and Malcolm Cook, “Choreographing emotional facial expressions,” Computer Animation and Virtual Worlds, 2010. View at Publisher · View at Google Scholar
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  • Bian Wu, Alf Inge Wang, Anders Hartvoll Ruud, and Wan Zhen Zhang, “Extending Google Android's application as an educational tool,” DIGITEL 2010 - The 3rd IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, pp. 23–30, 2010. View at Publisher · View at Google Scholar
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