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Vysoke´Ucˇenítechnicke´V Brneˇ
VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVE´ GRAFIKY A MULTIME´ DII´ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA GAME FOR TEACHING VERY BASIC PROGRAMMING BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE MARTIN RONCˇ KA AUTHOR BRNO 2015 VYSOKE´ UCˇ ENI´ TECHNICKE´ V BRNEˇ BRNO UNIVERSITY OF TECHNOLOGY FAKULTA INFORMACˇ NI´CH TECHNOLOGII´ U´ STAV POCˇ ´ITACˇ OVE´ GRAFIKY A MULTIME´ DII´ FACULTY OF INFORMATION TECHNOLOGY DEPARTMENT OF COMPUTER GRAPHICS AND MULTIMEDIA HRA PRO VY´ UKU U´ PLNY´ CH ZA´ KLADU˚ PROGRAMOVA´ NI´ GAME FOR TEACHING VERY BASIC PROGRAMMING BAKALA´ Rˇ SKA´ PRA´ CE BACHELOR’S THESIS AUTOR PRA´ CE MARTIN RONCˇ KA AUTHOR VEDOUCI´ PRA´ CE doc. Ing. ADAM HEROUT, Ph.D. SUPERVISOR BRNO 2015 Abstrakt Hlavním cílem této práce je vytvoøení hry pro výuku úplných základù programování. První èást této práce se zabývá studiem a analýzou souèasných her pro výuku programovaní a soudobých principù užívaných ve výukových hrách. Na toto navazuje návrh a implemen- tace rozhraní pro vizuální programování v Unity3d a následná integrace tohoto rozhraní do jednoduché hry, která bude splňovat principy sepsané v první èásti této práce. Výsledek práce je poté vyhodnocen jak z hlediska technického tak uživatelského, s cílem zjistit efek- tivitu rozhraní pro vizuální programování a hry samotné jako nástroje pro pøedstavení programování. Abstract The main goal of this thesis is to create a game for teaching very basic programming. An analysis of current programming education games and education principles takes up the first part of this thesis. -
Assignment #1: Quickstart to Creating Google Cardboard Apps with Unity
CMSC 234/334 Mobile Computing Chien, Winter 2016 Assignment #1: Quickstart to Creating Google Cardboard Apps with Unity Released Date: Tuesday January 5, 2016 Due Date: Friday January 8, 2016, 1:30pm ~ 6:00pm Checkoff Location: Outside CSIL 4 in Crerar. How to Complete Assignment: Yun Li will be available for assignment “checkoff” Friday 1/8, 1:306:00pm, outside CSIL 4 in Crerar. Checkoffs are individual, everyone should come with their own computer and mobile device, build the game using their computer and mobile device(s) and then show the game on the mobile device(s). Please signup immediately for 10minute checkout slot here: https://docs.google.com/a/uchicago.edu/spreadsheets/d/1PbHuZdTEQTHrTq6uTz837WYx t_N8eoZs8QqQAZF_Ma8/edit?usp=sharing Google provides two Cardboard SDKs, one for Android SDK and one for Unity SDK. Android SDK is used for Android Studio. If we want to develop Google Cardboard apps with 3D models in Android Studio, we need to deal with OpenGL ES, this interface provides detailed control for power users. Given the short time frame for this class, we will focus on use of the higher level Unity interface for quick development of VR apps. However, you may choose to use this in your projects. The Unity SDK can be used to develop VR apps for Android and iOS platforms1 with Unity. For the class, we will use Android. Unity is a development platform for creating multiplatform 3D and 2D games and interactive experiences. It is designed to deal with 3D models directly and easily. In this class, Unity 5 is used as the development environment. -
Location-Based Mobile Games
LOCATION-BASED MOBILE GAMES Creating a location-based game with Unity game engine LAB-UNIVERSITY OF APPLIED SCIENCES Engineer (AMK) Information and Communications Technology, Media technology Spring 2020 Samuli Korhola Tiivistelmä Tekijä(t) Julkaisun laji Valmistumisaika Korhola, Samuli Opinnäytetyö, AMK Kevät 2020 Sivumäärä 28 Työn nimi Sijaintipohjaisuus mobiilipeleissä Sijaintipohjaisen pelin kehitys Unity pelimoottorissa Tutkinto Tieto- ja viestintätekniikan insinööri. Tiivistelmä Tämän opinnäytetyön aiheena oli sijaintipohjaiset mobiilipelit. Sijaintipohjaiset mobiili- pelit ovat pelien tapa yhdistää oikea maailma virtuaalisen maailman kanssa ja täten ne luovat yhdessä aivan uuden pelikokemuksen. Tämä tutkimus syventyi teknologiaan ja työkaluihin, joilla kehitetään sijaintipohjaisia pelejä. Näihin sisältyy esimerkiksi GPS ja Bluetooth. Samalla työssä myös tutustuttiin yleisesti sijaintipohjaisten pelien ominaisuuksiin. Melkein kaikki tekniset ratkaisut, jotka oli esitetty opinnäytetyössä, olivat Moomin Move peliprojektin teknisiä ratkaisuja. Opinnäytetyön tuloksena tuli lisää mahdolli- suuksia kehittää Moomin Move pelin sijaintipohjaisia ominaisuuksia, kuten tuomalla kamerapohjaisia sijaintitekniikoita. Asiasanat Unity, sijaintipohjainen, mobiilipelit, GPS, Bluetooth Abstract Author(s) Type of publication Published Korhola, Samuli Bachelor’s thesis Spring 2020 Number of pages 28 Title of publication Location-based mobile games Creating a location-based game with the Unity game engine Name of Degree Bachelor of Information and Communications -
Motorola Moto G User Guide
Available applications and services are subject to change at any time. Table of Contents Get Started 1 Your Phone at a Glance 1 Charge Your Phone Battery 1 Activation and Service 3 Complete the Setup Screens 3 Set Up Voicemail 5 Retrieve Data from Your Old Phone 5 Phone Basics 7 Your Phone’s Layout 7 Turn Your Phone On and Off 8 Turn Your Screen On and Off 9 Adjust the Sound Volume 10 Find Your Phone Number 11 Touchscreen Navigation 11 Your Home Screen 11 Status Bar 13 Active Notifications 14 App List 14 Search 15 Google Now 16 Motorola Assist 16 Enter Text 17 Touchscreen Keyboard 17 Text Entry Settings and Dictionary 19 Tips for Editing Text 19 Voice Typing 20 Phone Calls 21 Make Phone Calls 21 Call Using the Phone Dialer 21 Call from History 22 Call from Contacts 22 Call a Number in a Text Message or Email Message 23 Call from Favorites 23 i Call Emergency Numbers 23 Receive Phone Calls 24 Voicemail 25 Retrieve Your Voicemail Messages 25 Visual Voicemail 25 Set Up Visual Voicemail 26 Review Visual Voicemail 26 Visual Voicemail Settings 28 Change Your Main Greeting via the Voicemail Menu 29 Edit the Display Name via the Voicemail Menu 29 Phone Call Options 29 Make a 3-Way Call 30 Contacts 31 Get Started with Contacts 31 Add a Contact 32 Save a Phone Number 32 Edit a Contact 32 Sync or Transfer Contacts 33 Call or Text Contacts 33 Make Groups 33 Accounts and Messaging 35 Gmail and Google 35 Email 37 Add an Email Account 38 Compose and Send Email 38 Delete an Email Account 40 Text and Multimedia Messaging 40 Send a Text Message 40 Send -
Paper #5: Google Mobile
Yale University Thurmantap Arnold Project Digital Platform Theories of Harm Paper Series: 5 Google’s Anticompetitive Practices in Mobile: Creating Monopolies to Sustain a Monopoly May 2020 David Bassali Adam Kinkley Katie Ning Jackson Skeen Table of Contents I. Introduction 3 II. The Vicious Circle: Google’s Creation and Maintenance of its Android Monopoly 5 A. The Relationship Between Android and Google Search 7 B. Contractual Restrictions to Android Usage 8 1. Anti-Fragmentation Agreements 8 2. Mobile Application Distribution Agreements 9 C. Google’s AFAs and MADAs Stifle Competition by Foreclosing Rivals 12 1. Tying Google Apps to GMS Android 14 2. Tying GMS Android and Google Apps to Google Search 18 3. Tying GMS Apps Together 20 III. Google Further Entrenches its Mobile Search Monopoly Through Exclusive Dealing22 A. Google’s Exclusive Dealing is Anticompetitive 25 IV. Google’s Acquisition of Waze Further Forecloses Competition 26 A. Google’s Acquisition of Waze is Anticompetitive 29 V. Google’s Anticompetitive Actions Harm Consumers 31 VI. Google’s Counterarguments are Inadequate 37 A. Google Android 37 B. Google’s Exclusive Contracts 39 C. Google’s Acquisition of Waze 40 VII. Legal Analysis 41 A. Google Android 41 1. Possession of Monopoly Power in a Relevant Market 42 2. Willful Acquisition or Maintenance of Monopoly Power 43 a) Tying 44 b) Bundling 46 B. Google’s Exclusive Dealing 46 1. Market Definition 47 2. Foreclosure of Competition 48 3. Duration and Terminability of the Agreement 49 4. Evidence of Anticompetitive Intent 50 5. Offsetting Procompetitive Justifications 51 C. Google’s Acquisition of Waze 52 1. -
Challenge 5 Whack-A-Food
1 Challenge 5 Whack-a-Food Challenge Put your User Interface skills to the test with this whack-a-mole-like challenge Overview: in which you have to get all the food that pops up on a grid while avoiding the skulls. You will have to debug buttons, mouse clicks, score tracking, restart sequences, and difficulty setting to get to the bottom of this one. Challenge - All of the buttons look nice with their text properly aligned Outcome: - When you select a difficulty, the spawn rate changes accordingly - When you click a food, it is destroyed and the score is updated in the top-left - When you lose the game, a restart button appears that lets you play again Challenge In this challenge, you will reinforce the following skills/concepts: Objectives: - Working with text and button objects to get them looking the way you want - Using Unity’s various mouse-related methods appropriately - Displaying variables on text objects properly using concatenation - Activating and deactivating objects based on game states - Passing information between scripts using custom methods and parameters Challenge - Open your Prototype 5 project Instructions: - Download the "Challenge 5 Starter Files" from the Tutorial Materials section, then double-click on it to Import - In the Project Window > Assets > Challenge 5 > Instructions folder, use the "Challenge 5 - Outcome” video as a guide to complete the challenge © Unity 2019 Challenge 5 - Whack-a-Food 2 Challenge Task Hint 1 The difficulty buttons Center the text on the buttons If you expand one of the -
70BFL2114/27 Philips Professional TV
Philips Professional TV Professional productivity 70" B-Line with Chromecast built-in and HDMI hotplug powered by Android™ Boost productivity. Philips B-Line seamlessly integrates into corporate systems for efficient control. Chromecast built-in ensures presentations run smoothly with instant wireless media sharing from Windows, Apple and Android™ devices. Smart control features • Compatible with Extron and Neets systems • Crestron Connected certified system integration • Install and manage apps remotely with AppControl • Operate, monitor and maintain via CMND & Control • Scheduler for content playback at selected times • Can tune TV channels, including ATSC, QAM and IPTV 70BFL2114 Vibrant and efficient • Chromecast built-in for wireless content sharing • HDMI hotplug detection with auto on/off function • Google Play Store access for apps and media • Supports Pro:Idiom™ encrypted content • Superb audio quality without external speakers • UHD resolution for attention grabbing content • Android updates provide the latest functionality Professional TV 70BFL2114/27 70" B-Line powered by Android™ Highlights Powered by Android settings, and easily connect external devices. AppControl Android-powered Philips Professional TVs are Crestron Connected® provides a fast, reliable Take full, centralised control of the apps fast, versatile and easy to navigate. The TVs are and secure enterprise level solution for wireless installed on your Philips Professional TVs. optimised for native Android apps and you can and wired content sharing from Apple, AppControl lets you install, delete, and manage install web apps directly to the display too. Windows, Android and Linux devices. apps on selected TVs or your entire network so Automatic updates ensure apps stay up to date. that you can offer personalized experiences to Google Play Store access your guests and customers-no matter how many Chromecast built-in Full access to the entire Google Play Store TVs you are managing. -
Critical Thinking and Problem-Solving for the 21St Century Learner Table of Contents
Educator’s Voice NYSUT’s journal of best practices in education Volume VIII, Spring 2015 Included in this issue: Welcome from Catalina R. Fortino Critical Thinking and Inquiry-Based Learning: Preparing Young Learners for the Demands of the 21st Century Problem-Solving for the Developing Mathematical Thinking in the 21st Century 21st Century Learner How Modes of Expression in the Arts Give Form to 21st Century Skills 21st Century Real-World Robotics In this issue … Authors go beyond teaching the three R’s. Critical thinking and problem- “Caution, this will NOT be on the test!” Expedition Earth Science solving for the 21st century learner means preparing students for a global Prepares Students for society that has become defined by high speed communications, complex the 21st Century and rapid change, and increasing diversity. It means engaging students to use multiple strategies when solving a problem, to consider differing Engaging Critical Thinking Skills with Learners of the Special Populations points of view, and to explore with many modalities. Music Performance Ensembles: This issue showcases eight different classrooms teaching critical thinking A Platform for Teaching through inquiry and expedition, poetry and music. Authors investigate the 21st Century Learner ways to make teaching and learning authentic, collaborative and hands- on. Students learn to problem solve by building working robots and go What is L.I.T.T.O.? Developing Master Learners beyond rote memorization in math through gamification. Early learners in the 21st Century Classroom use art to generate their own haiku, or journals to document their experi- ences with nature, and high school students learn earth science through Glossary outdoor investigations. -
A Simple Technique for Modeling Terrains Using Contour Maps
2012 16th International Conference on Information Visualisation A Simple Technique for Modeling Terrains Using Contour Maps José Anibal Arias, Roberto Carlos Reyes, Antonio Razo Universidad Tecnológica de la Mixteca, Universidad de las Américas - Puebla {[email protected], [email protected], [email protected]} Abstract 2. Related work In this paper we describe a simple modeling technique used to create precise and complex digital In most applications, the procedure to digitally terrains models using contour maps. As a case study we generate a terrain is based in grayscale elevation maps. use the terrain of the “Monte Albán” archeological site, In these maps lighter tones generally represent areas with located in the Mexican state of Oaxaca. We employ the increased altitude. This type of procedure is technique with a simple contour map to obtain a realistic recommended for scale models including local tridimensional terrain model that includes the four main measurements. It produces a surface where we can place hills of the site. different objects and apply textures to achieve realistic terrain representations. Keywords--- 3D Modeling, GIS, Archaeological There are more complex and detailed models that reconstruction. can even be georeferenced (i.e. associated with a spatial reference system) to show the location of the model on the earth’s surface at a given scale. These models are based on field measurements, remote sensing or 1. Introduction restitution. The input formats can range from point clouds, data generated by the LIDAR sensor, contours There are several different approaches to represent a generated by stereoscopic aerial orthophotos restitutions, 3D digital terrain. These depend largely on the available until GRID format with regular elevations in space. -
Creating a Framework for an ARPG-Style Game in the Unity Game Engine
Creating a framework for an ARPG-style game in the Unity game engine Author(s) Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Bachelor in Programming [Games|Applications] 20 ECTS Department of Computer Science Norwegian University of Science and Technology, 20.05.2019 Supervisor Christopher ARPG framework in Unity Sammendrag av Bacheloroppgaven Tittel: Rammeverk for et ARPG-spill i spillmotoren Unity Dato: 20.05.2019 Deltakere: Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Veiledere: Christopher Oppdragsgiver: Norwegian University of Science and Technology Kontaktperson: Erik Helmås, [email protected], 61135000 Nøkkelord: Norway, Norsk Antall sider: 63 Antall vedlegg: 4 Tilgjengelighet: Åpen Sammendrag: Spillet som ble laget for denne oppgaven er innenfor sjangerne Action Role-Playing Game (ARPG) og Twin Stick Shooter ved bruk av spillmotoren Unity Game Engine. Spillet inneholder tilfeldig utstyr som spilleren kan finne, og fiender spilleren må drepe på sin vei gjennom spillet. Denne opp- gaven vil ta for seg forklaringen av utviklingsprosessen og vise til endringer og valg som ble gjort underveis. i ARPG framework in Unity Summary of Graduate Project Title: Creating a framework for an ARPG-style game in the Unity game engine Date: 20.05.2019 Authors: Ole-Gustav Røed Eivind Vold Aunebakk Einar Budsted Supervisor: Christopher Employer: Norwegian University of Science and Technology Contact Person: Erik Helmås, [email protected], 61135000 Keywords: Thesis, Latex, Template, IMT Pages: 63 Attachments: 4 Availability: Open Abstract: The game created for this thesis is focused around the Action Role-Playing Game(ARPG)/Twin Stick Shooter genre mak- ing use of the Unity Game Engine to create and deploy the game. -
C 338 Hybrid Digital Integrated Amplifier
C 338 Hybrid Digital Integrated Amplifier NAD’s Most Versatile Amplifier Ever with Chromecast built-in and HybridDigital™ Technology Introducing the NAD C 338. Expansive Power with Unprecedented Flexibility. FEATURES & DETAILS The C 338 adds big sound to your favourite music sources and brings incredible fl exibility to any stereo system. The fi rst-ever hi-fi amplifi er to have Chromecast built-in, the C 338 • 50W x 2 Continuous Power allows you to stream and cast music directly from a mobile device or any music streaming into 8 or 4 ohms app, letting you enjoy your music wirelessly. With Bluetooth® also natively integrated, the C 338 can wirelessly connect to any smartphone, tablet, or Bluetooth-enabled • 90W / 150W / 200W IHF Dynamic device within range so you seamlessly stream your favourite music apps or libraries in Power into 8 / 4 / 2 Ohms high-fi delity. Add a turntable using the phono input and experience the warmth of vinyl • First hi-fi amplifi er to feature collections with the room-fi lling sound of NAD’s HybridDigital™ amp technology. Power, Chromecast built-in volume, source selection, and device settings are all controlled using the intuitive interface of the NAD Remote App for iOS and Android. • Integrated Bluetooth® for added music streaming fl exibility Getting the Basics Right • Built-in Phono Preamp for Turntables Built with NAD’s renowned music-fi rst approach to audio architecture and amp design, • Stereo Line, Optical Digital and the C 338 is equipped with the most advanced components commonly found in NAD’s Coax Digital inputs class-leading line of amplifi ers. -
Child Protective Services: Services: Protective Child
CHILD ABUSE AND NEGLECT USER MANUAL SERIES Child Protective Services: Child Protective Services: A Guide for Caseworkers A Guide for Caseworkers To view or obtain copies of other manuals in this series, contact the National Clearinghouse on Child Abuse and Neglect Information at: 800-FYI-3366 [email protected] U.S. Department of Health and Human Services www.calib.com/nccanch/pubs/usermanual.cfm Administration for Children and Fam i lies Administration on Children, Youth and Families Children’s Bureau Office on Child Abuse and Neglect Child Protective Services: A Guide for Caseworkers Diane DePanfilis Marsha K. Salus 2003 U.S. Department of Health and Human Services Administration for Children and Families Administration on Children, Youth and Families Children’s Bureau Office on Child Abuse and Neglect Table of Contents PREFACE ........................................................................................................................................................................... 1 ACKNOWLEDGMENTS.............................................................................................................................................. 3 1. PURPOSE AND OVERVIEW .......................................................................................................................... 7 2. CHILD PROTECTIVE SERVICES THEORY AND PRACTICE......................................................... 9 Philosophy of Child Protective Services.......................................................................................................9