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Dissertations / Theses on the topic 'Platformer game'

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1

Sessa, Anthony. "Xeero." Digital WPI, 2015. https://digitalcommons.wpi.edu/etd-theses/385.

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This paper discusses the design and development of the action-puzzle-platforming game Xeero, constructed from our own custom engine, original art, and original sound assets. Despite a small development team, we strove to create a highly-polished and marketable interactive experience. This paper discusses the methodology employed, results gained, and challenges faced by each member of the team in pursuit of this goal.
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Циганок, О. А. "Розробка мобільного додатку ОС Android комп’ютерної 2D гри". Thesis, Чернігів, 2020. http://ir.stu.cn.ua/123456789/23641.

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Циганок, О. А. Розробка мобільного додатку ОС Android комп’ютерної 2D гри : випускна кваліфікаційна робота : 123 "Комп’ютерна інженерія" / О. А. Циганок ; керівник роботи Є. В. Риндич ; НУ "Чернігівська політехніка", кафедра інформаційних та комп’ютерних систем. – Чернігів, 2020. – 85 с.<br>Об’єктом досліджень слугують процеси розробки двомірного ігрового застосунку у жанрі «Платформер» для Android. Предметом дослідження є методи, прийоми та інформаційні технології розробки ігрового програмного забезпечення для пристроїв на базі Android платформ. Метою роботи є створення прототипу двовимі
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Nylin, Tobias. "Z Excursion : Spel-bidrag till Swedish Game Awards." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-23414.

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This report describes my degree project. For my degree project I made a demo for a game idea that I've developed, and implemented for use with Xbox 360. The idea was about converting the feeling and gameplay of old 2D side-scrolling platform games into 3D, viewed from a first-person perspective. The Xbox 360 version of the demo was also submitted for the game competition Swedish Game Awards.  In the report, I explain this idea more extensive, what software I used to implement it, and how I implemented it. Finally, at the end I clarify the results and discuss fulfilled tasks and future improvem
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Zhang, Hangning, and Clement Pirelli. "Shadows in 3D platformer games : A comparative analysis of shadowmaps and blob shadows." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-413406.

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The challenges found in three-dimensional platformer games heavily rely on the player’s ability to perceive depth and it is therefore crucial for them to feature shadows as they are an important depth cue for the human visual system. In this paper, we compare two different kinds of shadowing solutions, blob shadows and shadow-maps. Subjects split into two groups each played a differently shadowed version of a 3D platformer game prototype as well as a common, unshadowed version. The first group’s prototype featured blob shadows while the second group’s used shadowmaps. The players were asked to
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Erhard-Olsson, Niklas. "Procedural Generation of 2D Levels for a Motion-based Platformer Game in Unity with Large Amount of Movement." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-152860.

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This thesis mainly describes and implements a new way of analyzing motion generated when playing a motion controlled game. It also describes the implementation of automatic level generation together with the utilization of Unitys excellent new 2D tools. The motion controller used to play the prototype game is ported and implemented with Unitys own shader language and stored as a reusable prefab for any Unity project. A new specific method of analyzing the motion mapped to the level is implemented in Unity. Some game specific analysises is presented with the said method, and examples of how the m
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LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO<br>Game Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claram
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Nejepínský, Adam. "Monetizace vysokorozpočtových herních titulů." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-162628.

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The master thesis deals with the monetization of big-budget video game titles. For this purpose the attention is paid to the three basic areas, namely business models, specific video game marketing and piracy. The theoretical part of the thesis analyzes and describes these aspects and looks for their strengths and weaknesses. It creates a possible ways to monetize the big-budget video game titles as well as the theoretical framework which is necessary for the research. In our research the attention is paid to the results of the questionnaire investigation, which is focused on gamers opinions a
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Ziegenbein, Tim. "Designing HTML5 2D platformer for web cam based motion games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-122038.

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Movement interaction in games has over the last years been a main subject in the area of game design and recent motion based interaction systems provide many improvements over earlier systems. Research has proven that motion based games provide several benefits over general games, they increase the players’ engagement level and may induce both mental and physical health benefits. Still, not much research has been conducted in the area of motion based platform games, even though the platform game genre is one of the most popular game genres. In this thesis, a case study is conducted in order to
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer c
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Wahlman, Kim. "Serious Platform Games : A comparative study between a serious game and a conventional method." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13709.

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A big problem in the world today is vaccine hesitancy (VH), a tool to combat this could be to use serious games (SG) as a tool for education. There has been some research into this field, these studies have mainly used a single game or looked at a series of games, and they have required quite a lot of interaction. A trivia can allow the player to focus on thinking rather than performing various tasks; even if both can be equally educational. In this work a platform game was developed and used together with a questionnaire to test the knowledge of the common person in regard to vaccines and vac
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Grassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.

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L'obiettivo di questa tesi è stato quello di progettare ed avviare lo sviluppo di un videogioco 3D multipiattaforma, nello specifico PC(Windows) e Mobile(Android), realizzandone poi una demo, affrontando così tutte le problematiche che possono sorgere quando si sviluppa un programma per dispositivi profondamente diversi fra loro. Il videogioco che si è scelto di realizzare è del genere “First Person Adventure”, in cui il giocatore deve esplorare la mappa di gioco, ed interagire con i vari elementi presenti al fine di far procedere la storia, il tutto realizzato ad un livello qualitativo s
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Gustafsson, Adam. "An Analysis of Platform Game Design : Implementation Categories and Complexity Measurements." Thesis, Linnéuniversitetet, Institutionen för datavetenskap (DV), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-35517.

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This thesis addresses design and development associated problems identified within theplatform-game genre. The problem described originates from the fluctuating curve ofinterest towards the platform-game genre that can be observed between the 1980’s andtoday. The problem stated in this thesis is that modern platform-game developers mayoften overlook and –or deprioritize important design and gameplay related componentsthat we find reoccurring in previously popular games within the genre.This thesis strives to address such problems by decomposing the developmentprocess of a platform game into a
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Persson, Martin. "Development of three AI techniques for 2D platform games." Thesis, Karlstad University, Division for Information Technology, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-1.

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<p>This thesis serves as an introduction to anyone that has an interest in artificial intelligence games and has experience in programming or anyone who knows nothing of computer games but wants to learn about it. The first part will present a brief introduction to AI, then it will give an introduction to games and game programming for someone that has little knowledge about games. This part includes game programming terminology, different game genres and a little history of games. Then there is an introduction of a couple of common techniques used in game AI. The main contribution of this dis
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Hansson, Rasmus, and Milan Gajic. "Spela plattformsspel som hemläxa – spel med fokus på läromaterial enligt läroplanen." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20538.

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Det finns många positiva aspekter med spel i undervisningen, bland annat kan det bidra till ökadmotivation och engagemang. Men det finns också många hinder, det kan krävas mycket tid av läraren föratt sätta sig in i och lära sig hantera ett specifikt spel och det kan vara svårt att anpassa ett spel tillläroplanen, vilket i sin tur kan göra undervisningen långsammare och ineffektiv. Denna studie syftar tillatt undersöka om huruvida läxläsning kan utföras med hjälp av digitala spel på ett effektivt och roligt sätt.Rapporten beskriver ett spel där läraren kan anpassa innehållet efter läroplanen.
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Rýdl, Vojtěch. "Gamifikační systémy a jejich integrace v organizaci." Master's thesis, Vysoká škola ekonomická v Praze, 2013. http://www.nusl.cz/ntk/nusl-204903.

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Main topic of this thesis are gamificaton system and their implementation in organizations. The first chapter describes theoretic part of gamification. Second addresses options of using game elements in workspace and approaches to designing a gamification system. In the third part there is comparison of gamification platforms. The last chapter describes the design of the orignal gamification system for web application.
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Gustavsson, Per. "Creation and optimization of motion-based platform game in Unity 3D : How variated levels in amotion based platform game affects performance." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-170824.

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With computer games getting more and more advanced with every year, game developers need to get creative to attract an audience. Throughout the years, tries has been made by moving away from the traditional gaming controller to enrich the gaming experience and to create a more healthy view upon the gaming industry. Most of these has involved the need of additional equipment to play the game, but what if all you need is the hardware in the computer? This report made findings in how to create a game that easily can be scaled by adding additional levels with custom tools for creation and modifica
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Burdulis, Arvydas. "Internetinė platforma interaktyviam komandiniam darbui realiu laiku." Master's thesis, Lithuanian Academic Libraries Network (LABT), 2013. http://vddb.library.lt/obj/LT-eLABa-0001:E.02~2012~D_20131105_094325-18022.

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Informacinių technologijų panaudojimas žmonių gyvenime vis didėja, taip pat didėja ir jų pritaikymas mokymo procese. Deja, kompiuterinės mokomosios priemonės beveik neišnaudoja komandinio darbo galimybės, nors tai laikoma viena daugiausiai žadančių inovacijų ugdymo procese. Šiai spragai užpildyti sukurta platforma, įgalinanti mokomiesiems žaidimams suteikti interaktyvaus komandinio darbo realiu laiku galimybę. Platforma skirta praktiniam pritaikymui mokomajame portale http://mokinukai.lt. Siekiama, kad platforma atitiktų šiuos reikalavimus: būtų universali ir pritaikoma įvairioms sritims, leng
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Kučera, Martin. "Motivační výuková hra na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234913.

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The aim of the dissertation is to create a prototype of an educational game which should help students with the choice of future their studies. To this end, the game introduces the topic of logic systems in a non-threating interactive way with clear illustrative examples. The theoretical part of the work deals with the background knowledge necessary in order to design the game. It explains logic systems, gates, flip-flop circuits, and explores various aspects of game genres with primary focus on puzzle games and their history. In addition, the dissertation presents some of the issues related t
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Andersson, Emelie. "Multiple Platform First : Design Guidelines for Multiple Platform Games." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-160991.

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This thesis investigates the two gaming platforms PC and Console and how the interfaces of games on these platforms could be designed more efficiently making it easier to release games on multiple platforms. In other words, how could the Multiple Platform First method look. Little previous work exist on this problem so this thesis work gathers information from other industries and also research on user interfaces in games in general. By looking at games running on both platforms different best practises and common solutions were discovered. A study was conducted testing different in-game compo
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Östh, Mattias. "Smartphone Application Development : Porting existing PC game for multiple platforms." Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-213376.

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An already created PC game exists and the goal of this project is to find a solution to port the game to the most popular smartphone platforms using mostly one generic code. The game to be ported is a musical game where the player uses an acoustic guitar to interact with the game using with the help of real time audio analysis. This thesis goes through the development process to reach the objective by investigating proper tools and issues around the performance and human-computer interaction from the perspective of the smartphone. The result of the project is an application prepared for the pl
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided
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Persson, Martin, and Daniel Lindsäth. "Implementation of a 2D Game Engine Using DirectX 8.1." Thesis, Karlstad University, Division for Information Technology, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-367.

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<p>This paper describes our game engine written in C++, using the DirectX libraries for graphics, sound and input. Since the engine is written using DirectX, an introduction to this system is given. The report gives a description of the structure of the game and the game kernel. Following this is a description of the graphics engine and its core components. The main focus of the engine is on the physics and how it is used in the game to simulate reality. Input is discussed briefly, with examples to show how it relates to the physics engine. Implementation of audio in the game engine is not des
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PEZZERA, MANUEL. "DESIGN AND DEVELOPMENT OF AN ADVANCED EXER-GAME BASED AUTONOMOUS HOME REHABILITATION PLATFORM." Doctoral thesis, Università degli Studi di Milano, 2021. http://hdl.handle.net/2434/816958.

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Con l'aumento dell'aspettativa di vita, stiamo assistendo a un continuo invecchiamento della popolazione e, di conseguenza, a un aumento delle patologie legate all'età. Anche per questo motivo, i costi della sanità e della riabilitazione sono in continuo aumento, costringendo le strutture ospedaliere a ridurre la durata della degenza, precludendo ai pazienti la possibilità di ricevere cure adeguate e potenzialmente perdendo le capacità motorie acquisite fino a quel momento. Per cercare di mitigare questo problema, la riabilitazione domiciliare autonoma ha recentemente iniziato a diffondersi, p
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Tråvén, Sandra. "Procedural world generator for platform games." Thesis, Linköpings universitet, Medie- och Informationsteknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139020.

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Creating big games with a lot of content takes time. When it comes to designing levels, two time consuming tasks are creating the content for the levels and placing it in interesting ways. The placing of the content can be done procedurally and is called level generation. By using level generation, the designers need to spend less time working on the levels and if the level generation can be used at run time to create new levels it can also greatly increase the replayability of the game. This thesis is about creating a generator that places platforms and obstacles in an interesting and challen
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Horký, Lukáš. "Rozšíření vývojové platformy Unity pro vizuální programování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-385939.

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The goal of the thesis is to create an extension for Unity Development Platform that will allow creation of computer games from design of game logic to scene programming on visual level. The extension forms an abstract layer between designers, who manage game objects on logic level, and programmers, who are responsible for implementation of parts that can't be created automatically. It then facilitates some designing processes and iterations by eliminating the need of manual programming in places that can by automate and allows to concentrate on the design process itself.
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Gutierrez, Gaviria A. (Aileen). "Network effects between mobile games and platforms." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201806062483.

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This thesis aims to explore the concept of network effects between platforms and mobile games by analyzing economic theories on network economics, information goods, two-side market, and the game industry itself. There is previous research on gaming, but it deals with online gaming and consoles, not “mobile” specifically, which is why this thesis is specifically dealing with mobile games. Over the past decade, the game industry has been changing because of advancements in technology, and the changing demography of who plays games. This makes the gaming industry economically interesting from th
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Jackson, David. "Digital games as collaborative story-writing platforms." Thesis, Manchester Metropolitan University, 2015. http://e-space.mmu.ac.uk/593707/.

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Can a game help you write a meaningful story with others? Academic discussion of collaborative story-writing games usually contains reference to Surrealist game Exquisite Corpse, known to many as Consequences. In it, a game rule prohibits players, writing in turn, from reading most of the story written before their contribution. This rule promotes a fragmented form of narrative which, although often inventive and entertaining, does not often fulfil the normal requirements of a story. Is it possible to design a writing game with different rules that instead promote the production of a cohesive
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NETO, VICENTE CORREA DA SILVA. "A JRPG GAME PLATFORM WITH THE PURPOSE OF EDUCATION AND ENTERTAINMENT." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2016. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=28684@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO<br>Neste projeto, inspirados pelas áreas de Pedagogia e Entretenimento, buscamos criar uma plataforma de desenvolvimento de jogos eletrônicos, cujo o objetivo é facilitar a criação de jogos educativos do sub-gênero JRPG (Japanese Role Playing Games), mais interessantes do que a maioria dos jogos educativos disponíveis no momento. O gênero RPG é, por definição, baseado em contação de histórias e interpretação de papéis, identificadas pela literatura como importantes ferramentas cognitivas capazes de estimular a imaginação dos estudantes, envolv
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Vlková, Lenka. "Výuková hra na platformě XNA." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237138.

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This work deals with design and implementation of a game based on the XNA platform. It describes the platform and its possibilities of game development for both the PC and the Xbox 360 console. The implemented game is called NanoHeal and it is about the treatment of various health problems. The work also investigates graphic techniques such as non-photorealistic rendering, the depth of field effect and particle systems. These techniques are used to achieve the distinguished look of the game. Key features of the game were evaluated in the online questionnaire.
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Yan, Chang. "A computational game-theoretic study of reputation." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:e6acb250-efb8-410b-86dd-9e3e85b427b6.

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As societies become increasingly connected thanks to advancing technologies and the Internet in particular, individuals and organizations (i.e. agents hereafter) engage in innumerable interaction and face constantly the possibilities thereof. Such unprecedented connectivity offers opportunities through which social and economic benefits are realised and disseminated. Nonetheless, risky and damaging interaction abound. To promote beneficial relationships and to deter adverse outcomes, agents adopt different means and resources. This thesis focuses on reputation as a crucial mechanism for promot
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Acosta, Corrales Nieves Mauricio Jesus, Flores Diego Andres Everett, Fiorentini Luis Diego Goicochea, Mago Mauricio Nagaro, and Milligan Niccolo Noriega. "Proyecto Academia Gamer." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652261.

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El siguiente proyecto consiste en implementar un negocio que sea rentable, exitoso y pueda sacar beneficios a cada uno de los integrantes o dueños de la compañía. Academia Gamer, es un negocio que brinda todas las herramientas para aprender las principales mecánicas de juego de los más famosos videojuegos de la actualidad. Va dirigido a todas las personas, niños y adultos, de 18 a 35 años de edad que disfruten de jugar juegos de computadora, además de tener un asesoramiento personalizado en grupos de hasta cinco personas. En la actualidad el sector de videojuegos, fue incrementado su participa
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Fekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.

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In this paper the research surrounding the Augmented Reality in games on Android platform was performed by testing 108 games from Google Play Market and by analyzing the hundreds of user reviews to determine the level of acceptance and the level of technical stability of the mobile games based on that technology. The Location-based, Marker-based and games based on somewhat different approach were studied and compared by the runtimes, game genres and by the featuring aspects including the presence of multiplayer mode, sound effects and the dimension that the virtual objects were positioned in.
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Wang, Han-Wei, and 王漢偉. "Study of Puzzle Platformer Game Design." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/96639758844796526250.

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碩士<br>國立臺北教育大學<br>數位科技設計學系(含玩具與遊戲設計碩士班)<br>100<br>In recent years, puzzle platformers have become more and more popular among indie-game developers. They are also mostly more innovational in their game mechanism comparing to triple-A titles, which become more and more expensive to be created. Puzzle platformers are very unique in game mechanisms. Creating a game while with no similar game to be referenced is a challenging task. In this study, a design process for puzzle platformers was proposed. This proposed process includes exploratory design, game design patterns implementation and a level
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Chen, Chih-Wen, and 陳智文. "A Mobile Game Development Platform." Thesis, 2004. http://ndltd.ncl.edu.tw/handle/59140187602120796997.

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碩士<br>國立交通大學<br>資訊工程系所<br>92<br>With the rapid development of mobile games, more and more mobile games have been designed. For the same class of mobile games, the scenarios and design architectures are usually similar. Hence, we hope to set up a mobile game development platform for game designers to develop mobile games easier and faster. In this thesis, the mobile game development platform focuses mainly on the board games and card games. Besides, in the mobile devices, since the memory sizes for programs are usually small, so that reducing the code size is another important issue in thi
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Oliveira, Nelson André Amaral de. "Generating Entertaining Platform Game Levels." Master's thesis, 2014. https://repositorio-aberto.up.pt/handle/10216/75796.

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Linhares, Rui Pedro Costa. "PUMA Game Platform-Browser/Editor." Master's thesis, 2020. http://hdl.handle.net/10316/92120.

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Dissertação de Mestrado em Engenharia Informática apresentada à Faculdade de Ciências e Tecnologia<br>A atividade de gaming é uma das principais formas de entretenimento, principalmente pelo número de jogadores, e por estar em constante evolução. A produção de videojogos é uma atividade relevante na sociedade contemporânea, cultural e economicamente, enquanto forma de criação. Para alimentar este fenómeno torna-se essencial desenvolver alternativas que facilitem o processo de criação e produção de jogos originais. Uma game engine é uma plataforma de software que permite o desenvolvimento de um
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Oliveira, Nelson André Amaral de. "Generating Entertaining Platform Game Levels." Dissertação, 2014. https://repositorio-aberto.up.pt/handle/10216/75796.

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Hsu, Chu-Hsiang, and 許註翔. "WGFC--a WAP Game Developing Platform." Thesis, 2001. http://ndltd.ncl.edu.tw/handle/67510587639124200583.

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碩士<br>國立交通大學<br>資訊工程系<br>89<br>Due to the abundant resources and diversified information services, the popularity of Internet has rapidly grown in the last years. However, in the traditional wireline Internet, user can only access services at some fiexd locations. Because the progress of techonogy in wireless communications and the portable communication devices, along with the wireless application protocol, many users can access Internet informations through the cellular phones which support wireless application protocol. There are many kinds of wireless applications have been developed. Fo
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Yet-Shiang, Wang, and 汪益賢. "WGDP--A WAP Game Development Platform." Thesis, 2002. http://ndltd.ncl.edu.tw/handle/44536092979484474785.

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碩士<br>國立交通大學<br>資訊工程系<br>90<br>For the recent ten years, because of the highly-grow-up Internet, wireless communications, and online games, many people recognize for wireless online game will have market latent capacity. This thesis follows earlier research of WGFC in our Lab. and studies how to build an integrated wireless game development platform. The platform we developed is designed for WAP games and is based on the CYC platform. We call this platform a WAP Game Development Platform (WGDP). The WGDP is suitable for developing the play-on-table games, such as poker games, board games, etc.
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Wang, Hao-Chen, and 王浩辰. "Construction of 3D Game Streaming Platform." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/vjz778.

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Izumi, Sho, and 張智翔. "Business Model of Blockchain Game Platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/uwr6aq.

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碩士<br>國立政治大學<br>經營管理碩士學程(EMBA)<br>107<br>At the end of 2017, Bitcoin's global redemption based on blockchain technology was better than the previous year's "Pokémon Go". For a time, it seems that all walks of life have to pull a little relationship with the blockchain, and then follow the footsteps of the times. However, the fact is that blockchain technology is still in the development stage. This study uses "blockchain technology" + "game platform" as an example to study how to apply "blockchain technology" to solve game developers and game players in the game industry. The pain points faced
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Lu, Chang-Chun, and 呂昶諄. "Wireless Online Game Platform and Implementation of a Collectable Card Game." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/99208182708885734987.

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碩士<br>國立成功大學<br>資訊工程學系碩博士班<br>91<br>Because of the rapid growth of wireless networks and mobile users, the wireless access services are not only the voice services but also the multimedia services. The entertainment is always an important part of multimedia services. As an example, for Internet the online game has become a very popular entertainment for human life. The same as wireless networks, the wireless online game is happening.   Compared with the market of wire online games, the one of wireless online games is much smaller. But the potential for wireless online game is worth keeping a
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Yu-HanCheng and 程鈺涵. "CodeGame : A Game-Based Learning Platform forProgramming." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/n8vmx7.

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Silva, Marco António Sousa Nunes Fernandes. "Flash platform games engine." Master's thesis, 2008. http://hdl.handle.net/10216/57641.

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Silva, Marco António Sousa Nunes Fernandes. "Flash platform games engine." Dissertação, 2008. http://hdl.handle.net/10216/57641.

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Yeh, Jun-Tin, and 葉俊廷. "Work, Leisure and Play Time:Web Game as Platform." Thesis, 2010. http://ndltd.ncl.edu.tw/handle/14214030291577870781.

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碩士<br>國立交通大學<br>資訊學院碩士在職專班資訊組<br>98<br>Appropriate leisure and relaxation can help workers to alleviate stress and return to work quickly during working hours. Hence, personal usage of internet and playing computer games are common for relaxation in the workplace. With the advances of the internet, browsers have become the best medium for workers to acquire the information and spend their spare time. Before the invention of browser-based multi-player online games that are called "Web Game", there were only single-paged casual games or single-player games on browsers. Web Game makes it possible
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Liao, Shih-Ting, and 廖詩婷. "wWGDP — A Wireless and WAP Game Development Platform." Thesis, 2003. http://ndltd.ncl.edu.tw/handle/05946884062996655682.

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碩士<br>國立交通大學<br>資訊工程系<br>91<br>For recent years, the popularizing of hand-held devices, such as mobile phone, PDA (Personal Digital Assistant), and laptop, makes wireless communication network growing up steady. Internet connection with any devices at any time and anywhere is the oncoming tendency. Many enterprises would take the field of wireless communication network into consideration when developing their e-solutions. This thesis follows WGDP (WAP Game Development Platform) [1] last year in our Lab. We expand the platform to support some wireless devices, such as Java phone and
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Wu, Tzu Jen, and 吳慈仁. "The study of Facebook-based network game platform." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/58204668148133172513.

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碩士<br>國立交通大學<br>資訊學院資訊科技(IT)產業研發碩士專班<br>99<br>In this thesis we study a network game platform for Facebook applications, and especially to focus on the performance of platform. So, we plan to design a prototype network game platform for Facebook ,use Facebook API Communications with Facebook server. And study its performance in many aspects, such as response time, throughputs, scalability (the number of game servers vs. the number of users) and security, communication performance, and game plugin.
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LU, HAN, and 盧涵. "The Study of Business Model for Game Platform." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/tj53k5.

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碩士<br>東吳大學<br>企業管理學系<br>107<br>In today's digitalization, more connections between people through the Internet have created a new business model of "Platform Economy". With the development of digitalization, "online games" has also become one of the major entertainment industries in modern times. The business model of the game platform is worthy of attention and research. This study analyzes and compares the evolution of business models for two different game platforms. In theoretical contribution, this study points out that the development direction of the platform depends on what core value
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Narang, Shivika. "Design of Trusted Market Platforms using Permissioned Blockchains and Game Theory." Thesis, 2018. https://etd.iisc.ac.in/handle/2005/4917.

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The blockchain concept forms the backbone of a new wave technology that promises to be deployed extensively in a wide variety of industrial and societal applications. Governments, financial institutions, banks, industrial supply chains, service companies, and even educational institutions and hospitals are investing in a substantial manner in the hope of improving business efficiency and operational robustness through deployment of blockchain technology. This thesis work is concerned with designing trustworthy business-to-business (B2B) market platforms drawing upon blockchain technology
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