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1

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.

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Due to the huge amount of smart-phone applications available nowadays,there is a need to check them in order to know if they are trustworthy, efficientand reliable. Furthermore, research on smart-phones is really intensive,so it is important to be able to easily profile applications and collect datathat researchers can use. In this thesis we have focused on Android gamesas they represent a big portion of Android applications and Android is themost used mobile operative system nowadays. The thesis work can be divided in two main tasks. The first task consistsof research on Android games in order to know how they are developed,which game design engines are used nowadays and how can we automatisethe execution of Android applications and, in particular, games. The secondstep consists of development of a program called Monkey Gamer that canplay Android games automatically and collect execution traces of the game. The Monkey Gamer analyses the screen shown on a device, recognises theplaces where the user should touch, and interacts with them. Then, consideringeach screen as a state of a state machine, the program tries to coverthe whole game, generating the highest possible number of execution traces. In order to test our solution we have compared the traces generated bythe Monkey Gamer with the ones obtained by some real players, achievinga significant similarity. The tests were executed on three games, coveringdifferent categories and implementation solutions.
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2

Fekolkin, 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.

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In this paper the research surrounding the Augmented Reality in games on Android platform was performed by testing 108 games from Google Play Market and by analyzing the hundreds of user reviews to determine the level of acceptance and the level of technical stability of the mobile games based on that technology. The Location-based, Marker-based and games based on somewhat different approach were studied and compared by the runtimes, game genres and by the featuring aspects including the presence of multiplayer mode, sound effects and the dimension that the virtual objects were positioned in. The overview of the studied games was presented in this paper. The results, for instance, include that the AR game variation is very narrow in terms of gameplay style and technical issues are very commonly encountered and it makes them very influential to the gameplay experience. The rareness of the multiplayer mode among the AR games was discovered meaning the domination of the single-player game designs. The Marker-based games were in general more computationaly heavy than Location-based games when it comes to the runtime performance.
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3

Löwgren, 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.

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This thesis focuses on how location-based games can be used to experience places of cultural heritage in new ways. A prototype game was created in which players follow a day in the life of a sergeant while walking to different locations at Karlsborg fortress and unravel a plot about the plan to steal Sweden’s gold reserve. To analyze how well a location-based game worked in this setting gameflow theory was used to measure the player experience, focusing on how concentration and immersion was handled. Since players will switch their focus a lot between the game and their surroundings it is important that the game helps them know what to concentrate on and stay immersed during the game. A small testing session was conducted at Karlsborg fortress which showed an indication that players were able to stay immersed while playing the game and that the social interaction between players played an important role in their experience.
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4

Almquist, 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.

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The popularity of mobile games has increased drastically during the recent years andmany people use them as their main source of entertainment. Mobile gamescommunicate with other devices over the network which consumes a lot of energy,especially when connected to cellular networks (e.g., 3G). This high energy expensecan feel unjustified to the player since always-on network connectivity is not requiredin order to play most games.Furthermore, the number of malware-infected applications in offical applicationstores has increased significantly in the recent years. These malware-infectedapplications can gain unrestricted access and control of users phones which can be athreat to security. Information about the behaviour characteristics of games can beused to develop or improve systems for detecting malware applications.In this thesis, 20 popular Android games are analysed with a focus on the datacommunication, CPU utilization and system call behaviour. The main subject of thedata communication study is the 3G communication energy consumed by games. Thesystem call study aims at quantifying the number and type of calls used by games.This may be useful in a further study of harmful behaviour by apps.The profiling results presented in this report show that the communication energyvaries drastically among games. Games with a very similar gameplay can consumevery different amounts of energy which indicates that there is room for improvementsin many of the games. Ad-free games consume significantly less energy than gamesthat use in-app advertisements. The results show that improving the advertisementfetching policy could reduce the energy consumption of these games. The majority ofthe games can be played without network connectivity and therefore thecommunication energy consumed could be completely avoided. The thesis alsoshows that games use a wide variety of system calls and that many of the system callsare common among the games.
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5

Magnuson, 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.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2010.
Cataloged 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.
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6

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.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.
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7

Malm, 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.

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This master’s thesis discusses game development on the computer tablet, with Apple’s iPadas the target platform. Its main focus is development of non-trivial components such asonline multiplayer and touch(screen) controls for a real-time action game, using frameworksand APIs that are mainly free and open source. For each non-trivial component problems arepointed out and possible solutions are presented, the resulting game, Battle Angels, isevaluated along with the game design and development. Battle Angels is a 2D real-timemultiplayer action game, the development of it lead to the conclusions and results in thisthesis.The abstract nature of the subject of this thesis makes it impossible to present a set of numerical values that can be compared to existing research. The result is therefore presented byshowing images from the actual game with a discussion. It could be concluded that designing and implementing a fast paced multiplayer game on a computer tablet system is a majorchallenge. It typically requires developers to incorporate a variety of different technologiesinto their implementation in order to succeed. It could also be concluded that each technology in its isolation were not a major issue, however combining them and allowing them toco-exist were.
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Gomes, 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.
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9

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.

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Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i spelet Steam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Spelet utvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökning av mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning av Japanese Role Playing Game, kommer att förklaras som hastigast med referenser till andra spel inom genren. Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En av svårigheterna som påträffades, såsom beskrivs i rapporten, var att säkerställa att spelet fungerar för den varierande prestanda som mobila enheter utgör, inklusive aspekter såsom med eller utan hårdvaruacceleration av grafik, varierande mängd lagringsutrymme och processorkärnor samt storlek på skärmar. Därtill bör man vid skapandet av en applikation av denna typ beakta resurshantering, framförallt beträffande grafik och ljud, ett ämne som behandlas i denna rapport.
This 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.
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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.

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This thesis describes the process of identifying design and imple- mentation guidelines for tablet based learning games focusing on the Japanese writing system which consists of multiple complex logo- graphic characters called kanji. The kanji system covers over 2000 different characters where each character has multiple readings. The characters can also be joined to form new words these are called kanji compounds. Through an iterative process of prototype design and creation, we developed and evaluated three game concepts and a dig- ital game artifact for tablet computers. The results of this research presents five design and implementation guidelines for tablet based learning games focusing on compound kanji which were identified through the results from three evaluations which were performed to- gether with participants that had a background in both interaction design and Japanese.
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11

Herrera, 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.

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El presente proyecto consiste en el diseño de una herramienta tecnológica enfocada a niños y adolescentes que permita desarrollar conocimientos y hábitos saludables en la alimentación basados en Gamificación y Juegos Serios. El uso de Gamificación y Juegos Serios es una alternativa a la enseñanza tradicional que nos permite crear un ambiente que resulte no solo entretenido, sino que sea educativo para el usuario. Se emplearán conceptos de nutrición para elaborar un Juego Serio de cartas de estrategia por turno y se utilizará técnicas de Gamificación para diseñar un enfoque de premios, retos, niveles y rangos que motiven a los jugadores durante su experiencia de uso del Videojuego. Así mismo, se incluirán funcionalidades de socialización para generar competitividad sana entre los jugadores y se adicionarán cuestionarios que permitan afianzar conocimientos y hábitos de alimentación saludable. Este proyecto está orientado a las plataformas móviles Android e iOS y usará herramientas de código abierto junto con un potente motor de juegos. Durante el desarrollo del presente proyecto se elaborará una demostración de la temática del juego que refleje los objetivos a cumplir.
This 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
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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/.

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In questa tesi viene discussa l'implementazione di un bot automatico in grado di interfacciarsi ad un device mobile, al fine di controllare autonomamente le fasi di battaglia di un gioco strategico. Il dispositivo in questione viene interamente controllato da un calcolatore esterno tramite l'invio di segnali atti ad emulare in tutto e per tutto quelli di un giocatore reale che sfiora lo schermo touchscreen del device. Inoltre è stata progettata una prima rete neurale con l'intento di riuscire ad ottimizzare le strategie di attacco del bot.
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Věčorek, 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.

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E-Sports, also known as progaming (professional gaming) has grown a lot in the last few years. Professional gamers are regularly attending tournaments watched by hundreds of thousands of fans and with prize pools of millions of dollars. There are many video broadcasts of those events and recently betting on e-Sports has also become available. The main goal of this thesis was to create a mobile app for OS Android, which aims to utilize this growth and create a service of providing predictions of results of the e-Sports matches, similar to that existing in regular sports. The application in its current form receives the predictions via Google Cloud Messaging service and shows an Android notification on their arrival. The predictions are then stored on the device into SQLite database so they are available for further view and filtering. After the matches are finished, their results are shown in comparison to the predictions and balance of the predictions is calculated. Users can display information about their subscriptions and predictions under that subscriptions. The app was created in Android Studio IDE with appearance based on the material design guidelines. The app was tested on several devices of different brand and Android version, then it was placed on Google Play for open beta testing. In the future the app will be offered to the users of the service of providing predictions of results of the e-Sports matches.
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Loganathan, Madhumitha. "Android number game." Kansas State University, 2011. http://hdl.handle.net/2097/13245.

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Master of Science
Department 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.
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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.

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Tato práce se zabývá možnostmi herního vývoje pro víceré platformy pomocí enginu Unity 3D. Rozebírá různé aspekty multiplatformního vývoje na počítačích i mobilních zařízeních. Důraz je kladen na analýzu tvorby her současně pro více platforem a problémy spojené s tímhle přístupem. Práce poskytuje možnosti řešení problémů, které vyvstanou při použití tohohle postupu, pomocí nástrojů, které poskytuje Unity 3D. Analýza se zabývá zejména na zvyšování výkonu her za použití metod dostupných na všech platformách vybraných pro testování. Tyhle vylepšení zahrnují způsoby jak snížit práci ve scéně a naopak zvýšit počet vykreslení za sekundu při zachování stejné vizuální kvality. Práce také nabízí pohled do minulosti tohoto odvětví a předpoklady o jeho příštím směrování.
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Bhagi, Anshul. "Android game development with AppInventor." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76907.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.
Cataloged 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.
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Pulipaka, Mohana Saketh. "Android balloon game for children." Kansas State University, 2015. http://hdl.handle.net/2097/20579.

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Master of Science
Department 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.
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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.

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Development of a jigsaw based puzzle game for Android called PuzzleUp. The idea is that user takes a picture in real time and breaks it into jigsaw pieces that has to be put together. It also features a multiplayer mode on local area network (LAN).The main programming language used is Java and the main development environment is Android Studio (Based on JetBrains Idea) and AllJoyn has been used for inter-device communication to ensure maximum compatibility.
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Arcuri, Michelangelo. "Ninja typing: Typing game su piattaforma android." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2014. http://amslaurea.unibo.it/6578/.

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NinjaTyping è un cosiddetto "Typing Game", sviluppato per terminali Android. L'utente deve scrivere il testo visualizzato su schermo, nel minor tempo e con la minor incidenza possibile d'errore. I punteggi effettuati dagli utenti, possono essere condivisi su Facebook oltre che su un apposito server dedicato, atto a gestire i migliori punteggi. Inoltre è prevista anche una modalità online in cui gli utenti possono sfidarsi in partite a turni. Anche questa feature è gestita tramite il server dedicato.
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Sharan, Smita. "Checkers game app." Kansas State University, 2016. http://hdl.handle.net/2097/32920.

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Master of Science
Department 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.
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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.

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Målet med detta arbete har varit att undersöka huruvida det finns ett bra sätt att utveckla en flexibel och framtidssäker spelmotor för en specifik speltyp, strategispel, för Android-enheter. Rapporten behandlar användargränssnittet för spelmotorn. För att nå målen har ett grundläggande användargränssnitt, ett proof-of-concept, utvecklats och sedan testats och utvärderats enligt både vedertagna och icke-vedertagna metoder. Resultaten som framkommit av dessa tester och utvärderingar har varit blandade och givit utrymme för flera intressanta analyser och slutsatser, där de slutgiltiga pekar på att projektet i grunden har varit av god kvalitet men att det finns vissa brister som bör åtgärdas innan motorn färdig- och vidareutvecklas. Resultaten och slutsatserna visar att det finns ett utrymme för produkten, men inte nödvändigtvis ett intresse (detta är bortom denna rapports omfång), och fingervisningen är att denna grund kan användas för att utveckla den produkt som visionerats med den utvecklade prototypen som bas.
The 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.
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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.

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Syftet med arbetet har varit att undersöka huruvida XML fungerar som ett beskrivningsspråk till en spelmotor sett till aspekter såsom vad som kan definieras i XML, vad laddningstiderna är och om det är en tydlig och attraktiv lösning. Tanken med lösningen är att det skall vara enkelt att, tillsammans med en spelmotor, kunna skapa tvådimensionella strategispel utan att skriva någon kompilerande kod, vilket i sin tur skulle möjliggöra för aspirerande spelutvecklare att få en enkel utgångspunkt där de kan starta sin karriär. Resultaten av undersökningarna visar att XML fungerar som en lösning för denna typ av spel och det går att göra väldigt mycket med det. Laddningstiderna håller sig långt under den maximala gränsen, enligt specifikationerna på mängd av indata som skall laddas in. Det är även en attraktiv lösning som flera personer skulle kunna tänka sig att använda. Dock har det visat sig att XML på egen hand inte klarar av att vara tydligt – exempelvis vad innehållet i XML-filerna betyder, något som ger tecken på att det behöver läggas mer fokus på att dokumentera dessa och komplettera XML-lösningen med denna dokumentation.
The 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.
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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.

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This work deals with flight game development on Android platform. Firstly the possibilities of native development and development using Libgdx library will be discussed. Then flight mechanics of a real aircraft and simplified mechanics used in flight games will be explained. The work will also summarize current trends in mobile flight game controls and will propose a new control method based on touch input. Using this method a flight game will be designed and implemented. In the end of this work the process of testing and publishing will discussed, as well as possibilities of further development.
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Ševčík, 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.

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This master's thesis deals with the possibilities of using open source 3D game engine Java Monkey Engine (jME) in developing applications for the Android platform. It includes theoretical knowledge for the jMonkey Engine architecture and the Android platform. In the following section, the thesis describes used techniques and external libraries in solving issues of interaction between jME and Android platform and of working with objects in the 3D scene and their way of implementation.
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Kasper, 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.

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This work presents a design and implementation of graphic user interfaces for board games. The objects of the investigation were various types of board games and graphic effects for virtual board game scene. We have developed a user interface design for different games. In the following sections the OpenGL ES library and its application to the Android platform are characterized. We explored the possibility of implementation in the native code. We have developed a system for plug-ins that allows implementing game logic in scripting language and defining the virtual scene for board game in XML language.
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Grahn, 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.

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This paper evaluates major features of PTC’s augmented reality SDK Vuforia, available for Android, iOS and the Unity3D game engine. The performance of these features are evaluated in terms of frame rate and power consumption and the testing prototypes are developed using Unity3D. Augmented reality is a rapidly growing medium and the Vuforia SDK is very popular with over 325 000 registered developers and thousands of published applications. Despite being used to such extents, there are surprisingly few works evaluating different aspects of its performance. This paper provides an introduction to augmented reality and describes the technology used by the Vuforia SDK to deliver said features. This paper shows that Vuforia is capable of maintaining sufficient performance with interactive frame rates over 20 Hz in most cases. The power consumption of these features reduces the battery lifetime to acceptable levels, suitable for hand-held devices. In some cases, however, the performance in terms of frame rate reaches levels lower than recommended. These cases should be considered by developers looking to use Vuforia.
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Kučera, 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.

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The aim of the dissertation is to create a prototype of an educational game which should help students with the choice of future their studies. To this end, the game introduces the topic of logic systems in a non-threating interactive way with clear illustrative examples. The theoretical part of the work deals with the background knowledge necessary in order to design the game. It explains logic systems, gates, flip-flop circuits, and explores various aspects of game genres with primary focus on puzzle games and their history. In addition, the dissertation presents some of the issues related to cross-platform development of games for both mobile and computer platforms, and provides brief descriptions of several popular cross-platform libraries. Lastly, the work introduces and compares several chosen applications created as a supplementary material for teaching logic system.
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Novaga, 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/.

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Grinchenko, 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.

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30

Schwermer, 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.

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This study evaluates the performance of Kotlin and Java on Android Runtime using four benchmarks from the Computer Language Benchmarks Game suite, for which a total of 12 benchmark implementations are studied. The metrics used to evaluate the performance includes runtime, memory consumption, garbage collection, boxing of primitives as well as bytecode n-grams. To benchmark the languages, a benchmark application has been developed intended to run on an Android phone. The results indicate that Kotlin is slower than Java for all studied benchmarks by a varying factor. Furthermore, the use of idiomatic Kotlin features and constructs results in additional heap pressure and the need of boxed primitives. Other interesting results indicate the existence of an underlying garbage collection overhead when reclaiming Kotlin objects compared to Java. Furthermore, Kotlin produces larger and more varied bytecode than Java for a majority of the benchmarks.
Denna 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.
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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.

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This thesis aims to demonstate Andoid game development principles using an sample ap-plicatiion. The practical part of this work is a standalone implementation of a Java-based text adventure game wirh SQLite for game-data storage. A game framework has been de-veloped which enables you to enter various game-related data and thus play different ga-mes based on the specifics of the input.
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Tatoušek, 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.

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Demonstration of the Android application development principles explained on a simple game is a thesis describing in it's theoretical part Android OS. It also briefly describes it's history and especially it's architecture emphasizing on my thesis' part relevant to the practi-cal part of my dissertation. It also focuses on the general applications' architecture princi-ples for this operating system. In the practical part of the thesis I tend to describe the application development principles for Android OS. This is achieved on an sample application. This sample application is an implementation of a text-based adventure game in the Java language. It uses SQLite data-base for storing the game data. There is a game framework which enables entering diffe-rent game data to the database and thus playing different games with divergent game plays.
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Maraldi, 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.

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L’obbiettivo di questa tesi è la realizzazione di un gioco interattivo che permetta all'utente di divertirsi interagendo con il mondo esterno grazie all'utilizzo di sensori e dispositivi wearable. Il sistema è stato progettato per il parco giochi di Mirabilandia. In questa tesi si parlerà anche della comunicazione tra applicazione e server, che avviene grazie a chiamate HTTP. Attraverso queste chiamate l’applicazione leggerà e scriverà informazioni sul database online. La parte server è stata realizzata utilizzando il linguaggio di programmazione PHP. Ogni response inviata dal server al client è composta da uno o più oggetti JSON che verranno gestiti dall'applicazione. Inoltre sarà posta l’attenzione sulla reattività del sistema. Dato che si sta lavorando su un dispositivo di piccole dimensioni e con risorse limitate è necessario che le operazioni pesanti vengano eseguite su Thread differenti, mantenendo l’interfaccia grafica sempre reattiva agli input dell’utente. Le operazioni che saranno gestite da Thread secondari sono le richieste HTTP. Altre tecnologie e funzionalità verranno spiegate all'interno degli appositi capitoli. La tesi è strutturata in cinque capitoli. Nel primo capitolo sarà fatto un quadro generale sulla piattaforma Android e sui sensori che andremo ad utilizzare. Nel secondo verrà preso in esame il caso di studio, ovvero cosa dovrà fare il sistema e in che modo. Il terzo capitolo tratterà l’analisi e la modellazione del sistema, mettendo in evidenza il salvataggio e il caricamento dei dati, l’utilizzo dei Thread e altre soluzioni a problematiche riscontrate. Nel quarto capitolo verrà descritta la struttura dell’intero progetto, soffermandosi sulla struttura delle classi e la loro funzionalità all'interno delle applicazioni. Infine, nell'ultimo capitolo verranno approfondite alcune tra le più importanti funzionalità per il corretto funzionamento delle applicazioni.
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Bergqvist, Mathias. "Extending a Game Concept’s 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.

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The report features the technical fundamentals, implementation, results and discussions within the field of mobile application development in the game industry. The thesis explored the game industry from within the industry, as the purpose was to further expand the game concept of the PC game theHunter by using a mobile platform. In the age of the multi-touch smartphone, applications are a huge and competitive industry withmany interesting development approaches. Using the fundamental principles of system architecture and interface design for mobile development, a game companion application based in an Android environment was developed. Game data was provided by the game development studio Expansive Worlds. The results showed support for the platform, but clearly states that further development is needed to actually explore the mobile market further. Implications for the results of the study and future tasks are discussed.
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Li, 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.

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Context. Daily active listening is important for the deaf and hard of hearing people (DHH) of their hearing rehabilitation, but the related hearing activities are usually not enough for them due to kinds of reasons. Although some traditional desktop computer-assisted tools were created for encouraging active listening, the usage rate is not high. Nowadays, mobile smart devices become more and more widely used and easily accessible all around the world. Game applications on these devices are good tools for training related activities. However, in the market, there are limited games designed for the DHH, especially aiming for engaging them in active listening. Therefore, such a game on mobile platform is the inspiration for increasing their everyday active listening. Objective. In this study, an audio-based mobile game application called the Music Puzzle was to create on Android operating system, for encouraging the DHH in their active listening. With aim of making the game have good usability and engaging for real use, we were to evaluate the game and conduct experiments on its usage, to see if it could be more used than another traditional hearing game on desktop platform and bring greater amount active listening for the DHH. Methods. In this study, overall, methods of literature review, game development, preliminary and evaluation experiments, as well as tracking study were used. In the development phase, interaction design theories and techniques was applied for assisting the design work. Android and Pure Data were employed for the software implementation work. In the evaluation phase, System Usability Scale (SUS) and Intrinsic Motivation Inventory (IMI) questionnaire were used for respectively testing the game usability and engagement. Then a four-week tracking study was conducted to acquire the usage data of the mobile game among the target group. Afterwards, the data was collected and compared with the usage data of the desktop game using statistical method of paired sample t-test. Results. From the preliminary experiments results, most of the participants reported their enjoyment with playing Music Puzzle and willingness to use it. Subsequent experiment gave good results on the game usability and engagement. The final tracking study shows that most participants activated and played Music Puzzle during the given time period. Compared with the desktop game, the DHH spent significantly greater amount of time on playing the mobile game. Conclusion. The study indicates that the Music Puzzle has good usability and it is engaging. Compared with the desktop game, The Music Puzzle mobile game is a more effective tool for encouraging and increasing the amount of active listening time among the DHH people in their everyday life.
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Eklund, 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.

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With technology continuing to advance, a lot of everyday tasks are becoming easier to perform and less physically demanding. However, as a result of this, peoples lives are also becoming more sedentary. There is a need for motivating people to be more active. The project's solution to this problem was to develop a mobile game application which made use of Augmented Reality (AR) technology together with GPS to be able to set the outdoor world as the playing field. Along with using the science of gamification, we strove to create a gameplay that encourages players to continue to play. The resulting game makes the player move outdoors to be able to progress within the game. This feature of the game counteracts sedentary behavior. The results suggest that the use of gamification is an important aspect of making a game that players find fun and motivating. The AR technology was less important and needs more functions than just being able to view 3D-models.
Med 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.
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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.

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The aim of this thesis is to develop PC-based integrated development environment that would allow to interpret the resulting adventure game on the Android platform. This thesis describes the theory of adventure games and their history. It deals with the design and implementation of a library, that is used in other applications developed in this thesis, a development environment and platform interpreter for Android. It also describes the sample game created in the development environment. At end it contains testing of development environment and sample game on interpreter for the Android platform.
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Karlsson, 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.

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Att ha en välfungerande back-end till ett system kan spara arbete i både utvecklingsfas och i underhållsfas. Mitt arbete var att implemetera Firebase som ny back-end för geografispelet Map Makers Quest och för spelets Questeditor. Med implementeringen av Firebase funktionaliteter som bland annat Firebase: realtidsdatabas introduserades även en ny datastruktur som är optimerad för spelets behov med realtidsfunktionaliteter. Arbetet visar att med Firebase så minskade den nedladdade datamängden i den första spelade spelomgången jämfört med de tidigare Flask/MongoDB systemet, för att i de efterföljande omgångarna var den nedladdade datamängden större per omgång. Därutöver konstaterades att variansen av nedladdad datamängd per spelomgång ökade med Firebase.
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Mladý, Jakub. "Akční hra pro GearVR." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403113.

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This thesis deals with the study of technologies and techniques for creating virtual reality for mobile devices.  It includes a description of the design and implementation of an action game, using Unity Game Engine, which demonstrates Gear VR's capabilities well. The thesis describes the obstacles that arise in the creation of games for virtual reality as well as their possible solutions. Graphic elements of the game were developed based on the results of continuous user testing. Particular attention was paid to exploring the impact of visual effects and game elements used in games on a user in virtual reality.
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Chao, Janchang, and 趙健權. "Development on Mobile Games by Android Platform." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/70478605675341385794.

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碩士
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
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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.

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碩士
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
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42

Διαμαντής, Βασίλειος. "Σχεδίαση και αξιολόγηση χωρο-ευαίσθητης εφαρμογής σε συσκευή Android." Thesis, 2012. http://hdl.handle.net/10889/6615.

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Η παρούσα διπλωματική εργασία πραγματεύεται ένα παιχνίδι πολλών παικτών που παίζεται με συσκευές Android στην πόλη της Πάτρας. Το όνομα του παιχνιδιού είναι "Αόρατη Πόλη".
This 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".
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43

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.

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碩士
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.
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44

Δημητρίου, Σωτήρης. "Ανάπτυξη και αξιολόγηση συνεργατικών εφαρμογών σε φορητές συσκευές." Thesis, 2010. http://nemertes.lis.upatras.gr/jspui/handle/10889/4048.

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Στόχος της εργασίας είναι η μελέτη, ανάπτυξη και αξιολόγηση συνεργατικών εφαρμογών σε φορητές συσκευές. Για την μελέτη αυτή, αναπτύχθηκε ένα παιχνίδι διάχυτου υπολογισμού, το οποίο υποστηρίζει την χρήση του από πολλούς παίκτες ταυτόχρονα και μπορεί να παιχτεί παράλληλα σε διαφορετικές πόλεις από διαφορετικές ομάδες παικτών. Το παιχνίδι αυτό ανήκει σε ένα αναδυόμενο είδος παιχνιδιών που αναμιγνύουν την πραγματικότητα με τον εικονικό ψηφιακό κόσμο, χρησιμοποιώντας τον πραγματικό χώρο σαν το περιβάλλον του παιχνιδιού. Το παιχνίδι που αναπτύχθηκε εδώ χρησιμοποιεί σαν βασικά στοιχεία την μπλόφα, την παραπλάνηση και την ανάθεση ρόλων. Για την ανάπτυξή του ακολουθήθηκε ένα επαναληπτικό μοντέλο σχεδιασμού με την αξιολόγηση να παίρνει μέρος με διάφορες τεχνικές και μεθόδους στα διάφορα στάδια ανάπτυξης. Η υλοποίηση πραγματοποιήθηκε για κινητά τηλέφωνα με λειτουργικό σύστημα Android, μια επίσης καινούργια πλατφόρμα για φορητές συσκευές από την Google και την OHA.
The 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.
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45

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.

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Dissertation submitted in partial fulfillment of the requirements for the Degree of Master of Science in Geospatial Technologies.
Nowadays 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.
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46

Χαλκιάς, Αλέξανδρος. "Σχεδίαση και ανάπτυξη φορητών εφαρμογών παιγνιώδους μάθησης με τεχνολογίες επαυξημένης πραγματικότητας." Thesis, 2013. http://hdl.handle.net/10889/7506.

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Η διπλωματική εργασία αυτή εκπονήθηκε στο Εργαστήριο της Ερευνητικής Ομάδας Αλληλεπίδρασης Ανθρώπου – Υπολογιστή του Τμήματος Ηλεκτρολόγων Μηχανικών και Τεχνολογίας Υπολογιστών υπό την επίβλεψη του καθ. Ν.Αβούρη. Στόχος της εργασίας είναι η σχεδίαση και ανάπτυξη μίας φορητής εφαρμογής – χωροευαίσθητου παιχνιδιού, με τη χρήση τεχνολογιών επαυξημένης πραγματικότητας. Ο χρήστης της εφαρμογής θα μπορεί να περιηγείται στον χώρο που ορίζει το παιχνίδι και να αλληλεπιδρά με πραγματικά αντικείμενα του χώρου αυτού, με σκοπό τη μάθηση και την ψυχαγωγία. Ο χώρος στον οποίο αναφέρεται η διπλωματική εργασία, είναι η πλατεία Γεωργίου Α’ στην Πάτρα.
This 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 .
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47

Tsai, Bi-Ke, and 蔡碧珂. "Studies of Development Techniques of an Android Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/8krxmk.

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碩士
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.
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48

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.

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碩士
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.
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49

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.

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碩士
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.
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50

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.

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碩士
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.
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