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  Subjects -> COMPUTER SCIENCE (Total: 2153 journals)
    - ANIMATION AND SIMULATION (31 journals)
    - ARTIFICIAL INTELLIGENCE (106 journals)
    - AUTOMATION AND ROBOTICS (106 journals)
    - CLOUD COMPUTING AND NETWORKS (67 journals)
    - COMPUTER ARCHITECTURE (10 journals)
    - COMPUTER ENGINEERING (11 journals)
    - COMPUTER GAMES (22 journals)
    - COMPUTER PROGRAMMING (26 journals)
    - COMPUTER SCIENCE (1258 journals)
    - COMPUTER SECURITY (50 journals)
    - DATA BASE MANAGEMENT (13 journals)
    - DATA MINING (38 journals)
    - E-BUSINESS (22 journals)
    - E-LEARNING (31 journals)
    - ELECTRONIC DATA PROCESSING (22 journals)
    - IMAGE AND VIDEO PROCESSING (40 journals)
    - INFORMATION SYSTEMS (107 journals)
    - INTERNET (97 journals)
    - SOCIAL WEB (53 journals)
    - SOFTWARE (34 journals)
    - THEORY OF COMPUTING (9 journals)

ANIMATION AND SIMULATION (31 journals)

Showing 1 - 31 of 31 Journals sorted alphabetically
ACM Transactions on Modeling and Computer Simulation (TOMACS)     Hybrid Journal   (Followers: 11)
Advanced Modeling and Simulation in Engineering Sciences     Open Access   (Followers: 6)
Communications in Statistics - Simulation and Computation     Hybrid Journal   (Followers: 9)
Computer Animation and Virtual Worlds     Hybrid Journal   (Followers: 6)
Computers & Fluids     Hybrid Journal   (Followers: 28)
Environmental Modelling & Software     Hybrid Journal   (Followers: 31)
Graphical Models     Hybrid Journal   (Followers: 3)
ICGA Journal     Hybrid Journal   (Followers: 1)
IEEE Transactions on Cognitive and Developmental Systems     Hybrid Journal   (Followers: 1)
Information Visualization     Hybrid Journal   (Followers: 52)
International Journal of Advanced Pervasive and Ubiquitous Computing     Full-text available via subscription   (Followers: 4)
International Journal of Computer Aided Engineering and Technology     Hybrid Journal   (Followers: 3)
International Journal of Functional Informatics and Personalised Medicine     Hybrid Journal   (Followers: 4)
International Journal of Gaming and Computer-Mediated Simulations     Full-text available via subscription   (Followers: 7)
International Journal of Geographical Information Science     Hybrid Journal   (Followers: 56)
International Journal of Human Factors Modelling and Simulation     Hybrid Journal   (Followers: 15)
International Journal of Simulation and Process Modelling     Hybrid Journal   (Followers: 5)
International Journal of Tomography & Simulation     Full-text available via subscription   (Followers: 1)
Journal of Simulation     Hybrid Journal   (Followers: 7)
Journal of Statistical Computation and Simulation     Hybrid Journal   (Followers: 5)
Journal of Visual Languages & Computing     Hybrid Journal   (Followers: 2)
Mathematical and Computer Modelling     Full-text available via subscription   (Followers: 13)
Mathematics and Computers in Simulation     Hybrid Journal   (Followers: 4)
Network Modeling and Analysis in Health Informatics and Bioinformatics     Hybrid Journal   (Followers: 3)
Review of Socionetwork Strategies     Hybrid Journal  
SIMULATION     Hybrid Journal   (Followers: 15)
Simulation & Gaming     Hybrid Journal   (Followers: 12)
Simulation Modelling Practice and Theory     Hybrid Journal   (Followers: 4)
Studies in Visual Information Processing     Full-text available via subscription   (Followers: 4)
Swarm and Evolutionary Computation     Hybrid Journal   (Followers: 2)
Synthesis Lectures on Computer Graphics and Animation     Full-text available via subscription   (Followers: 1)
Similar Journals
Journal Cover
ICGA Journal
Number of Followers: 1  
 
  Hybrid Journal Hybrid journal (It can contain Open Access articles)
ISSN (Print) 1389-6911 - ISSN (Online) 2468-2438
Published by IOS Press Homepage  [16 journals]
  • Using patterns as objectives for general video game level generation
    • Pages: 1 - 12
      Abstract: Automatically generating multiple levels and creating infinite game-play for video games is a complicated task. In this paper, we introduce a pattern-based level generator for general video games. Our generator uses a genetic algorithm to automatically generate levels. The fitness function promotes contiguous patterns and penalizes levels with single or isolated elements. The generator generates levels using two different types of fitness functions; α and β. α levels are generated using the original fitness function and β levels through the inverse of the fitness function. In our experiments, Relative performance profiles indicate that controllers using more advanced
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190102
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • Editorial
    • Pages: 1 - 1
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190101
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • TCEC Cup 1
    • Pages: 1 - 8
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190099
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • Special Issue on Computer Aided Game and Puzzle Design
    • Pages: 1 - 2
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190100
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • FinalGen revisited: new discoveries
    • Pages: 1 - 8
      Abstract: Romero’s FinalGen of 2012 creates designer endgame tables for specific chess positions that feature no more than one non-pawn piece per side. Larger hard discs and faster solid-state discs have extended the reach of this software and encouraged its greater use. Some new discoveries illustrate here what is now feasible and how FinalGen may be combined with other tools to reach definitive and likely truths.
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190095
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • Advances in Computer and Games Conference (ACG2019)
    • Pages: 1 - 1
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190098
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • Move selection in MTD(f)
    • Authors: Horssen; van
      Pages: 1 - 9
      Abstract: In previous publications on the MTD ( f ) algorithm, the intricacies of the mechanisms to select (1) the best move (the move to play), (2) the move to store in the transposition table (TT), (3) the principal variation (PV), if any, and (4) the move to ponder on (the move the opponent is expected to play) are left to the reader. This note1 1 An earlier version of this note was published on the World Draughts Forum (see Van Horssen, Online a ). This triggered reactions by Ed Gilbert (Kingsrow ) and Gėrard Taille (Damy
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190096
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • EWIN wins EinStein Würfelt Nicht! tournament
    • Pages: 1 - 4
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190092
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • Kavalan wins Connect6 tournament
    • Pages: 1 - 3
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190091
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
  • Hex 2018: MoHex3HNN over DeepEzo
    • Pages: 1 - 4
      PubDate: 2019-06-04T23:20:50-05:00
      DOI: 10.3233/ICG-190094
      Issue No: Vol. Volume Pre-press, No. Volume Pre-press (2019)
       
 
 
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