Showing 141 - 160 results of 194 for search 'Video game conversion', query time: 4.84s Refine Results
  1. 141
    by Limper, Max
    Published 2018
    .... Examples are ranging from common video games to virtual reality experiences and augmented reality apps...
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  2. 142
    ... Salvador. Foram recrutados em um processo de quatro etapas. Na primeira etapa apresentou-se um vídeo com...
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  3. 143
    by Rabello, Guilherme Picanço
    Published 2016
    ..., and delivery of the images produced for mobile devices made by its conversion into video and streaming...
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  4. 144
    by Anselmo da Silva Barrena
    Published 2016-01-01
    ... vídeo dos jogos, vistos no site Youtube e Blog do Corinthians (domingossccp.blogspot.com.br), estes...
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  5. 145
    by Chou, Yi-Chen, 周奕辰
    Published 2010
    ... are also represented as sci-fi, comic book and video games fans. Nerds are considered as socially...
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  6. 146
    ... the opportunities to have a conversation have increased drastically with inexpensive video-chat systems, the quality...
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  7. 147
    ... games in a patient with PD. Method: this descriptive, retrospective, exploratory study had...
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  8. 148
    by Hemmingsson, Nils, Åstrand, Oliver
    Published 2017
    ... investigates uncertainty is manifested in facial expressions. We formulated the binary denition "A conversation...
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  9. 149
    ... the purpose of the conversation convey properly. It is clearly that providing a proper and appropriate...
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  10. 150
    by Aloqaily, Moayad
    Published 2012
    ... conferencing, data communications, and multiplayer games. Conferencing can be defined as the conversational...
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  11. 151
  12. 152
    by Ya-ling Luo, 羅雅齡
    Published 2012
    .... Observation, containing field notes, informal conversation, and video recording, weekly parental reports from...
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  13. 153
    by LIN, WEI-HUA, 林韋華
    Published 2017
    ... to the development of industries in tourism, cultural and creative businesses, video games, and entertainment...
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  14. 154
    by Carlos Garcia
    Published 2019-03-01
    ... initiatives especially in the digital sphere is a game-changer. They can be the primary arm for engagement...
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  15. 155
    ..., including musical instruments, video games, sewing, knitting, origami, painting, crafting, jewelry making...
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  16. 156
    by Yongtang Bao, Yue Qi
    Published 2018-01-01
    ... of digital humans in games, online virtual worlds, and virtual reality applications are becoming...
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  17. 157
    by Alan J. Pearce, James P. Veale
    Published 2009-09-01
    ...). Thirty players (17.1 ± 0.9 years) participating in this study were tracked over seven home games...
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  18. 158
    by SU, HUI-CHUN, 蘇惠君
    Published 2011
    ...” and finally “source of information.” 2. The weights of the criteria in order are “conversation function...
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  19. 159
    by Hamer, Naomi Elana
    Published 2010
    ..., affiliated music albums, online fan clubs, video games, clothing, and cosmetics. In this context...
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  20. 160