Gotowa bibliografia na temat „Smartphones games”

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Artykuły w czasopismach na temat "Smartphones games"

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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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Eldo, Handry, Irma Yanti, and Risky Indah Naurah. "Designing and Implementing a Cat Runner Game Using Scratch 3." Gameology and Multimedia Expert 1, no. 1 (2024): 16. http://dx.doi.org/10.29103/game.v1i1.14558.

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In the current information era, the rapid development of technology follows the development of science and technology. Likewise, multimedia applications are developing very rapidly, especially in the smartphone sector, the use of smartphones is now not only used as a communication medium. Smartphones are then used as a means of entertainment, one of which is for playing games. Games have become one of the complementary applications on smartphones, one of which is Android-based games. The advantage of playing games on smartphones is that players can play games wherever and whenever they want. T
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Qureshi, Kamran, Pooja Thore, and Sneha Rajan. "Cross-sectional study to analyse the pattern of smartphone usage among adolescents in urban slum of a metropolitan city." International Journal Of Community Medicine And Public Health 9, no. 5 (2022): 2208. http://dx.doi.org/10.18203/2394-6040.ijcmph20221242.

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Background: Adolescents are defined as young people between the ages of 10 to 19 years. Smartphone is a term used to distinguish mobile phone with advanced features from basic feature phones. Modern smartphones currently include all the features of a laptop, including web browsing, Wi-Fi and 3rd-party apps etc. Indian teens are currently driving the smartphone market in India.Methods: A cross-sectional study was done in an urban slum of a metropolitan city.100 adolescents aged between 10 to 19 years were assessed using pre-structured questionnaire and prior informed parental consent and assent
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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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Zharkova, O. G., S. A. Barbolina, N. M. Afonina, and V. N. Volkova. "Research of Gaming Activity on Smartphones." Моделирование и анализ данных 10, no. 1 (2020): 75–85. http://dx.doi.org/10.17759/mda.2020100104.

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This article is devoted to research of gaming activity on smartphones that took place in 2019–2020. The study has involved more than 200 people of different ages from 4 to 72 years. Respondents have answered questions about their gaming activities on smartphones. The developed questionnaire is performed in Google Forms and contains 8 questions: about age, gender, the reason for the start and continue game activity, preferred genres, the time spent on games every day, the use of online games and the cost of mobile games. The collected data helped to identify the motives for starting and continu
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Yamamoto, Midori, Hidetoshi Mezawa, Kenichi Sakurai, and Chisato Mori. "Association between Media Use and Bedtime Delays in Young Children: An Adjunct Study of the Japan Environment and Children’s Study." International Journal of Environmental Research and Public Health 19, no. 15 (2022): 9464. http://dx.doi.org/10.3390/ijerph19159464.

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Excessive screen media use has been reported to cause shorter sleep; however, the types of media environments that affect early childhood sleep are less known. This study examined the association of multiple media use, screen time for each device, and the purpose of smartphone and tablet use with delayed bedtime among 4–8-year-olds. Participants were recruited from the Japan Environment and Children’s Study, a nationwide birth cohort study. Mothers of 1837 children reported screen media use and bedtime in a questionnaire. The association between delayed bedtimes (after 22:00 h) and media devic
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Yang, Shang-Yu, Yu-Chi Wang, Ya-Chen Lee, Ying-Lien Lin, Pei-Lun Hsieh, and Pin-Hsuan Lin. "Does Smartphone Addiction, Social Media Addiction, and/or Internet Game Addiction Affect Adolescents’ Interpersonal Interactions?" Healthcare 10, no. 5 (2022): 963. http://dx.doi.org/10.3390/healthcare10050963.

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The purpose of this study is to investigate the correlations that levels of addiction to smartphones, social media, and online games have with levels of real-life and online interpersonal interactions among adolescents. In this cross-sectional study of adolescents in a college in Taiwan, structured questionnaire surveys were used to collect information. The questionnaire included the following: demographic background, Real Interpersonal Interaction Scale (RIIS), Internet Interpersonal Interaction Scale (IIIS), Smartphone Application-Based Addiction Scale (SABAS), Bergen Social Media Addiction
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Naufal Rasyid and Aaqila Dhiyaanisafa Goenawan. "Sistem Pencatatan Keuangan Aplikasi Android Dengan Menggunakan Design Pattern Model-View-View-Model (MVVM), Room Database, SharedPreference dan API." JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 1, no. 2 (2022): 52–63. http://dx.doi.org/10.55606/jtmei.v1i2.783.

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Most of people in the world are familiar with smart phones or smartphones, and because of their very complete and practical uses, smartphone users are always increasing every year. Smartphones are used for various types of activities such as for social media, for entertainment such as playing games, doing office work, even personal matters such as financial management applications. Therefore, an application was created that can support personal financial recording so that it can make it easier for users.
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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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Ko, Ya-Chuan, Chi-Hung Lo, and Yung-Chih Chang. "The Influence of Smartphone Games on Students’ Self-Concept." Applied Sciences 11, no. 16 (2021): 7408. http://dx.doi.org/10.3390/app11167408.

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Children begin to understand the world from birth, gradually recognizing their existence. On interaction with their surrounding environments, they begin to recognize themselves and gradually develop self-concepts. With the advancement in technology, smartphones have become an indispensable daily necessity. The age at which a child handles a smartphone is gradually decreasing. Many traditional toys are increasingly being replaced by smartphone games, which have become an essential part of children’s lives. This study attempts to understand the impact of smartphone games on the development of ch
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Rozprawy doktorskie na temat "Smartphones games"

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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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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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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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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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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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Diring, Ellinor, and Simon Sundelin. "”Man behöver inte folks nummer längre” : En studie om hur studenter använder meddelandekommunikation via smartphones." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-21433.

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How do young adult students communicate through their smartphones today? Which applications and features do they choose? What motivates their choices for the various possible situations? In this paper we investigate which communication channels young adult students in Sweden use for private message communication in their smartphones, in what way they use the channels and why they choose specific channels for different types of communication. In Sweden today, there are numerous of different ways of communicate through smartphones. We have interviewed ten Swedish young adult students regarding t
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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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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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Gianessi, Davide. "Applicazione smartphone geo-social game." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4555/.

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Lucchi, Casadei Nicola. "Applicazione Smartphone Geo-Social Game." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4565/.

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Książki na temat "Smartphones games"

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

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

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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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Christopher, Fairbairn, and ebrary Inc, eds. Professional Windows phone 7 application development: Building applications and games using Visual Studio, Silverlight, and XNA. Wiley Pub., Inc, 2011.

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

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

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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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Części książek na temat "Smartphones games"

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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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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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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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Konstantinos, Tsomis, Koukouris Georgios, Damianos P. Sakas, Nasiopoulos K. Dimitrios, and D. S. Vlachos. "Modeling and Simulation for the Development of Innovative Ideas for Video Games in Smartphones." In Strategic Innovative Marketing. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-56288-9_45.

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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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Himeno, Masanari, and Shunichi Tano. "Analysis of Motivation Model Using Real User Data from Social Games for Smartphones Extended to Social Factors Based on Maslow’s Hierarchy of Needs." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22602-2_10.

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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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Namchanthra, Witchayaporn, and Chokchai Puttharugsa. "LED Gates for Measuring Kinematic Parameters Using the Ambient Light Sensor of a Smartphone." In Smartphones as Mobile Minilabs in Physics. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94044-7_4.

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Koga, Hiroshi. "Social Materiality of Smartphone Game Apps." In Human-Centric Computing in a Data-Driven Society. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-62803-1_25.

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Streszczenia konferencji na temat "Smartphones games"

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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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Ghosh, Sanchari, and Sandeep Mondal. "Strategic Pricing in Global Smartphone Ecosystem-Game Theoretic Insights for Digital Platform Services Supply Chain." In 2025 International Conference on Data Science, Agents & Artificial Intelligence (ICDSAAI). IEEE, 2025. https://doi.org/10.1109/icdsaai65575.2025.11011567.

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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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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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Andrade, Cassiano, Ismael Silva, Glivia Barbosa, and Flavio Coutinho. "Real-Time Motion Detection for Android Smartphones." In 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2019. http://dx.doi.org/10.1109/sbgames.2019.00029.

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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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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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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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Pelegrino, Mateus, Leonardo Torok, Daniela Trevisan, and Esteban Clua. "Creating and Designing Customized and Dynamic Game Interfaces Using Smartphones and Touchscreen." In 2014 Brazilian Symposium on Computer Games and Digital Entertainment (SBGAMES). IEEE, 2014. http://dx.doi.org/10.1109/sbgames.2014.21.

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"IF ONLY... - Designing Novel Games for Collaborative Learning with Smartphones and Sensors." In 3rd International Conference on Computer Supported Education. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003303702070212.

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Raporty organizacyjne na temat "Smartphones games"

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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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