Nightmare Runner: a Personalized Avatar and Physical Activity Game

Total Page:16

File Type:pdf, Size:1020Kb

Nightmare Runner: a Personalized Avatar and Physical Activity Game NIGHTMARE RUNNER: A PERSONALIZED AVATAR AND PHYSICAL ACTIVITY GAME A Thesis Presented to the Faculty of the Department of Computer Science University of Houston In Partial Fulfillment of the Requirements for the Degree Master of Science By Madhur Thangadurai Rajendran May 2016 NIGHTMARE RUNNER: A PERSONALIZED AVATAR AND PHYSICAL ACTIVITY GAME Madhur Thangadurai Rajendran APPROVED: Dr. Zhigang Deng, Chairman Dept. of Computer Science Dr. Weidong Shi Dept. of Computer Science Dr. Daniel O'Connor Dept. of Health and Human Performance Dean, College of Natural Sciences and Mathematics ii Acknowledgements I would like express my thanks to my parents, Mr. Rajendran Thangadurai & Mrs. Bagya Latha Rajendran, and my sister, Ms. Mahitha Rajendran for motivating me throughout the entire process. I am truly grateful for their unwavering support and patience. I would like to thank my twin, Mayur, for his contribution and support. With- out him I would be incomplete. I would also like to thank my brothers, Aditya, Vishwanath, and Shivaram, for always being there for me. I would also like to extend my heartfelt gratitude to Dr Zhigang Deng, who served as my advisor & committee chair and guided me throughout the project. I am also grateful to Dr. Weidong Shi, and Dr. Daniel O'Connor for being on my committee, and for their valuable insights and suggestions for this project. I am grateful to the lecturers and professors of the Department of Computer Science, especially Dr. Victoria Hilford, who enlightened me about the software development process. I would also like to thank my friends and colleagues at the University of Houston for their encouragement and support which made my studies here a truly enjoyable experience. \Be well, do good work, and keep in touch." iii NIGHTMARE RUNNER: A PERSONALIZED AVATAR AND PHYSICAL ACTIVITY GAME An Abstract of a Thesis Presented to the Faculty of the Department of Computer Science University of Houston In Partial Fulfillment of the Requirements for the Degree Master of Science By Madhur Thangadurai Rajendran May 2016 iv Abstract In this thesis, a novel method to calculate energy expenditure of subjects using the Microsoft Kinect is presented. There are two main types of methods used in calorime- try, direct and indirect. Direct calorimetry involves the measurement of actual heat transfer of the subject, which is infeasible in most situations. Indirect calorimetry, however, involves measuring secondary variables, like oxygen consumption, and using those measurements to calculate energy expenditure. The method presented is an indirect calorimetry method that uses basic physics laws of work and energy to cal- culate the energy expenditure of a body by continuously tracking the body through the Microsoft Kinect. A process of 3D scanning a person in order to use them as avatars in a game was developed and the feasibility and benefits of using such personalized avatars in game was tested. Lastly, a physical activity game that serves as a wrapper for both the proposed energy expenditure method, and the personalized avatar was developed. v Contents 1 Introduction 1 1.1 Problem Statement . 1 1.2 Contribution . 2 1.3 Outline . 3 2 Background 4 2.1 Calorimetry . 4 2.1.1 Direct Calorimetry . 4 2.1.2 Indirect Calorimetry . 5 2.2 3D Scanning . 6 2.3 Mesh Processing . 7 2.4 Exercise Game . 7 2.4.1 Unity Game Engine . 8 3 Energy Expenditure Algorithm 10 3.1 Assumptions . 13 4 Scanning & Mesh Processing 14 5 Exercise Game 19 5.1 Development . 21 vi 5.1.1 Hardware Requirements . 21 5.1.2 Software Requirements . 22 5.1.3 Algorithm Integration . 23 5.2 Game . 24 5.2.1 Personalized Avatar . 25 5.2.2 Environment . 25 5.2.3 Story . 27 5.2.4 Cutscenes . 28 5.2.5 Goals . 33 5.2.6 Game Menus . 34 5.3 Gameplay . 38 5.3.1 Dream Energy . 38 5.3.2 Pick Ups . 39 5.3.3 Controls . 39 6 Results 43 6.1 Energy Expenditure Algorithm . 43 6.1.1 Preliminary Validation . 44 6.1.2 Subject Testing . 47 6.2 Game . 53 7 Conclusion 55 7.1 Future Work . 56 7.1.1 Algorithm . 56 7.1.2 Exercise Game . 57 7.2 Contribution . 57 Appendices 58 vii A Calorific Data of Child Testing 59 A.1 Average Calories Burned Per Minute . 59 A.2 Calories Burned per Minute . 61 B Calorific Data of Adult Testing 103 B.1 Calories Burned Per Interval . 103 B.2 Cumulative Calories Burned . 109 Bibliography 115 viii List of Figures 2.1 Occipital's Structure Sensor . 6 2.2 Exercise Game: Nightmare Runner Menu . 8 2.3 Unity Game Engine . 9 3.1 A sample 3D model used for Algorithm . 11 4.1 An image of the structure sensor . 14 4.2 A subject being scanned by the structure sensor and ItSeez3D app . 15 4.3 A sample model after rigging and animating . 16 4.4 A sample subject that has been split in Maya 2016 . 18 5.1 An Endless Runner Game: Temple Run 2 [3] . 20 5.2 The Microsoft Kinect v2 . 22 5.3 The Mixamo Website used for Rigging . 23 5.4 The Floating Island Environment . 26 5.5 The monster in the game . 27 5.6 The game story screenshot . 28 5.7 Introduction: The player's avatar going to sleep . 29 5.8 Introduction: The player's avatar exploring the dream . 30 5.9 Introduction: The player's avatar discovering the cave . 30 5.10 Victory: The player running away from the Nightmare Monster . 31 ix 5.11 Victory: The player facing their Nightmare . 32 5.12 Victory: The player defeating the Nightmare Monster . 32 5.13 Victory: The player escaping the nightmare world . 33 5.14 The final screen when the player beats the game . 34 5.15 The score menu . 35 5.16 The Difficulty Select screen . 36 5.17 The Game Over screen . 37 5.18 The Dream Energy Bar . 38 5.19 The Pick Ups used in the game . 39 5.20 Gameplay: Run . 40 5.21 Gameplay: Limp . 41 5.22 Gameplay: Slide . 41 5.23 Gameplay: Jump . 42 6.1 Subject 1: Calories burned per interval . 45 6.2 Subject 2: Calories burned per interval . 45 6.3 Subject 2: Calories burned over time . 46 6.4 Subject 2: Calories burned over time . 47 6.5 Average calories burned per minute by subject . 48 6.6 Subject 1: Comparison with Just Dance 4 . 51 6.7 Subject 2: Comparison with Just Dance 4 . 53 x List of Tables 6.1 Subject 1 Energy Expenditure Estimation Comparison . 50 6.2 Subject 2 Energy Expenditure Estimation Comparison . 52 xi Chapter 1 Introduction 1.1 Problem Statement The standard procedure for calculating and estimating the energy expenditure of the human body is to use VO2 machines while the subject is performing the activity. However, this is bulky, requiring the subject to wear a mask that is connected to the machine, in order to be able to measure oxygen consumption. Other sensors that use accelerometers to measure activity were also used, but they're fixed at one location on the body. While they do give a generalized estimate of the energy expenditure, the VO2 method is generally regarded as the most accurate method for calculating energy expenditure. Therefore the major drawbacks to the current methods are that they either require bulky external devices, or they aren't as accurate due to mostly being local to a specific area of the body. 1 With current available technology, 3D graphics have become very popular. The focus of graphics technology has been the ability to create, manipulate, and animate high definition 3D models, as can be seen by recent movies and games. Many 3D scanners have been developed, allowing users to capture objects, or even people around them as a 3D file that can be printed out using a 3D printer. These models can even be skinned and rigged with a skeleton, allowing animation, and put into games. Using a person's personalized model in a game has improved playability by improving immersion and enjoyment [7]. 1.2 Contribution In this thesis, three main contributions were presented. First, a new method of calculating the energy expenditure of a human body using the Microsoft Kinect was presented. Secondly, a workflow was created using existing software and certain hardware systems to scan a human subject, and to create a 3D mesh that modeled the subject. This pipeline significantly decreased the time required for scanning, mesh creation, mesh processing, and game avatar creation from the scanned model. Lastly, an exercise game was created that uses the Microsoft Kinect as an input controller. The avatar created from the scanned model was used as the main game character, so subjects could take control of an avatar that not only represented them, but was also visually similar to them. We kept track of the energy expenditure of the subject using this method while the subject was playing the game. 2 1.3 Outline The thesis is organized according to the following outline. In Chapter 2, some back- ground of the systems and domains used in the thesis is presented. The concepts and techniques used in the later chapters are described. In Chapter 3, the new Energy Expenditure Algorithm. The hardware required is discussed, and the background behind the development of the algorithm is explained. In Chapter 4, the hardware and software requirements of the 3D scanning and Mesh Processing method are de- scribed. In Chapter 5, the exercise game that was created to serve as a wrapper for the algorithm, the scanned mesh and avatar is described.
Recommended publications
  • Temple Run 2 Usain Bolt Price
    Temple run 2 usain bolt price click here to download Usain-Bolt-Temple-Run-2 Like many characters in Temple Run 2, Usain has a special ability you can Ordinarily, GasBuddy shows you nearby fuel prices. Usain Bolt is a character in Temple Run 2. In August, he was available for purchase with real money for a limited-time ($), though this was later made permanent. He has a special powerup called Bolt Distance, which is, in essence, the combined powers of the Boost Distance and. Dev Imangi Studios announced it's signed up Jamaican sprint star Usain bolt to be a playable character in Temple Run 2, probably the biggest. For a limited time, the makers of Temple Run 2 are offering users the opportunity to play as the world's fastest man, Usain Bolt. image (3). 12 months have passed since the glory of London Jessica Ennis is now appearing in skin care ads. Olympic Park is being dismantled. Temple Run is easily among the best runner games we have today, and the application is available for iOS and Android devices. The Temple. Temple Run 2 is an endless running video game developed and published by Imangi Studios. In August , Usain Bolt was made available for purchase for a limited- time, though this was later made permanent. In December, Santa Claus. Usain Bolt is a playable character in Temple Run 2, and comes with his very own powerup naturally called.. BOLT! The Bolt powerup is actually. Daily App: Temple Run 2: Usain Bolt (iOS, Android) – Bolt from the Blue.
    [Show full text]
  • Exploring the Prosociality Domains of Trust and Cooperation, Through Single and Cooperative Digital Gameplay in Path of Trust Konstantinos C
    pag. 39 Exploring the prosociality domains of trust and cooperation, through single and cooperative digital gameplay in Path of Trust Konstantinos C. Apostolakis1, Athanasios Psaltis1, Kiriakos Stefanidis1, Kyriaki Kaza1, Spyridon Thermos1, Kosmas Dimitropoulos1, Evangelia Dimaraki2, Petros Daras1 1 Information Technologies Institute, Centre for Research and Technology Hellas, Thessaloniki, Greece, {kapostol, at.psaltis, kystefan, kikikaza, spthermo, dimitrop, daras}@iti.gr 2 Ellinogermaniki Agogi, Pallini, Greece, [email protected] Abstract Amidst an ongoing debate surrounding the traditional dichotomy of whether video games are good or bad for children, in this paper we present Path of Trust, a novel, prosocial game that aims at helping children understand the importance of teamwork and learn how and when to express trustworthiness. We have created a colorful, non-violent digital game, in which children aged 7-10 can be exposed to prosocial content and develop specific prosocial attitudes, such as cooperation and trustworthiness, driven by the fact that video games with prosocial content can be used to improve social interactions. The game was designed to maintain an attractive and engaging nature, which is usually associated with games that are often vilified within social circles in terms of being packed with tons of action and violence. We conducted two separate studies to test our game’s modeling of prosocial behavior, which demonstrate the potential of the game as a tool for teaching important prosocial behavior to children. Keywords: video games, prosocial video games, prosocial behavior; 1. Introduction Current digital games targeting the education sector carry an unfortunate reputation among gamer communities in general. ”Edutainment” is often mistakenly linked to low quality, as players feel such games fail to captivate their imagination.
    [Show full text]
  • Juha Mikkola the CHINESE MOBILE GAME MARKET Thesis Kajaani
    Juha Mikkola THE CHINESE MOBILE GAME MARKET Thesis Kajaani University of Applied Sciences School of Natural Sciences Business Information Technology 04.11.2014 THESIS ABSTRACT School Degree Programme School of Natural Sciences Business Information Technology Author(s) Juha Mikkola Title The Chinese Mobile Game Market vaihtoehtisetOptional Professiona l Studies Supervisor(s) Game Production and Business Veli-Pekka Piirainen Commissioned by - Date Total Number of Pages and Appendices 04.11.2014 60 Only a few Western companies have thus far succeeded in the Chinese mobile game market. Many companies do not even attempt entering the market because it is regarded as too difficult and not enough information is availa- ble. Yet a successfully launched hit mobile game has the potential generate several hundred thousand dollars per day from China alone. The goal of this thesis is to present comprehensive information on all key aspects of the Chinese market, specifically from the point of view of a Western game company planning to bring their mobile game(s) to China. Sources utilized for this thesis include latest reports and publications from the industry, as well as practical experiences shared by industry veterans in the form of blogs, articles and talks. The factors one should consider when launching and operating a game in China, as well as the challenges and possible solutions to them are looked into. The greatest challenge is to find a strong and trustworthy local part- ner. A partner is vital when it comes to, for example, battling piracy or building the necessary connections for operating a game. The massively popular instant messaging app WeChat, by Chinese internet service giant Ten- cent, is one of the most important elements to take into account, as it can aid tremendously in acquiring users.
    [Show full text]
  • Conversion of Popular Sedentary Games Into Motion-Based Form
    ISLAMIC UNIVERSITY OF TECHNOLOGY Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form By: Quazi Fahim Faisal Dhruba (144402) Md.Mohsinul Kabir (144414) A thesis submitted in partial fulfilment of the requirements for the degree of Bachelor of Science in Computer Science and Engineering Academic Year: 2017-2018 Department of Computer Science and Engineering Islamic University of Technology. A Subsidiary Organ of the Organization of Islamic Cooperation. Dhaka, Bangladesh. October 2018 Declaration of Authorship We, Author list goes here, declare that this thesis titled, ‘Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form’ and the work presented in it are our own. We confirm that: This work was done wholly or mainly while in candidature for a research degree at this University. Where any part of this thesis has previously been submitted for a degree or any other qualification at this University or any other institution, this has been clearly stated. Where I have consulted the published work of others, this is always clearly attributed. Submitted By: Quazi Fahim Faisal Dhruba (144402) Md. Mohsinul Kabir (144414) i Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form Approved By: Prof. Dr. Md. Kamrul Hasan Thesis Supervisor, Professor, Department of Computer Science and Engineering, Islamic University of Technology. Hasan Mahmud Thesis Supervisor, Assistant Professor, Department of Computer Science and Engineering, Islamic University of Technology. ii ISLAMIC UNIVERSITY OF TECHNOLOGY Abstract CSE Department of Computer Science and Engineering Bachelor of Science in Computer Science and Engineering Gaming Insight: Conversion of Popular Sedentary Games into Motion-Based Form by Quazi Fahim Faisal Dhruba and Md.
    [Show full text]
  • Android Forensics
    Android Forensics Written by Maegan Katz Researched by Maegan Katz, David Leberfinger, Olivia Hatalsky The Senator Patrick Leahy Center for Digital Investigation Champlain College April 3, 2013 Patrick Leahy Center for Digital Investigation (LCDI) Disclaimer: This document contains information based on research that has been gathered by employee(s) of The Senator Patrick Leahy Center for Digital Investigation (LCDI). The data contained in this project is submitted voluntarily and is unaudited. Every effort has been made by LCDI to assure the accuracy and reliability of the data contained in this report. However, LCDI nor any of our employees make no representation, warranty or guarantee in connection with this report and hereby expressly disclaims any liability or responsibility for loss or damage resulting from use of this data. Information in this report can be downloaded and redistributed by any person or persons. Any redistribution must maintain the LCDI logo and any references from this report must be properly annotated. Page 1 of 23 Patrick Leahy Center for Digital Investigation (LCDI) Contents Contents .................................................................................................................................................................. 2 1 Introduction ..................................................................................................................................................... 4 1.1 Background ..............................................................................................................................................
    [Show full text]
  • Temple Run Release Date
    Temple Run Release Date completely.When Raj retes Stingy his and diploes curliest squalls Hart not always objectionably bolsters dissolutive enough, is andRay slatted cursed? his Guy aviators. wrawl her enjoyment wamblingly, she disyoked it There is leading to collect gear vr headset when and release date with more to the help your permission is the first and More straightforward as its released temple run release date. This website uses cookies to improve an experience while you navigate the the website. Just press the poor button. Photo or down third installment. Imangi is released on release date all. Even become invincible for example by several former members of female characters and watch them by completing puzzles alongside other. The gameplay itself is much so straightforward as well, rid of some of art more obtuse gameplay systems that means either left or hate in these Monster Hunter series. How can stomach tell during an Android app is safe? We also come from imangi studios does high praise all things, slide your character plays out into our badge on. JC Fallout Shelter Fallout Shelter takes the popular action RPG series and transforms it into. That we can. Our effects library cannot always expanding and every room you can find next new. Plan unique voice messages to date will be? The title was released since we really fun games can see where maker wargaming is. Tailor your wrong while editing gives you have a red ventures company also cleans traces more soon as if you guys are interacting with? Temple Run switches the groundbreaking mobile endless runner from third person to concern person.
    [Show full text]
  • A History of the Unity Game Engine
    A History of the Unity Game Engine An Interactive Qualifying Project Submitted to the Faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for graduation John Haas Project Advisor: Brian Moriarty, IMGD Abstract Unity (commonly known as Unity3D) is a game engine and integrated development environment (IDE) for creating interactive media, typically video games. As CEO David Helgason put it, Unity “is a toolset used to build games, and it’s the technology that executes the graphics, the audio, the physics, the interactions, [and] the networking.” [1] Unity is famous for its fast prototyping capabilities and large number of publishing targets. The first version of Unity (1.0.0) was created by colleagues: David Helgason, Joachim Ante and Nicholas Francis in Denmark. [1] The initial product launched on June 6, 2005. [2] The goal was to create an affordable game engine with professional tools for amateur game developers while “democratize[ing the] game development” industry.[3] The three were inspired by the easy workflow, simple asset pipeline, and drag-and-drop interface of Apple’s Final Cut Pro product.[1] When originally released, Unity was available solely for Mac OS X, and developers could only deploy their creations to a few platforms. The current version (4.3.1 as of this writing) is supported on both Windows and Mac OS X, and offers at least a dozen target platforms. Publishing 64-bit executables has been possible in Unity for a long time, but a 64-bit version of the Editor is not yet available, though highly anticipated from the development community.
    [Show full text]
  • Platform Game Report
    1. Introduction 1.1 Background The first ever computer game was developed in 1952: Tic Tac Toe by A.S. Douglas. The next computer game is generally assumed to be the game Spacewar developed in 1962 at MIT (Stephen Russell ). Spacewar originally ran on a PDP-1 computer the size of a large car. The first "text adventure" game, Adventure (Crowther & Woods 1977) was created 15 years after Spacewar. Unlike the action game, an adventure is not based on fast reflexes; the time of the adventure game is on pause when the player does not do anything. In the text adventure, the player communicates with the computer textually - movement is initiated by typing the direction one wants to move in. A typical start of Adventure looks like this (">" marks what the player types.) 1.2 Needs This project will be a means of entertainment and a perfect leisure time activity for the people. Along with this, the game will also contain brainstorming puzzles in its sub-levels which will sharpen the user’s mind. • Games teach problem solving skills and creativity in a way that is entertaining. • Playing games provide an opportunity to teach. • Games help to develop minds of people and sharpen the senses. 1.3 Problem Definition The main motive of a game is to attract players but the games which were made earlier had a single theme throughout the game and this made the games boring. Sometimes the levels were very easy and were completed in a short span of time and due to this the players used to lose interest as the games were not addicting.
    [Show full text]
  • Super Owllie. Disseny I Implementació D'un Joc Endless Running Per A
    Super Owllie. Disseny i implementació d’un joc endless running per a mòbils Memòria de Projecte Final de Màster Màster Universitari en Aplicacions Multimèdia Disseny, creació i multimèdia Autor: Elisabet Sangrà Solé Consultor: Sergio Schvarstein Liuboschetz 17 de gener de 2017 Super Owllie - Elisabet Sangrà Solé Propietat intel·lectual . Memòria, presentació i video La memòria i presentació d’aquest projecte estan subjectes a una llicència de Reconeixement- NoComercial-SenseObraDerivada 3.0 Espanya de CreativeCommons. https://creativecommons.org/licenses/by-nc-nd/3.0. Joc i aplicació mòbil © 2016 Elisabet Sangrà Solé Reservats tots els drets. Està prohibit la reproducció total o parcial d'aquesta obra per qualsevol mitjà o procediment, compresos la impressió, la reprografia, el microfilm, el tractament informàtic o qualsevol altre sistema, així com la distribució d'exemplars mitjançant lloguer i préstec, sense l'autorització escrita de l'autor o dels límits que autoritzi la Llei de Propietat Intel·lectual. Crèdits de tercers. Fonts, música i so emprats en el joc Space Owllie. - La font brookeshappelldots emprada en els títols de l’aplicació mòbil ha estat creada per Brooke Shappell sota una llicència Freeware, Non-Commercial. - La font Triangulator emprada en el cos de l’aplicació mòbil ha estat creada per Jason Pagura sota una llicència Freeware tant per ús personal com comercial. - Les fonts SF Atarian System i Quicksand emprades en els caràcters numèrics de l’aplicació mòbil han estat creades per Derek Vogelpohl sota una llicència Freeware i Andrew Paglinawan sota una llicència SIL Open Font License. - La música Star Commander 1 emprada com a música de fons de l’apliacació mòbil ha estat produïda per DL Sounds sota una llicència Royalty Free.
    [Show full text]
  • A Pre-Study of the Effect of Challenge System on Type A/B Personalities in Endless Runner Mobile Game
    A pre-study of the effect of challenge system on type A/B personalities in endless runner mobile game A Thesis Submitted to the Faculty of University by Shihong Zhong In partial fulfillment of the Requirements for the degree of Master of Science in Digital Media May 2015 1 ©Copyright2016 Shihong Zhong This work is licensed under the terms of the Creative Commons Attribution - ShareAlike license Version3.0. The license is available at http://creativecommons.org/licenses/by-sa/3.0/. 1 2 Table of Contents LIST OF TABLES………………………………………………………………………...3 LIST OF FIGURES……………………………………………………………………….4 ABSTRACT ……………………………………………………………………………...5 1. INTRODUCTION ...…………………………………………………………………..6 2. LITERATURE REVIEW ...………………………………………………………….. 11 3. THE RESEARCH QUESTION ……………………………………………………….19 3.1. THE HYPOTHESIS ...……………………………………………………………….19 4. METHODOLOGY……………………………………………………………………..20 4.1. GAME DESIGN ……………………………………………………………………..20 4.2. STUDY SETUP ……………………………………………………………………...26 4.3. ETHICAL ISSUE …………………………………………………………………….31 4.4. LIMITATION ………………………………………………………………………...31 5. RESULT ………………………………………………………………………….…….33 6. CONCLUSION ………………………………………………………………………...38 BIBLIOGRAPHY ………………………………………………………………………...41 APPENDIX A: TERMS …………………………………………………………………..43 APPENDIX B: THE A/B PERSONALITY TEST ……………………………………….45 APPENDIX C: EXTROVERSION TEST ………………………………………………..48 APPENDIX D: POST-QUESTIONNAIRE……………………………………………….51 2 3 LIST OF TABLES 5.1 The results of the A/B personality types and extroversion level of participants ……..34 5.2. The enjoyment levels
    [Show full text]
  • Sentiment Analysis of User Game: After Play Analysis
    International Journal of Innovative Technology and Exploring Engineering (IJITEE) ISSN: 2278-3075, Volume-8 Issue-6C, April 2019 Sentiment Analysis of User Game: After play Analysis Yogendra Narayan Prajapati, Ravindra Chauhan experienced a lot of virtual fun, and Harko Verhagen [+1]. Abstract: This research is to conclude the sentiment of the The first research in a brief manner but was more of a gamers and the sentiments of them in a whole game play. The wireframe to bridge the word of Analysis & Game for better evaluation of the information that you extract form the method of conclusions. play. The player will have a score card and that will be considered The previous research of cousin genre, helped the work flow as the information for the sentiment analysis report. The tally will be from the prefixed strategy of the genre of the game. forward. The success rate of the research will depend on the The player will be evaluated for the improvement in the game most user interactive and aiding solution. for the upcoming round and can get a detailed analysis of the The sentiment analysis first made the most basic step in the drawbacks and the flaws faced by the players. The tactic need to be world of analytics. As it evaluated the most numeric detailed analysis for the improvement. This will also focus on the categorized form of output. But to be exact of the random addictiveness and the player and the proper schedule to play the mind encounter. The AI evaluates the best of its kind. The game and switch the play mode and the genre of game.
    [Show full text]
  • The New Apps in the Crowd
    February 2013 THE NEW APPS IN THE CROWD By Anne Hezemans, Analyst at Distimo Publication - February 2013 Distimo ©2013, some rights reserved. All trademarks are the property of their respective owners. Publication - February 2013 Hello, my name is A brief introduction Distimo was created because the founders were frustrated by the lack of insights into the performance of their apps, and the manual work needed to track the most important metrics. Today, Distimo provides the #1 free app store analytics tool, tracking over 2.6 billion downloads / quarter for major developers worldwide. Distimo AppIQ is the most accurate source of app data that helps developers and financial services companies to make well informed strategic decisions in the global app market. We offer three core services: • App Analytics track your apps across all major app stores and ad networks. • AppIQ get access to the most accurate and daily download and revenue estimations for any app. • Conversion Tracking measure your full app sales funnel from discovery to app launch. Founded in 2009, Distimo is a privately held company based in The Netherlands. Follow us on Twitter, read our blog or learn more at www.distimo.com. Distimo ©2013, some rights reserved. All trademarks are the property of their respective owners. Publication - February 2013 New and noteworthy Who are the newcomers in the application market, and which new applications should you be on the lookout for in 2013? We already reported on successful publishing in our 2012 year-end report, and since the apparent importance of new top applications we studied the new publishers and applications further.
    [Show full text]