Academic literature on the topic 'Game mobile application'

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Journal articles on the topic "Game mobile application"

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Dwi P., Galang Amanda, R. Firman Insan M., and Siti Rochimah. "Pengukuran Kualitas untuk Aplikasi Permainan pada Perangkat Bergerak berdasarkan ISO 9126." Jurnal ULTIMA InfoSys 5, no. 2 (2014): 83–90. http://dx.doi.org/10.31937/si.v5i2.269.

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Today, the rise of the mobile game applications development is a major phenomenon in the development of the mobile technology. Along with those trends, there are studies related to the development of a mobile game which expect the development of mobile games can be better in terms of quality and a higher tendency on the market. One of the things that is crucial to determine the quality of a game application on mobile devices is the standard calculations and metrics. In this paper a framework to measure the quality of a game application on mobile devices based on the ISO 9126 standard is proposed. The characteristics of the ISO 9126 standard will be mapped to the characteristics possessed by the mobile game applications, and by using the Analytic Hierarchy Process, the significance value to each aspect the game application can be obtained and the metric can be built
 Index terms - Analytic Hierarcy Process, Game Application, Mobile Devices, ISO 9126, Software Quality Management
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Fathoni, Kholid, Rizky Yuniar Hakkun, and Wildan Andaru. "Mobile Game Based Chemical Bond Learning Application." DoubleClick: Journal of Computer and Information Technology 3, no. 2 (2020): 99. http://dx.doi.org/10.25273/doubleclick.v3i2.5840.

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<p>Mobile game technology is growing rapidly and this is directly proportional to the increasing number of mobile games in circulation. The growing market of the mobile game industry is not accompanied by the number of games that have educative content in them. The challenging, fun, and addictive nature of the game has a negative impact if no educational content is provided. Therefore, educational content needs to be present in a game so that the game can have a positive impact on the players. This research makes a chemical educational game to study chemical bonding material that aims as an interactive learning media for students and the general public. This game is made based on mobile with 2D characters consisting of 5 levels. Level 1 contains material for salt compounds, level 2 contains material for acid compounds, level 3, 4 and 5 contains material for basic compounds. The results of this game trial show that all the features of this game application run well, can be run on several smartphones, and most users from 20 audiences stated that this game is comfortable and easy to use.</p>
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Yulianto, Budi, Panji Kharisma, and Eko Mirhard. "Penerapan Action RPG pada Perangkat Mobile Berbasiskan iOS." ComTech: Computer, Mathematics and Engineering Applications 2, no. 2 (2011): 1311. http://dx.doi.org/10.21512/comtech.v2i2.2957.

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Mobile games develop along with technological developments. Gaming applications by applying special graphics technologies optimizes any mobile device. The purpose of this study is to design an Action RPG game application by applying Cocos2d technology to be implemented on mobile devices based on IOS operating system. This study performs data collecting and analyzing, interface designing, application implementation, and application evaluation using the Waterfall Model. Data collection is withdrawn from several surveys related to user needs and similar games. Progressing the study, gameplay design is performed using UML, the data storage structure, and interface design. The study results in an Action RPG game application that is implemented on mobile devices. The results showes that Action RPG games can be developed by incorporating elements of art, graphics, and stories that enhance user's interests.
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Minovic, Miroslav, Miloš Milovanovic, and Dušan Starcevic. "Delivering Educational Games to Mobile Devices." International Journal of Knowledge Society Research 2, no. 2 (2011): 47–58. http://dx.doi.org/10.4018/jksr.2011040105.

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A new generation of students is accustomed to daily use of mobile devices, and educating them in the proper way is a complicated task. Video games are an ideal tool for communicating with students, and finding the right combination of using mobile devices with educational games is important for educating them. This paper describes a novel approach to educational game defining and interpretation. Application of a model-driven approach to educational game interpretation enables the use of the same game on different devices and platforms. The authors enable the interpretation of an educational game on any mobile device. These games take learning outside the classroom and provide a fun and interesting way of learning anytime, anywhere. The authors use an adventure game as an example using this methodology.
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Silva, Rubens Anderson de Sousa, Rossana Maria de Castro Andrade, João Bosco Borges Aragão Filho, Ismayle De Sousa Santos, Joseane De Oliveira Vale Paiva, and Bruno Sabóia Aragão. "Design and Evaluation of a Mobile Application for an Educational Card Game." Journal on Interactive Systems 11, no. 1 (2020): 110–24. http://dx.doi.org/10.5753/jis.2020.763.

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Educational games can provide players with rich learning and socializing experiences through different interac-tion paradigms, such as board games, card games, and, more recently, hybrid (physical-digital) games. However, the process of making, maintaining, and evolving an educational analog game is not a trivial task. Balancing the game mechanics and dynamics to provide a pleasant and educational gaming experience can be very difficult to achieve. Furthermore, adding a digital component in the gameplay can disturb the experience of the game and learning ob-jectives, and this kind of insertion should be evaluated. This work then aims to report the process of developing and evaluating a mobile application for helping the gameplay of a card game that focuses on on teaching software testing concepts. Our primary concern during the development of the application was whether its insertion would compromise the learning process or the social experience of the card game. The developed application has the fol-lowing functionalities: point counter, dice scrolling, timer, and a summary of the rules. We designed and developed a first version of the application. Then, we evaluated the impact of its insertion on gameplay by applying the game assisted with the application with students from Computer Science and Computer Engineering courses and, after the end of the game, the participants answered questionnaires about the players’ experience and their impressions about the application. Based on the results, we perceived that the use of the application provided benefits to the players’ experience, although the evaluation highlighted some opportunities for improvement. Thus, we evolve the mobile application based on the comments gathered in this evaluation. This new version has improvements on user’s interface, aiming to provide a better user experience, and new functionalities. Furthermore, we assessed the second version and compared both versions of the mobile app in order to collect evidence regarding improvements in the game experience.
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Maloku, Valdrin, Markus Ebner, and Martin Ebner. "A Mobile Application for School Children Controlled by External Bluetooth Devices." International Journal of Interactive Mobile Technologies (iJIM) 12, no. 5 (2018): 81. http://dx.doi.org/10.3991/ijim.v12i5.8961.

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<span>The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be used with all subjects and at all ability levels. Exponents of digital game-based learning argue that it provides learning opportunities which involve learners in interactive teaching and encourages them to take part in the technological society of the 21st century. The necessity of digital, game-based learning arose in the last decades of the 20th century as world-wide improvements in innovation took place. Today's learners live their lives with easy access to technology. This paper discusses the need for, motivation for and adjustment of digital, game-based learning to meet the needs of contemporary and the future generations of learners. Specifically, a game prototype for pupils of 9 to 10 years of age was implemented and evaluated. A simple mathematical game was created to help children practice mathematical skills in a fun, logical, thoughtful, enjoyable, amusing and light-hearted way. The results of the evaluation showed that children were interested in using mobile devices to learn mathematics, and especially the multiplication table. During the study, children tried both to achieve positive results and enjoyed the game. Our findings indicate that using mobile-based games encourages a positive mental outlook in pupils toward mathematics, ensures their dynamic, noteworthy participation and supports the acquisition of mathematical knowledge.</span>
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Gök, Mustafa. "Introducing the fundamental theorem of arithmetic through a mobile game." New Trends and Issues Proceedings on Humanities and Social Sciences 7, no. 1 (2020): 249–62. http://dx.doi.org/10.18844/prosoc.v7i1.4940.

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There is an increasing trend towards the use of mobile games in education. Presenting knowledge with mobile games requires many variables to be employed. These processes should be made more rigorous in domains such as mathematics where knowledge is abstract. The aim of this study is to develop an application to introduce the Fundamental Theorem of Arithmetic through a mobile game. The findings of the research show that the Fundamental Theorem of Arithmetic can be introduced with the developed mobile game. When the mobile game is evaluated in terms of mathematical knowledge, it is determined that while the constraints and conditions determined in the game hide the mathematical knowledge. In this sense, some game examples are given in this study and some models related to feedbacks that students can take in these games are presented.
 
 Keywords: a-didactical situations, mobile games, mathematics teaching, mathematical concepts;
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Tan, Kiam Lam, Chen Kim Lim, and Abdullah Zawawi bin Haji Talib. "Mobile Virtual Heritage Exploration with Heritage Hunt with a Case Study of George Town, Penang, Malaysia." International Journal of E-Entrepreneurship and Innovation 2, no. 4 (2011): 74–86. http://dx.doi.org/10.4018/jeei.2011100106.

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Computer games with fully intensive graphics are very common in desktop computers or game console, but the development of mobile games with intensive graphics are fairly new. With the advancement in mobile phone technology, it is possible to create a mobile game incorporates integrate the virtual reality techniques. In this paper, the authors present a virtual heritage application called M-Heritage Hunt that integrates virtual reality and game for mobile platforms. M-Heritage Hunt provides panoramic views of the heritage sites and a game background that is customized for the core of heritage zone of George Town, Penang in Malaysia. M-Heritage Hunt was evaluated and examined by letting the respondents to play the game in its proposed setting.
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Alhuhud, Ghada, and Wejdan Altamimi. "Quality Evaluation of Mobile Game: Miftah Alfasaha." Mobile Information Systems 2016 (2016): 1–8. http://dx.doi.org/10.1155/2016/4581279.

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Due to evolution of digital games towards mobile platforms, a large exposure to mobile games is nowadays recorded. This is because of the availability of the cell phone with individuals anytime anywhere. Hence, a vital role of game quality assessment is raised. This is for the purpose of serving as a guide for developing healthy games. Accordingly, the mobile games would help in boosting the educational entertainment, healthy diets control, and behavioral sciences studies and research. This paper presents quality assurance and quality models for ISO based educational game. In this paper, an ISO quality model is presented and quality application behavioral impact measures are justified to evaluate the development quality of Miftah Alfasaha game. The quality model and proposed quality assessment plan are tested through a CodePro Analytix tool and six sigma evaluations.
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Iivonen, Jaakko, and Yang Liu. "What Lead to the Successful Mobile Phone Game? – Story of birds who cannot fly but they have enough angriness." Journal on Innovation and Sustainability. RISUS ISSN 2179-3565 5, no. 1 (2014): 71. http://dx.doi.org/10.24212/2179-3565.2014v5i1p71-79.

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This article will consist of analyzing some factors which are the most important forthe successful mobile phone game. There are going to be some common history of how mobilephone games are developed and how this whole game application business has started. Mainfocus in this article is based on analyzing and finding some key factors which are the mostrelevant for successful mobile phone game and how they can be designed. This article is notbased on technical details of mobile phones and there is only some information which consistsof a little bit of technical phrases. Angry Birds mobile phone game is excellent example ofsuccessful mobile game and it will be analyzed rather deeply in this article. Analyzing will notbe based on only how to play game but whole Angry Birds phenomenon will be considered.Developments of mobile phone games have been very fast even though the first and nowadaysclassic mobile phone games (such as Snake) become in 1970s. Last year has been golden agefor mobile phone game designers and this business area is still developing very fast. RovioEntertainment is one of the winners so far. Since few years ago Rovio was close to bankruptcyand nowadays it is globally known entertainment media company. Rovio is behind the AngryBirds which is the most popular mobile phone game.
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Dissertations / Theses on the topic "Game mobile application"

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Waller, Talaya. "Marketing Strategies of Mobile Game Application Entrepreneurs." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/1809.

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Mobile game application entrepreneurs can offer many benefits to the U.S. economy; however, 80% of the entrepreneurs in this study stated that marketing their mobile applications was a major business challenge. Successful strategies that entrepreneurs have used to overcome their mobile game application marketing challenges may be beneficial to other entrepreneurs. Based on Schumpeter's theory of economic development and new value creation of technological innovation, the purpose of this phenomenological study was to explore the strategies that entrepreneurs have used to market their mobile game application development businesses successfully. Twenty mobile game application entrepreneurs from northern California, who successfully sustained their businesses for 3 or more years, completed semistructured interviews. The entrepreneurs responded to open-ended questions designed to determine how they successfully marketed their mobile game applications. Moustakas's modified van Kaam method was used and included coding and organizing data into 5 primary themes that emerged from the analysis. The primary themes that emerged from the analysis were marketing challenges, social network influences, financing opportunities, innovative marketing approaches, and marketing strategies. The findings suggest that social media and networks are essential for marketing success, and mobile games should be innovative to ensure competitive advantages. The knowledge generated from this study may help mobile game entrepreneurs successfully market their mobile game applications and sustain their business. An increased number of businesses may lead to social change by helping to create jobs, thus reducing unemployment.
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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<br>Department of Computing and Information Sciences<br>Daniel Andresen<br>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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Ghaed, Zahra. "Code Reading Dojo: Designing an Educationally-oriented Mobile Application Aimed at Promoting Code Reading Skills." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/86189.

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In recent years, much attention has been directed to the use of educational games for learning computer science concepts. The motivation of game-based learning with positive experience has been deeply studied in the literature, but game design for improving code reading skills have much room for improvement. Being good at the reading code is important to a professional developer. To address this issue, we defined a new educationally-oriented mobile game application, aimed at promoting the development of code reading skills in a new and fun way. The strategy of this game is to find errors in pieces of codes. At each level, students should find all syntactic and semantic errors in the code in a certain time in order to advance to the next level. Of the numerous programming languages, we chose Java because it is one of the most popular programming languages. In many colleges, Java plays a major role in introductory courses. Our vision is to allow instructors to employ the game in their introduction to programming in Java course. In addition, we hope it could be adapted for use in introductory courses using different programming languages. Data collected during the project helps us evaluate the impact of game-based learning on code reading in programming languages. We asked undergraduate students at the department of computer science at Virginia Tech to play with the game during Spring 2017 semester. The collected data analyzed, and students believe that Code Reading Dojo improves their code reading skills in Java and overall programming ability, in additions to help them find errors in their own program.<br>Master of Science
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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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Gustafsson, Andreas, and Jesper Vallett. "Context-Aware Procedural Content Generation with Player Modelling in Mobile Action Role Playing Game." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20530.

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This paper aimed to discover how player satisfaction is affected by context-aware elements based on physical, real-world factors in an action role-playing game. The possibility of utilizing player modelling to counteract the reduction in player empowerment in a game heavily influenced by external factors was also explored. This was accomplished by creating an ARPG heavily integrated with various weather, and daytime, context data obtained from web-based APIs. Followed by conducting qualitative tests with help of eleven participants during a time period of a week. The evaluated results were presented in a manner of relevance for both context-driven applications as a whole, and for further exploration within game developments utilization of state of the art technology.
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Lundberg, Martin. "Using game design elements in a mobile sign language learning application to increase user enjoyment and performance." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152785.

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The use of and research on gamification has increased substantially since 2010. Most of the research on gamification has been done within education, specifically higher education. There is a dearth of research on gamification for children with disabilities. There has also been much research on the characteristics of successful instructional and educational games. In this thesis, theory on both gamification and the characteristics of successful instructional and educational games were used to design and implement several game design elements in a mobile sign language learning application to make it more enjoyable for the users. The game design elelemnts implemented were points, appropriate challenge, proximal goals, randomness and control. The target group of the application is children with disabilities making the thesis unique compared to any previous research. A rigorous gamification methodology was followed and a meeting with experts on children with special educational needs was held to get a good understanding of the target group. The development was done iteratively with two-week long iterations. After each iteration a presentation was held for the intern company and feedback was given. A school was willing to participate in an evaluation session and at the end of the thesis and the session was held with 22 children with learning disabilities. Both the original application and the application with the added gamification elements were evaluated and the results were compared. Results found that the children using the new version of the application had less throughput and found learning sign language to be more enjoyable and easier compared to the children using the original version of the application. The results are questionable, however, due tolimitations of the evaluation. Some of the issues were that the ages of the children differed between the groups, the severity of the disabilities was not considered, and the participants only got to use one version of the application for fifteen minutes.<br>自2010以来,游戏化技术的使用和研究大幅增加。在教育领域,特别是高等教育领域,有很多很多关于游戏化的研究。关于成功教学和教育游戏的特征也有很多相关研究。然而目前对残疾儿童游戏化技术的研究尚不多见。本文运用游戏化理论和成功教学游戏和教育游戏的特点,设计并实现了移动手语学习应用中的几个游戏设计元素,使移动手语学习应用更加有趣。实施的游戏设计要素有明确的目标、难度的选择、随机性、点和层次。应用的目标群体是残疾儿童,使得本论文与以往研究有所不同。我们遵循严格的游戏化方法,并与特殊儿童教育专家举行会议,以便更好地了解目标群体。用两星期的时间进行迭代开发。每次迭代后,在实习生公司进行演示并得到反馈。一所学校愿意参加评测,在论文结束时,22名有学习障碍儿童参加了评测。对原有应用和添加游戏化元素的应用进行评价,并对结果进行比较。结果发现,使用新版本应用程序的儿童比使用原始版本应用程序的儿童的工作量较少,并且学习手语过程更愉快、更容易。然而由于评估的局限性,可能会影响实验结果,例如各组儿童的年龄不同,残疾的严重程度没有考虑,并且参与者只能使用一个版本的应用程序15分钟。后续研究将评估这些因素的影响。
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Dürr, Hans-Bernd. "Distributed Positioning of Autonomous Mobile Sensors with Application to the Coverage Problem : A Game Theoretic Approach to Multi-Agent Systems." Thesis, KTH, Reglerteknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-105128.

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In this thesis, general problems are considered where a group of agents should autonomously position themselves in such a way that a global objective function is maximized, whereas each agent uses only the measurement of its own utility function. Specially constructed extremum seeking schemes for single and multi-agent systems are presented, where the agents have only access to the current value of their individual utility functions and do not know the analytical model of the global or local objectives. By using an approximative system that is calculated using a methodology based on Lie brackets, practical stability of an equilibrium point is proved for the single agent as well as for the multi-agent case. The motion dynamics of the agents are modeled as single integrators, double integrators and unicycles. A potential game approach is used in order to deduce conditions under which the whole group of agents converges to a region arbitrary close to the maximum of a global objective function, that coincides with the Nash equilibrium of the game. As an application of the proposed algorithms, the sensor coverage problem is introduced. In this problem, a group of autonomous sensors is meant to position themselves such that a certain region is covered optimally, in the sense that the amount of detected events appearing in this region, is maximized. The problem is interpreted as a potential game where individual utility functions for each sensor are constructed in a way suitable for the direct application of the proposed optimization methodology.
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Moreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243/document.

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Les terminaux mobiles offrent à ce jour des performances de plus en plus élevées (CPU, résolution de l’écran, capteurs optiques, etc.) Cela rehausse la qualité vidéo des services média, que ce soit pour le visionnage de contenu vidéo (streaming, TV, etc.) ou pour des applications interactives telles que le jeu vidéo. Mais cette évolution concernant l'image n'est pas ou peu suivie par l'intégration de systèmes de restitution audio de haute qualité dans ce type de terminal. Or, parallèlement à ces évolutions concernant l'image, des solutions de son spatialisé sur casque, à travers notamment la technique de restitution binaurale basée sur l'utilisation de filtres HRTF (Head Related Transfer Functions) voient le jour.Dans ce travail de thèse, nous nous proposons d’évaluer l’intérêt que peut présenter le son binaural lorsqu'il est utilisé sur une application mobile audiovisuelle. Une partie de notre travail a consisté à déterminer les différents sens que l’on pouvait donner au terme « application mobile audiovisuelle » et parmi ces sens ceux qui d’une part étaient pertinents et d’autre part pouvaient donner lieu à une évaluation comparative avec ou sans son binaural.Le couplage entre son binaural et visuel sur mobile occasionne en premier lieu une question d’ordre perceptive : comment peut-on organiser spatialement une scène virtuelle dont le son peut se déployer tout autour de l’utilisateur, et dont le visuel est restreint à un si petit écran ? La première partie de cette thèse est consacrée à cette question. Nous menons une expérience visant à étudier le découplage spatial possible entre un son binaural et un visuel rendus sur smartphone. Cette expérience révèle une forte tolérance de l’être humain face aux dégradations spatiales pouvant survenir entre les deux modalités. En particulier, l’absence d’individualisation des HRTF, ainsi qu’un très grand découplage en élévation ne semblent pas affecter la perception. Par ailleurs, les sujets semblent envisager la scène « comme si » ils y étaient eux-mêmes directement projetés, à la place de la caméra, et cela indépendamment de leur propre distance à l’écran. Tous ces résultats suggèrent la possibilité d’une association entre son binaural et visuel sur mobile dans des conditions d’utilisation proches du grand public.Dans la seconde partie de la thèse, nous tentons de répondre à la question de l’apport du binaural en déployant une expérience « hors les murs », dans un contexte plausible d’utilisation grand public. Trente sujets jouent dans leur vie quotidienne à un jeu vidéo de type Infinite Runner, développé pour l’occasion en deux versions, une avec du son binaural, et l’autre avec du son monophonique. L’expérience dure cinq semaines, à raison de deux sessions par jour. Ce protocole procède de la méthode dite "Experience Sampling Method", sur l’état de l’art de laquelle nous nous sommes appuyés. Nous calculons à chaque session des notes d’immersion, de mémorisation et de performance, et nous comparons les notes obtenues entre les deux versions sonores. Les résultats indiquent une immersion significativement meilleure pour le binaural. La mémorisation et la performance ne sont en revanche pas soumises à un effet statistiquement significatif du rendu sonore. Au-delà des résultats, cette expérience nous permet de discuter de la question de la validité des données en fonction de la méthode de déploiement, en confrontant notamment bien-fondé théorique et faisabilité pratique<br>In recent years, smartphone and tablet global performances have been increased significantly (CPU, screen resolution, webcams, etc.). This can be particularly observed with video quality of mobile media services, such as video streaming applications, or interactive applications (e.g., video games). However, these evolutions barely go with the integration of high quality sound restitution systems. Beside these evolutions though, new technologies related to spatialized sound on headphones have been developed, namely the binaural restitution model, using HRTF (Head Related Transfer Functions) filters.In this thesis, we assess the potential contribution of the binaural technology to enhance the quality of experience of an audiovisual mobile application. A part of our work has been dedicated to define what is an “audiovisual mobile application”, what kind of application could be fruitfully experienced with a binaural sound, and among those applications which one could lead to a comparative experiment with and without binaural.In a first place, the coupling of a binaural sound with a mobile-rendered visual tackles a question related to perception: how to spatially arrange a virtual scene whose sound can be spread all around the user, while its visual is limited to a very small space? We propose an experiment in these conditions to study how far a sound and a visual can be moved apart without breaking their perceptual fusion. The results reveal a strong tolerance of subjects to spatial discrepancies between the two modalities. Notably, the absence or presence of individualization for the HRTF filters, and a large separation in elevation between sound and visual don’t seem to affect the perception. Besides, subjects consider the virtual scene as if they were projected inside, at the camera’s position, no matter what distance to the phone they sit. All these results suggest that an association between a binaural sound and a visual on a smartphone could be used by the general public.In the second part, we address the main question of the thesis, i.e., the contribution of binaural, and we conduct an experiment in a realistic context of use. Thirty subjects play an Infinite Runner video game in their daily lives. The game was developed for the occasion in two versions, a monophonic one and a binaural one. The experiment lasts five weeks, at a rate of two sessions per day, which relates to a protocol known as the “Experience Sampling Method”. We collect at each session notes of immersion, memorization and performance, and compare the notes between the monophonic sessions and the binaural ones. Results indicate a significantly better immersion in the binaural sessions. No effect of sound rendering was found for memorization and performance. Beyond the contribution of the binaural, we discuss about the protocol, the validity of the collected data, and oppose theoretical considerations to practical feasibility
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Zhang, Chao. "Caractérisation des performances limites des jeux non-coopératifs avec observation imparfaite : application à la téléphonie mobile 5G." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLS570/document.

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Une grande partie des résultats rapportés dans cette thèse est basée sur une observation qui n'a jamais été faite pour les communications sans fil et le contrôle de puissance en particulier: les niveaux de puissance d'émission et plus généralement les matrices de covariance peuvent être exploitées pour intégrer des informations de coordination. Les échantillons de rétroaction dépendants des interférences peuvent être exploités comme canal de communication. Premièrement, nous montrons que le fameux algorithme itératif de remplissage d'eau n'exploite pas suffisamment l'information disponible en termes d'utilité-somme. En effet, nous montrons que l'information globale d'état de canal peut être acquise à partir de la seule connaissance d'une rétroaction de type SINR. Une question naturelle se pose alors. Est-il possible de concevoir un algorithme de contrôle de puissance distribué qui exploite au mieux les informations disponibles? Pour répondre à cette question, nous dérivons la caractérisation de la région d'utilité pour le problème considéré et montrons comment exploiter cette caractérisation non seulement pour mesurer globalement l'efficacité mais aussi pour obtenir des fonctions de contrôle de puissance à un coup efficaces au niveau global. Motivés par le succès de notre approche sur les réseaux d'interférences mono bande et multibande, nous nous sommes demandé si elle pourrait être exploitée pour les réseaux MIMO. Nous avons identifié au moins un scénario très pertinent. En effet, nous montrons que l'alignement d'interférence opportuniste peut être implémenté en supposant seulement une rétroaction de covariance d'interférence plus bruit à l'émetteur secondaire. Puis, dans le dernier chapitre, nous généralisons le problème de la quantification, la motivation étant donnée par certaines observations faites dans les chapitres précédents. Premièrement, nous supposons que le quantificateur et le déquantificateur sont conçus pour maximiser une fonction d'utilité générale au lieu de la fonction de distorsion classique. Deuxièmement, nous supposons que le quantificateur et le déquantificateur peuvent avoir des fonctions d'utilité différentes. Cela soulève des problèmes techniques non triviaux, notre revendication est de faire un premier pas dans la résolution d'eux<br>A large part of the results reported in this thesis is based on an observation which has never been made for wireless communications and power control in particular: transmit power levels and more generally transmit covariance matrices can be exploited to embed information such as coordination information and available interference-dependent feedback samples can be exploited as a communication channel. First, we show that the famous iterative water-filling algorithm does not exploit the available information sufficiently well in terms of sum-utility. Indeed, we show that global channel state information can be acquired from the sole knowledge of an SINR-type feedback. A natural question then arises. Is it possible to design a distributed power control algorithm which exploits as well as possible the available information? To answer this question, we derive the characterization of the utility region for the considered problem and show how to exploit this characterization not only to measure globally efficiency but also to obtain globally efficient one-shot power control functions. Motivated by the success of our approach for single-band and multi-band interference networks, we asked ourselves whether it could be exploited for MIMO networks. We have identified at least one very relevant scenario. Indeed, we show that opportunistic interference alignment can be implemented by only assuming interference-plus-noise covariance feedback at the secondary transmitter. Then, in the last chapter, we generalize the problem of quantization, the motivation for this being given by some observations made in the previous chapters. First, we assume that the quantizer and de-quantizer are designed to maximize a general utility function instead of the conventional distortion function. Second, we assume that the quantizer and de-quantizer may have different utility functions. This raises non-trivial technical problems, our claim is to make a very first step into solving them
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Vinagre, Pedro Diogo Guerra. "UsaGame – A new methodology to support user- centered design of touchscreen game applications." Master's thesis, Faculdade de Ciências e Tecnologia, 2013. http://hdl.handle.net/10362/9917.

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Dissertação para Obtenção do Grau de Mestre em Engenharia e Gestão Industrial<br>Touchscreen mobile devices growth resulted in an explosion of the mobile applications. Focusing on touch mobile game applications this study aims to fulfill a research gap, creating appropriate usability guidelines for these applications. Concerns about usability, touch technologies, mobile devices and game testing, provided the background needs for this study. Initial game application tests allowed for the creation and implementation of such proposed usability guidelines into a support checklist (UsaGame), designed to help applications developers. An evaluation test was performed with 20 users in order to assess the validity of the proposed guidelines. Results from the test of the two builds from the same game application allowed comparisons that led to the assessment of the importance of some of the guidelines implemented into the application. Results suggested a usability improvement on the game application implemented with the guidelines. Furthermore results allowed commenting on all proposed usability guidelines.
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Books on the topic "Game mobile application"

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Learning android game programming: A hands-on guide to building your first android game. Addison-Wesley, 2011.

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Windows Phone 7 game development. Apress, 2010.

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Christopher, Cunningham, ed. Gamification by design: Implementing game mechanics in web and mobile apps. O'Reilly Media, 2011.

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Writing Game Center apps in iOS. O'Reilly, 2011.

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Pro Android games. Apress, 2009.

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Zechner, Mario. Beginning Android games. Apress, 2011.

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Han, Zhu. Game theory in wireless and communication networks: Theory, models, and applications. Cambridge University Press, 2011.

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Game theory in wireless and communication networks: Theory, models, and applications. Cambridge University Press, 2011.

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Han, Zhu. Game theory in wireless and communication networks: Theory, models, and applications. Cambridge University Press, 2011.

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Zechner, Mario. Beginning Android games. Apress, 2011.

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Book chapters on the topic "Game mobile application"

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S. Durano, Vincent Maverick. "Building Mobile Application with Xamarin.Forms." In Understanding Game Application Development. Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-4264-3_4.

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Demir, Ugur, Esam Ghaleb, and Hazım Kemal Ekenel. "A Face Recognition Based Multiplayer Mobile Game Application." In Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-662-44654-6_21.

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Barrios-Aranibar, Dennis, and Pablo Javier Alsina. "Imitation Learning: An Application in a Micro Robot Soccer Game." In Mobile Robots: The Evolutionary Approach. Springer Berlin Heidelberg, 2007. http://dx.doi.org/10.1007/978-3-540-49720-2_10.

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Ahn, Duck-Ki, Yun-Gyung Cheong, and Byung-Chull Bae. "Design Considerations for Developing a Mobile Storytelling Game Application." In HCI International 2019 – Late Breaking Posters. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30712-7_1.

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Veenhof, Gerard, Jacobijn Sandberg, and Marinus Maris. "ZooQuest: A Mobile Game-Based Learning Application for Fifth Graders." In Intelligent Tutoring Systems. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-30950-2_122.

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Duarte-Reynoso, Emmanuel, Domingo Lara-Rodríguez, and Fernando Ramírez-Mireles. "Chapter 4 Game Theory Application for Power Control and Subcarrier Allocation in OFDMA Cellular Networks." In Advances in Mobile Computing and Communications. CRC Press, 2016. http://dx.doi.org/10.1201/9781315371917-5.

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Bhuyan, Bikram P., and Sajal Saha. "Selection of Mobile Node Using Game and Graph Theory for Video Streaming Application." In Lecture Notes in Electrical Engineering. Springer Singapore, 2021. http://dx.doi.org/10.1007/978-981-16-3067-5_24.

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Sanneblad, Johan, and Lars Erik Holmquist. "Prototyping Mobile Game Applications." In Entertainment Computing. Springer US, 2003. http://dx.doi.org/10.1007/978-0-387-35660-0_14.

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Gavalas, Damianos, Vlasios Kasapakis, and Elena Dzardanova. "Mobile Persuasive Applications." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-319-08234-9_207-1.

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Gaudi, Geoffrey, Bill Kapralos, Alvaro Uribe-Quevedo, Geoffrey Hall, and Diana Parvinchi. "Autism Serious Game Framework (ASGF) for Developing Games for Children with Autism." In Internet of Things, Infrastructures and Mobile Applications. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49932-7_1.

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Conference papers on the topic "Game mobile application"

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Kristiadi, Dedy Prasetya, Vindy, Richard Sambera, Andy Julianto, Harco Leslie Hendric Spits Warnars, and Kiyota Hashimoto. "Mobile game Application for Religion engagement." In 2019 International Congress on Applied Information Technology (AIT). IEEE, 2019. http://dx.doi.org/10.1109/ait49014.2019.9144827.

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Cheah, Yoon Kin, and Oras Baker. "Location-Based Mobile Augmented Reality Application for Tourism." In 2020 IEEE Graphics and Multimedia (GAME). IEEE, 2020. http://dx.doi.org/10.1109/game50158.2020.9315096.

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McCauley, Brian, Li Ping Thong, Mathews Nkhoma, and Nhan Nguyen. "Vietnam Run: An Alternative Approach to Mobile Learning." In InSITE 2017: Informing Science + IT Education Conferences: Vietnam. Informing Science Institute, 2017. http://dx.doi.org/10.28945/3773.

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Aim/Purpose: How to spread an anti-littering message amongst Vietnamese youth. Background: We outline the design of a mobile game aimed at educating the target audience on the value of not littering. Methodology : We use key theory from the literature to inform the design of the game. Contribution: This paper outlines an approach to education that could provide value in re-conceptualizing mobile learning in future. A unique mobile game, Vietnam Run, was designed and developed for the Vietnamese audience, and its game design considerations outlined. There is a lack of studies conducted in the area of mobile serious games within the context of Vietnam. This paper addresses the existing gap in the present literature from that perspective. The game design considerations outlined in this paper could be adapted and applied to the future development of similar mobile serious games in Vietnam. Findings: Localization as a starting point increases value when a key problem and target audience has been identified. Social cognitive theory and elaboration likelihood model forms the overarching theory that defines game design to sustain player interest and engagement. Recommendations for Practitioners: Academic theory can provide a conceptual starting point for designing educational tools. Recommendation for Researchers: Application of theory in real world applications lends credence and delivers measurable impact in order to demonstrate value of previous work. Impact on Society: It is anticipated that Vietnam Run will have value in spreading positive anti-littering message within Vietnam and provide a starting point for future projects that can expand the aims of this project further. Future Research: The future success of the game will be analyzed through media reach, game downloads and in-game analytics in order to provide a strong conceptual basis for future work in this area.
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Lan, Tan Siew. "Learning through augmented reality mobile game application." In 2013 IEEE 63rd Annual Conference International Council for Educational Media (ICEM). IEEE, 2013. http://dx.doi.org/10.1109/cicem.2013.6820151.

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Xin, Chen. "Artificial Intelligence Application in Mobile Phone Serious Game." In 2009 First International Workshop on Education Technology and Computer Science. IEEE, 2009. http://dx.doi.org/10.1109/etcs.2009.510.

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Xin, Chen. "Mobile Phone Game Virtual Machine Research." In 2009 International Conference on Environmental Science and Information Application Technology, ESIAT. IEEE, 2009. http://dx.doi.org/10.1109/esiat.2009.378.

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Diah, Norizan Mat, Marina Ismail, Suzana Ahmad, and Syed Anwar Shahrim Syed Abdullah. "Jawi on Mobile devices with Jawi wordsearch game application." In 2010 International Conference on Science and Social Research (CSSR). IEEE, 2010. http://dx.doi.org/10.1109/cssr.2010.5773793.

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Xin, Chen. "Location Based Service Application in Mobile Phone Serious Game." In 2009 International Joint Conference on Artificial Intelligence (JCAI). IEEE, 2009. http://dx.doi.org/10.1109/jcai.2009.203.

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Lee, Eun-Mi, and Kang-Hee Lee. "Design of Museum Guide Mobile Application to Recommend Abstract Art." In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.113.02.

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Xin, Chen. "Music and Image Applications of Mobile Phone Serious Game." In 2009 International Conference on Environmental Science and Information Application Technology, ESIAT. IEEE, 2009. http://dx.doi.org/10.1109/esiat.2009.377.

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