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1

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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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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Vergara, Alonso Ekhiotz Jon. "Energy Modelling and Fairness for Efficient Mobile Communication." Doctoral thesis, Linköpings universitet, Programvara och system, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-124538.

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Energy consumption and its management have been clearly identified as a challenge in computing and communication system design, where energy economy is obviously of paramount importance for battery powered devices. This thesis addresses the energy efficiency of mobile communication at the user end in the context of cellular networks. We argue that energy efficiency starts by energy awareness and propose EnergyBox, a parametrised tool that enables accurate and repeatable energy quantification at the user end using real data traffic traces as input. EnergyBox offers an abstraction of the underlying states for operation of the wireless interfaces and allows to estimate the energy consumption for different operator settings and device characteristics. The tool is used throughout the thesis to quantify and reveal inefficient data communication patterns of widely used mobile applications. We consider two different perspectives in the search of energy-efficient solutions. From the application perspective, we show that systematically quantifying the energy consumption of design choices (e.g., communication patterns, protocols, and data formats) contributes to a significantly smaller energy footprint. From the system perspective, we devise a cross-layer solution that schedules packet transmissions based on the knowledge of the network parameters that impact the energy consumption of the handset. These attempts show that application level decisions require a better understanding of possible energy apportionment policies at system level. Finally, we study the generic problem of determining the contribution of an entity (e.g., application) to the total energy consumption of a given system (e.g., mobile device). We compare the state-of-the-art policies in terms of fairness leveraging cooperative game theory and analyse their required information and computational complexity. We show that providing incentives to reduce the total energy consumption of the system (as part of fairness) is tightly coupled to the policy selection. Our study provides guidelines to select an appropriate policy depending on the characteristics of the system.
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Ørbekk, Kjetil. "Distributed Shared Objects for Mobile Multiplayer Games and Applications." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-18890.

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Mobile gaming for smartphones has gained huge popularity in recent yearsand has become a big industry. In 2011 Google Play passed 10 billiondownloads. The game Angry Birds alone has been installed on devices morethan 50 million times.Increased performance of mobile devices means that new developmenttechniques can be used to make more advanced games. This projectpresents a new technique to develop multiplayer games using adistributed system.Multiplayer games often use a client-server architecture in order tocommunicate. Many games present a shared game universe to theplayers. Updates to the game state must be performedconsistently, otherwise discrepancies in the game state mayappear to the players.Mobile devices are unreliable servers for several reasons. First, theyuse a Wi-Fi connection that may not be reliable. Second, the deviceshave limited amounts of resources. The operating system may need toterminate the server, e.g., to recover memory for important servicessuch as receiving phone calls. Lastly, if the person with the serverchooses to stop playing, the game cannot proceed.A distributed system can prevent unreliable devices from causingfailures. When a device becomes unavailable, all its responsibilitiesshould be transfered to other devices in the system.This project presents the distributed system Same for sharingstate in mobile multiplayer games. Same is a peer-to-peer systemwith a master device that automatically recovers from failure. When amaster fails, the system may enter an inconsistent state. Recovery isperformed by electing a new master that restores consistency bycomparing the state of all the clients in the system. The system ispresented as a general model for sharing state and implemented for theAndroid operating system.Same is evaluated using benchmarks and an example application.Updates are performed consistently and distributed to all the connecteddevices. Same is shown to be a viable alternative to a standardclient-server architecture.
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Rinaberger, Joshua, Zoë Garner, and Luis Riofrio. "So Many Mobile Games, So Little Visibility : A dissection of the problems surrounding visibility and discoverability in mobile gaming." Thesis, Linköpings universitet, Företagsekonomi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148272.

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The purpose of this thesis is to research marketing video games for mobile devices that are releaesd through app stores. The intention is to identify the key factors in the consumer decision process for the casual mobile game audience regarding how they obtain information about apps and identify locations for mobile games to gain more visibility.
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Schneider, Oliver Stirling. "Gait sensing on smartphones to support mobile exercise applications and games." Thesis, University of British Columbia, 2012. http://hdl.handle.net/2429/43129.

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To encourage and support physical activity in increasingly sedentary lifestyles, many are turning to mobile technology. Modern smartphones are equipped with a wealth of sensors, including Global Positioning Systems (GPS) and accelerometers, suggesting great potential to be integrated with fitness and exercise applications. So far, GPS-enabled devices have been used to support running, cycling, or even exercise games that encourage people to be physically active, but GPS- enabled devices lack fine-grained information about the user’s activity. Accelerometers have been used to some effect to detect step count and walking cadence (step rate), and even to classify activity (distinguishing walking from cycling, for example), but require a known carrying location and orientation. In this work, we examine the role of location in two application areas - real-time cadence estimation and gait classification - and develop algorithms to accommodate diverse carrying locations. In the first application area, real-time cadence estimation, our algorithm (Robust Real-time Algorithm for Cadence Estimation, or RRACE) uses a frequency- domain analysis to perform well without training or tuning, and is robust to changes in carrying locations. We demonstrate RRACE’s performance and robustness to be an improvement over existing algorithms with data collected from a user study. In the second application area, gait classification, we present a novel set of 15 gaits suitable for exercise games and other fitness applications. Using a minimal amount of training for participants, we can achieve a mean of 78.1% classification for all 15 gaits and all locations, an accuracy which may be usable now in some applications and warrants further investigation of this approach. We present findings of how our classification scheme confuses these gaits, and encapsulate insights in guidelines for designers. We also demonstrate that our classification performance varies dramatically for each individual even when trained and tested on that individual, suggesting strong individual differences in performing gaits. Our innovative methodology for simple and quick collection of accelerometer data is also described in detail. Future work includes planned improvements to both algorithms, further investigation of individual differences, and extension of this work to other application areas.
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Powell, Robin. "Optimized Graphics for Handheld Real-time CG Applications." Thesis, Uppsala universitet, Institutionen för speldesign, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-225831.

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The purpose of this theoretical thesis is to research the problem: producing optimized content for handheld real-time CG applications. This thesis is based on existing literature studiesregarding the subject. It will explore the topic on how to deal with draw calls, shaderoptimizations, hard/smooth edges and how engines deal with polygons and textures and howthis correlates with current technical limitations of current game engines for handheld realtime applications such as the iPhone. On these grounds, the thesis will expand on the subject of how those topics affect the hardware; more specifically targeted the GPU and CPU onmobile devices. Today, the hardware used on mobile devices on the market is limited; it is important tounderstand that a lot of factors come in to play and making optimization a part of the design, not a final step regarding the creation of content is vital when creating CG applications formobile devices. A closer look at the available evidences suggests that when dealing with the limited resources available every performance aspect should be closely looked into. It is vital to optimize the content and correlate your game budget accordingly to the marketed device. In the end it will make for a better game. This thesis sheds a light on the development strategiesfor CG applications on handheld devices.
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Damián, Ortega Eiderd Axcel, Osorio Ruth Stephany Gallardo, Amaya Mara Alejandra García, Diaz Lucia Jimena Lucar, and Aguilar Müller Iván Yamunaqué. "History Games." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656925.

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El presente proyecto de investigación consiste en el desarrollo del aplicativo History Games, el cual consiste en la creación del juego con temática de historia del Perú como una nueva metodología de aprendizaje. Este trabajo nos permite ver la viabilidad del proyecto a corto, mediano y largo plazo, a través de los distintos estudios ejecutados en Lima metropolitana, a niños y jóvenes de 8 a 17 años del sector socioeconómico A y B.  Por ello se pudo evidenciar que el público objetivo desea aprender un poco más de nuestro Perú a través de la experiencia de este aplicativo. Al desarrollar este proyecto se realizaron entrevistas online, encuestas y marketing digital en redes sociales. De manera que fue una investigación a fondo sobre el mercado de juegos educativos para poder llevar a cabo este proyecto, donde se ha podido ver interés por parte de las instituciones educativas que desean adoptar History Games como metodología de enseñanza. Analizamos a profundidad el proyecto ya que buscamos que sea sostenible en todos los aspectos a largo plazo y que pueda cumplir con los objetivos planteados desde el inicio. Todos los conocimientos adquiridos durante nuestra etapa universitaria fueron aplicados en cada parte del trabajo como es la parte de marketing, financiera, administrativa, entre otras. Al ser un equipo de diversas carreras, nos brindó un panorama más amplio de los puntos que debemos seguir mejorando e implementando conforme el proyecto siga creciendo. History Games es una idea que sin duda ayudará a muchas personas en su aprendizaje y en la nueva forma de ver la historia en cada una de sus clases.<br>This research project consists of the development of the History Games application, which consists of the creation of the game with the theme of Peruvian history as a new learning methodology. This work allows us to see the viability of the project in the short, medium and long term, through the different studies carried out in metropolitan Lima, to children and young people from 8 to 17 years of age from the socioeconomic sector A and B. Therefore, it was possible to show that The target audience wants to learn a little more about our Peru through the experience of this application. When developing this project, online interviews, surveys and digital marketing were carried out on social networks. So it was an in-depth investigation of the educational games market in order to carry out this project, where interest has been seen on the part of educational institutions that want to adopt History Games as a teaching methodology. We analyze the project in depth as we seek to make it sustainable in all aspects in the long term and that it can meet the objectives set from the beginning. All the knowledge acquired during our university stage was applied in each part of the work such as the marketing, financial, and administrative part, among others. Being a diverse racing team, it gave us a broader picture of the points that we must continue to improve and implement as the project continues to grow. History Games is an idea that will undoubtedly help many people in their learning and in the new way of seeing history in each of their classes.<br>Trabajo de investigación
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Khan, Abdul Malik. "Communication abstraction for data synchronization in distributed virtual environments : application to multiplayer games on mobile phones." Phd thesis, Institut National des Télécommunications, 2010. http://tel.archives-ouvertes.fr/tel-00541849.

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Dans les jeux multijoueurs, où plusieurs joueurs participent à une même partie et communiquent entre eux à travers un réseau, les joueurs peuvent avoir des visions différentes du jeu en raison des délais de communication. Ceci engendre des incohérences encore plus importantes sur les réseaux mobiles tels que les réseaux 3G où les délais de communication peuvent atteindre plusieurs secondes. Des algorithmes doivent donc être mis en place pour maintenir la cohérence entre les joueurs. Ces algorithmes sont assez complexes et difficiles à programmer et mettre au point. Le but de cette thèse est de proposer une architecture logicielle qui découple la conception du jeu, de ses besoins de communication en proposant une infrastructure de communication qui pourra être interchangeable en fonction des technologies ; cette infrastructure prend la forme originale d'un composant de synchronisation. Ainsi, les conséquences des propriétés physiques du transport des informations pourront être plus ou moins masquées en intégrant dans cette infrastructure les algorithmes adéquats.
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Lucien, Laurent. "Contribution à une modélisation globale de la collaboration dans les systèmes multi-agents : Application aux entités mobiles intelligentes." Thesis, Bourgogne Franche-Comté, 2018. http://www.theses.fr/2018UBFCD039/document.

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Nous vivons aujourd'hui dans un monde de plus en plus complexe et interconnecté où de nombreuses entités, de plus en plus intelligentes, génèrent une multitude d'interactions qui peuvent contribuer à enrichir leurs capacités. Nous nous intéressons à la collaboration qui favorisera la réalisation de tâches complexes par ces machines d'aujourd'hui et de demain en stimulant ces interactions structurées et en intégrant des processus de décisions intelligents. Par ce biais, cela contribuera à améliorer leur fonctionnement et pourra participer à leur perfectionnement (meilleures connaissances de leur environnement, rapidité d'action et de décision, apport de nouvelles compétences). L'objectif principal de la thèse est donc de contribuer à la compréhension de ce qu'est la collaboration, de sa définition à sa mise en œuvre, en mettant en lumière ses concepts sous-jacents. Nous proposons une méthode d'analyse du besoin et des contraintes ainsi qu'un modèle d'architecture d'agent collaboratif (HACCA) permettant d'intégrer toutes les caractéristiques des processus collaboratifs que nous présentons. Nous présentons également une première implémentation dans la plateforme multi-agents GAMA.Dans le cadre de cette étude, nous nous intéressons à deux cas d'application d'entités mobiles : les drones et les véhicules connectés. Ainsi nous contribuons également plus largement aux besoins d'autonomie et de décision des drones, des véhicules connectés et autonomes du futur, dans un contexte temporel contraint où la qualité des interactions est primordiale pour optimiser le processus de réalisation des objectifs<br>We live today in an increasingly complex and interconnected world where many entities, increasingly intelligent, generate a multitude of interactions that can contribute to enrich their capabilities.We are interested in collaboration that will enable complex tasks to be performed by these machines of today and tomorrow by stimulating these structured interactions and integrating intelligent decision-making processes. In this way, it will contribute to improve their functioning and will be able to participate in their improvement (better knowledge of their environment, speed of action and decision-making, provision of new skills).The main objective of the thesis is therefore to contribute to the understanding of what collaboration is, from its definition to its implementation, by highlighting its underlying concepts. We propose a method of analysis (needs and constraints) and a collaborative agent architecture model (HACCA) to integrate all the characteristics of the collaborative processes that we present. We are also showing a first implementation in the GAMA multi-agent platform.As part of this study, we are interested in two cases of application of mobile entities: drones and connected vehicles.Thus we also contribute more to the autonomy needs and decision-making process of drones, connected and autonomous vehicles of the future, in a constrained temporal context where the quality of interactions is essential to optimize the process of achieving objectives
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Metingu, Kivanc. "Wireless communications infrastructure for collaboration in common space." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Mar%5FMetingu.pdf.

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Kock, Elina, and Yamma Sarwari. "How can machine learning help identify cheating behaviours in physical activity-based mobile applications?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20791.

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Den här studien undersöker möjligheten att använda sig utav Human Activity Recognition (HAR) i ett mobilspel, Bamblup, som använder sig utav fysiska rörelser för att upptäcka om en spelare fuskar eller om denne verkligen utför den verkliga aktiviteten. Sensordata från en accelerometer och ett gyroskop i en iPhone 7 användes för att samla data från olika människor som utförde ett antal aktiviteter utav intresse. Aktiviteterna som är utav intresse är hopp, knäböj, stampa och deras fuskmotsvarigheter, fuskhopp, fuskknäböj och fuskstampa. En sekventiell modell skapades med hjälp av det öppna programvarubiblioteket, TensorFlow. Feature Selection gjordes i programmet WEKA (Waikato Environment for Knowledge Analysis), för att välja ut attributen som var mest relevanta för klassificeringen. Dessa attribut användes för att träna modellen i TensorFlow, vilken gav en klassificeringsprecision på 66%. Fuskaktiviteterna klassificerades relativt bra, och det gjorde även stampaktiviteten. Hopp och knäböj hade lägst klassificeringsprecision med 21.43% respektive 28.57%. Dessutom testades Random Forest klassificeraren i WEKA på vårt dataset med 10-delad korsvalidering, vilket gav en klassifieringsnoggranhet på 90.47%. Våra resultat tyder på att maskininlärning är en stark kandidat för att hjälpa till att identifiera fuskbeteenden inom fysisk aktivitetsbaserade mobilspel.<br>This study investigates the possibility to use machine learning for Human Activity Recognition (HAR) in Bamblup, a physical activity-based game for smartphones, in order to detect whether a player is cheating or is indeed performing the required activity. Sensor data from an accelerometer and a gyroscope from an iPhone 7 was used to gather data from various people performing a set of activities. The activities of interest are jumping, squatting, stomping, and their cheating counterparts, fake jumping, fake squatting, and fake stomping. A Sequential model was created using the free open-source library TensorFlow. Feature Selection was performed using the program WEKA (Waikato Environment for Knowledge Analysis), to select the attributes which provided the most information gain. These attributes were subsequently used to train the model in TensorFlow, which gave a classification accuracy of 66%. The fake activities were classified relatively well, and so was the stomping activity. Jumping and squatting had the lowest accuracy of 21.43% and 28.57% respectively. Additionally, the Random Forest classifier in WEKA was tested on the dataset using 10-fold cross validation, providing a classification accuracy of 90.47%. Our findings imply that machine learning is a strong candidate for aiding in the detection of cheating behaviours in mobile physical activity-based games.
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Göransson, Julia, and Caroline Zetterling. "Att använda eller att inte använda? : en studie om vilka designaspekter som motiverar elever i lågstadiet till att vilja använda digitala utbildningsspel för matematik." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-19717.

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Uppsatsens syfte är att undersöka vad som motiverar elever i lågstadiet till att vilja använda digitala utbildningsspel för matematik. Utifrån ett samhällsperspektiv är matematik viktigt och elever behöver ha kunskaper i ämnet för att kunna ta del av samhället när de har slutat skolan. Studier visar dock att många elever i högstadiet och gymnasiet saknar förkunskaper i matematik som de borde ha lärt sig i lågstadiet. Tidigare studier visar även att genom att använda digitala utbildningsspel på matematiklektionerna kan positiva effekter ges på elevernas läranderesultat, till exempel kan de lära sig förkunskaperna. Men det förutsätter att eleverna vill använda de digitala utbildningsspelen. För att kunna undersöka vad som motiverar eleverna valdes en kvalitativ ansats som bestod av en förstudie, en undersökning av fyra existerande digital utbildningsspel, semistrukturerade intervjuer och ostrukturerade observationer. Under förstudien kunde åtta nyckelbegrepp urskiljas och lyftas från de elva designprinciper som formulerats av Presser et al (2013a), vilka användes som teoretisk utgångspunkt för de övriga metoderna. De fyra existerande digitala utbildningsspelen som undersöktes var: King of Math, Nomp, Tiokompisar och IQ Safari Math. De valdes eftersom samtliga tillhör kategorin pussel och är skapade för matematikträning på lågstadienivå, samt eftersom tre av dem används under matematiklektionerna på lågstadiet i svenska skolor idag. Resultatet från studien visar att designers behöver ta hänsyn till sex designaspekter för att kunna motivera eleverna till att vilja använda de digitala utbildningspelen. De sex designaspekterna är: Instruktioner, Svårighetsgrad, Hastighet, Mål, Lärande och Utseende.<br>The purpose of the thesis is to examine what motivates students in primary school to use serious games designed for teaching mathematics. From a societal perspective mathematics is important and students need to have knowledge in the subject in order to be able to take part in society after they have graduated. However, studies show that many high school students lack the pre-knowledge that they should have learned in primary school. Previous studies also show that using serious games in mathematics education in school can have a positive impact on the students’ learning outcomes, for example they can learn the pre-knowledge. But it requires that students want to use the serious games. To be able to examine what motivates the students a qualitative approach was chosen. The qualitative approach consisted of a pre-study, a study of four existing serious games, qualitative semi-structured interviews and unstructured observations. During the pre-study, eight key words could be distinguished and highlighted from eleven design principles formulated by Presser et al (2013a), which were used as a theoretical basis for the other methods. The four existing serious games were: King of Math, Nomp, Tiokompisar and IQ Safari Math. The games were chosen because they are all in the puzzle-category and are designed for teaching mathematics at primary level, also three of them are used in mathematics education at primary schools in Sweden today. The results of the study show that to motivate the students to want to use the serious games designers need to take six design aspects into account. The six design aspects are: Instructions, Difficulty, Speed, Goal, Learning and Appearance.
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Tregel, Thomas [Verfasser], Ralf [Akademischer Betreuer] Steinmetz, Helmut [Akademischer Betreuer] Hlavacs, and Stefan [Akademischer Betreuer] Göbel. "Online Content Generation in Mobile Applications - Adaptation and Personalization for Location-based Game Systems / Thomas Tregel ; Ralf Steinmetz, Helmut Hlavacs, Stefan Göbel." Darmstadt : Universitäts- und Landesbibliothek, 2021. http://d-nb.info/1227582269/34.

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Jones, Thomory Diana, and Nataliia Mykhailovska. "Mobile Devices in the Hands of the Youngest Children." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20351.

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Det har blivit modernt att använda mobila enheter i tidig ålder. Studien syftar till att förstå hur barn interagerar med mobila enheter under de första 4 levnadsåren och hur de kan hjälpa föräldrar att få inlärningsfördelar för de yngsta barnen. För att möta syftet med undersökningen fanns flera formulerade frågor om hur barnens utvecklingsnivå kan påverka möjligheten till interaktion och lärande med mobila enheter, vilka fördelar och nackdelar föräldrarna upptäckt under sina barns användning. Relevanta teorin presenterades om barns fysiska och kognitiva utveckling från 0 till 4 års ålder. Den blandade forskningsmetoden strategi (enkät och intervjuer) var tillräckligt effektiva för att förstå hur barnens användning av mobila enheter skiljer sig för varje år när de blir äldre. Det presenterades också några rekommendationer till föräldrarna.<br>It has become modern to use mobile devices at an early age. The study aims to understand the way young children interacts with mobile devices during the first 4 years of life and how mobile devices can help parents gain learning benefits for the youngest children. In order to meet the purpose of the research there were several formulated questions concerning how the stage of children’s development can affect the possibility of interaction and learning with mobile devices and what advantages and disadvantages the parents discovered during their children’s usage of mobile devices. The relevant theory was presented regarding children’s physical and cognitive development from 0 to 4 years old. The mixed method approach (survey and interviews) was effective enough to understand how the children usage of mobile devices differs from year to year as they become older. There were some recommendations for the parents that were presented as well.
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Runge, Julian. "Applications of Advanced Analytics to the Promotion of Freemium Goods." Doctoral thesis, Humboldt-Universität zu Berlin, 2020. http://dx.doi.org/10.18452/21962.

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“Freemium” (Free + Premium) hat sich zu einem führenden Preismodell für digitale Güter entwickelt. Dabei kann die Basisversion eines Produkts, z.B. von Handy-Applikationen (“Apps”), unbegrenzt kostenlos genutzt werden und Firmen bieten Premium-Erweiterungen gegen Bezahlung an. Konsumenten haben in 2018 194 Milliarden mal Apps heruntergeladen und 101 Milliarden US-Dollar für In-App-Einkäufe ausgegeben. Beinahe 80% des Umsatzes auf App-Stores wird dabei durch Handyspiele generiert. 2,4 Milliarden Menschen haben in 2019 Handyspiele gespielt, was der Hälfte aller App-Nutzer im gleichen Zeitraum entspricht. Die Hauptthese dieser Dissertation ist, dass preisreduzierende Sonderangebote von großer Wichtigkeit für das Vermarkten von Freemium-Gütern sind: Obwohl Freemium bereits eine extreme Preis-Reduktion darstellt, indem es ein Produkt Konsumenten kostenlos zum Ausprobieren zur Verfügung stellt, können demnach Firmen durch die Nutzung weiterer Sonderangebotstaktiken höhere Profite generieren. Die Arbeit postuliert weiter (und beweist dies empirisch), dass lange angenommene Risiken in der Nutzung von Sonderangeboten, die vor allem bei klassischen Konsumgütern etabliert wurden, im Freemium-Bereich in dieser Form nicht zutreffen. Diese Perspektive entwickelt und vertieft der Autor über vier individuelle Papiere, die zusammen mit einer einleitenden Zusammenfassung die fünf Kapitel dieser Dissertation ausmachen. Die vorliegende Arbeit ist empirischer Natur und wendet “Advanced Analytics”, insbesondere Feldexperimente und maschinelles Lernen, in Zusammenarbeit mit Firmen an. Als repräsentativer Forschungsgrund dienen dabei Freemium-Handyspiele, in denen Firmen detaillierte Daten über Interaktionen mit Kunden sammeln. Anhand dieser Daten leitet der Autor neue Kenntnisse über Kundenverhalten ab und entwickelt Entscheidungsunterstützungssysteme, die es Firmen ermöglichen, höhere Gewinne beim Verkauf von Freemium-Gütern zu erzielen.<br>“Freemium” (free + premium) has become a workhorse pricing model in the digital economy: A basic version of a product or service, e.g., mobile applications (“apps”), can be used for free in perpetuity and premium upgrades are available against payment of a fee. Consumers downloaded apps 194 billion times in 2018 and spent $101 billion on in-app purchases in the same time period. Accounting for almost 80% of that revenue, gaming in particular has seen an unparalleled expansion of demand. It is estimated that 50% of mobile app users play games regularly and that a global total of 2.4 billion people will play mobile games in 2019. The core thesis of this dissertation is that promotions are essential to the marketing of freemium goods such as mobile apps and games. While freemium already represents a promotional pricing tactic in using a zero price for free sampling, the author conjectures that firms can operate their freemium offerings more profitably by using further promotional tactics, especially targeted and personalized promotions, to sell premium upgrades. The author also argues (and shows) that widespread concerns around the use of promotions, particularly developed in the setting of consumer packaged goods, do not apply in the same way in this setting. This thinking is qualified and developed across four chapters that represent individual papers after providing an introduction to the work in the first chapter. The work is empirical in nature and applies advanced analytics, in particular field experimentation and machine learning, in collaboration with firms. As representative of the freemium app economy, the collaborating firms observe dense user data that enable the author to both derive insights on consumer behavior that extend existing conceptual thinking in the field of marketing and to devise decision support and expert systems that allow firms to operate more profitably in this setting.
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Dua, Akshay. "Trust-but-Verify: Guaranteeing the Integrity of User-generated Content in Online Applications." PDXScholar, 2013. https://pdxscholar.library.pdx.edu/open_access_etds/1425.

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Online applications that are open to participation lack reliable methods to establish the integrity of user-generated information. Users may unknowingly own compromised devices, or intentionally publish forged information. In these scenarios, applications need some way to determine the "correctness" of autonomously generated information. Towards that end, this thesis presents a "trust-but-verify" approach that enables open online applications to independently verify the information generated by each participant. In addition to enabling independent verification, our framework allows an application to verify less information from more trustworthy users and verify more information from less trustworthy ones. Thus, an application can trade-off performance for more integrity, or vice versa. We apply the trust-but-verify approach to three different classes of online applications and show how it can enable 1) high-integrity, privacy-preserving, crowd-sourced sensing 2) non-intrusive cheat detection in online games, and 3) effective spam prevention in online messaging applications.
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Wikstrand, Greger. "Human factors and wireless network applications : more bits and better bits." Doctoral thesis, Umeå : Department of Computing Science, Umeå Univ, 2006. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-910.

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Migdadi, Hassan S. O. "The realization of signal processing methods and their hardware implementation over multi-carrier modulation using FPGA technology. Validation and implementation of multi-carrier modulation on FPGA, and signal processing of the channel estimation techniques and filter bank architectures for DWT using HDL coding for mobile and wireless applications." Thesis, University of Bradford, 2015. http://hdl.handle.net/10454/8720.

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First part of this thesis presents the design, validation, and implementation of an Orthogonal Frequency Division Multiplexing (OFDM) transmitter and receiver on a Cyclone II FPGA chip using DSP builder and Quartus II high level design tools. The resources in terms of logical elements (LE) including combinational functions and logic registers allocated by the model have been investigated and addressed. The result shows that implementing the basic OFDM transceiver allocates about 14% (equivalent to 6% at transmitter and 8% at receiver) of the available LE resources on an Altera Cyclone II EP2C35F672C6 FPGA chip, largely taken up by the FFT, IFFT and soft decision encoder. Secondly, a new wavelet-based OFDM system based on FDPP-DA based channel estimation is proposed as a reliable ECG Patient Monitoring System, a Personal Wireless telemedicine application. The system performance for different wavelet mothers has been investigated. The effects of AWGN and multipath Rayleigh fading channels have also been studied in the analysis. The performances of FDPP-DA and HDPP-DA-based channel estimations are compared based on both DFT-based OFDM and wavelet-based OFDM systems. The system model was studied using MATLAB software in which the average BER was addressed for randomized data. The main error differences that reflect the quality of the received ECG signals between the reconstructed and original ECG signals are established. Finally a DA-based architecture for 1-D iDWT/DWT based on an OFDM model is implemented for an ECG-PMS wireless telemedicine application. In the portable wireless body transmitter unit at the patient site, a fully Serial-DA-based scheme for iDWT is realized to support higher hardware utilization and lower power consumption; whereas a fully Parallel-DA-based scheme for DWT is applied at the base unit of the hospital site to support a higher throughput. It should be noted that the behavioural level of HDL models of the proposed system was developed and implemented to confirm its correctness in simulation. Then, after the simulation process the design models were synthesised and implemented for the target FPGA to confirm their validation.
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Migdadi, Hassan Saleh Okleh. "The realization of signal processing methods and their hardware implementation over multi-carrier modulation using FPGA technology : validation and implementation of multi-carrier modulation on FPGA, and signal processing of the channel estimation techniques and filter bank architectures for DWT using HDL coding for mobile and wireless applications." Thesis, University of Bradford, 2015. http://hdl.handle.net/10454/8720.

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First part of this thesis presents the design, validation, and implementation of an Orthogonal Frequency Division Multiplexing (OFDM) transmitter and receiver on a Cyclone II FPGA chip using DSP builder and Quartus II high level design tools. The resources in terms of logical elements (LE) including combinational functions and logic registers allocated by the model have been investigated and addressed. The result shows that implementing the basic OFDM transceiver allocates about 14% (equivalent to 6% at transmitter and 8% at receiver) of the available LE resources on an Altera Cyclone II EP2C35F672C6 FPGA chip, largely taken up by the FFT, IFFT and soft decision encoder. Secondly, a new wavelet-based OFDM system based on FDPP-DA based channel estimation is proposed as a reliable ECG Patient Monitoring System, a Personal Wireless telemedicine application. The system performance for different wavelet mothers has been investigated. The effects of AWGN and multipath Rayleigh fading channels have also been studied in the analysis. The performances of FDPP-DA and HDPP-DA-based channel estimations are compared based on both DFT-based OFDM and wavelet-based OFDM systems. The system model was studied using MATLAB software in which the average BER was addressed for randomized data. The main error differences that reflect the quality of the received ECG signals between the reconstructed and original ECG signals are established. Finally a DA-based architecture for 1-D iDWT/DWT based on an OFDM model is implemented for an ECG-PMS wireless telemedicine application. In the portable wireless body transmitter unit at the patient site, a fully Serial-DA-based scheme for iDWT is realized to support higher hardware utilization and lower power consumption; whereas a fully Parallel-DA-based scheme for DWT is applied at the base unit of the hospital site to support a higher throughput. It should be noted that the behavioural level of HDL models of the proposed system was developed and implemented to confirm its correctness in simulation. Then, after the simulation process the design models were synthesised and implemented for the target FPGA to confirm their validation.
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von, Wenckstern Michael. "Web applications using the Google Web Toolkit." Master's thesis, Technische Universitaet Bergakademie Freiberg Universitaetsbibliothek "Georgius Agricola", 2013. http://nbn-resolving.de/urn:nbn:de:bsz:105-qucosa-115009.

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This diploma thesis describes how to create or convert traditional Java programs to desktop-like rich internet applications with the Google Web Toolkit. The Google Web Toolkit is an open source development environment, which translates Java code to browser and device independent HTML and JavaScript. Most of the GWT framework parts, including the Java to JavaScript compiler as well as important security issues of websites will be introduced. The famous Agricola board game will be implemented in the Model-View-Presenter pattern to show that complex user interfaces can be created with the Google Web Toolkit. The Google Web Toolkit framework will be compared with the JavaServer Faces one to find out which toolkit is the right one for the next web project<br>Diese Diplomarbeit beschreibt die Erzeugung desktopähnlicher Anwendungen mit dem Google Web Toolkit und die Umwandlung klassischer Java-Programme in diese. Das Google Web Toolkit ist eine Open-Source-Entwicklungsumgebung, die Java-Code in browserunabhängiges als auch in geräteübergreifendes HTML und JavaScript übersetzt. Vorgestellt wird der Großteil des GWT Frameworks inklusive des Java zu JavaScript-Compilers sowie wichtige Sicherheitsaspekte von Internetseiten. Um zu zeigen, dass auch komplizierte graphische Oberflächen mit dem Google Web Toolkit erzeugt werden können, wird das bekannte Brettspiel Agricola mittels Model-View-Presenter Designmuster implementiert. Zur Ermittlung der richtigen Technologie für das nächste Webprojekt findet ein Vergleich zwischen dem Google Web Toolkit und JavaServer Faces statt
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Le, Pelleter Tugdual. "Méthode de discrétisation adaptée à une logique événementielle pour l'utra-faible consommation : application à la reconnaissance de signaux physiologiques." Thesis, Université Grenoble Alpes (ComUE), 2015. http://www.theses.fr/2015GREAT043/document.

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Les systèmes embarqués mobiles font partis intégrante de notre quotidien. Afin de les rendre plus adaptésaux usages, ils ont été miniaturisés et leur autonomie a été augmentée, parfois de façon très considérable.Toutefois, les propositions d’amélioration butent désormais sur les possibilités de la technologie des circuitsintégrés. Pour aller plus loin, il faut donc envisager de repenser la chaîne de traitement du signal afin deréduire la consommation de ces dispositifs. Cette thèse développe une approche originale pour exploiterefficacement l’échantillonnage par traversée de niveaux d’une part et, d’autre part, associe cet échantillonnageà une logique évènementielle afin de réduire drastiquement la consommation d’énergie des systèmesintégrés autonomes. Une méthode de discrétisation adaptée à une application de reconnaissance de signauxphysiologiques, utilisée comme exemple dans cette thèse, y est présentée. Un premier prototype en logiqueévènementielle (asynchrone) sur circuit FPGA a permis de valider cette stratégie et de démontrer les bénéficesde cet échantillonnage dédié en termes de réduction de l’activité par rapport à un échantillonnage uniforme.Un second prototype en logique asynchrone et conçu en technologie CMOS AMS 0.35 μm a permis de validerpar simulation électrique un gain extrêmement important sur la consommation électrique du dispositif<br>Our everyday life is highly dependent on mobile embedded systems. In order to make them suitable to differentapplications, they have underwent size reduction and lifetime extension. However, these improvementsare currently limited by the possibilities of the integrated circuits technologies. In order to push back theboundaries, it is necessary to reconsider the whole digital signal processing chain from scratch to sustain thepower consumption reduction in this kind of system. This work develops on the first hand a strategy thatsmartly uses the level-crossing sampling scheme and on the other combines this sampling method with eventlogicto highly reduce the power consumption in mobile embedded systems. A discretisation method adaptedto the recognition of physiological patterns application is described. A first event-logic (asynchronous) prototypeimplemented on FPGA proved the potential benefits that an adapted sampling scheme could offersto reduce activity compared to a uniform sampling scheme. Electrical simulations performed on a secondprototype, also designed in asynchronous logic, with CMOS AMS 0.35 μm technology, validated a high gainin power consumption
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Costa, João Miguel Simão da. "Development of an Asynchronous Mobile game." Master's thesis, 2020. http://hdl.handle.net/10316/92555.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia<br>Desde a sua génese, os telemóveis foram objeto de um desenvolvimento tecnológico exponencial e adquiriram outras funcionalidades para além das triviais chamadas telefónicas e serviço de mensagem. Com o advento dos smartphones, o mercado de jogos para telemóveis cresceu muito significativamente e converteu-se na forma de jogo mais difundida em todo o mundo, alcançando mais utilizadores do que qualquer outro segmento do mercado de jogos.O objetivo principal do presente projeto é o desenvolvimento de um Produto Viável Mínimo (MVP) de um jogo para telemóveis, online, assíncrono e para múltiplos jogadores, inspirado na temática da telepatia. No jogo assíncrono, um dos jogadores interage com o jogo enquanto o outro tem que aguardar pela sua vez de jogar. Neste jogo para telemóvel em particular, os jogadores interagem através de dispositivos móveis distintos e, alternadamente, tentam adivinhar as respostas dadas pelos outros jogadores a um determinado conjunto de questões. A acrescentar, não existe qualquer limite temporal definido entre turnos, assegurando uma maior flexibilidade. Aos jogadores são atribuídos pontos se as respostas estiverem corretas de acordo com as respostas previamente selecionadas pelos outros jogadores. O presente relatório visa descrever todo o processo de engenharia conducente ao desenvolvimento do jogo com as características descritas, incluindo uma representação das diferentes etapas de planeamento do projeto, uma revisão do estado da arte, uma descrição do sistema e uma análise das fases de desenvolvimento e de teste.<br>Since their first appearance, mobile devices have had an exponential technological growth and have gained other functionalities that go beyond the standard calls and messaging services. With the advent of smartphones, the mobile gaming market has grown enormously to become the most widespread form of gaming across the world, reaching more corners than any other gaming market.The primary purpose of this project is to develop a Minimum Viable Product (MVP) of an online multiplayer asynchronous mobile game using telepathy as a theme. In asynchronous gameplay, one player plays the game while the other has to wait until their turn comes. In this particular mobile game, players interact through different mobile devices and take turns attempting to guess the answers given by other players to a given set of questions. Additionally, there are no established time limits between turns, allowing for higher flexibility on the part of individual players. Players are awarded points if their answers match the answers previously selected by the other players. The present report envisages describing the whole engineering process leading to the realization of this particular mobile game, including a representation of the planning stages of the project, a review of the state of the art, a system description, and an overview of the development and testing phases.
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Cunha, José Manuel Gonçalves Leitão da. "Children dyscalculia: game based mobile application for learning mathematics." Master's thesis, 2019. http://hdl.handle.net/1822/70598.

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Dissertação de mestrado integrado em Engenharia Informática<br>Dyscalculia is a mathematical disorder, with an estimated prevalence of about 5 to 7%, which is roughly the same prevalence as developmental dyslexia. The most generally agreed upon feature of children with dyscalculia is the difficulty in learning and remembering arithmetic facts. Difficulty with basic arithmetic is a common characteristic, but dyscalculics appear to have a more fundamental problem in that they perform poorly on tasks requiring an understanding of basic numerical concepts, especially the concept of numerosity. This disorder significantly interferes with academic performance and everyday activities that require skills with numbers and calculus. The main objective of this work is to develop an educational mobile application game for children suffering from dyscalculia, available on Android platforms.<br>“A discalculia é um distúrbio matemático, com uma prevalência estimada em cerca de 5 a 7%, que é aproximadamente a mesma prevalência que a dislexia do desenvolvimento. A característica mais comum aceita das crianças com discalculia é a dificuldade em aprender e lembrar fatos aritméticos. A dificuldade com a aritmética básica é uma característica comum, mas os discalculicos parecem ter um problema mais fundamental, uma vez que desempenham mal em tarefas que exigem uma compreensão de conceitos numéricos básicos, especialmente o conceito de numerosidade. Esse distúrbio interfere significativamente no desempenho acadêmico e nas atividades cotidianas que exigem habilidades com números e cálculo. O principal objetivo deste trabalho é desenvolver um jogo educacional de aplicações móveis para crianças que sofrem de discalculia, disponível nas plataformas Android.”
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Ferreira, Pedro Miguel Moura. "Mobile Gaming." Master's thesis, 2017. http://hdl.handle.net/10316/82846.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia<br>A evolução dos dispositivos móveis na ultima década veio alterar a maneira de como vivemos o dia-a-dia. Os smartphones são utilizados para inúmeras atividades, sendo uma das mais frequentes jogar. O mercado de jogos para dispositivos móveis tem vindo a crescer exponencialmente ao longo dos últimos anos, sendo uma área apelativa e lucrativa a explorar por empresas.O objetivo deste projeto é desenvolver um jogo mobile multi-jogador e assíncrono sobre o tema da música, sendo o objetivo principal do jogador gravar imitações de músicas e adivinhar imitações de outros jogadores. Tal como o jogo, as decisões de engenharia tomadas para o desenvolver são bastante importantes, e neste relatório é dado um grande ênfase ao processo de engenharia.Este relatório contém a introdução ao projeto, um estudo do estado da arte sobre temas relacionados com o projeto, o seu planeamento do projeto e a descrição do processo de desenvolvimento, a especificação do sistema a implementar, a descrição de como e do que foi desenvolvido neste projeto, assim como a sua validação.In the last decade, mobile device's evolution changed the way we live our daily life. Smartphones are used for various activities, one of the most common being to play games. Over the years, the gaming market for mobile devices is growing exponentially, making it an appealing and lucrative target for companies to explore.This project's main goal is to develop an asynchronous multi-player mobile game about music, where the main objective, from the player perspective, is to create music imitations and guess other player's imitations. The engineering decisions made to develop the game are equally important to the game itself, and this report will emphasise on those engineering decisions.This report is written in Portuguese and contains an introduction of the project, a study of the state of the art about related themes of this project, the planning and description of the development process, the specification of the system to develop, a description of how and what was developed in this projet, as well as its' validation.<br>In the last decade, mobile device's evolution changed the way we live our daily life. Smartphones are used for various activities, one of the most common being to play games. Over the years, the gaming market for mobile devices is growing exponentially, making it an appealing and lucrative target for companies to explore.This project's main goal is to develop an asynchronous multi-player mobile game about music, where the main objective, from the player perspective, is to create music imitations and guess other player's imitations. The engineering decisions made to develop the game are equally important to the game itself, and this report will emphasise on those engineering decisions.This report is written in Portuguese and contains an introduction of the project, a study of the state of the art about related themes of this project, the planning and description of the development process, the specification of the system to develop, a description of how and what was developed in this projet, as well as its' validation.A evolução dos dispositivos móveis na ultima década veio alterar a maneira de como vivemos o dia-a-dia. Os smartphones são utilizados para inúmeras atividades, sendo uma das mais frequentes jogar. O mercado de jogos para dispositivos móveis tem vindo a crescer exponencialmente ao longo dos últimos anos, sendo uma área apelativa e lucrativa a explorar por empresas.O objetivo deste projeto é desenvolver um jogo mobile multi-jogador e assíncrono sobre o tema da música, sendo o objetivo principal do jogador gravar imitações de músicas e adivinhar imitações de outros jogadores. Tal como o jogo, as decisões de engenharia tomadas para o desenvolver são bastante importantes, e neste relatório é dado um grande ênfase ao processo de engenharia.Este relatório contém a introdução ao projeto, um estudo do estado da arte sobre temas relacionados com o projeto, o seu planeamento do projeto e a descrição do processo de desenvolvimento, a especificação do sistema a implementar, a descrição de como e do que foi desenvolvido neste projeto, assim como a sua validação.
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Wen-YenTseng and 曾文彥. "Crowdsourced Object-labeling Based on a Game-based Mobile Application." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/36jsb5.

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Hung, Ho-Ting, and 洪赫廷. "Design and Application of a game-based mobile guiding system." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/45117187567028010839.

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碩士<br>國立臺灣師範大學<br>資訊教育學系<br>94<br>Visiting museums is an extensive and systematical form of informal learning. Many issues can be observed in the currently available research studies and improvement is needed in the related fields. For instance, the level of interaction between visitors and exhibits are insufficient, mobile guiding systems should be able to promote visitors’ motivation more effectively, and evaluating methods to the effects of mobile guiding systems ought to be more rigorous. This study developed a game-based mobile guiding system in order to examine the difference between the learning effects of using mobile guiding system and traditional paper guidebook. The effects of cooperative game-based guiding system on visiting activities were also studied.   The research developed a mobile guiding system and applied it on the “Tang Dynasty Tri-Color Glazed Pottery” exhibition in the National Museum of History. The participants included two classes of students in the Department of Adult and Continuing Education of National Taiwan Normal University. There were two experimental groups: 15 students in the group of cooperative learning mode and 16 students in the group of individual learning mode. The control group included 15 students. The students in the group of cooperative learning mode were divided into teams of three and used the game-based guiding system during their visits in the museum. On the other hand, the students in the group of individual learning mode used the same game-based guiding system, but were not allowed to talk to other participants. The control group used the traditional paper guidebook. Each student’s visiting process was video taped. This study also collected the pre- and the post-test knowledge scores of Tang Dynasty Tri-Color Glazed Pottery. The pre- and the post-attitudinal questionnaires were implemented as well. These data were then compared and analyzed in the study.   The results indicate that students using the mobile guiding system in the two experimental groups (including the cooperative learning mode as well as the individual learning mode) spend more time on interacting to the exhibits, as compared to the students who use traditional paper guidebook. However, there is no significantly difference among the groups in promoting knowledge and interest on Tang Dynasty Tri-Color Glazed Pottery.
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Alves, Cláudio André Ventura. "Augmented reality game." Master's thesis, 2021. http://hdl.handle.net/10316/95550.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia<br>A realidade aumentada é uma tecnologia que já existe desde o século XX, mas só nosúltimos anos se tornou possível desenvolver aplicações com esse recurso para os dispositivosmóveis dada a evolução que os mesmos sofreram nos anos mais recentes, juntamente como lançamento de SDK’s que permitem desenvolver aplicações de realidade aumentada.O objetivo principal do presente projeto é o desenvolvimento de um protótipo de um jogopara dispositivos móveis, inspirado no conceito de Escape Room. Através de realidadeaumentada é criada uma experiência imersiva, tanto quanto possível, onde o utilizadorinterage com o mundo criado pela realidade aumentada, uma sobreposição de conteúdodigital no mundo real, através da câmara do dispositivo móvel.No decorrer do projeto foi desenvolvido um protótipo utilizando as tecnologias Unity juntamente com Vuforia, que estará disponível para as plataformas iOS e Android. O jogoé constituído por um conjunto de desafios que se assemelham a desafios que se poderiamencontrar numa Escape Room comum, adaptados ao uso do dispositivo e dos marcadores.Os resultados dos testes iniciais realizados ao jogo foram positivos em relação ao que eraesperado, salientando o facto dos desafios serem considerados por todos o jogadores comodesafiantes. O jogo permite ter uma experiência de um Escape Room em qualquer divisãoque tenha quatro paredes, tornado-se uma solução viável ao deslocamento para as EscapeRooms físicas, tendo um elevado potencial e interesse entre os entusiastas de escape roomse pessoas que queiram experimentar um escape room no conforto de sua casa.<br>Augmented reality is a technology that has existed since the 20th century but only inrecent years has it become possible to develop mobile applications with this feature foreveryday mobile devices due to the evolution that these devices have suffered in recentyears, together with the launch of SDKs that allow the development of augmented realityapplications.The main objective of this project is the development of a prototype for a mobile game,inspired by the concept of Escape Rooms. Through augmented reality, an immersiveexperience is created, where the user interacts with the world created by augmented reality,an overlap of digital content in the real world, through the camera of the mobile device.During the project, a prototype was developed using the technology Unity along withVuforia, and this prototype will be available for iOS and Android platforms. The gameconsists of a set of challenges that resemble the ones that could be found in a commonEscape Room, adapted for the use a mobile device and markers.The results of the initial tests carried out on the game were positive, highlighting the factthat the challenges were considered by all players as challenging. The game allows the usersto experience an Escape Room in any room that has four walls, being a viable alternativefor a visit to an actual physical Escape Room and presenting a high potential for interestamong escape games enthusiasts and for new people who want to try these kind of gamesin the comfort of their homes.
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Ma, Hsiang-Han, and 馬祥瀚. "Analysis and assessment of game related mobile application software technology of Taiwan." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/46769077985395656966.

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碩士<br>國立交通大學<br>科技管理研究所<br>103<br>With the rapid development of science and technology, 3C products have been widely into our lives. Such as smart phones, tablet PCs and other mobile devices have become an integral part of one of the necessities. The mobile applications market is fast rising as technology evolution and development of mobile devices. However, there are thousands of App on the market platform. How developers develop App which meet the users' needs and profit from them has become a major topic of App Developers. In this study, based on past literature, analysis of the status and trends of mobile application software. Then through technical assessment of the proposed model which from Grace T R Lin and Yung Chi Shen(2009) as a facet analysis. Finally, found out the weights of the users factors with experts questionnaire and Analytical Hierarchy Process(AHP) in order to provide important reference when Taiwan App developers develop new App, enables companies to maximize the economic benefits. After expert objective and quantifiable score sorted, The study concludes that the most important criterion in the mobile application developed by Taiwanese technology assessment is "commercial impacts". The second is that "technical advantages" and "technical support personnel". "Risk Considerations" is the technical research and development in the less impact factors. In a further analysis of the criteria, "technical innovation" is the most significant sub-criteria in "technical advantages". "program manager" is the most significant sub-criteria in "technical support personnel". "market risk" is the most significant sub-criteria in "Risk Considerations". "potential market" is the most significant sub-criteria in "commercial impacts". The results of this study suggested strategies App technology development in Taiwan as follows: 1. In the technical development of the game class App assessment model, the commercial impacts is the most significant. Therefore, Taiwanese App developers can get great assistance in subsequent App technological development if they do well in assessment of market analysis and forecast. 2. In the content of sub-criteria evaluation, Game class App itself is easy to follow Taiwan's property market volatility. Therefore App on App own content creation is very important in terms of the life. Taiwanese App developers must hold a positive attitude for change of the innovative part. 3. A blockbuster game class App also need great management to last App itself market life. Establish an effective management system and employ professional program manager can increase the amount of download game class App and enhance the company's profit target effectively. 4. Because Taiwan App market’s uncertainty and rapid change, Taiwanese App developers will be able to reduce this risk and improve App downloads if they do well in assessment of market analysis and forecast.
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Chiang, Wei-Lun, and 蔣瑋倫. "The Effect of Flow Experience on Player Loyalty in Mobile Game Application." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/24418139075549000188.

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碩士<br>國立臺灣師範大學<br>工業教育學系<br>102<br>With increasing number of the mobile game players and the fierce competition of mobile game market, how to capture the attention from consumers and how to establish the loyalty of mobile game in retaining game players are the indispensable tasks. In recent years, many studies on consumer behavior have shown that flow was the key factor affecting consumers’ loyalty. However, flow theory often used in terms of antecedents and consequence. In order to use flow theory for exploring the factors impacting game players, this study will identify antecedent factors including human-computer interaction, social interaction, skill, and challenge and consequence factor consisting of the player loyalty. Additionally, flow experience can be divided into two factors: perceived enjoyment and focused attention. To understand whether these antecedent factors will influence the loyalty of game players through flow experience, this research will thereby examine the proposed hypothesis regarding to above mentioned purposes, and the very popular mobile game of Tower of Savior will be a case for conducting questionnaire survey. This research investigates 394 respondents with rich experience in Tower of Savior game. According to the empirical study results, human-computer interaction, social interaction, skill, challenge have positively influence on flow experience, and further have a positive influence on loyalty of mobile game players. For the managerial implication based on findings, mobile game firms should be prioritized increasing the level of difficulty and build up a platform where game players can chat, discuss, and interact with others. Mobile game firms should also provide information with respect to mobile game for game players so that these players can enhance their game skill. Besides, improving the interfaces of mobile game is an essential thing. Through improving aforementioned situations, then the mobile game players’ loyalty could be enhanced. In conclusion, this empirical results can be seen as reference for future similar mobile game design and management.
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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.<br>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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XU, HAO-YAN, and 許顥嚴. "The Mobile Advertisement Effect on Game Playing Intention: The Application of Eye Tracking." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/82httr.

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碩士<br>東海大學<br>資訊管理學系<br>106<br>The main revenue of free-game comes from advertisement and In-App purchase. Sometimes players are forced to see the whole advertisement while they are playing the game. Different games will lead to different cognitive load, and players may not watch or remember any detail of that advertisement when their cognitive is overload. Therefore, the purpose of this study is to investigate the relationship between the advertisement, different level of game cognitive load and the intention of playing games and advertisement recall. An eye tracker is also used in this study as well, inorder to discuss the relation between the data collected by eye tracker and advertisement recall. An experiment is conducted in this study, we have 4 situation by using two different level of advertisement disturbing (High and Low), and two level of cognitive load (High cognitive load and Low cognitive load). 121 valid questionnaires were returned. Our findings shows that (1) The degree of involving in the mobile game has significant positive impact on the attitude toward the mobile game. (2) The degree of involving in themobile game has no significant positive impact on the attitude toward the advertisement. (3) The disturbance of advertisement has no significan positive impact on the attitude toward the mobile game. (4) The disturbance has notable impact on the attitude toward the advertisement. (5) The attitude toward the mobile game has notable impact on the intention of playing games. (6) The higher the degree of advertisement disturbing is, the higher the eye movement indicator is, and the advertisement recall will do better as well. (7) Cognitive load toward different mobile games has no significan positive impact on AOI eye movement indicators. (8) The attitude toward the advertisement has negative impact on recalling the mobile game.
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Chang, Hao-Chin, and 張進皓. "An Investigation of the Playing Intention for Smartphone Users in Mobile Application Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/59131041973190878539.

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碩士<br>東海大學<br>資訊管理學系<br>103<br>In recent years with the popularity of mobile handset, the phone is no longer just stay in the era of voice conversation, has become the personal mobile entertainment center, however, with the popularity of smart phones, App for mobile phone users are becoming increasingly important influence, among mobile gameIt is becoming a new trend in the leisure and entertainment industry. Under this trend, many software vendors and software developers are beginning to join the development of the smart phone App game hoping to make a profit. But not all will be successful mobile games are attracting users to download and continuous use, so why can attract what kind of mobile phone users to download games and continue to use, it is a question worth exploring. The study also documents the past as a theoretical basis to discuss mobile application games is Trialability, Reward, Community support, Accessibility, Story, Sufficiency, Interaction, Achievement, Convenience, Curiosity, Cross-platform to impact of the Continuing Use. In this study, the primary means to explore the mobile games is Trialability, Reward, Community support, Accessibility, Story, Sufficiency, Interaction, Achievement, Convenience, Curiosity, Cross-platform and continued use of the relationship, and finally discuss and make recommendations based on findings of this study. The main findings of the study include: (1) Accessibility has significantly positive effect on continuing use. (2) Curiosity has significantly positive effect on continuing use. (3) Cross-platform has significantly positive effect on continuing use. (4) Sufficiency has significantly positive effect on continuing use.
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Huang, Wei-Fu, and 黃惟莆. "The Combination Application of Game-based Mobile Learning and E-commerce in Mall." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/41196092098655595000.

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碩士<br>中原大學<br>資訊工程研究所<br>102<br>In this paper, we hope use smart mobile device to carry on a game-based mobile learning activity. Application in this paper is to improve traditional learning activity in class that teacher tech student and using book. In this system have these main modules (1) Mobile learning module (2) Game-based learning module (3) E-commerce module (4) social-community share module. According learner use game APP to scan QRcode in mall, system will give assessment mission which depend on learner’s learning degree and position. Because of this learning activity’s position is in the mall that in different floor at any time and use game-based learning, learner will have flow experience about real feeling and experience. After assessment mission will give learner coupon which is same as learner’s position that can improve learner’s learning desire and shop’s sales. This paper is finish junior high level living English game-based mobile system now. System will use in mall to test learner’s learning desire and shop’s sales will improve or not and promotion to other learning field.
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"The Effects of Mobile App Technology on Technique and Game Performance in Physical Education." Doctoral diss., 2020. http://hdl.handle.net/2286/R.I.62672.

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abstract: Informed by Behavioral Ecological Model (BEM), Technological Pedagogical Content Knowledge (TPACK) framework, and Model for Learning With Digital Video, this project assessed: (a) the effects of mobile application (App) technology on students’ skill and game play development during a badminton sport education season and (b) a physical education teacher and students’ perceptions about the use of the App technology. Two eighth grade classes participated in the study (the teacher only used the App in Class A; students used the App in Class B). The Poole forehand overhead clear shot skill test, game performance assessment instrument (GPAI), and opportunity to respond (OTR) observation tool were used to measure skill development and game improvement in the first study. Students’ practices and game play performance were recorded. Critical incident sheets, the teacher’s daily reflections, and interviews with the teacher were used in second study. In the first study, students in both intervention classes, regardless of the App use condition (i.e., teacher vs students), improved in the clear shot skill, tactical dimensions of their game performance (i.e., skill execution, decision-making, and base position), and opportunities to respond rates (i.e., success and acceptability). In the second study, there was evidence that a physical education teacher can effectively integrate the use of a motion analysis App and complement his instructional skills during regular instruction in a middle school badminton context. Also, it was evident that the App provided students with active learning opportunities through instant feedback on skill and game performance. Further research on the use of such App technologies should focus on: (a) how the App technology can be innovative to foster student learning in game play in Physical Education settings and (b) how teachers understand the use of technology along with their pedagogical skills.<br>Dissertation/Thesis<br>Doctoral Dissertation Physical Education 2020
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Kuan, Chi-Jung, and 管祺榮. "Factors Influence on the Adoption of Playing Online Game through Mobile Phones: An Application of UTAUT Model." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/91534056206687306320.

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碩士<br>淡江大學<br>管理科學研究所企業經營碩士在職專班<br>99<br>Online game keeps growing for the virtual entertainment industry with improvement of IT application and PC popularization. This study is to explore consumer acceptance after implement online game through mobile phones based on “the Unified Theory of Acceptance and Use of Technology” (UTAUT) model while considering the moderating effects of online game experience and web browsing on mobile phones experience. 610 useful internet users were drawn by network market investigation firm to take part in the final analysis. The research results indicate performance expectancy, effort expectancy, social influence, and facilitating conditions are all significant determinants of attitude toward playing online game through mobiles and following attitude influences behavioral intention positively. This research also reveals experiences of online game and web browsing on mobile phones have moderating effects on the acceptance of playing online game through mobile phones. Finally, management implication and future research are also presented in this research.
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劉致光. "Design and Application of a Game-based Mobile Electronic Guidebook — A Case Study of Shihsanhang Museum of Archaeology." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/43561019498746497193.

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碩士<br>國立臺灣師範大學<br>資訊教育學系<br>96<br>This study developed a game-based mobile electronic guidebook using a scenario and problems about exhibitions to conduct visitors in the museum. Furthermore, we wanted to motivate the discussion between visitors through the cooperation and thereby promote the multiple interaction level. We investigated the difference of the game-based electronic guidebook and traditional guiding designs about the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning motivation and learning effects. The experiment was progressed in the Shihsanhang Museum of Archaeology. The participants included three classes of students of Ximen Elementary School. There are two experimental group: the group using game-based electronic guidebook and the group using web-based electronic guidebook. The control group visited through the traditional paper guidebook. This study collected every student’s video record, the pre- and the post-test, and the interview data about visiting experiences. We used these data to analyze the interaction between visitors and exhibitions, the discussion between visitors and visitors, and visitors’ learning effects. The result showed that the game-based mobile electronic guidebook was useful for engaging students’ concentration and learning motivation. However, there was no significant difference in promoting the interaction, the depth of discussion, and the learning effect among the groups.
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Shu, Hau Chang, and 張書豪. "The Mobile Guide Systems design and application in origami game-Example of Street navigation in Shin-Chuang Temple." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/67459353701637144197.

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碩士<br>華梵大學<br>工業設計學系碩士班<br>101<br>The many Taiwanese Temple Street, the current situation facing the the commercial recession and streetscape withered, Taiwan monuments temples weight accounted heaviest up Important characterization of civil society culture. Temple monuments retained an exhibit of the development of human society and culture activities, Specifically reflect each local Lifestyle of each era. Cultural preservation and cultural and creative experience for the demands of the Temple recycling Will form a new business model, In addition to the commercial economic redevelopment, More experiential way, A nostalgic trip story To visit the Temple of the people have the opportunity to re-simulate the life situations of the past grandparents. In this study, the selected Shin-Chuang, Taipei County, Temple Street, As actions to navigate the design area. The literature review and data collection based on the theme target Aggregate interrelated literature analysis, Through the induction of the literature, Analysis of relevant case Through fieldwork and other ways, Explore the cultural characteristics of the new Zhuang Temple Street, And the angle of the user to understand, Demand for tour guides, What's navigation allows visitors it deepened their impression of the Temple with the understanding, as a reference for the design, Temple particular style imagery development action navigation system. Help culture and enhance the value can be passed along.
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Tang, Meng-Han, and 湯夢涵. "Using Flow Experience to Examine the Advertising Effect of Mobile Game Application Advertisements of Formats and Social Elements." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/73912135437382747642.

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碩士<br>國立交通大學<br>傳播研究所<br>103<br>With the growing popularity of mobile device and internet technology, mobile application advertisements became highly valued in the theory and practice fields. By using flow experience as the research foundation and 2x2x2 Between-Subject experimental design, the purpose of this research is using both high flow experience and low flow experience to examine the effects between formats (pop-up ads vs. banner ads) and social elements (with social influence or not) of mobile application advertisements with advertising effects. The results indicate that both formats and social elements of mobile game application have significant influence on advertisement memory, click intention, advertisement attitude and behavior intention. Meanwhile, under the influence of advertisement memory, click intention and advertisement attitude, there are all interaction effect between formats and social elements with social elements and game flow experience. At last, the researcher provides some advices to the theory and practice fields as future directions for the development of mobile game application advertisements.
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Jhong, Ren-Syuan, and 鍾仁軒. "Application of Mobile Computing and Game Interaction for a Persuasive Energy Conservation System Based on Visual and Emotional Stimulation." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/29j7x7.

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碩士<br>國立臺灣科技大學<br>營建工程系<br>100<br>The role of behavior in efforts to reduce energy consumption and carbon emissions has attracted considerable attention in recent years. Numerous kinds of innovative methods have been proposed to encourage energy conservation. The renovated use of persuasive computing to influence user behavior has gradually become more popular. This method is designed to change attitudes or behaviors of the users through persuasion influence. Sensors installed in the user environment constantly collect data of energy consumptions, data are then transformed into an emotional visualization model in attempt to interact with the user. The model sends a non- compulsive message to users in attempt to encourage energy saving behavior. This research aims to enhance the concept of persuasive computing into commonly used mobile devices, such as smart phones or tablets. Utilizing mobile devices as monitoring interfaces, applying monitoring applications into mobile devices to monitor environmental data such as temperature or moisture. This research further focuses on developing a collaboration of games and monitoring applications to create and interaction with the user. In pursuit of creating a persuasive motive for the user to develop energy saving behavior. This research is presented through a series of demonstrations, followed by a questionnaire survey. The survey investigates the users’ experiences and opinions, survey results are then carefully analyzed and organized to fully understand the influences of using interactive games to persuade energy conservation behavior.
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Wang, Ching-Yu, and 王清宇. "The Development and Application of a Rhythm Learning and Sound Exploring System – Based on Digital Game-Based Learning with Mobile Devices." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/9w3w54.

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碩士<br>臺北市立教育大學<br>資訊科學系碩士班<br>100<br>Rhythm is an important part of developing music skills for young children. However, due to the lack of professional music teachers, teachers teaching the rhythm course may not be able to offer each child the immediate correction. In addition, one of target of arts education is to encourage students to explore the environmental sounds around their living, to understand that items of different materials will be issued different sounds. Nevertheless, due to the restrictions of the hardware and software equipments, the current music teaching environments are limited. Therefore, the children do not have the desire to explore sound. The aim of this study is to develop a digital game-based learning software to help students enhance their rhythm skill. In this system, when the students tap the rhythm of incorrect timing, the system can instantly remind them. The digital rhythm game is executing on a mobile device, a student may freely record and explore all kinds of sounds in their living with the mobile device, from the classroom to the outdoor, and the sounds they recorded can be included as a percussion sources in the game. In addition, there is a learning companion in the game to accompany children in their learning process, to guide their learning goals and directions, to encourage them and to provide the necessary information, to enhance their motivation. The system can allow the students to play together through Bluetooth connection, a two-part rhythm learning to develop the necessary tacit understanding and coopration of group ensemble, further more to achieve the effect of cooperative learning. This research adopted the quazi-experiment with the pretest-posttest design. The subjects were two elementary school students in Taipei city, 43 students in the experimental group, and 29 students in the control group, to apply the rhythm learning and sound exploring activities, a lesson a week for four weeks. Before and after the experiment will measure the rhythm skill and learning attitude of the subjects for understanding the learning effect using this system. The experimental results show that there are no significant difference in the rhythm skill, and no significant difference in attitude towards rhythm learning. e system evaluation, the experimental group and teachers show a high degree of identity for this system and are willing to learn with the system again.
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