Rozprawy doktorskie na temat „Smartphones games”
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Sprawdź 50 najlepszych rozpraw doktorskich naukowych 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.
Pełny tekst źródłaSchneider, 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.
Pełny tekst źródłaBach, 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.
Pełny tekst źródłaCiman, 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.
Pełny tekst źródłaHolmgren, 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.
Pełny tekst źródłaDiring, 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.
Pełny tekst źródłaMossum, 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.
Pełny tekst źródłaNieznanska, 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.
Pełny tekst źródłaGianessi, Davide. "Applicazione smartphone geo-social game." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4555/.
Pełny tekst źródłaLucchi, Casadei Nicola. "Applicazione Smartphone Geo-Social Game." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2012. http://amslaurea.unibo.it/4565/.
Pełny tekst źródłaAndersson, Gustav. "Implementing touch interaction in a casual mobile game." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-107542.
Pełny tekst źródłaKan, V. (Valerii). "STOP:a smartphone-based game for Parkinson’s disease medication adherence." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201806022431.
Pełny tekst źródłaLöwegren, 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.
Pełny tekst źródłaÖsth, 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.
Pełny tekst źródłaAllen, Kacie C. "Developing and Testing Smartphone Game Applications for Physical Activity Promotion in Adolescents." Diss., Virginia Tech, 2013. http://hdl.handle.net/10919/22050.
Pełny tekst źródłaPicard, Manon. "La smartfiction : une fiction interactive à lire, un rôle à incarner ou une partie à jouer sur son smartphone ?" Electronic Thesis or Diss., Compiègne, 2022. http://www.theses.fr/2022COMP2681.
Pełny tekst źródłaFitz-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.
Pełny tekst źródłaOrazi, Gabriele. "Progettazione e sviluppo di un bot automatico per giochi di strategia su device mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/15430/.
Pełny tekst źródłaTurner, Wesley. "SLOTZ: A Game-Based Measure of Problem Gambling." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380999.
Pełny tekst źródłaGordini, Veronica. "Gamification: applicazioni sociali e mobili." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8273/.
Pełny tekst źródłaSilva, Rodrigo Portes Valente da. "Clash of Clans: análise do game design de um jogo gratuito, mas lucrativo para a economia de atenção." Pontifícia Universidade Católica do Rio Grande do Sul, 2015. http://hdl.handle.net/10923/7658.
Pełny tekst źródłaSalih, Jaffar, and Keisha Bakosi. "Using smartphones and shared displays to connect and coordinate people in playful contexts." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22743.
Pełny tekst źródłaKock, Elina, and Yamma Sarwari. "How can machine learning help identify cheating behaviours in physical activity-based mobile applications?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20791.
Pełny tekst źródłaSilva, Rodrigo Portes Valente da. "Clash of Clans : an?lise do game design de um jogo gratuito, mas lucrativo para a economia de aten??o." Pontif?cia Universidade Cat?lica do Rio Grande do Sul, 2015. http://tede2.pucrs.br/tede2/handle/tede/6370.
Pełny tekst źródłaChuquihuaccha, Hernández Victor Daniel, and Guerra David Alberto Tamayo. "Aplicación móvil para smartphone para fomentar hábitos de ahorro en personas entre 25 y 35 años basado en principios de gamificación en Perú." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/653952.
Pełny tekst źródłaSkoták, Jiří. "Hra pro mobilní telefon s využitím rozpoznání rysů tváře." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2019. http://www.nusl.cz/ntk/nusl-403200.
Pełny tekst źródłaHejcman, Marek. "Analýza business modelů v oblasti herního průmyslu." Master's thesis, Vysoká škola ekonomická v Praze, 2012. http://www.nusl.cz/ntk/nusl-149993.
Pełny tekst źródłaJuarez, Gonzalez Naun Rodrigo. "ART/CONSCIOUSNESS SCIENTIFIC EXPLANATION AND ITS CORRELATION." Thesis, Kungl. Konsthögskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kkh:diva-61.
Pełny tekst źródłaMoreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Thesis, Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243/document.
Pełny tekst źródłaDuong, Phuoc Tra My <1991>. "WHAT MAKES OPPO SUCCEED IN THE VIETNAM MARKET? Background of the study Vietnam has become an emerging country and attractive retail market in the globe (Deloitte, 2014). Modern retail platform was introduced and have been blooming in Vietnam such as convenience stores, special stores and shopping centers (Trinh & Tran, 2014). The country is in the progress of transforming into digital economy, evidenced through high growth in electronic commerce and customer interaction through social network, etc. (Cameron et al., 2019). According to the Statista (2020), number of smartphone users in Vietnam was nearly 36 million in the end of 2019 and it is expected at 43 million by 2022. The growth in smartphone market was captured at 84% in 2017 and 95% of people in the cities have owned smartphone while the percentage of people with smartphone usage in rural area is reached up 68% (Nielsen, 2019). One of the attractive points in smartphone market is high population based with more than 94 million people (General Statistics Office, 2020). Vietnamese people spent more time reading news, playing games and conducting social interactions through social media network (Appota, 2018). These factors promote the entry of giant smartphone and electronic manufacturers such as Samsung and LG. Samsung has penetrated Vietnam for a long time and the Korean manufacturers established some factories in the country to enjoy lower tax rate and attractive labor cost (Sturgeon & Zylberberg, 2016)." Master's Degree Thesis, Università Ca' Foscari Venezia, 2020. http://hdl.handle.net/10579/17718.
Pełny tekst źródłaMoreira, Julian. "Évaluer l'apport du binaural dans une application mobile audiovisuelle." Electronic Thesis or Diss., Paris, CNAM, 2019. http://www.theses.fr/2019CNAM1243.
Pełny tekst źródłaSeo, Hogeun. "Bowling online : smartphones, mobile messengers, and mobile social games for Korean teen girls." Thesis, 2014. http://hdl.handle.net/2152/28510.
Pełny tekst źródłaLin, Tzu-Min, and 林姿旻. "Mobile device game player behaviors and games development analysis - using smartphone as an example." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/31954763571941993428.
Pełny tekst źródłaDias, Pedro Miguel Salgado. "Smartphone serious games for senses evaluation." Master's thesis, 2014. https://repositorio-aberto.up.pt/handle/10216/75462.
Pełny tekst źródłaDias, Pedro Miguel Salgado. "Smartphone serious games for senses evaluation." Dissertação, 2014. https://repositorio-aberto.up.pt/handle/10216/75462.
Pełny tekst źródłaLee, Meng Lung, and 李孟龍. "The Study of Consumers’ Purchasing Decision to Smartphone Games." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/11088465941287471726.
Pełny tekst źródłaChen, Huan-Wen, and 陳煥文. "A Study on Behaviroal Intention to Use Smartphone Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/66229027486685897338.
Pełny tekst źródłaChen, Tsai-Lin, and 陳采琳. "Analyzing Consumption Data for a Smartphone Game." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/35nv57.
Pełny tekst źródłaChang, Lin-Ya, and 張琳雅. "A Study of Game Design Elements on Smartphone." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/13163933845865860741.
Pełny tekst źródłaTsai, Cheng Hsiu, and 蔡政修. "Motivation And Playability On Satisfaction And Use Behavior Effects Of Smartphone Mobile Games." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/31867167856243295986.
Pełny tekst źródłaLobo, Gonçalo Miguel Monteiro Ferreira Barras. "Using Games to Practice Screen Reader Gestures." Master's thesis, 2021. http://hdl.handle.net/10451/48631.
Pełny tekst źródłaHSUEH-MING, WANG,, and 王學民. "A Study on Smartphone game addiction – A Case of University Students." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/b8q7dg.
Pełny tekst źródłaChou, Tai-Jao, and 周太饒. "The Study of Smartphone Game Players’ Cluster Analysis in Flow Theory." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/96090065993969671819.
Pełny tekst źródłaChang, Hao-Chin, and 張進皓. "An Investigation of the Playing Intention for Smartphone Users in Mobile Application Game." Thesis, 2015. http://ndltd.ncl.edu.tw/handle/59131041973190878539.
Pełny tekst źródłaChuang, Chien-Hui, and 莊謙惠. "A Study of the Leisure Motivation, Leisure Benefits, and Quality of Life for Smartphone Game players." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/yux3c3.
Pełny tekst źródłaLai, Gueihua, and 賴桂嬅. "The Application of Quality Function Deployment to the Possibility of the Substitutability between SmartPhone and Game console." Thesis, 2012. http://ndltd.ncl.edu.tw/handle/52040945057903039892.
Pełny tekst źródłaLI, KO-YEN, and 李科諺. "Relationship between teen narcissistic personality and problematic smartphone game use: The mediating effects of mental health problems." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/m466z3.
Pełny tekst źródłaWANG, SHIN-LING, and 王心玲. "Exploring Behavioral Intentions of College Students in North of Taiwan to Play Smartphone Online Games-An Application of Integrated Technology Acceptance Model." Thesis, 2017. http://ndltd.ncl.edu.tw/handle/34v66w.
Pełny tekst źródłaΧαλκιάς, Αλέξανδρος. "Σχεδίαση και ανάπτυξη φορητών εφαρμογών παιγνιώδους μάθησης με τεχνολογίες επαυξημένης πραγματικότητας". Thesis, 2013. http://hdl.handle.net/10889/7506.
Pełny tekst źródłaLopes, Inês Gonçalves Fatelo. "Game for Cyber Crime Prevention." Master's thesis, 2017. http://hdl.handle.net/10400.6/7824.
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