Reinaldo Augusto De Oliveira Ramos

Total Page:16

File Type:pdf, Size:1020Kb

Reinaldo Augusto De Oliveira Ramos PONTIFÍCIA UNIVERSIDADE CATÓLICA DE SÃO PAULO PUC-SP Reinaldo Augusto de Oliveira Ramos Material Didático para Desenvolvimento de Jogos Digitais: Experimento com Kit de Desenvolvimento para Consoles de Videogame. Tese de Doutorado Programa de Pós-Graduação em Tecnologias da Inteligência e Design Digital SÃO PAULO 2016 Reinaldo Augusto de Oliveira Ramos Material Didático para Desenvolvimento de Jogos Digitais: Experimento com Kit de Desenvolvimento para Consoles de Videogame. Doutorado em Tecnologias da Inteligência e Design Digital Tese de Doutorado apresentada à Banca Examinadora, exigência parcial para obtenção do título de Doutor em Tecnologias da Inteligência e Design Digital pela Pontifícia Universidade Católica de São Paulo, sob orientação do Prof. Dr. Hermes Renato Hildebrand. 2 Banca Examinadora ______________________________ ______________________________ ______________________________ ______________________________ ______________________________ 3 Agradecimentos do aluno bolsista Agradeço à Fundação São Paulo pela bolsa recebida durante o período de execução desta pesquisa de doutorado em Tecnologias da Inteligência e Design Digital, com início em 01/07/2014 e contrato número 1207210. Foi de fundamental importância durante todo o processo. 4 Agradecimentos Este trabalho seria impossível sem a ajuda de meus colegas professores, que, juntos, trabalhamos para ter sempre a melhor universidade. Em especial, Dr. Hermes Renato Hildebrand, meu orientador, cujas orientações foram únicas e sempre com bastante aprendizado. Também agradeço à minha amada esposa Paula Saldanha pelo suporte incondicional e paciência. Sem sua ajuda este trabalho teria sido mais difícil. A todos os professores do departamento de computação, especialmente ao chefe do departamento, Dr. Davi Lemes, e ao Diretor da faculdade, Dr. Daniel Gatti, por facilitar meus experimentos em sala de aula me dando apoio incondicional e suporte. À Edna Conti, secretária do TIDD, por todos os conselhos e auxílio nos momentos de desencontros acadêmicos. À Fundação São Paulo por financiar meus estudos através da bolsa dissídio desta mesma instituição. Aos colegas do laboratório do TIDD, agradeço por toda comunicação oferecida e pontos de vista tão singulares, especialmente o Prof. Me. Alexandre Vieira, Prof. Me. Fábio Musarra, e Prof. Me. Mario Fontes, que foram colegas de estudo excepcionais e que deram muito apoio. Enfim, a todos que direta ou indiretamente contribuíram para a constituição e realização de minha pesquisa: minha gratidão a todos vocês. 5 Resumo Com esta pesquisa pretendeu-se observar o mercado de jogos digitais e os cursos focados na formação de profissionais para esta área de atuação. Este trabalho acadêmico buscou revelar os desafios que são encontrados nos cursos que objetivam promover o ensino e a aprendizagem de produtos computacionais de entretenimento e que possuem práticas laboratoriais focadas em aspectos relativos à indústria dos jogos digitais. Esta pesquisa abordou os cursos técnicos e de graduação de nível tecnólogo, bem como as pós-graduações e os cursos de extensão universitários, além dos cursos livres nesta área de atuação. Pretendeu-se investigar e refletir sobre estratégias de ensino e aprendizagem e, principalmente, considerar a implementação de ferramentas e procedimentos práticos, particularmente os DevKits – Kits de Desenvolvimento de Jogos Digitais –, que visam implementar ambientes colaborativos para desenvolvimento de jogos eletrônicos digitais e, posteriormente, sua viabilização comercial. Abordaram-se aspectos educacionais e práticos como métodos de ensino relacionados à produção dos games e ferramentas que são utilizadas, bem com plataformas desenvolvimento: DevKit. Também se pretendeu realizar estudos sobre o domínio tecnológico envolvendo game engines, além de ferramentas de autoração, de produção de imagens tridimensionais e de edição gráfica. Por meio de pesquisas qualitativas e quantitativas secundárias (FEP Games e BNDES) e revisão bibliográfica, a metodologia empregada avaliou a utilização e integração de ferramentas alternativas que pudessem ser equiparadas às ferramentas do mercado de trabalho dos jogos eletrônicos. Pretendeu-se expandir a base de conhecimento em torno do domínio tecnológico das mesmas ferramentas, diminuindo, dessa maneira, a dependência das instituições de ensino e das empresas de jogos no país. Discutimos questões como: propriedade intelectual, autoria, dispositivos legais, gerenciamento do desenvolvimento, processos de produção, métodos de divulgação e disseminação do produto e métodos de avaliação. 6 Partiu-se do processo criativo, observaram-se os aspectos relativos ao design de interação, as questões tecnológicas e compatibilidades sistêmicas, por fim, discutiram-se questões relativas aos meios de divulgação e distribuição e, como resultado, propôs-se um método de ensino e aprendizagem para jogos eletrônicos digitais. Palavras-chave: Videogame; Material Didático; DevKit; Jogos Digitais. 7 Abstract With this research, we aim to take a look on the digital games market as well as the courses related to professional training in this industry. This paper focus on showing the challenges found on courses that target the teaching and learning of entertainment computational products and that have laboratorial practices centered on the digital games industry. This research tackles technical courses, technologist level graduation courses, as well as post-graduations, university extension courses, and free courses in this area. We intend to investigate and reflect on the teaching and learning strategies and, mainly, to consider the implementation of practical tools and procedures, especially the DevKits – Digital Game Development Kits – that aim to initiate collaborative environments to develop digital games and, subsequently, their commercial viability. We touch on educational and practical aspects as teaching methods related to game production and tools used, as well as developing platforms: DevKit. We also intend to undertake studies on the technology domain involving game engines in addition to authoring, tridimensional images production, and graphic editorial tools. By means of qualitative and secondary quantitative researches (FEB Games e BNDES), and bibliographical review, the applied methodology evaluates the use and integration of alternative tools that can be matched to the ones used by the electronic game market.We intend, futhermore, to expand the knowledge base around the technology domain of said tools, reducing, that way, the educational institutions’ and game companies’ dependence in this country. We discuss matters such as: intellectual property, legal mechanisms, developing management, production processes, advertising and promotion approaches, and evaluation methods. We depart from the creative process, observe the interaction design related aspects, the technology issues and systemic compatibilities, and, finally, we discuss issues related to promotion and distribution. As a result, we suggest a teaching and learning methodology for digital electronic games. Keywords: Videogame; Didactic Material; DevKit; Digital Games. 8 Sumário Introdução ....................................................................................................... 12 Os cursos de jogos digitais e a realidade de mercado .................................. 16 As áreas de investigação .............................................................................. 18 O mercado brasileiro e a nossa dependência tecnológica ............................ 19 Papéis na cadeia de produção de jogos ....................................................... 20 Objetivo ......................................................................................................... 24 Objetivos específicos .................................................................................... 24 Estruturação da pesquisa ............................................................................. 26 Capítulo 1 – As Tecnologias Emergentes e os Jogos Digitais ................... 28 1.1. Caminho da indústria brasileira ........................................................... 28 1.2. Domínio tecnológico ............................................................................ 33 1.2.1. Modelagem ................................................................................... 37 1.2.2. Animação ...................................................................................... 37 1.2.3. Texturização ................................................................................. 38 1.2.4. Programação ................................................................................ 39 1.3. Dificuldades e dependência tecnológica ............................................. 46 1.4. Oportunidade tecnológica ................................................................... 50 1.5. Problemática do mercado educacional de jogos ................................. 54 Capítulo 2 – A Indústria de Jogos Digitais ................................................... 56 2.1. A indústria no mundo .......................................................................... 58 2.1.1. Third-party e publishers ................................................................ 58 2.1.2. Produção ou desenvolvedoras ..................................................... 60 2.1.3. Produção e ferramental ................................................................ 60 2.1.4. Hardware ou plataforma ..............................................................
Recommended publications
  • Neon Caves - Coming Soon to Nintendo Switch
    Neon Caves - Coming Soon to Nintendo Switch. FOR IMMEDIATE RELEASE Bristol, United Kingdom, Wednesday 13th March, 2019 – Force Of Habit have announced today their endless arcade-retro shooter game Neon Caves will be coming exclusively to Nintendo Switch with a brand new trailer. View it on YouTube: https://www.youtube.com/watch?v=zm7VSlFmiJE Release Date: 27th March 2019 Pre-purchase Date (EU/AU): 15th March 2019 Pre-purchase Date (NA): 20th March 2019 Price: £3.99 / $3.99 / €3.99 Pre-purchase Price: 25% off! Neon Caves is an experimental offshoot of our debut Nintendo Switch title, Toast Time: Smash Up!, with graphics by Terra Lauterbach (@rotten_tater) and music by Joe Williamson (@joecreates). To Fnd out more information about the game, including screenshots, promo codes, development videos, visit the Press Kit or alternatively Fre an email to: [email protected] Game Description: Explore the Neon Caves, a fragile ecosystem lost to the world for centuries. Recently rediscovered by your research team, use your ship's anchor ability and elite implements to stabilise the cave while keeping the hostile inhabitants at bay. Features: * Endless arcade-action gameplay. How long can you survive? * 9 unique enemy types: including historically accurate giant crustaceans! * 4 awesome power-ups: rapid Fre, bombs, invincibility and ghost ship! * 28 Achievements * Nintendo Switch exclusive Online Leaderboards Quotes: • “An eclectic mix of retro shooter and modern twin-stick shooters. The game has an achievement called 'Nic Cage'. Just remember that.” - TwinFnite • “If you’re looking for an awesome new shooter with a killer art style and a bit of depth, you’ll deFnitely want to check out Neon Caves." - Super Game Droid • “Tricky to get the hang of, but it’s fun.
    [Show full text]
  • Setting up Odroid C2 – Throughtput Testing
    Throughput Testing Single-Board Computer for Wireless LAN Professionals Setting up Odroid C2 As Test End-Point Inventory Project Items Unpack and knoll the following items ❑ Impact Strong 5200 mAh USB Battery o And it has a flashlight as well! ❑ USB Micro Power Cable (comes with Battery) ❑ Micro SD Card to eMCC adapter (Blueish green) ❑ eMCC Memory Card (small with Red label) ❑ Transcend USB 3.0 SD Card Reader ❑ Odroid Wi-Fi 4 NIC – (Black) ❑ USB ‘U-bend’ Adaper (Black ❑ Odroid C2 – Single Board Computer ❑ #WLPC_EU USB Drive (has the Image) ❑ Odroid Case Kit (Black) Later we will have you use as part of the testing (not in your own kit) • Small Phillips Screwdriver (to assemble your case) • Short Ethernet Cable (to test your unit when attached to a switch port) ❑ If you are running Windows copy the Win32DiskImager-0.9.5-binary executable as well. If you are running Windows follow the Windows directions, if Mac OS – move to the Mac OS directions. Mac OS Version Configure Image ❑ Copy Image File from the #WLPC_EU USB drive (in the Odroid for #WLPC_EU folder) to your Desktop… the file name is DietPi_v133_OdroidC2-arm64- (WLAN_PRO) ❑ Open Image File – Boot Drive ❑ Should have a Folder Call “Boot” ❑ Find the dietpi.txt We are changing setting so your Odroid device can join a local SSID and download more files we’ll need. ❑ Under the Wi-Fi Details section change the Wi-Fi SSID to WLPC_EU-01 with a PSK of password. #Enter your Wifi details below, if applicable (Case Sensitive). Wifi_SSID=WLPC_EU-01 Wifi_KEY=password ❑ Under WiFi Hotspot Settings,
    [Show full text]
  • Blast Off Broken Sword
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES Broken Sword blast off Revolution’s fight Create a jetpack in for survival Unreal Engine 4 Issue 15 £3 wfmag.cc TEARAWAYS joyful nostalgia and comic adventure in knights and bikes UPGRADE TO LEGENDARY AG273QCX 2560x1440 A Call For Unionisation hat’s the first thing that comes to mind we’re going to get industry-wide change is collectively, when you think of the games industry by working together to make all companies improve. and its working conditions? So what does collective action look like? It’s workers W Is it something that benefits workers, getting together within their companies to figure out or is it something that benefits the companies? what they want their workplace to be like. It’s workers When I first started working in the games industry, AUSTIN within a region deciding what their slice of the games the way I was treated wasn’t often something I thought KELMORE industry should be like. And it’s game workers uniting about. I was making games and living the dream! Austin Kelmore is across the world to push for the games industry to But after twelve years in the industry and a lot of a programmer and become what we know it can be: an industry that horrible experiences, it’s now hard for me to stop the Chair of Game welcomes everyone, treats its workers well, and thinking about our industry’s working conditions. Workers Unite UK, allows us to make the games we all love. That’s what a a branch of the It’s not a surprise anymore when news comes out Independent Workers unionised games industry would look like.
    [Show full text]
  • Notes Du Mont Royal ←
    Notes du mont Royal www.notesdumontroyal.com 쐰 Cette œuvre est hébergée sur « No- tes du mont Royal » dans le cadre d’un exposé gratuit sur la littérature. SOURCE DES IMAGES Google Livres OMHPOY HOIHMATA. do...- HOMERI CARMINA. UNIE"!!! Hum DIDOT PRAIRIES, "A JACOB, 56. OMHPOY HOIHMATA KAI TA TOY KYKAOY AEIWANA. HOMERI CARMINA ET CYCLI EPICI RELIQUIÆ. ---n---- GRÆCE ET LATINE CUM INDICE NOMINUM ET BERUM. PARISIIS, EDITORE AMBROS. FIRMIN DIDOT, INST llllllllllllllllll M DCCC XXXVHL 604562 PRÆFATIO. [nounou nostrum, quo primi in Gallia Græcos scriptores in unius corporis æquabilitatem redigere aggressi sumus, commendatione et nolis præfationum artibus egere non videtur; sed paucis dicendum est. unde en quam elegimus edendi ratio pendent. Dudum ægre tuleramus quod tot scriptorum editiones veteribus inquinatæ vitiis vulgo circum- ferpentur atque adeo sæpius repeterentur, dum exstarent commdem scriptorum emendatæ et a summis criticis autiquo nitori restitutæ: armon oportuit illorum ingeniorum, qua: optimi quique nostratium laudibuset imitatione celebrarunt, opera popularibus nostris exliiberi pure, emendata, quantum fieri potest libera a depravatione barbaria- quam transierant? Hoc igitur primum et præcipue curamus, ut non solum ex optimis quœ exstant editionibus scriptorum quisque expri- matur, au] harum etiam multas criticis celeberrimis tradidimus denuo examinandas et emendandas; præterea, ubicumque res videtur postu- lare, Regiæ Bihliothecæ manuscriptos imus consultum. Altera cura est, ut ad intelligentiam quoque scriptorum in Collectione nostra præste- mus quod prosit unicuique: quum enim adnotatio vel præstantissimn ex arbitrio denique pendeat commentatoris, cui plana nonnunquam videbuntur quæ aliis ohscura, lhterlnefationes lutinas e regione grac- corum panera decrevimus, utpote quæ prorsus omuia reddaut, non locos selectos illustrent. H33 vero, antequam tradantur typothetis, doctissimi viri severo examini subjectas accurate corrigunt; nonuullo- mm scriptorum plane novæ parantur.
    [Show full text]
  • Improving the Beaglebone Board with Embedded Ubuntu, Enhanced GPMC Driver and Python for Communication and Graphical Prototypes
    Final Master Thesis Improving the BeagleBone board with embedded Ubuntu, enhanced GPMC driver and Python for communication and graphical prototypes By RUBÉN GONZÁLEZ MUÑOZ Directed by MANUEL M. DOMINGUEZ PUMAR FINAL MASTER THESIS 30 ECTS, JULY 2015, ELECTRICAL AND ELECTRONICS ENGINEERING Abstract Abstract BeagleBone is a low price, small size Linux embedded microcomputer with a full set of I/O pins and processing power for real-time applications, also expandable with cape pluggable boards. The current work has been focused on improving the performance of this board. In this case, the BeagleBone comes with a pre-installed Angstrom OS and with a cape board using a particular software “overlay” and applications. Due to a lack of support, this pre-installed OS has been replaced by Ubuntu. As a consequence, the cape software and applications need to be adapted. Another necessity that emerges from the stated changes is to improve the communications through a GPMC interface. The depicted driver has been built for the new system as well as synchronous variants, also developed and tested. Finally, a set of applications in Python using the cape functionalities has been developed. Some extra graphical features have been included as example. Contents Contents Abstract ..................................................................................................................................................................................... 5 List of figures .........................................................................................................................................................................
    [Show full text]
  • Suzanne's Microcluster Slides
    csinparallel.org Microclusters for teaching PDC Suzanne J. Matthews (West Point) 1 csinparallel.org What is a Microcluster? • A personal, highly portable Beowulf cluster • Enables highly interactive and tactile experiential learning • Notable early examples: – Ultimate Linux Lunch Box (Ron Minnich and Mitch Williams, Sandia National Labs) – LittleFe (Charlie Peck, Earlham College) – Microwulf (Joel Adams, Calvin College) 2 csinparallel.org Single Board Computers (SBCs) 3 csinparallel.org Student Pi (West Point) Suzanne J. Matthews Raspberry Pi nodes - Prototype: Raspberry Pi B nodes - Initial: Raspberry Pi B+ nodes - Current: Raspberry Pi 2 nodes - 900 Mhz quad-core CPU, 1 GB of RAM, HDMI, USB, 10/100 Ethernet - Raspbian Linux June 2014 - ~$40 p/node - Materials: - http://suzannejmatthews.com/private/cluster.html October 2014 May 2016 4 csinparallel.org Student Parallella (West Point) Suzanne J. Matthews Parallella nodes - dual-core ARM A9 CPU, 16-core Epiphany co-processor, 1 GB of RAM, μHDMI, μUSB, Gigabit Ethernet - Linaro Linux - ~$145 p/node - Materials: - http://suzannejmatthews.com/private/cluster.html - http://suzannejmatthews.github.io/ October 2014 April 2016 January 2015 5 csinparallel.org Half ShoeBox Clusters (Centre College) David Toth Cubieboard/ODROID nodes (2-node clusters) - Prototype: Cubieboard2: dual-core ARM Cortex A7, 1 GB of RAM, HDMI, USB, 10/100 Ethernet - Latest: ODROID C2: 2Ghz quad-core A53, 2 GB of RAM, HDMI, USB, Gigabit Ethernet, - Android/Ubuntu Linux - ~ $150-$200 p/cluster - Materials: Early 2014 - http://web.centre.edu/david.toth/portablecluster/index.html
    [Show full text]
  • Video Games Review DRAFT5-16
    Video Games: History, Technology, Industry, and Research Agendas Table of Contents I. Overview ....................................................................................................................... 1 II. Video Game History .................................................................................................. 7 III. Academic Approaches to Video Games ................................................................. 9 1) Game Studies ....................................................................................................................... 9 2) Video Game Taxonomy .................................................................................................... 11 IV. Current Status ........................................................................................................ 12 1) Arcade Games ................................................................................................................... 12 2) Console Games .................................................................................................................. 13 3) PC Standalone Games ...................................................................................................... 14 4) Online Games .................................................................................................................... 15 5) Mobile Games .................................................................................................................... 16 V. Recent Trends ..........................................................................................................
    [Show full text]
  • Passmark - Android Device List
    PassMark - Android Device List https://www.androidbenchmark.net/device_list.php AndroidTM Benchmarks Performance Comparison of Android Devices Below is an alphabetical list of all Android device types that appear in the charts. Clicking on a specific device name will take you to the charts where it appears in and will highlight it for you. PassMark Rating CPUMark Rating PassMark Rank Android Device Type Samples (higher is better) (higher is better) (lower is better) 4G R17S 1,572 4,088 1253 1 A-gold BV9500Plus 5,052 13,068 375 1 A-gold BV9800 4,450 11,400 487 1 A-gold F1 4,237 10,869 531 7 A-gold S3_Pro 4,392 11,219 504 2 A-gold Z2_PRO 4,406 11,246 499 1 A1 Alpha 20+ 4,753 12,266 435 1 Acer A3-A40 1,982 5,269 1082 1 Acer AO722 519 1,272 1725 1 1 z 62 2020-10-14, 12:02 PassMark - Android Device List https://www.androidbenchmark.net/device_list.php PassMark Rating CPUMark Rating PassMark Rank Android Device Type Samples (higher is better) (higher is better) (lower is better) AGM A10 2,030 8,521 1066 1 ALCATEL A574BL 497 1,202 1736 1 AlcatelOneTouch Alcatel_5044R 438 1,129 1759 1 Alco CT9223W97 1,214 3,111 1384 1 ALLDOCUBE M8 2,730 7,274 882 5 ALLDOCUBE T701 1,092 4,554 1437 1 ALLDOCUBE U1006H 1,902 4,931 1125 1 ALLVIEW P7_PRO 1,691 4,543 1210 1 ALLVIEW X4_Soul 2,536 6,938 925 1 Alps Acer One 8 T4-82L 2,539 6,526 924 1 Alps Tablet18T 1,201 3,043 1394 1 Alps tb8788p1_64_bsp 2,343 5,784 983 2 Amazon KFKAWI 712 1,701 1589 4 Amazon KFMAWI 2,306 5,640 992 19 Amazon KFONWI 1,082 2,588 1442 3 Amlogic A95X-A3 1,228 3,182 1381 1 Amlogic ABOX A4 397
    [Show full text]
  • Security Monitor for Mobile Devices: Design and Applications
    UNIVERSITY OF CALIFORNIA, IRVINE Security Monitor for Mobile Devices: Design and Applications DISSERTATION submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in Computer Science by Saeed Mirzamohammadi Dissertation Committee: Professor Ardalan Amiri Sani, UCI, Chair Professor Gene Tsudik, UCI Professor Sharad Mehrotra, UCI Doctor Sharad Agarwal, MSR 2020 Portion of Chapter 1 c 2018 ACM, reprinted, with permission, from [148] Portion of Chapter 1 c 2017 ACM, reprinted, with permission, from [150] Portion of Chapter 1 c 2018 IEEE, reprinted, with permission, from [149] Portion of Chapter 1 c 2020 ACM, reprinted, with permission, from [151] Portion of Chapter 2 c 2018 ACM, reprinted, with permission, from [148] Portion of Chapter 2 c 2017 ACM, reprinted, with permission, from [150] Portion of Chapter 3 c 2018 ACM, reprinted, with permission, from [148] Portion of Chapter 4 c 2018 IEEE, reprinted, with permission, from [149] Portion of Chapter 5 c 2017 ACM, reprinted, with permission, from [150] Portion of Chapter 6 c 2020 ACM, reprinted, with permission, from [151] Portion of Chapter 7 c 2020 ACM, reprinted, with permission, from [151] Portion of Chapter 7 c 2017 ACM, reprinted, with permission, from [150] Portion of Chapter 7 c 2018 IEEE, reprinted, with permission, from [149] Portion of Chapter 7 c 2018 ACM, reprinted, with permission, from [148] All other materials c 2020 Saeed Mirzamohammadi TABLE OF CONTENTS Page LIST OF FIGURES v LIST OF TABLES vii ACKNOWLEDGMENTS viii VITA ix ABSTRACT OF THE DISSERTATION xi 1 Introduction 1 1.1 Applications of the security monitor .
    [Show full text]
  • Cubieboard Cubieboard2 Cubietruck Beaglebone Black
    Raspberry Pi (Model B rev.2) Cubieboard Cubieboard2 Cubietruck Beaglebone Black 1 Ghz (OC) ARM® Cortex-A6 1 Ghz ARM® Cortex-A8 1 Ghz ARM® Cortex-A7 Dual Core 1 Ghz ARM® Cortex-A7 Dual Core 1 Ghz ARM® Cortex-A8 CPU ARM1176JZF-F Allwinner A10 C8096CA Allwinner A20 Allwinner A20 AM335x GPU/FPU VideoCore IV Mali-400 (CedarX, OpenGL) Mali-400MP2 (CedarX, OpenGL) Mali-400MP2 (CedarX, OpenGL) SGX350 3D / NEON FPU accelerator RAM 512 MB 1 GB DDR3 2 GB 2 GB 512 MB DDR3 Storage micro SD/SDHC 4 GB NAND Flash, micro SD/SDHC, SATA 4 GB NAND Flash, micro SD/SDHC, SATA 4 GB NAND Flash, micro SD/SDHC, SATA 2.0 2GB eMMC Power micro USB (5V/1A) 3.5 W DC 5v/2A DC 5v/2A DC 5v/2.5A DC 5V/500mA Video RCA Composite Video, HDMI 1.4 HDMI HDMI HDMI/VGA microHDMI Audio 3.5 mm Headphone Jack 3.5 mm Headphone Jack / Line In 3.5 mm Headphone Jack 3.5 mm Headphone Jack, SPDIF Network 10/100 Mbps 10/100 Mbps 10/100 Mbps 10/100/1000 Mbps, Wifi, Bluetooth 10/100 Mbps 2x46 PIN GPIO I/O ports 26 PIN GPIO, 2x Ribon 2x48 PIN GPIO, 4PIN Serial, 1IR 2x48 PIN GPIO, 4PIN Serial, 1IR 1x 54 PIN GPIO (Arduino Shield Compatible) USB ports 2x USB 2.0 2x USB 2.0 2x USB 2.0, 1 mini USB OTG 2x USB 2.0, 1 mini USB OTG 1x USB 2.0 Linux (Raspbian, Debian, Fedora, Arch, Gentoo, Kali), Andoid, Angstrom, Ubuntu, Fedora, Gentoo.
    [Show full text]
  • Passmark Android Benchmark Charts - CPU Rating
    PassMark Android Benchmark Charts - CPU Rating http://www.androidbenchmark.net/cpumark_chart.html Home Software Hardware Benchmarks Services Store Support Forums About Us Home » Android Benchmarks » Device Charts CPU Benchmarks Video Card Benchmarks Hard Drive Benchmarks RAM PC Systems Android iOS / iPhone Android TM Benchmarks ----Select A Page ---- Performance Comparison of Android Devices Android Devices - CPUMark Rating How does your device compare? Add your device to our benchmark chart This chart compares the CPUMark Rating made using PerformanceTest Mobile benchmark with PerformanceTest Mobile ! results and is updated daily. Submitted baselines ratings are averaged to determine the CPU rating seen on the charts. This chart shows the CPUMark for various phones, smartphones and other Android devices. The higher the rating the better the performance. Find out which Android device is best for your hand held needs! Android CPU Mark Rating Updated 14th of July 2016 Samsung SM-N920V 166,976 Samsung SM-N920P 166,588 Samsung SM-G890A 166,237 Samsung SM-G928V 164,894 Samsung Galaxy S6 Edge (Various Models) 164,146 Samsung SM-G930F 162,994 Samsung SM-N920T 162,504 Lemobile Le X620 159,530 Samsung SM-N920W8 159,160 Samsung SM-G930T 157,472 Samsung SM-G930V 157,097 Samsung SM-G935P 156,823 Samsung SM-G930A 155,820 Samsung SM-G935F 153,636 Samsung SM-G935T 152,845 Xiaomi MI 5 150,923 LG H850 150,642 Samsung Galaxy S6 (Various Models) 150,316 Samsung SM-G935A 147,826 Samsung SM-G891A 145,095 HTC HTC_M10h 144,729 Samsung SM-G928F 144,576 Samsung
    [Show full text]
  • Building a Datacenter with ARM Devices
    Building a Datacenter with ARM Devices Taylor Chien1 1SUNY Polytechnic Institute ABSTRACT METHODS THE CASE CURRENT RESULTS The ARM CPU is becoming more prevalent as devices are shrinking and Physical Custom Enclosure Operating Systems become embedded in everything from medical devices to toasters. Build a fully operational environment out of commodity ARM devices using Designed in QCAD and laser cut on hardboard by Ponoko Multiple issues exist with both Armbian and Raspbian, including four However, Linux for ARM is still in the very early stages of release, with SBCs, Development Boards, or other ARM-based systems Design was originally only for the Raspberry Pis, Orange Pi Ones, Udoo critical issues that would prevent them from being used in a datacenter many different issues, challenges, and shortcomings. Have dedicated hard drives and power system for mass storage, including Quads, PINE64, and Cubieboard 3 multiple drives for GlusterFS operation, and an Archive disk for backups and Issue OS In order to test what level of service commodity ARM devices have, I Each device sits on a tray which can be slid in and out at will rarely-used storage Kernel and uboot are not linked together after a Armbian decided to build a small data center with these devices. This included Cable management and cooling are on the back for easy access Build a case for all of these devices that will protect them from short circuits version update building services usually found in large businesses, such as LDAP, DNS, Designed to be solid and not collapse under its own weight and dust Operating system always performs DHCP request Raspbian Mail, and certain web applications such as Roundcube webmail, Have devices hooked up to a UPS for power safety Design Flaws Allwinner CPUs crash randomly when under high Armbian ownCloud storage, and Drupal content management.
    [Show full text]