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Citations to this Journal [167 citations: 1–100 of 158 articles]

Articles published in International Journal of Computer Games Technology have been cited 167 times. The following is a list of the 158 articles that have cited the articles published in International Journal of Computer Games Technology.

  • 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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  • 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
  • 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
  • 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
  • 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
  • Christian Sebastian Loh, and Yanyan Sheng, “Maximum Similarity Index (MSI): A metric to differentiate the performance of novices vs. multiple-experts in serious games,” Computers in Human Behavior, vol. 39, pp. 322–330, 2014. View at Publisher · View at Google Scholar
  • Alf Inge Wang, Aleksander Aanesl. Elvemo, and Vegard Gamnes, “Three Social Classroom Applications to Improve Student Attitudes,” Education Research International, vol. 2014, pp. 1–14, 2014. View at Publisher · View at Google Scholar
  • R. Lara-Cabrera, C. Cotta, and A.J. Fernández-Leiva, “Geometrical vs topological measures for the evolution of aesthetic maps in a rts game,” Entertainment Computing, 2014. View at Publisher · View at Google Scholar
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • 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
  • Yoshinobu Ebisawa, and Kiyotaka Fukumoto, “Head-Free, Remote Eye-Gaze Detection System Based on Pupil-Corneal Reflection 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
  • Santiago Ontanon, Gabriel Synnaeve, Alberto Uriarte, Florian Richoux, David Churchill, and Mike Preuss, “A Survey of Real-Time Strategy Game AI Research and Competition in StarCraft,” Ieee Transactions on Computational Intelligence and Ai in Games, vol. 5, no. 4, pp. 293–311, 2013. View at Publisher · View at Google Scholar
  • Michael J. Reale, Peng Liu, Lijun Yin, and Shaun Canavan, “Art Critic: Multisignal Vision and Speech Interaction System in a Gaming Context,” 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
  • Vassilis G. Kaburlasos, Stelios E. Papadakis, and George A. Papakostas, “Lattice Computing Extension of the FAM Neural Classifier for Human Facial Expression 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
  • Severine Dubuisson, Christophe Gonzales, and Xuan Son Nguyen, “Sub-sample swapping for Sequential Monte Carlo approximation of high-dimensional 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
  • Juan M. Silva, and Abdulmotaleb El Saddik, “Exertion interfaces for computer videogames using smartphones as input controllers,” 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 Perspective,” 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-threaded 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
  • Emile Contal, Eric Thibodeau-Laufer, Raul Chandias Ferrari, Yoshua Bengio, and Frank Zhang, “Beyond Skill Rating: Advanced Matchmaking in Ghost Recon Online,” Ieee Transactions on Computational Intelligence and Ai in Games, vol. 4, no. 3, pp. 167–177, 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
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