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Artykuły w czasopismach na temat "Smartphones gamers"

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Hayati, Nur, and Novada Indra Roesdiana. "Medical Students’ Frequency of Playing Online Games with Their Academic Performance: A Cross-Sectional Study." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 14, no. 1 (2025): 1. https://doi.org/10.22146/jpki.87453.

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Background: Recently, internet users in Indonesia are getting higher. About 10% of these users are online gamers. Playing games on video or computer is believed to be educationally beneficial, but this is still limited to educational type games for learning activities. This study aims to determine the relationship between the frequency of playing commercial online games on smartphones with academic achievement of the Medical Faculty of Universitas Muhammadiyah Yogyakarta students.Methods: This was a quantitative study with cross-sectional research design. Data on the frequency of playing onlin
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Kalyani, Pawan. "An Empirical Study on Gaming Industry in India with Special Reference to the SmartPhone Games & Smart Generation Players of School and College." Journal of Management Engineering and Information Technology (JMEIT) 4, no. 3 (2017): 19–29. https://doi.org/10.5281/zenodo.821242.

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Gaming industry is a multi – million dollar industry worldwide it is growing rapidly even more then movies and music industry. Start from the Mario to the latest games in PC, Consoles or in Mobile phones there is a drastic change in graphics and animation. In this empirical research paper the researcher wants to explore the specific area of smartphones gamers and smart generation users of school & colleges due to availability of high end smartphones in different price range the gaming market is on the boom. The research paper has a series of questionnaire to find out the various aspects ab
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Kuswantoro, RB Hendri. "Minat Memainkan Game Edukasi Berbasis Smartphone (Studi Kasus Pada Minat Komunitas Gamer Semarang Memainkan Game Bubble Zoo Collect )." Journal of Animation and Games Studies 4, no. 1 (2018): 51–72. http://dx.doi.org/10.24821/jags.v4i1.2121.

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Perkembangan teknologi saat ini telah memasuki segala aspek kehidupan. Salah satu teknologi yang sangat berkembang adalah telepon pintar atau smartphone. Selain sebagai alat komunikasi, smartphone juga menjadi salah satu alat yang dapat digunakan untuk membantu berbagai keperluan diantaranya membuka internet, sebagai sarana multimedia, bermain game, proses pembelajaran dan lain-lain. .Metode pengumpulan data pada penelitian ini menggunakan metode surveydengan penyebaran kuesioner kepada komunitas gamer semarang sebanyak 20 anggota. Seluruh anggota komunitas mempunyai kebiasaan memainkan game.
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Yoon, Kyong, and Dal Yong Jin. "The Gamification of Mobile Communication among Young Smartphone Users in Seoul." Asiascape: Digital Asia 3, no. 1-2 (2016): 60–78. http://dx.doi.org/10.1163/22142312-12340048.

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Drawing on the empirical findings, the present study discusses how mobile media and gaming practices are integrated with young people’s everyday lives in Seoul, Korea. In particular, the present study aims to critically examine mobile gaming as a social practice, by adopting the notion of “gamification”. The study has found that users coped with urban everyday life by appropriating mobile apps and thus engaging with the gamification of mobile communication. Various mobile games have become popular add-ons on smartphones and offered casual involvement in gaming in daily moments such as commutin
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Yonathan Lukar and Arfat Umbola. "Komunitas dan Youth Esport." Jurnal Praba : Jurnal Rumpun Kesehatan Umum 2, no. 4 (2024): 240–43. http://dx.doi.org/10.62027/praba.v2i4.176.

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Communities individuals or people who have similar characteristics such as geography, culture, race, religion, or equal socio-economic conditions. A community is also a group of people with similar characteristics or interests who live together in a larger society. E-sports (electronic sports) is a term for video game competitions connected to devices such as computers or smartphones, usually played collectively, where the players are professionals. This community can be used to gather or group people's interests, especially in esports or video games. In fact, the public still has negative pre
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Liu, Hongzhe. "Female Players' Influence in the Chinese Video Game Market." Highlights in Science, Engineering and Technology 88 (March 29, 2024): 116–23. http://dx.doi.org/10.54097/y7ms1s18.

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Since the video game industry in China has been promoted by the government, China is gradually becoming the world's largest mobile game market. In this growing trend, female players have contributed a lot. This paper employs numerous data about female players in China, including the number of female players, gender distribution of video games, actual sales of female games, etc., to develop multiple linear regression models for analyzing female players' influence in the Chinese video game market. In order to show and analyze the results more accurately, this paper uses several graphs to show tr
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Muliana, Lia, M. Nazaruddin, Alwi Alwi, Ibrahim Chalid, and Fajri M. Kasim. "SOCIAL CONTROL AGAINST ONLINE GAME-ADDICTED TEENSIN PADANG SEURAHET VILLAGE, JOHAN HEROES DISTRICT BARAT ACEH DISTRICT." Malikussaleh Social and Political Reviews 3, no. 2 (2022): 40. http://dx.doi.org/10.29103/mspr.v3i2.8707.

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The phenomenon of online game addiction is rife in the current digitalization era, especially among teenagers in Padang Seurahet Village. Variants of online games that are often accessed by teenagers are free-to-fire games or war games. Addiction was observed from the outpouring of time playing online games and the non-conformist behavior of adolescents. In analyzing this social event using a qualitative method with a phenomenological approach. The results show that the aspects that encourage teenagers to become addicted to online games are because teenagers can expand their social networks wi
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Baltezarević, Radoslav, Borivoje Baltezarević, and Ivana Baltezarević. "Advantages of digital marketing in the world of digital games." International Review, no. 1-2 (2024): 69–76. http://dx.doi.org/10.5937/intrev2401069b.

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The digital gaming industry, apart from being extremely powerful, also gathers a multi-million audience of gamers. With gamers playing digital games with the help of gaming consoles, computers and smartphones, and spending most of their time in the virtual space, it is certainly best to communicate in their digital environment. In order for companies to reach this target market, to achieve an emotional connection with consumers, and advertise their products, it is advised to use digital marketing strategies, such as social media marketing, content marketing, video marketing, search engine opti
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Rosdiana, Lilis Amaliah. "Students’ Responses Toward Kahoot Application in Indonesian Subject." Alinea: Jurnal Bahasa, Sastra, dan Pengajaran 2, no. 1 (2019): 1. http://dx.doi.org/10.35194/alinea.v2i1.519.

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This article aims to describe university students' responses toward Kahoot! application in Indonesian subject. Kahoot! application is commonly played by gamers in their smartphone. However, the writer used this application as a medium of teaching Bahasa Indonesia, more specifically during the quiz. The quiz was conducted once in the session of the subtopic Ejaan Yang Disempurnakan (EYD). The research method used in this study was descriptive method, with questionnaire as the research instrument. The results show that the students were more motivated, more enthusiastic and able to manage their
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Azra, Arby Azyumardi, and Ardiawan Bagus Harisa. "Alternating Sword Controller in First-Person Action Game using Fuzzy Logic for Adaptive Enemy." Journal of Games, Game Art, and Gamification 9, no. 2 (2024): 57–63. https://doi.org/10.21512/jggag.v9i2.10549.

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Virtual Reality (VR) has become widespread in the gaming industry, but the high cost of VR devices makes it difficult for gamers to own one. This research provides a solution by creating a new First-Person Action game that has Motion Controller using the gyroscope sensor on smartphones. A game with adaptive difficulty is necessary, as playing a game that is too easy or difficult can lead to frustration and boredom. This research applies the Fuzzy method to implement the adaptivity of the enemy to the player. The Fuzzy system will model the player's ability based on their performance in a level
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Rozprawy doktorskie na temat "Smartphones gamers"

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Mossum, Veronika. "Designing for smartphone AR games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20259.

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Efter en tillfällig intresseminskning åren efter 2012, har AR nu nått en stadig takt av ökat intresse. Med smartphones som en ny plattform för AR applikationer, förflyttas forskningen till ett bredare fält och når en större användargrupp. Syftet med denna undersökningen är att bidra med kunskap i detta snabbväxande område, med fokus på interaktionsdesign för AR applikationer. Hur ser design strategierna ut i AR spel och om det finns några riktlinjer, hur används dem? En tvådelad innehållsanalys har genomförts som en del av denna uppsats. Första delen använder sig av ett kodsystem för att under
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Holmgren, Johan. "Addiction to smartphone games : Using smartphone game components to create an addiction." Thesis, Umeå universitet, Institutionen för tillämpad fysik och elektronik, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-121946.

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Smartphone games are very popular and have the highest revenue of all smartphone application categories. Some even suggest that the the games can create an addiction. This addiction has however not been classified as a disorder and the components in the games that create an addiction have not been determined. This thesis had two goals. The first was to investigate and identify addictive components in smartphone games. The second goal was to use these components to develop an addictive proof of concept smartphone game prototype. The prototype was also to be evaluated regarding usability and how
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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 det
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Kadow, André Luis Dal Santo. "A gamificação no desenvolvimento de aplicações móveis para smartphones e tablets." Pontifícia Universidade Católica de São Paulo, 2014. https://tede2.pucsp.br/handle/handle/18139.

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Made available in DSpace on 2016-04-29T14:23:25Z (GMT). No. of bitstreams: 1 Andre Luis Dal Santo Kadow.pdf: 10906966 bytes, checksum: f2074dfcf9f800daa95f3ba5d4e259e3 (MD5) Previous issue date: 2014-02-21<br>The concept of gamification applied to mobile devices is extremely new, in view that cell phones began to offer the necessary characteristics to an effective project since the second half of last decade through a major interactivity, new interfaces and communication performed through the principle of location due to the arrival of 3G. The main idea of this work is the design and the con
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Bach, Carina, and Kenny Ek. "Köpprocessen : APPlicering vid nedladdning av spelappar på smartphones." Thesis, Högskolan i Borås, Akademin för textil, teknik och ekonomi, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-960.

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Appar är idag en stor marknad eftersom de flesta äger en smartphone och därför är potentiella appkonsumenter. Trots att endast en tredjedel av alla svenskar betalar för mobilspel spenderas hundratals miljoner kronor på köp av appar varje år. Spel är den mest populära appkategorin i svenska App Store och Google Play vilket gör att utvecklare som inte skapar spel har svårt att synas. En etablerad modell i marknadsföringsområdet är köpprocessen, som beskriver hela processen genom ett köp från behovsupptäckande till utvärdering av inköpt produkt. Förståelse för vad som påverkar konsumenter i de ol
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Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race r
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Allen, Kacie C. "Developing and Testing Smartphone Game Applications for Physical Activity Promotion in Adolescents." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/22050.

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Though the benefits of physical activity are numerous and well-known, very few adolescents are meeting physical activity recommendations. Moreover, past research shows that physical activity declines with increasing age with this decline beginning in adolescence. One approach to promote physical activity is through mobile technology such as a mobile phone. Since mobile phone ownership is relatively high (77%) and there is no digital divide by race/ethnicity or socioeconomic status, mobile phones may be suitable for physical activity promotion. Few studies have promoted PA using a mobile phone
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Ciman, Matteo. "Smartphones as ubiquitous devices for behavior analysis and better lifestyle promotion." Doctoral thesis, Università degli studi di Padova, 2016. http://hdl.handle.net/11577/3424364.

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Ubiquitous Computing, the third computing era, has taken into people' life a huge amount of invisible and pervasive devices, i.e., smartphones, tablets, sensors, etc. Considering their pervasiveness and their presence in people' everyday life, in the last few years research focused its attention on how it is possible to use smartphones to improve people' life. In particular, nowadays smartphones are equipped with an ample set of different sensors, i.e., accelerometer, barometer, light sensor, etc., that can constantly acquire data from the surrounding environment of the user, or about his/h
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Löwegren, Marcus, and Rikard Johansson. "Using your Smartphone as a Game Controller to your PC." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4384.

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Many people in the world today own a smartphone. Smartphones of today usually have an advanced array of inputs in forms of tilting, touching and speaking, and outputs in forms of visual representation on the screen, vibration of the smartphone and speakers for sound. They also usually have different kinds of connectivity in forms of WLAN, Bluetooth and USB. Despite this we are still not seeing a lot of interaction between computers and smartphones, especially within games. We believe that the high presence of smartphones amongst people combined with the advanced inputs and outputs of the smart
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Fitz-Walter, Zachary J. "Achievement unlocked: Investigating the design of effective gamification experiences for mobile applications and devices." Thesis, Queensland University of Technology, 2015. https://eprints.qut.edu.au/83675/1/Zac%20Fitz-Walter%20Thesis.pdf.

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This thesis investigates the design of motivating and engaging software experiences. In particular it examines the use of video game elements in non-game contexts, known as gamification, and how to effectively design gamification experiences for smartphone applications. The original contribution of this thesis is a novel framework for designing gamification, derived from an iterative process of evaluating gamified prototypes. The outcomes of this research can help us to better understand the impact of gamification in today's society and how it can be used to design more effective software.
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Książki na temat "Smartphones gamers"

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Cabrera, P. J. iPhone games projects. Apress, 2009.

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service), ScienceDirect (Online, ed. Creating 3D game art for the iPhone with unity: Featuring modo and Blender pipelines. Focal, 2010.

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Daley, Mike. Learning iPhone game programming: A hands-on guide to building your first iPhone game. Addison-Wesley, 2010.

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Goldstein, Neal. IPhone game development for dummies. Wiley, 2010.

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Jordan, Lucas L. Beginning iOS6 games development. Apress, 2012.

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Itterheim, Steffen. Learn cocos2D 2. Apress, 2012.

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Joe, Hogue, ed. iPhone game development. O'Reilly, 2010.

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Mullen, Tony. 3D for iPhone apps with Blender and SIO2: Your guide to creating 3D games and more with open-source software. Wiley Pub., 2010.

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Mullen, Tony. 3D for iPhone apps with Blender and SIO2: Your guide to creating 3D games and more with open-source software. Wiley Pub., 2010.

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

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Części książek na temat "Smartphones gamers"

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Kulšinskas, Artūras, Cătălin Bălan, Nicholas Bukdahl, and Anthony Lewis Brooks. "Augmentation of Board Games Using Smartphones." In Universal Access in Human-Computer Interaction. Access to Learning, Health and Well-Being. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20684-4_47.

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Tregel, Thomas, Andreas Gilbert, Robert Konrad, Petra Schäfer, and Stefan Göbel. "Examining Approaches for Mobility Detection Through Smartphone Sensors." In Serious Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-030-02762-9_22.

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Tregel, Thomas, Felix Leber, and Stefan Göbel. "Incentivise Me: Smartphone-Based Mobility Detection for Pervasive Games." In Entertainment Computing and Serious Games. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_48.

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Ide, Akira, and Paweł Pachciarek. "Cultural frictions in the ethics of smartphone games." In Ethics and Sustainability in Digital Cultures. Routledge, 2023. http://dx.doi.org/10.4324/9781003367451-11.

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Dewanthi, Desyra Sukma, and Muhammad Azhar Nitipradja. "Integrated Model of Factors Affecting Consumer Attitudes Towards Video Game Online Shopping Through Online Storefront." In Proceedings of the 19th International Symposium on Management (INSYMA 2022). Atlantis Press International BV, 2022. http://dx.doi.org/10.2991/978-94-6463-008-4_120.

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AbstractThe rapid growth of technology has been experienced since the beginning of the 21st century. Technology has become inseparable from the daily life of today’s society; with the help of daily devices such as tablets, smartphones, and laptops, the internet can now be accessed instantly. Due to technology’s growth, many industries have become more digitalized. Industry such as entertainment and video games can now be distributed digitally through the company’s digital distribution, known as Online Storefronts. Digital distribution, such as Online Storefronts, enables users to purchase vide
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Kao, Wan-Chuan, and Jen Boyle. "Introduction." In The Retro-Futurism of Cuteness. punctum books, 2017. https://doi.org/10.21983/p3.0188.1.02.

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The Pokémon Go craze went global in the summer of 2016. Gamers, through their smartphone screens and cameras, could see an “augmented reality” — one animated by adorable poké-mon that they had to find, catch, and collect — superimposed on the world around them. Playing the game inside the Victoria and Albert Museum in London, we found ourselves mesmer-ized by the eerie entanglement of the embodied works of art all around us and the disembodied figures of cuteness overrunning the place. A strange temporal nexus had transformed and over-taken the museum. There, behind a Greek statue, lurked Pi
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Chang, Alberto, Lourdes Montalvo, and Freddy Paz. "Usability and Playability Heuristics for Augmented Reality Video Games in Smartphones." In Design, User Experience, and Usability. Practice and Case Studies. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-23535-2_2.

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McCauley, Brian, Foula Kopanidis, and Francis Farrelly. "Towards an Understanding of The Motivations to Play Games on Smartphones." In Looking Forward, Looking Back: Drawing on the Past to Shape the Future of Marketing. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-24184-5_72.

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Lin, Tzu-Min, Sheng-Chih Chen, and Pei-Jeng Kuo. "Motivations for Game-Playing on Mobile Devices – Using Smartphone as an Example." In Edutainment Technologies. Educational Games and Virtual Reality/Augmented Reality Applications. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23456-9_18.

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Li, Aoran, Ian Chai, and Kok-Why Ng. "Features in Smartphone Games Encouraging Physical Exercise: A Review of Gamification Trends." In Proceedings of the 3rd International Conference on Creative Multimedia 2023 (ICCM 2023). Atlantis Press SARL, 2023. http://dx.doi.org/10.2991/978-2-38476-138-8_21.

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Streszczenia konferencji na temat "Smartphones gamers"

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Gupta, Harshit Kumar, Binod Sinha, Anam Fatma, Vimal Bhatt, and Prabhat Kumar. "The Empirical Study on Addiction Towards Smartphone Games on Smart Generation Players of School and Colleges." In 2024 International Conference on Decision Aid Sciences and Applications (DASA). IEEE, 2024. https://doi.org/10.1109/dasa63652.2024.10836266.

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Florea, Adrian, Elimelec Burghelea, Delilah Florea, and Arpad Gellert. "MINIGL: GAME AND LEARNING." In eLSE 2015. Carol I National Defence University Publishing House, 2015. http://dx.doi.org/10.12753/2066-026x-15-027.

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"Learning may be boring! Try different games in the morning!" We just paraphrased a radio formula in order to explain that it is not need to force students to learn, but we can offer them attractive ways of acquiring knowledge, for example a game. Because nowadays almost every person has a smartphone, and students use smartphones more than PCs, we build games available to mobile devices (smartphone, tablets). Thus, even if they play simple exercises, their brain is working. Furthermore, by a mechanism of reward, they are motivated and want to play again in order to improve their performance, s
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Chen, Yilin, and Yu Sun. "An Intelligent Mobile Floating Application to Aid Seniors in using the Smartphone using Machine Learning." In 7th International Conference on Software Engineering and Applications (SOFEA 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111614.

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The twenty-first century is a century of rapid technological growth, one significant area being the smartphone [4]. By 2021, more than eight percent of US adults own a smartphone. Smartphones are capable of making phone calls, messaging texts, making purchases, taking pictures, playing games, finding roads, and more. However, not everyone is a beneficiary of this technology. Seniors often fall behind in this technology advancement. They often struggle with finding the right button to press or get confused with the variety of functions. This paper develops a floating application that when launc
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Machado De Andrade, Wiliam. "Mobile Game Design and Ergonomics: a necessary combination." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003861.

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Games for mobile phones constitute a fast-growing industry, with technologies and business models that explore their portability and facilitated access. The human factors on mobile playing did not follow such a development. With devices using touchscreens to control the game, usability ignored the ergonomics of holding and interacting with handheld narratives in opposition to video game console controllers. This article studies mobile gaming ergonomics to understand how playing with a handheld device changes body alignment, pondering whether game design can lead to or avoid postural injuries i
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Gama, Kiev, Rafael Wanderley, Daniel Maranhão, and Vinicius Garcia. "TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games." In VII Simpósio Brasileiro de Computação Ubíqua e Pervasiva. Sociedade Brasileira de Computação - SBC, 2015. http://dx.doi.org/10.5753/sbcup.2015.10177.

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The “Internet of Things” (IoT) brings the notion of heterogeneous objects using ubiquitous technologies to interact among them and with the physical environment through technologies such as Bluetooth, ZigBee, GPRS, NFC, QR code, among others. Based on the possibility of linking ordinary objects from the physical world to the Internet, this paper proposes and details a platform called TagHunt, for creating and playing scavenger hunt games. This platform leverages on smartphones’ capability to interact with ordinary objects using IoT-based technologies such as NFC and QR Code, stimulating the pl
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Shyba, Lorene. "Smartphones and interactive story development workshop." In 2015 IEEE Games Entertainment Media Conference (GEM). IEEE, 2015. http://dx.doi.org/10.1109/gem.2015.7377258.

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Ahn, Heejune, Muhammad Eka Wijaya, and Bianca Camille Esmero. "Understanding Usage Pattern of Korean Smartphone Users." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.28.

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Lu, Yan, Joseph T. Chao, and Kevin R. Parker. "HUNT: Scavenger Hunt with Augmented Reality." In InSITE 2015: Informing Science + IT Education Conferences: USA. Informing Science Institute, 2015. http://dx.doi.org/10.28945/2237.

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This project shows a creative approach to the familiar scavenger hunt game. It involved the implementation of an iPhone application, HUNT, with Augmented Reality capability for the users to play the game as well as an administrative website that game organizers can use to create and make available games for users to play. Using the HUNT mobile app, users will first make a selection from a list of games, and they will then be shown a list of objects that they must seek. Once the user finds a correct object and scans it with the built-in camera on the smartphone, the application will attempt to
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Kim, Jung-Yoon, and Won-Hyung Lee. "EEG Signal feature analysis of Smartphone Game User." In Games and Graphics 2013. Science & Engineering Research Support soCiety, 2013. http://dx.doi.org/10.14257/astl.2013.39.03.

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Novikov, Vsevolod, Maxim Lobanov, and Valeriy Shokurov. "Analysis of the mobile games market." In II All-Russian Scientific and Practical Conference of students, teachers, practitioners "Education-Science-Practice". Autonomous Non-Profit Educational Organization of Higher Education "Kuban Institute of Vocational Education", 2025. https://doi.org/10.64007/conferencearticle_683d99f01215a0.90686798.

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The work is devoted to the topical topic of mobile gaming, which is currently one of the most dynamically developing segments of the gaming industry. The growing popularity of mobile games is due to the widespread use of smartphones and the improvement of the technical characteristics of the devices. With the active adoption of 5G and cloud technologies, mobile games are becoming more complex and competitive, gradually approaching the level of console and PC games. In this regard, an analysis of the mobile games market has been carried out, allowing us to explore this topic more deeply and det
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Raporty organizacyjne na temat "Smartphones gamers"

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Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3759.

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages
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