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Puzzle adventure is a widely popular genre of entertainment games. This paper presents a wide-field outdoor puzzle game system, Kaidan, which is based on augmented reality (AR) technology. In this system, users can move freely throughout a college campus, and are prompted by mobile device instructions to locate clues, solve puzzles and ultimately complete the game. The puzzle clues in the system are...
This is a concept paper looking into how Google's worldwide augmented reality game called Ingress could be used to inform the development of learning from games. Ingress is Google's attempt in creating a game based on augmented reality of actual physical locations where a story line is set to guide two different factions of agents to move around geographical locations with mobile devices to capture...
This paper discusses issues related to digital storytelling and its use in Cultural Heritage institutions. It will demonstrate the usefulness and advantages of digital storytelling by providing concrete examples of adoption and suggest how digital storytelling may be used in different cultural heritage environments. We will identify issues and challenges and also focus on lessons learnt, all of them...
The use of Web Services in modern software development is widely accepted and provides (integrated in an according architecture) a fast, flexible and scalable way for the implementation of modern software products. On the other hand, the development of mobile applications, so called apps, becomes more and more important. While using Web Services also from mobile devices is an already accepted scheme...
The success of context-aware systems depends on intuitive user interface designs which facilitate communication between multiple devices. This paper presents Throw It, a natural user interface for sharing objects between mobile devices using gaze and hand gestures. For enabling gesture control, Throw It includes an off-the-shelf monochrome camera with infrared lights and a hand-held 6 degree of freedom...
Recently, a radically new environment for end-user programming on mobile devices has been proposed. One of its representatives, TouchDevelop developed by Microsoft Research, has successfully drawn more than 5000 users, who have published around 30 thousands TouchDevelop scripts online. In this work, I introduce an approach to better manage the existing code base written by end users through a version-control...
Biometric Encryption (BE) is a new issue in the information security field which is based on biometric identification and cryptosystems and it will be a key research subject in the future. At the same time the development of cloud computing is not restricted to PC anymore, some cloud computing services for mobile terminals such as cell phones have already appeared due to the booming of mobile internet...
This short paper highlights an investigation into the application of A∗ search to facilitate forms of input for games on touchscreen mobile devices. We focus this work specifically on navigation games such as Ms Pac-Man. This project proposes two alternative methods for touch-control that utilise A∗ pathfinding for navigation purposes — a touch to destination and a ‘sweep’ input. We then assess whether...
Mobile gaming is an arena full of innovation, with developers exploring new kinds of games, with new kinds of interaction between the mobile device, players, and the connected world that they live in and move through. The mobile gaming world is a perfect playground for AI and CI, generating a maelstrom of data for games that use adaptation, learning and smart content creation. In this paper, we explore...
The paper focuses on current practice regarding the application of mobile Augmented Reality (AR) technologies for enabling learning in the context of cultural heritage. It also presents ARmuseum, an application developed for the Museum of Industrial Olive Oil Production in Lesvos (MBEL). Finally, it discusses a number of issues related to the evaluation of mobile AR applications for cultural institutions.
The recent advance in cloud computing and mobile devices empowers many innovative e-learning systems or games with increased interactivity and improved features. In this paper, we consider an innovative framework of cloud-based e-learning games that can be assessed through mobile devices to enhance students' learning anytime and anywhere. Being model-based, our proposal is adaptive and highly portable...
In this paper, we explore the application of Software Product Line (SPL) technology in the video games domain by exploiting differences in various video game platforms to design a variable component-based software product line architecture for a multiplatform video game. Our approach consists of constructing a feature dependency model for describing variability in multiplatform video games. We explored...
The proliferation of social networks and Internet-enabled mobile devices has allowed people to stay in touch with friends, and thus open up the potential of many novel human-centric applications. We propose one such application called Mutual Assistant Network (MAN). MAN allows people to ask for assistance from other people in a specific region, and share the local and timely information that cannot...
By leveraging Mobile Cloud Computing (MCC), resource-poor mobile devices are enabled to run rich media applications. In this article, we review mobile cloud computing, with focus on the technical challenges of MCC for multimedia applications, and briefly review the prototypes. The article is concluded with a discussion of several open research problems that call for substantial research efforts.
In this demonstration, we port our current Connect6 program, NCTU6, to mobile devices, such as iOS devices, Android devices. However, computing powers of mobile devices are also relatively weaker when compared with high-end machines. For example, the CPU speeds of mobile devices are about 1/5 to 1/8 of those of desktops, and the memory of mobile devices is usually limited to several megabytes. In...
Some high school students lack a motivation to review the English vocabulary learning in second language after school. However, many studies have pointed out that the game-based learning (GBL) can improve students' learning motivations and effectiveness. We present a digital game-based learning system for high school students' after-school learning in English vocabulary. Teachers should only guide...
Situated learning stresses the importance of the context in which learning takes place. It has been therefore frequently associated with informal learning or learning outside the classroom. Mobile technologies can play an important role supporting this type of learning, since it mainly occurs on the field. In this paper we present a learning system and a methodology based on the use of patterns. Students...
Present paper deals with capability of media content management with available mobile devices. Discussed the requirements for hardware and software parts. The example of implementation is given.
Today's network landscape consists of many different network technologies, a wide range of end-devices with a large scale of capabilities and power, and an immense quantity of information and data represented in different formats. Research on 3D imaging, virtual reality and holographic techniques will result in new user interfaces (UI) for mobile devices and will increase their diversity and variety...
One of the most important factors in digital games is the immersion of the players to enhance their experience in the virtual world created by games. This immersion can be achieved in different ways, such as graphics effects, realistic physics, artificial intelligence and even from user inputs. The Nintendo Wii controller, Sony Playstation Move controller and Microsoft Xbox Kinect, to name a few,...
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