Dissertations / Theses on the topic 'Android games'
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Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.
Full textFekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.
Full textLöwgren, Martin. "Immersion in Location-Based Games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5119.
Full textAlmquist, Mathias, and Viktor Almquist. "A study on Android games : 3G energy consumption, CPU-utilization and system calls." Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-115247.
Full textMagnuson, Bill. "Building Blocks for Mobile Games : A multiplayer framework for App Inventor for Android." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61253.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 219-220).
Building Blocks for Mobile Games is a client-server multiplayer game-building-framework for the App Inventor for Android platform. The Building Blocks for Mobile Games multiplayer framework includes an App Inventor component and a Game Server running on Google App Engine. The client-side-component packages the complexity of web service calls, data transfer and game state management into a set of graphical code blocks that allow users without programming experience to create Android applications that can access the Game Server API. The Game Server provides basic functionality that can be used to create simple multiplayer games and message-passing applications, such as a multiuser bulletin board. The Game Server is also extensible and can be enhanced with custom modules which provide server commands that implement game logic, perform database operations, access third-party web services, and read RSS feeds. Custom modules were used with Building Blocks to develop a multiplayer card game, a variant of Bulls and Cows with a shared scoreboard, an application that accesses Amazon's book search API and a pair of applications for creating, managing and voting in polls. The clients for these applications are built entirely with the App Inventor graphical blocks language, which can be assembled into Android Applications. The custom modules that support the client programs average less than 50 lines of Python code.
by Bill Magnuson.
M.Eng.
Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.
Full textMalm, Tobias, and Johan Lindström. "Development of a real-time multiplayer gamefor the computer tablet." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-84557.
Full textGomes, Leonardo Augusto de Figueiredo. "Aplicativos do Sistema Operacional Android na aprendizagem de Matemática: Aplicativos e jogos digitais." Universidade Estadual da Paraíba, 2017. http://tede.bc.uepb.edu.br/jspui/handle/tede/3010.
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The constant presence of technologies in the social and academic life of each of us is perceptible. Our schools are full of mobile devices that can connect the entire school community with the world's knowledge. There are millions of people using a mobile platform such as the Android operating system, which have endless applications with diverse specificity for the various tasks faced by the human being in their day to day life. Considering the presence of this material, in our schools and in the social life of our student, the objective was to analyze the potential of Android applications and digital games in Mathematics teaching in two public schools in the cities of Catingueira-PB and Patos -PB. This study begins at the State School Inácio da Catingueira, in the municipality of Catingueira-PB. In this first stage of the project, the students' opinion about the use of the Matrix application, in Matrix and Determinants teaching, was analyzed through an online questionnaire. After analyzing the results, we considered the use of other applications and digital games, in a public school in the city of Patos-PB: state school of elementary and middle school José Gomes Alves. After the research, in this school, which is qualitative, with a case study technique, through the Likert scale, we seek to understand the students' opinion after using some games and applications in exponential function classes, in a middle grade. After the analysis, we conclude, through the students' answers, that the use of the applications in the classes of exponential function was significantly characterized as instruments, in the process of mathematical learning.
É perceptível a presença constante das tecnologias na vida social e acadêmica de cada um de nós. As nossas escolas estão repletas de dispositivos móveis capazes de conectar toda a comunidade escolar com o conhecimento existente no mundo. São milhões de pessoas utilizando uma plataforma móvel como o sistema operacional Android, que dispõem de infinitas aplicações com diversificada especificidade para as diversas tarefas enfrentadas pelo ser humano, no seu dia-a-dia. Tendo em vista a presença desse material, nas nossas escolas e na vida social do nosso educando, objetivou-se analisar as potencialidades das aplicações e jogos digitais do sistema Android, no ensino de Matemática em duas escolas públicas das cidades de Catingueira-PB e Patos-PB. Tal estudo se inicia na Escola Estadual Inácio da Catingueira, no município de Catingueira-PB. Nessa primeira etapa do projeto, foi analisada a opinião dos alunos sobre a utilização do aplicativo Matrix, no ensino de Matrizes e Determinantes, coletada por meio de um questionário online. Após analisarmos os resultados, pensou-se na utilização de outros aplicativos e jogos digitais, numa escola pública na cidade de Patos-PB: Escola Estadual de ensino fundamental e médio José Gomes Alves. Após a realização da pesquisa, nessa escola, a qual é de cunho qualitativo, com técnica de estudo de caso, através da escala de Likert, buscamos compreender a opinião dos educandos após a utilização de alguns jogos e aplicativos nas aulas de função exponencial, numa turma de 1º ano médio. Após a análise, concluímos, por meio das respostas dos educandos, que a utilização dos aplicativos nas aulas de função exponencial caracterizou-se de forma significativa como instrumentos, no processo de aprendizagem matemática.
Leissner, Lotta, and Henrik Augustsson. "Spelmotor och spellogik för androidspel." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-37792.
Full textThis report concerns the development of the game engine and game logic that are used within the game Steam Tale, which during the development process was known as Project Steam Age, by the group StormBound. The game was developed targeting mobile devices, and within this report is included a short perspective on the history of mobile gaming. The game’s genre, JRPG, short for Japanese Role Playing Game, and peripheral concepts in regards to it are explained as well, and in relation to other genres and games available. The game was made for Android v2.3 and later and as such coded in Java. Amongst the difficulties encountered, as detailed within this report, were the task of ensuring that the game runs on a wide range of phone hardware, including aspects such as both with and without hardware-based graphical acceleration, varying amounts of storage space and CPU-cores, as well as differing screen sizes. Furthermore, at the creation of applications such as this one should consider resource handling, especially concerning graphics and sounds, a topic discussed in this report.
Fekete, Lorand. "Guidelines for creating tablet based learning games of compound kanji for non native learners." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20929.
Full textHerrera, Cotrina Álvaro Manuel, and del Aguila César Manuel Salazar. "Aplicación móvil que permita desarrollar conocimientos y hábitos saludables en la alimentación en niños y adolescentes basados en gamificación y juegos serios." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653951.
Full textThis project consists of the design of a technological tool focused on children and adolescents that allows the development of knowledge and healthy habits in eating based on Gamification and Serious Games. The use of Gamification and Serious Games is an alternative to traditional teaching that allows us to create an environment that is not only entertaining, but also educational for the user. Nutrition concepts will be used to develop a Serious Game turn-based strategy card game and Gamification techniques will be used to design an approach to rewards, challenges, levels and ranks that motivate players during their experience using the Video Game. Likewise, socialization functionalities will be included to generate healthy competitiveness among the players, and questionnaires will be added to strengthen knowledge and healthy eating habits. This project is geared towards Android and iOS mobile platforms and will use open source tools along with a powerful game engine. During the development of this project, a demonstration of the theme of the game will be developed that reflects the objectives to be met.
Tesis
Orazi, Gabriele. "Progettazione e sviluppo di un bot automatico per giochi di strategia su device mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15430/.
Full textVěčorek, David. "Mobilní aplikace s predikcemi výsledků e-Sports utkání." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2016. http://www.nusl.cz/ntk/nusl-255452.
Full textLoganathan, Madhumitha. "Android number game." Kansas State University, 2011. http://hdl.handle.net/2097/13245.
Full textDepartment of Computing and Information Sciences
Daniel Andresen
Mobile application development is one of the recent trends in computing Industry. Among several existing platforms for mobile, Android is one of the largest platforms in the world that run in several smart phones and tablets from various manufacturers like Google, Motorola, Samsung, HTC etc. Android number game is a simple game application in android targeting the school children to train their mathematical skills and help them to think. The application presents a graphical user interface with several colored bubble balls moving in random directions each with a number on it. The numbers are generated randomly within a specified range. The application allows the user to burst a moving bubble by touching it. The user’s goal is to burst all the bubbles in the ascending order of numbers on them. The application contains multiple levels and the number of bubbles increase as the levels increase. Also, the complexity of the set of numbers on the bubbles increases with increasing levels. Three lives are given to clear all the levels of the game and scores are computed for every correct shot on the ball. Bonus points are also added for clearing every level. The application maintains the top 10 players with their scores.
Jašek, Roman. "Multiplatform Game Development Using the Unity Engine." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2014. http://www.nusl.cz/ntk/nusl-236075.
Full textBhagi, Anshul. "Android game development with AppInventor." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76907.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 94).
AppInventor is an educational learning tool provided by MIT that allows users to build Android apps without any knowledge of programming. As AppInventor gains popularity amongst educators and students around the world, it will become increasingly important to ensure that the tool offers its users the breadth and depth of app-development functionality they desire. In anticipation of AppInventor's expanding role and influence in educational institutions worldwide (middle schools and high-schools, primarily), this thesis focuses on the age group of 3rd to 12th grade students, and on the topic that is of greatest interest to them: gaming, animation, and graphics. The aim of this thesis is to identify AppInventor's existing capabilities and limitations with respect to game development, and to implement ideas (both pedagogical and technological in nature) that will improve the diversity, complexity, aesthetic appeal, and performance of games that can be built using AppInventor. The author of this thesis believes that if AppInventor's game development capabilities can be augmented, the adoption rate of the tool and its popularity amongst school students will be impacted very positively. In this thesis, the author describes his personal experiences teaching AppInventor game development in India and USA, as well as the limitations (in teaching methodology and in AppInventor's feature set) that he identified through this experience. The author's primary contributions are the development of a hands-on curriculum for a 40-hour AppInventor Game Development course, and the implementation of several new features and components for AppInventor. The author will be traveling to China and India in Summer 2012 to test to what extent his creative curriculum and novel AppInventor modifications facilitate the development of games using AppInventor.
by Anshul Bhagi.
M.Eng.
Pulipaka, Mohana Saketh. "Android balloon game for children." Kansas State University, 2015. http://hdl.handle.net/2097/20579.
Full textDepartment of Computing and Information Sciences
Daniel Andresen
Android balloon game application is an android application which helps in improving the children’s vocabulary power. This application provides a graphical user interface with words as questions and balloons as the options. The end user will have to select a balloon in order to select an answer. There are three modules in this application which are game mode, new game and high scores. In the basic module questions like Alpha_bet are included. Also as an enhancement, the game is made interesting by giving the user three lives to clear the levels of the game. Three small balloons are included in the application which resemble the three lives and once an incorrect answer is selected, the green balloon will be replaced by a red balloon depicting an incorrect answer. Also the scores will be computed for every correct option that is selected by the user. The score is incremented by ten points for every correct answer. And for the high score section, the game would maintain the list of top players. High score section will consist of the user’s name, score, time and date for the gameplay. Apart from that a next button is included which helps the user to skip a word which the user finds it difficult to answer. A hint option is also provided in the game which pronounces the word helping the user to guess the word correctly.
Noursobhi, Soroush. "Puzzle Up : Android Jigsaw Puzzle Game." Thesis, Blekinge Tekniska Högskola, Institutionen för tillämpad signalbehandling, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-13460.
Full textArcuri, Michelangelo. "Ninja typing: Typing game su piattaforma android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6578/.
Full textSharan, Smita. "Checkers game app." Kansas State University, 2016. http://hdl.handle.net/2097/32920.
Full textDepartment of Computing and Information Sciences
Daniel Andresen
Android Phones and Tablets are driven by apps and becoming more and more popular these days. Enthusiastic game players around the world are always looking for fun and exciting games which are easily accessible from their handheld devices like smartphones, tablets etc. Checkers is one such mobile game app based on the popular game American Checkers or Draughts and is developed on Android platform. This game is turn based in which players play against each other. The player capture the pieces of opponent and progresses diagonally, trying to become the winner by capturing all the pieces of opponent or blocking the opponent so that there is no legal moves left. There are various features in the game. Instant messaging allows players to chat during the game.. Saved Games feature lets users to play the incomplete games later. Leaderboards and Scores make the game competitive as players can see their rankings and scores after the game. Tournaments and Scheduling enables players to schedule matches. Tournament is scheduled with Round Robin process wherein each player plays with all other players in turn and finally winner is declared after end of the game.
Warsén, Daniel. "Spelmotorgränssnitt för Android." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177173.
Full textThe goal of this thesis has been to research whether there are good ways to develop a flexible and future-proof game engine for a specific game type, strategy games, for Android units. This report covers the user interface of the game engine. To reach this goal a basic user interface, a proof-of-concept, has been developed and then tested and evaluated using both accepted and non-accepted methods. The results of these tests and evaluations have been mixed and have given room for several interesting analyses and conclusions, where the bottom line shows that the basis of the project is of sound quality, however there are certain issues that need to be dealt with before the engine is further developed and finished. The results and conclusions show that there is room for the product, however not necessarily an interest (testing this is beyond the scope of this report), and hint at the possibility to use this base as a basis for the development of the product that has been envisioned.
Björnerhag, Erik. "Spelmotorkonstruktion för Android." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-177174.
Full textThe purpose of this project has been to investigate if XML works as a language of description in a game engine. With focus on aspects such as what can be defined in the XML, what the loading times are and if the solution is easy to understand and if it is attractive. The idea behind the solution is that it should be easy to, together with a game engine, create two-dimensional strategy games without writing any compiling code, which in turn would make it possible for aspiring game developers to have an easy starting point where they can start their career. Results of the research shows that XML works as a solution for this kind of game and that it is possible to do a lot with it. The loading times for the system keep below acceptable levels with much to spare, according to the specifications set regarding to the amount of data to load. This solution is also an attractive one and there are several people that would want to utilize it. However, it has been shown that XML alone can not manage to be clear - for example, what the content of the XML files does, something that gives the indication that there needs to be more focus on documenting this and complete the XML solution with said documentation.
Šabata, David. "Letecká hra pro Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236377.
Full textŠevčík, Martin. "3D závodní hra pro platformu Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236353.
Full textKasper, Valter. "Grafické rozhraní pro deskové hry na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234907.
Full textGrahn, Ivar. "The Vuforia SDK and Unity3D Game Engine : Evaluating Performance on Android Devices." Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139436.
Full textKučera, Martin. "Motivační výuková hra na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234913.
Full textNovaga, Andrea. "Progetto e sviluppo di un game che utilizza la realtà aumentata su piattaforma Android." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/2993/.
Full textGrinchenko, Oleksandr. "Difficulty of porting MVC Supervising Controller game from Windows OS to Android OS platform." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-24197.
Full textSchwermer, Patrik. "Performance Evaluation of Kotlin and Java on Android Runtime." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232017.
Full textDenna studie utvärderar prestandan mellan Kotlin och Java på Android Runtime genom 12 implementationer av fyra benchmarks från The Computer Language Benchmarks Game. De mätvärden som använts för att utvärdera prestandan inkluderar körtid, minnesanvändning, garbage collection, boxing av primitiver samt bytekod n-grams. För att benchmarka språken har en benchmarkapplikation tagits fram för Android. Resultaten visar att Kotlin är långsammare än Java för samtliga benchmarks. Vidare resulterar användandet av idiomatiska Kotlin-funktioner i ökad minnesanvänding samt behovet att representera primitiver som klasser. Andra intressanta resultat inkluderar existensen av en overhead för garbage collectorn för frigörandet av objekt som allokerats av Kotlin jämfört med Java. Vidare producerar Kotlin större bytekodfiler och uppvisar mer varierad bytekod än Java för en majoritet av de benchmarks som studerats.
Tatoušek, Petr. "Na příkladu jednoduché hry demonstrujte principy vývoje aplikací pro platformu Android." Master's thesis, Vysoká škola ekonomická v Praze, 2015. http://www.nusl.cz/ntk/nusl-204061.
Full textTatoušek, Petr. "Na příkladu jednoduché hry demonstrujte principy vývoje aplikací pro platformu Android." Master's thesis, Vysoká škola ekonomická v Praze, 2016. http://www.nusl.cz/ntk/nusl-261763.
Full textMaraldi, Erik. "Progettazione e sviluppo di un gioco interattivo basato su dispositivi mobili, sensori e nfc." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2017.
Find full textBergqvist, Mathias. "Extending a Game Concepts Scope of use by Adapting Mobile Platform Usage." Thesis, Linköpings universitet, Institutionen för teknik och naturvetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-101982.
Full textLi, Zheng, and Hua Wang. "A Mobile Game for Encouraging Active Listening among Deaf and Hard of Hearing People : Comparing the usage between mobile and desktop game." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-10500.
Full textEklund, Anton, Axel Nygårds, and David Smeds. "GeoFort: Mobile Game for Motivating Physical Activity using Gamification and Augmented Reality." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-355812.
Full textMed fortsatta avancemang inom teknologi, blir vardagliga uppgifter lättare att utföra och mindre fysiskt ansträngande. Dock som ett resultat av detta blir människors vardag mer stillasittande. Det finns ett behov av att motivera människor till att bli mer aktiva. Projektets lösning till detta problem var att utveckla ett spel till mobiltelefoner som använde sig av Augmented Reality teknologi ihop med GPS för att sätta upp världen utomhus som spelplan. Tillsammans med vetenskapen om spelifiering, strävade vi efter att skapa en spelupplevelse som uppmuntrar spelare att fortsätta att spela. Det resulterande spelet kräver att spelare rör på sig utomhus för att kunna nå framsteg inom spelet. Denna aspekt av spelet motverkar stillasittande beteende. Resultaten föreslår att användningen av spelifiering är en viktig aspekt i skapandet av ett spel som spelare finner roligt och motiverande. Användningen av AR-teknologi var mindre viktig och behöver fler funktioner än att bara kunna visa 3D-modeller.
Konečný, Michal. "Interaktivní prostředí pro vývoj adventure her." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-235463.
Full textKarlsson, Karl Arvid. "Design av en synkroniserad databas till en mobil spelapplikation med hjälp av Firebase." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-143598.
Full textMladý, Jakub. "Akční hra pro GearVR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403113.
Full textChao, Janchang, and 趙健權. "Development on Mobile Games by Android Platform." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/70478605675341385794.
Full text明志科技大學
機電工程研究所
100
Mobile game spreads increasingly nowadays since the smart phone is widely used by consumers. Google opens the source codes of Android platform which may allow the developers use the current resources to construct the further applications either on the personal computer or on the moble devices. In this thesis the author constructs an on-line game for mobile devices. Softwares on the mobile device and on the server which connects to the previous one should be well developed under the following processes. The first of the processes is that the program is compiled by using of Eclipse IDE to construct the game for mobile device. The second one is that the program of servlet and tomcat web for JSP server is developed by MyEclipse function. The JSP server provides the functions such as file upload, member information searching and online blessing for fully fitting to user's requirements. The developed program is tested by the simulation board of the Android SDK to derive the further modifications of the program on the mobile device. The game program is then ported to the mobile device to be actually implemented. The software for the websites the game server is constructed by the xampp server software and Dreamweaver. The website containings of the functions of membership coding system, online blessing gifts, online practising learning, picture and photography uploading to saving on the server. The game gives the function of the orientation from the user to the desired temple which is convenient for the user to enhance the practically sensing to the praying. Moreover, the G sensor is also used to measure the user's bowing for interacting between the mobile device and user. This development is fully providing of the on-line praying on the mobile device which is one of the local mores in Taiwan. The globalization of this local more of on-line praying on the mobile device is well expected to commercialize under SWOT analysis in this thesis
Hung, Chia-Hsin, and 洪家信. "Implementation of Autonomous Strategy MakingSystem for Android Soccer Games." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/35011088483799248735.
Full text南臺科技大學
電機工程系
105
The thesis aims to propose a fuzzy logic based task and role arrangement scheme for the android soccer system.Since the android soccer system in an integrated system with intelligent strategy which consists of path planning,obstacle avoidance,image processing,real-time controls,and intelligent strategy making.Moreover,the real-time making scheme for task and role arrangement will be the keypoint in a successful android soccer game.The formation and strategy of the androids needs to be arranged autonomously according to what conditions in a real soccer game.The proposed fuzzy inference of the attack-defense index in thesis for team formation to make the androids execute real-time optimization of attacker,defenser and results,its seen that the proposed scheme raise the efficiency of task role arrangement and motion controls
Διαμαντής, Βασίλειος. "Σχεδίαση και αξιολόγηση χωρο-ευαίσθητης εφαρμογής σε συσκευή Android." Thesis, 2012. http://hdl.handle.net/10889/6615.
Full textThis thesis describes the development of a multiplayer game in android platform played in the city of Patras. The name of the game is "Invisible City".
Lin, Szu-Yu, and 林思羽. "Development of an Android-based Autonomous Humanoid Robot Visual Obstacle Avoidance APP for FIRA HuroCup Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/59088364637962413370.
Full text國立臺灣科技大學
電機工程系
103
This thesis presents an Android-based autonomous humanoid robot visual obstacle avoidance APP for FIRA HuroCup games. The proposed system is composed of a 7" pad computer and a microcontroller-based bipedal locomotion controller. The pad computer is responsible for collecting images, tracking a specific image target, processing fuzzy-logic based visual obstacle avoidance approaches and transmitting blue tooth commands for pan-tilt head control and bipedal locomotion commands. The microcontroller-based bipedal locomotion controller is responsible for controlling all joint motors to achieve desired bipedal locomotion commands in terms of the linear inverted pendulum model (LIPM).This study also employs the technique of JavaScript object notation (JSON) so that the locomotion parameters specified in the microcontroller-based bipedal locomotion controller can be easily desirable via a conventional web in a pad computer or a smart phone. Therefore, this thesis proposes an embedded bipedal humanoid robot control system without any uses of single board computer. This solution is compact and portable for most of conventional Android-based pad computer or smart phones. Finally, obstacle avoidance games specified in the FIRA HuroCup league were used to demonstrate the effectiveness of the proposed embedded autonomous bipedal humanoid robot control architecture.
Δημητρίου, Σωτήρης. "Ανάπτυξη και αξιολόγηση συνεργατικών εφαρμογών σε φορητές συσκευές." Thesis, 2010. http://nemertes.lis.upatras.gr/jspui/handle/10889/4048.
Full textThe aim of this project is the design, development and evaluation of collaborative applications on mobile devices. For this study, a pervasive game was developed, which supports the use of it by many players simultaneously and can be played simultaneously in different cities by different groups of players. This game belongs to an emerging genre that mixes reality with the virtual digital world, using the real space as the gaming environment. The game was developed here uses the main elements of the bluff, deception and the assignment of roles. For its development an iterative design model was followed. The evaluation phase took place with various techniques and methods in different stages of development. The implementation was made for mobile phones running Android, also a new platform for mobile devices from Google and the OHA.
Naranjo, Zolotov Mijail Juanovich. "Collecting data for indoor mapping of the university of Münster via a location based game." Master's thesis, 2014. http://hdl.handle.net/10362/11754.
Full textNowadays the collection of spatial indoor mapping data presents a big challenge for both science and industry because there is not a cost-effective method yet for it as it is for outdoor mapping. Research is pointing out to crowdsourcing as means of address the challenge of massive indoor mapping based on the principle that people should be the main source of information. Therefore the crowd needs a tool that lets them do indoor mapping tasks as well as means of motivation. This project has as its main goal to study the impact of gamification as a motivation factor by implementing and evaluating it in a mobile application aimed for acquisition of indoor spatial data of the buildings of the University of Münster. For this purpose an already existing mobile application was modified to incorporate game elements, thus creating a new version of the app. Three game mechanics were added for the new version of the app: score, leaderboard and conquest map. Once both apps were ready (gamified and original non-gamified) an evaluation was carried out with 28 participants (14 male and 14 female) to assess the impact of game mechanics when users are performing indoor mapping tasks. As a result we may say that the most of participants preferred the gamified application over the non-gamified one, the study also shows that actually men favored the gamified app more than women.
Χαλκιάς, Αλέξανδρος. "Σχεδίαση και ανάπτυξη φορητών εφαρμογών παιγνιώδους μάθησης με τεχνολογίες επαυξημένης πραγματικότητας." Thesis, 2013. http://hdl.handle.net/10889/7506.
Full textThis thesis was conducted at the Laboratory of Human Interaction Research Group - Computer Department of Electrical and Computer Engineering under the supervision of Prof. N.Avouris . The goal of this project is the design and development of a pervasive, location-based game, using augmented reality technologies . The user can navigate through the gamespace and interact with real-world objects, in order to learn and enjoy . The selected area, to which the thesis refers, is George the 1st Square, in Patras .
Tsai, Bi-Ke, and 蔡碧珂. "Studies of Development Techniques of an Android Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/8krxmk.
Full text國立中正大學
電機工程研究所
103
APP is currently the most widely popular mobile device application, it is not even by the user via a wireless network to a mobile device application store, free or paid download. Currently there are US APP Store, Apple's business "App Store" and Google company's "Google Play", as well as other vendors, and market share Android App has also been increased every year, so this study was to use for Google Inc. the Android mobile operating system development. Since the smart phone has a portable convenience, but also a number of functions can be used in daily life it is an indispensable tool, so the sales of smart phones increased year by year, so this mobile platform will attract a large number of program developer attack this market, among which the biggest business opportunities in the game program, so there is more and more game developers have invested in this market, making all kinds of flowers contend APP exhibit the phenomenon, as the developer the most important thing is to have the ability to write programs, but also to spend a lot of effort is positioned design of the game, whether it is the story of the game's plot, user interface, animation music, character design, are very important, which is related to the APP downloads, source objects, but also affect the development costs and time away. The main purpose of this paper is: first started designing the game is first planning to set up their game play, users plan and then follow the script will appear in the game interface, a serial interface between each game joints, and then after the game play and user interface based on a programming architecture and planning process, and finally animation, images and music making game.
Zheng, Ji Hong, and 鄭吉閎. "The Study and Development of Connect6 Game for Android Devices." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/59681102952501299826.
Full text國立交通大學
資訊學院資訊科技(IT)產業研發碩士專班
101
Connect6, first introduced by Professor I-Chen Wu in 2005, has become a popular game that is played around the world. Meanwhile, smartphones and tablets have become more powerful with advances in hardware technology and the development of embedded systems. Android operating system devices are popular for the smartphone and tablet market. In order to further popularize Connect6, we designed and developed a Connect6 application on Android devices. In this paper, a generic framework for board games was designed, and the Connect6 application is based on this framework. Developers only need to concentrate on game-related implementation, so they can implement board games more easily and efficiently . In this Connect6 application, we provide the basic features of Connect6 and a friendly user interface. Additionally, the application supports NCTU6, a Connect6 AI program developed by our laboratory. We also collected a large number of puzzles and openings. Users are able to train themselves by solving puzzles. We believe that users can familiarize themselves with Connect6 through this application.
Wei, Ching-Hsuan, and 魏經軒. "A Board Game Framework with Energy-Efficient Network on Android." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/01668064392560185902.
Full text國立交通大學
多媒體工程研究所
102
Smartphones and tablets have become more powerful with advances in hardware technology and the development of embedded systems. Android operating system devices are popular for the smartphone and tablet market. In our lab, we developed a generic framework for board games and also implemented it for Connect6. The objective of this thesis is to extend the framework by adding the network feature, and we focus on energy saving. We propose and implement an energy-efficient network “Virtual Socket”. It uses Google Cloud Messaging to achieve pushing notification from server. It also has fault tolerance to an unstable mobile network and compatible to Java Socket for making implementation easier.
Liao, Fu-Nung, and 廖富農. "A study of Combining HTML5 and Android Technology on Game Design." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/pvmvm3.
Full text國立勤益科技大學
資訊工程系
106
This thesis will focus on the problems encountered in HTML5 game development in Android System WebView, and experiment with PixiJS development game commonly used display objects in TBS Tencent browser and Android native WebView run comparison, through each version of the physical phone to verify the phase Capability and performance, you can see that the improved benefits are obtained when the Android System WebView version is older.