Academic literature on the topic 'Cross Platform Games'
Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles
Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Cross Platform Games.'
Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.
You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.
Journal articles on the topic "Cross Platform Games"
Jurgelionis, A., P. Fechteler, P. Eisert, F. Bellotti, H. David, J. P. Laulajainen, R. Carmichael, et al. "Platform for Distributed 3D Gaming." International Journal of Computer Games Technology 2009 (2009): 1–15. http://dx.doi.org/10.1155/2009/231863.
Full textGhareb, Mazen Ismaeel. "HTML5, future to solve cross –platform issue in serious game development." Journal of University of Human Development 2, no. 4 (December 31, 2016): 443. http://dx.doi.org/10.21928/juhd.v2n4y2016.pp443-450.
Full textDu, Yao, Thomas D. Grace, Krithika Jagannath, and Katie Salen-Tekinbas. "Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents." Multimodal Technologies and Interaction 5, no. 5 (May 11, 2021): 27. http://dx.doi.org/10.3390/mti5050027.
Full textTaylor, D. C. Paul J., Henry Mwiki, Ali Dehghantanha, Alex Akibini, Kim Kwang Raymond Choo, Mohammad Hammoudeh, and Reza Parizi. "Forensic investigation of cross platform massively multiplayer online games: Minecraft as a case study." Science & Justice 59, no. 3 (May 2019): 337–48. http://dx.doi.org/10.1016/j.scijus.2019.01.005.
Full textGernego, Iuliia, Liudmyla Petrenko, Mykhailo Dyba, and Vitalii Tsarov. "Innovative financing of creative projects on the Kickstarter platform: Ukrainian and Polish experience." E3S Web of Conferences 166 (2020): 13019. http://dx.doi.org/10.1051/e3sconf/202016613019.
Full textĆwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textLara Nieto-Márquez, Natalia, Alejandro Baldominos, Alejandro Cardeña Martínez, and Miguel Ángel Pérez Nieto. "An Exploratory Analysis of the Implementation and Use of an Intelligent Platform for Learning in Primary Education." Applied Sciences 10, no. 3 (February 3, 2020): 983. http://dx.doi.org/10.3390/app10030983.
Full textQi, Tuotuo, Tianmei Wang, and Nuo Chen. "Analysis of sponsorship networks and cross-domain knowledge exchange: an empirical study on Zhihu." International Journal of Crowd Science 4, no. 3 (June 29, 2020): 255–71. http://dx.doi.org/10.1108/ijcs-11-2019-0035.
Full textGalgouranas, Stefanos, and Stelios Xinogalos. "jAVANT-GARDE: A Cross-Platform Serious Game for an Introduction to Programming With Java." Simulation & Gaming 49, no. 6 (July 23, 2018): 751–67. http://dx.doi.org/10.1177/1046878118789976.
Full textShim, Jaewoo, Kyeonghwan Lim, Seong-je Cho, Sangchul Han, and Minkyu Park. "Static and Dynamic Analysis of Android Malware and Goodware Written with Unity Framework." Security and Communication Networks 2018 (June 20, 2018): 1–12. http://dx.doi.org/10.1155/2018/6280768.
Full textDissertations / Theses on the topic "Cross Platform Games"
García, Hernández Mònica, and Madeleine Volter. "Incremental digital product innovation in social mobile games : A case study of King Digital Entertainment." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90205.
Full textGrassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.
Full textSuleiman, Iyad. "Integrating data mining and social network techniques into the development of a Web-based adaptive play-based assessment tool for school readiness." Thesis, University of Bradford, 2013. http://hdl.handle.net/10454/7293.
Full textBeije, Gustav. "Pix." Thesis, Mittuniversitetet, Institutionen för informationssystem och –teknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-36478.
Full textRapporten handlar om skapelsen av ett nytt spelramverk namngivet Pix som jämförs mot den existerande spelmotorn Godot. Syftet är att skapa ett spelram- verk som fokuserar på att göra arbetssättet smidigt för programmeraren samtidigt som det ger mycket kreativ makt till programmeraren. Pix använder C# som programmeringsspråk vilket körs på .NET Core plattformen. Det är upp- byggt med en Entity Component System (ECS) design vilket betyder att det är en dataorienterad design med ett fokus på komposition. Det medför en klar separation mellan logik och data. ECS designen medför också att serialisering samt använda sig av flera trådar blir väldigt enkelt. Jämförelsen mot spelmotorn Godot visar tydliga skillnader i hur man använder spelmotorn/spelramverket samt tydliga skillnader i filosofin kring hur en användare blir bekant med spelmotorn/spelramverket. De tydliga skillnader är hur större delen av arbetstiden i Godot spenderas i Godots grafiska gränssnitt medans Pix kan kontrolleras endast från kod om man inte skapar en editor själv. Programmering i Godot görs med skriptspråket GDScript. Det är gjort för att skapa vanlig spel funktionalitet och inte utöka spelmotorn med ny funktionalitet. Det betyder att hela motorn måste kompileras om för att lägga till mer avancerad funktionalitet vilket kan vara tidskrävande. I Pix är är det samma sak att programmera spel funktionalitet och utöka ramverket med ny funktionalitet. Det medför att så fort som man kan programmera ett spel i Pix kan man också utöka ramverket med mer funktionalitet. Det resulterar i att Godot är enklare att lära sig men samtidigt ger mindre makt till den vanlige användaren medans Pix är tvärtom. Kollar man på hur man använder sig av Pix samt de teknologierna Pix är uppbyggt med så kan man se att det skiljer sig från redan existerande alternativ. Det leder till att Pix kan vara ett gott alternativ för komplexa spel som inte kräver den mest avancerade grafiken.
Tang, W., A. S. Sagi, D. Green, and Tao Ruan Wan. "Cross-Platform Cloth Simulation API for Games." 2016. http://hdl.handle.net/10454/15325.
Full textPhysics simulation is an active research topic in games, because without realistic physics, even the most beautiful game feels static and lifeless. Although cloth simulation is not new in computer graphics, high level of details of cloth in video games is rare and mostly coarse due to complex and nonlinear physical properties of cloth, which requires substantial computing power necessary to simulate it in real-time. This paper presents a robust and scalable real-time cloth simulation framework by exploring a variety of modern simulation techniques to produce realistic cloth simulation for games. The framework integrates with OpenCL GPGPU library to leverage parallelism. The final result is an API for games development with enriched interactive environments.
陳家偉. "The Design and Implement of Cross-platform Games." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/e3bgzx.
Full textLiao, Chen-Chieh, and 廖振捷. "A Study of Cross-platform Games with Physics Engine." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/66361843700222157944.
Full text逢甲大學
應用數學學系
103
Abstract In recent years, the popularity of smart platform and other mobile devices, making the APP game market booming, but also to the development of these APP game engine concern, such as Unity, ShiVa3D…etc. , these games have their own development engine the API platform publishing tools and conversion software, so that the completed APP game can be published to the platform used for various mobile devices, such as iPhone’s iOS, common used Android…etc. ,which for independent developers and hobbyists are a good news. The research will forcus on cross-platform games with physics engine of the game design, game development engine though each has a different physics engine, but the design concept is the same, the paper will be presented Unity’s physics engine operation of the corss-platform physics games design.
Ke, Hsin-Chuan, and 柯信全. "Designing Cross-Platform Digital Games by Construct2-Science Periodic Table in Junior High Schools as an Example." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/v3b37h.
Full text國立臺北教育大學
數位科技設計學系(含玩具與遊戲設計碩士班)
104
Periodic Table is the basis for junior high school students to learn science.All the science applications are extended by the beginning of a periodic table.Therefore, students need to have a complete understanding on periodic table that can learn science better.Traditionally,a periodic table teaching is to give students Chinese words, students write in English, or English to students, students write words in Chinese.However, in the information era, appear of digital game whether allows teachers to teach the periodic table can have different teachings.Not only allows students to learn the periodic table better, but also allows students to feel interesting, is the main point of this research. This research is to construct a "Periodic table Teaching Platform", the first step is to teach periodic table, with "periodic table image memory method" as the theoretical basis.After that ,design 9 kinds of cross-platform HTML5 games by construct2 , Elementary level Games includes "Periodic table choice question","Periodic table challenge","Periodic table Sushi train ".Intermediate level game includes "Periodic table Bingo", "Periodic table Fruit Slicer", " Periodic table Card Match".High level game incluses "Periodic table Air Combat Game ", "Periodic table Mario", "Look for Periodic table".Not only can improve students' proficient ability of the periodic table,bue also in final level game can challenge "Boss".In all games you can upload scores to rank.Scores in games can be converted into experience points, money. Experience points can upload level, and money can buy equipment.Finally you can challenge Boss to complete the final stages of learning.This teaching platform can be used for window, Android, IOS.All cross-platform system, whether using a computer, smart phone, tablet computer, students can use this teaching platform everywhere,at any time.And you don’t necessarily need to use the keyboard when using your computer.You can use USB gamepad to play "Periodic table Mario". In order to evaluate the effectiveness of learning teaching platform, this semester I fill the position of seventh grade "Multimedia Periodic table" club teacher.The club have 12 members.Evenyone can play each game,and analyze student’s progress situation,and finally give students questionnaires to fill out. In this research, finally take students’ wrong topic to do statistics and questionnaire statistics.The final target hopes to reach "game-based leaming".This research can be extended that all teachers’ teaching content can be made into the game for students to play.Not only can achieve the purpose of teaching and entertaining,but also teachers can analyze student’ learning. The conclusions of this research: 1. "Periodic table Fruit Slicer" is the highest rating in all games,not only interesting but also can help recite periodic table. 2. When students play 「Educational games」,it must beforehand understand the subjects can reached the standard rapidly . 3. When playing cooperative games, the strongest combination is not always most rapidly reached the standard ,because teamwork is very important.
Sun, Chi-Lin, and 孫哲齡. "A Study on Establishing a Cross-Platform Online Quiz Game." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/98436477849037920689.
Full text世新大學
資訊傳播學研究所(含碩專班)
100
After the post-modernism, with advances in technology, the consumer electronics products have been continuously innovated, such as smart phones, tablet PCs, notebook and desktop computer. The variety of software built in the platform of each product has dazzled the users. In additional, the software developers not only have to design software fit the diverse platform specification, but also invest more resources to develop them to fulfill users demand. Based on the core technology of cross-platform online games, this study aims to develop a network game system, which not only can be executed on various platforms, but also integrated with Facebook. Therefore, while playing online games, the users could also instantly interact with their friends on Facebook. Moreover, this study expects to provide an innovative, unique and differentiated cross-platform online game. The game content is focused on Taiwan local culture so that more people understand Taiwan's unique folk customs, geographical environment and human activity while they are playing games. In this study, the system will be implemented on Microsoft Windows, Linux, Google Android and Apple iOS operating system, and through Desktop computers, Notebook, Tablet PC and Smart Phones, etc. to achieve the cross-platform online games building system.
Wang, Yi-Hsien, and 汪益賢. "CWT - An AWT/Swing Architecture for Cross-Platform Java Game Development." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/51499901965107413592.
Full text國立交通大學
資訊科學與工程研究所
97
In recent years, the performance of Java platforms has been greatly improved, which makes Java satisfy the requirements for developing games. However, after practicing in real game development, we observe that a phenomenon of performance inconsistency exists in the graphics of Java AWT/Swing with different combinations of JREs, graphics APIs, system properties, and operating systems (OSs), including Windows XP, Windows Vista, Fedora and Mac OS X. This phenomenon makes it hard to predict the rendering performance of Java games and weakens the merits of the Write-Once-Run-Anywhere feature of Java. In order to solve the above problems, we propose a portable AWT/Swing architecture, called CYC Window Toolkit (CWT), for developing cross-platform Java games with high and consistent rendering performance. CWT has the following features. First, the CWT architecture supports multiple graphics libraries such as AWT, DirectX and OpenGL, multiple virtual machines such as Java VM and .NET CLR, and multiple OSs. Next, CWT supports AWT/Swing 1.1 compatible widgets, so it can be easily applied to existing Java games. For programmers who want to fine tune their games, CWT supports one-to-one mapping APIs to directly manipulate DirectX and OpenGL objects and other game-related properties. In addition, CWT supports interoperability with 3D applications, which is an important feature for 3D game design. We implemented three versions of CWT – AWT, DirectX, and OpenGL, to take advantage of graphics hardware acceleration on all supported OSs. The implementations of CWT are available on our website (http://java.csie.nctu.edu.tw/cwt/) [15]. Two testing programs, including micro-benchmark and macro-benchmark, are also designed to evaluate the rendering performance of the original Java AWT/Swing and CWT. The benchmarking results show that CWT achieves more consistent and higher rendering performance than Java AWT/Swing does in commonly used JRES, including MSVM and JREs 1.4 to 1.6, on the four OSs. Moreover, CWT needs fewer efforts to test the combinations of graphics APIs and system properties, which greatly improves programmers’ productivity. Based on the benchmarking results and our experience, we propose three approaches to make Java be a better platform for developing cross-platform games in the future. First, since the video hardware evolves quickly, Java should open direct access to the internal DirectX and OpenGL objects for game programmers who need to access up-to-date hardware features or change the rendering behaviors. Second, Java should decouple the rendering pipelines of Java AWT/Swing from the JREs for faster upgrading and supporting old JREs. Third, Java should reuse existing DirectX and OpenGL bindings for lower developing cost, better maintainability, easier interoperability among Java AWT/Swing, Java 3D, and JOGL applications.
Books on the topic "Cross Platform Games"
Yŏn'guwŏn, Han'guk Chŏnja T'ongsin. Mŏlt'ik'oŏ CPU mit MPU kiban k'ŭrosŭp'ŭllaetup'om keim kisul kaebal =: Development of multi-core CPU & MPU based cross-platform game technology. [Kyŏnggi-do Kwach'ŏn-si]: Chisik Kyŏngjebu, 2009.
Find full textCross-Platform Game Programming (Game Development) (Game Development). Charles River Media, 2005.
Find full textGodot Engine Game Development Projects: Build five cross-platform 2D and 3D games with Godot 3.0. Packt Publishing, 2018.
Find full textRoy, Avisekhar. The Android Game Developer's Handbook: Discover an all in one handbook to developing immersive and cross-platform Android games. Packt Publishing, 2016.
Find full textBook chapters on the topic "Cross Platform Games"
Mehm, Florian, and Christian Reuter. "StoryTec: Authoring Adaptive Cross-Platform Games." In E-Learning and Games for Training, Education, Health and Sports, 189. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33466-5_22.
Full textTang, Wen, Abhishek Sagi, Daniel Green, and Tao Ruan Wan. "Cross-Platform Cloth Simulation API for Games." In E-Learning and Games, 224–32. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40259-8_20.
Full textZheng, Ruichen, Hai-Ning Liang, Ruiqi Xie, Feiyu Lu, Yuwei Shi, Wenge Xu, and Konstantinos Papangelis. "BlockTower: A Multi-player Cross-Platform Competitive Social Game." In VR, Simulations and Serious Games for Education, 85–98. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-13-2844-2_8.
Full textTaylor, Paul J., Henry Mwiki, Ali Dehghantanha, Alex Akinbi, Kim-Kwang Raymond Choo, Mohammad Hammoudeh, and Reza M. Parizi. "Forensic Investigation of Cross Platform Massively Multiplayer Online Games: Minecraft as a Case Study." In Handbook of Big Data and IoT Security, 153–77. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-10543-3_7.
Full textMonyo, Emmanuel S., Essegbemon Akpo, Chris O. Ojiewo, and Rajeev K. Varshney. "A Cross-Case Analysis of Innovation Platform Experiences in Seven Countries in West and East Africa and South Asia." In Enhancing Smallholder Farmers' Access to Seed of Improved Legume Varieties Through Multi-stakeholder Platforms, 185–97. Singapore: Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-15-8014-7_13.
Full textRichardson, Ingrid, and Larissa Hjorth. "Mobile Games." In Encyclopedia of Mobile Phone Behavior, 1185–93. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8239-9.ch097.
Full textPeixoto de Queirós, Ricardo Alexandre. "A Survey on Game Backend Services." In Advances in Game-Based Learning, 1–13. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-1034-5.ch001.
Full textLei, Li, Shen Wanqiang, and Edwin Tan Seng Tat. "Online Games for Children." In Understanding the Interactive Digital Media Marketplace, 300–315. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-61350-147-4.ch024.
Full text"A Cross‐Platform Multithreading Framework." In Game Engine Gems 2, 473–90. A K Peters/CRC Press, 2011. http://dx.doi.org/10.1201/b11333-35.
Full textMirzaei, Maryam Sadat, Kourosh Meshgi, and Toyoaki Nishida. "A situation creation system to enable experiential learning in virtual worlds for developing cross-cultural competencies." In CALL for widening participation: short papers from EUROCALL 2020, 233–39. Research-publishing.net, 2020. http://dx.doi.org/10.14705/rpnet.2020.48.1194.
Full textConference papers on the topic "Cross Platform Games"
Lucas, Simon M. "Cross-Platform Games in Kotlin." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231914.
Full textSarinho, Victor, Gabriel Azevedo, and Filipe Boaventura. "Providing an IM Cross-Platform Game Engine for Text-Messaging Games." In 2018 17th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2018. http://dx.doi.org/10.1109/sbgames.2018.00033.
Full textFahy, Ruairi, and Liam Krewer. "Using open source libraries in cross platform games development." In 2012 IEEE International Games Innovation Conference (IGIC). IEEE, 2012. http://dx.doi.org/10.1109/igic.2012.6329835.
Full textCarter, Chris, Abdennour El Rhalibi, and Madjid Merabti. "Development and Deployment of Cross-Platform 3D Web-based Games." In 2010 Third International Conference on Developments in eSystems Engineering (DESE). IEEE, 2010. http://dx.doi.org/10.1109/dese.2010.32.
Full textSanchez, Kevin, Kelly Garces, and Rubby Casallas. "A DSL for rapid prototyping of cross-platform tower defense games." In 2015 10th Computing Colombian Conference (10CCC). IEEE, 2015. http://dx.doi.org/10.1109/columbiancc.2015.7333417.
Full textWong, Yoke Seng, and Kah Heng Liew. "The Significance of Handling Multiple Resolution User Interface for Cross Platform Games." In Annual International Conference on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2015. http://dx.doi.org/10.5176/2251-1679_cgat15.30.
Full textJurgelionis, Audrius, Francesco Bellotti, Alessandro De Gloria, Jukka-Pekka Laulajainen, Philipp Fechteler, Peter Eisert, and Haggai David. "Testing Cross-Platform Streaming of Video Games over Wired and Wireless LANs." In 2010 IEEE 24th International Conference on Advanced Information Networking and Applications Workshops (WAINA 2010). IEEE, 2010. http://dx.doi.org/10.1109/waina.2010.186.
Full textCarter, Chris, Abdennour El Rhalibi, Madjid Merabti, and Marc Price. "Homura and Net-Homura: The creation and web-based deployment of cross-platform 3D games." In Workshops (ICUMT). IEEE, 2009. http://dx.doi.org/10.1109/icumt.2009.5345337.
Full textTomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.
Full textKoryakina, Nadezda, Xiang-bin Yan, Jong Min Kim, and Chul Ho Lee. "Multihoming and cross-platform spillover effect on mobile game platforms." In 2016 International Conference on Management Science and Engineering (ICMSE). IEEE, 2016. http://dx.doi.org/10.1109/icmse.2016.8365644.
Full text