Game Development for Computer Science Education
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Mobile Developer's Guide to the Galaxy
Don’t Panic MOBILE DEVELOPER’S GUIDE TO THE GALAXY U PD A TE D & EX TE ND 12th ED EDITION published by: Services and Tools for All Mobile Platforms Enough Software GmbH + Co. KG Sögestrasse 70 28195 Bremen Germany www.enough.de Please send your feedback, questions or sponsorship requests to: [email protected] Follow us on Twitter: @enoughsoftware 12th Edition February 2013 This Developer Guide is licensed under the Creative Commons Some Rights Reserved License. Editors: Marco Tabor (Enough Software) Julian Harty Izabella Balce Art Direction and Design by Andrej Balaz (Enough Software) Mobile Developer’s Guide Contents I Prologue 1 The Galaxy of Mobile: An Introduction 1 Topology: Form Factors and Usage Patterns 2 Star Formation: Creating a Mobile Service 6 The Universe of Mobile Operating Systems 12 About Time and Space 12 Lost in Space 14 Conceptional Design For Mobile 14 Capturing The Idea 16 Designing User Experience 22 Android 22 The Ecosystem 24 Prerequisites 25 Implementation 28 Testing 30 Building 30 Signing 31 Distribution 32 Monetization 34 BlackBerry Java Apps 34 The Ecosystem 35 Prerequisites 36 Implementation 38 Testing 39 Signing 39 Distribution 40 Learn More 42 BlackBerry 10 42 The Ecosystem 43 Development 51 Testing 51 Signing 52 Distribution 54 iOS 54 The Ecosystem 55 Technology Overview 57 Testing & Debugging 59 Learn More 62 Java ME (J2ME) 62 The Ecosystem 63 Prerequisites 64 Implementation 67 Testing 68 Porting 70 Signing 71 Distribution 72 Learn More 4 75 Windows Phone 75 The Ecosystem 76 Implementation 82 Testing -
2021 Easter Island & Patagonia
Easter Island & Patagonia, Chile New Walk amidst the spectacular rock pinnacles of the Torres del Paine National Park and the mysterious landscapes of Easter Island. Group departures See overleaf for departure dates Holiday overview Style Walking Accommodation Hotels, Eco Camp Grade Moderate Duration 17 days from London to London Trekking / Walking days Walks on: 7 days Min/Max group size 5 / 12. Guaranteed to run for 5 Trip Leader Local Leader Easter Island Land only Joining in Santiago, Chile Max altitude Max altitude 900m/2,952ft, Patagonia Private Departures & Tailor Made itineraries available tel: +44 (0)1453 844400 fax: +44 (0)1453 844422 [email protected] www.mountainkingdoms.com Mountain Kingdoms Ltd, 20 Long Street, Wotton-under-Edge, Gloucestershire GL12 7BT UK Managing Director: Steven Berry. Registered in England No. 2118433. VAT No. 496 6511 08 Last updated: 08 December 2020 Departures Group departures 2021 Dates: Tue 06 Apr - Thu 22 Apr Tue 05 Oct - Thu 21 Oct 2022 Dates: Fri 15 Apr - Sun 01 May Group prices and optional supplements Please contact us on +44 (0)1453 844400 or visit our website for our land only and flight inclusive prices and single supplement options. No Surcharge Guarantee The flight inclusive or land only price will be confirmed to you at the time you make your booking. There will be no surcharges after your booking has been confirmed. Will the trip run? This trip is guaranteed to run for 5 people and for a maximum of 12. In the rare event that we cancel a holiday, we will refund you in full and give you at least 6 weeks warning. -
Evaluating the Use of Particle-Spring Systems in the Conceptual Design of Grid Shell Structures By
Evaluating the Use of Particle-Spring Systems in the Conceptual Design of Grid Shell Structures by Trevor B. Bertin B.S. Civil Engineering Worcester Polytechnic Institute, 2011 SUBMITTED TO THE DEPARTMENT OF CIVIL AND ENVIRONMENTAL ENGINEERING IN THE PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF 1 MASTER OF ENGINEERING IN CIVIL AND ENVIRONMENTAL ENGINEERING AT THE MASSACHUSETTS INSTITUTE OF TECHNOLOGY JUNE 2013 ©2013 Trevor Bertin. All Rights Reserved The author hereby grants to MIT permission to reproduce and to distribute publicly paper and electronic copies of this thesis document in whole or in part in any medium now known or hereafter created. Signature of Author: _____________________________________________________________ Department of Civil and Environmental Engineering May 10, 2013 Certified by: ___________________________________________________________________ John A. Ochsendorf Professor of Building Technology and Civil and Environmental Engineering Thesis Supervisor Accepted by: ___________________________________________________________________ Heidi M. Nepf Chair, Departmental Committee for Graduate Students 2 Evaluating the Use of Particle-Spring Systems in the Conceptual Design of Grid Shell Structures by Trevor B. Bertin Submitted to the Department of Civil and Environmental Engineering on May 10, 2013 in Partial Fulfillment of the Requirements for the Degree of Master of Engineering in Civil and Environmental Engineering ABSTRACT 3 This thesis evaluates particle-spring systems as conceptual design tools in an effort to create efficient grid shell structures. Currently many simulation tools are available to create representations of intricate geometries and forms. However, these forms can become highly complex and challenging upon their realization. A lack of understanding of these forms leads to structures that cannot support their corresponding loads due to their shape, boundary conditions or edge conditions. -
MOAI: a Methodology for Evaluating the Impact of Indoor Airflow in The
MOAI: A methodology for evaluating the impact of indoor airflow in the transmission of COVID-19 Axel Oehmichen*1,2, Florian Guitton*1,2, Cedric Wahl2, Bertrand Foing2, Damian Tziamtzis2, and Yike Guo1 1 Data Science Institute, Imperial College London, United-Kingdom 2 Secretarium Ltd, London, United-Kingdom f axelfrancois.oehmichen11, f.guitton, yg [email protected] Abstract—Epidemiology models play a key role in understand- (e.g. UK, Ireland, Germany or Denmark) of opening and clos- ing and responding to the COVID-19 pandemic. In order to ing over time in various countries based on evolving scientific build those models, scientists need to understand contributing consensus. Some NPIs have proven counterproductive as well, factors and their relative importance. A large strand of literature has identified the importance of airflow to mitigate droplets and even though it might appear counter-intuitive, such as one far-field aerosol transmission risks. However, the specific factors way systems [1]. Nevertheless, in the absence of a precise contributing to higher or lower contamination in various settings understanding of the transmission mechanisms of COVID-19, have not been clearly defined and quantified. the NPIs put in place are fairly broad and coarse, which puts As part of the MOAI project (https://moaiapp.com), we are more pressure on our economies, mental health and personal developing a privacy-preserving test and trace app to enable infection cluster investigators to get in touch with patients without liberties. In order to alleviate that pressure, a more precise having to know their identity. This approach allows involving understanding of closed spaces exposure risks is necessary. -
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SIN Studio im Netz Der Pädagogische Interaktiv-Preis AUSGEZEICHNETE ANGEBOTE 2016 APPS | GAMES | WEBSITES C Lernspaß A L LI CLEVER für Kinder APPS FÜR KINDER Die Zwuggels – Reise ans Meer Meine Piraten Die Kinder begleiten die Zwuggels auf ihren spannenden In der Wimmel-App können Erkundungen und helfen ihnen von der Reisevorberei- Kinder die Welt der Piraten tung bis hin zum Ausheben eines Schatzes. 36 kurzwei- interaktiv entdecken. Mit lige Kapitel bieten dabei einen Mix aus unterhaltsamer jeder Berührung oder Be- Geschichte in Reimform, liebevoll animierten Szenen und wegung werden witzige interaktiven Minispielen. Ein Leseabenteuer zum Anfas- Aktionen in Gang gesetzt und sen und Miterleben! Gemacht zum Selbstlesen oder zum kleine Minispiele sorgen für gemeinsamen Erleben mit den Eltern. zusätzlichen Spaß. Kreativi- tät ist auch gefragt, wenn die Seeräuber nach Lust und Ploosh Laune eingekleidet und gestylt werden. Ahoi und auf zu System: iOS, Android Preis: 2,99 € lustigen Abenteuern! Päd. Empfehlung: ab 4 Jahren wonderkind System: iOS Preis: 2,99 € Päd. Empfehlung: ab 3 Jahren Schatz! Schatz! codeSpark Academy mit den Foos In dieser liebevoll animierten App gehen die Kinder In mehreren Abenteuern vermittelt das Game die Basis- auf Abenteuerreise, um den Schatz der Feen zu finden. kompetenzen des Programmierens. Die Spieler müssen Gemeinsam mit dem Drachen Mick ziehen sie dafür durch Muster erkennen und den eine fantastische Welt voller kleiner Aufgaben. Unterwegs Ablauf von Aktionen logisch müssen sie Rätsel lösen, zählen, Buchstaben finden und anordnen. Dabei sind die kniff- reimen. Dieses Spiel für Vorschulkinder fördert ganz ne- ligen Rätsel in kleine Abenteuer benbei das logische Denken. eingebettet: Beispielsweise muss man einen Donut Dieb fangen, Welpen im Weltall Schatz Schatz! retten oder Gourmet-Speisen Erste Zahlen, Buchtaben und Wörter. -
PROGRAMMING LEARNING GAMES Identification of Game Design Patterns in Programming Learning Games
nrik v He d a apa l sk Ma PROGRAMMING LEARNING GAMES Identification of game design patterns in programming learning games Master Degree Project in Informatics One year Level 22’5 ECTS Spring term 2019 Ander Areizaga Supervisor: Henrik Engström Examiner: Mikael Johannesson Abstract There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. -
Outcome Prediction and Hierarchical Models in Real-Time Strategy Games
Outcome Prediction and Hierarchical Models in Real-Time Strategy Games by Adrian Marius Stanescu A thesis submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy Department of Computing Science University of Alberta ⃝c Adrian Marius Stanescu, 2018 Abstract For many years, traditional boardgames such as Chess, Checkers or Go have been the standard environments to test new Artificial Intelligence (AI) al- gorithms for achieving robust game-playing agents capable of defeating the best human players. Presently, the focus has shifted towards games that of- fer even larger action and state spaces, such as Atari and other video games. With a unique combination of strategic thinking and fine-grained tactical com- bat management, Real-Time Strategy (RTS) games have emerged as one of the most popular and challenging research environments. Besides state space complexity, RTS properties such as simultaneous actions, partial observabil- ity and real-time computing constraints make them an excellent testbed for decision making algorithms under dynamic conditions. This thesis makes contributions towards achieving human-level AI in these complex games. Specifically, we focus on learning, using abstractions and performing adversarial search in real-time domains with extremely large action and state spaces, for which forward models might not be available. We present two abstract models for combat outcome prediction that are accurate while reasonably computationally inexpensive. These models can in- form high level strategic decisions such as when to force or avoid fighting or be used as evaluation functions for look-ahead search algorithms. In both cases we obtained stronger results compared to at the time state-of-the-art heuris- tics. -
Adobe Flash Professional for Ios Game Development a Feasible and Viable Alternative to Xcode?
IT 14 028 Examensarbete 15 hp Juni 2014 Adobe Flash Professional for iOS Game Development A Feasible and Viable Alternative to Xcode? Leila Svantro Institutionen för informationsteknologi Department of Information Technology Abstract Adobe Flash Professional for iOS Game Development - a Feasible and Viable Alternative to Xcode? Leila Svantro Teknisk- naturvetenskaplig fakultet UTH-enheten The smartphone operating system iOS is the second highest ranked after Android. The apps in App Store and Google Play combined consist of 70-80 % games, which Besöksadress: are the primary entertainment applications. Many developers are learning game Ångströmlaboratoriet Lägerhyddsvägen 1 development or refreshing their skills to profit on this trend. The problem statements Hus 4, Plan 0 are: is it viable and feasible to use Adobe Flash Professional (AFP) for the iOS game development compared to Xcode and could AFP be used exclusively for iOS game Postadress: development? Information on both IDEs has been analyzed. Furthermore, Box 536 751 21 Uppsala implementations and code comparisons have been made. The results and analysis shows differences regarding expenses while possibilities for developing the same kind Telefon: of games essentially are equivalent. The conclusions are that AFP is a viable IDE for 018 – 471 30 03 iOS game development in the aspect of possibilities. It is not feasible on a long-term Telefax: basis when considering the expenses however it could be feasible on a short-term 018 – 471 30 00 basis depending on the developer’s requirements of extension and Mac OS for App Store publishing. AFP is not able to be used exclusively for the iOS game development Hemsida: if publishing to the App Store is a requirement however it is if publishing is restricted http://www.teknat.uu.se/student to single devices. -
Tiled Documentation Release 1.7.2
Tiled Documentation Release 1.7.2 Thorbjørn Lindeijer Aug 10, 2021 User Manual 1 Introduction 3 1.1 About Tiled................................................3 1.2 Getting Started..............................................3 2 Projects 9 2.1 What’s in a Project............................................9 2.2 Sessions.................................................9 2.3 Opening a File in the Project....................................... 10 3 Working with Layers 11 3.1 Layer Types............................................... 11 3.2 Parallax Scrolling Factor......................................... 13 3.3 Tinting Layers.............................................. 14 4 Editing Tile Layers 17 4.1 Stamp Brush............................................... 17 4.2 Terrain Brush............................................... 18 4.3 Bucket Fill Tool............................................. 18 4.4 Shape Fill Tool.............................................. 18 4.5 Eraser................................................... 18 4.6 Selection Tools.............................................. 19 4.7 Managing Tile Stamps.......................................... 19 5 Working with Objects 21 5.1 Placement Tools............................................. 21 5.2 Select Objects.............................................. 23 5.3 Edit Polygons............................................... 24 5.4 Connecting Objects........................................... 25 6 Editing Tilesets 27 6.1 Two Types of Tileset.......................................... -
Faculteit Bedrijf En Organisatie Unity 5 Versus
Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Faculteit Bedrijf en Organisatie Unity 5 versus Unreal Engine 4: Artificiële intelligentie van 3D vijanden voor een HTML5 project Matthias Caryn Scriptie voorgedragen tot het bekomen van de graad van Bachelor in de toegepaste informatica Promotor: Joeri Van Herreweghe Co-promotor: Steven Delrue Academiejaar: 2015-2016 Derde examenperiode Samenvatting Rusty Bolt is een Belgische indie studio. Deze studio wilt een nieuw project starten voor een 3D spel in een HyperText Markup Language 5 (HTML5) browser die intensief gebruik zal maken van artificiële intelligentie (AI) en Web Graphics Library (WebGL). Na onderzoek via een requirements-analyse van verschillende mogelijkheden van game engines komen we terecht bij twee opties namelijk Unity 5, die Rusty Bolt al reeds gebruikt, of de Unreal Engine 4, wat voor hen onbekend terrein is. Qua features zijn ze enorm verschillend, maar ze voldoen elk niet aan één voorwaarde die Rusty Bolt verwacht van een game engine. Zo biedt Unity Technologies wel een mogelijkheid om software te bouwen in de cloud. De broncode van Unity wordt niet openbaar gesteld, tenzij men er extra voor betaalt. Deze game engine is dus niet volledig open source in tegenstelling tot Unreal Engine 4. We vergelijken dan verder ook deze twee engines, namelijk Unity 5 en Unreal Engine 4. We tonen aan dat deze engines visueel verschillen van features, maar ook een andere implementatie van de AI hanteren. -
Cooking Code: Juego Para Aprender a Programar Con Realidad Virtual
Treball final de grau GRAU D'ENGINYERIA INFORMATICA` Facultat de Matem`atiquesi Inform`atica Universitat de Barcelona Cooking Code: Juego para Aprender a Programar con Realidad Virtual Autor: Iv´anG´omezJim´enez Director: Dra. Inmaculada Rodr´ıguezSantiago Realitzat a: Departament de Matem`atiques i Inform`atica Barcelona, September 14, 2020 Abstract (English) The present project focuses on creating an educational game that allows kids, between the ages of 12 and 16, to get involved in the programming world.Therefore, this game belongs to the serious games's scoupe, wich have as main goal the education. The game is based on the metaphor of a Burger, set in a futuristic era where robots and humans coexist as equals. The player will be the chef of the restaurant, having to learn to read the orders that arrive and carry them out successfully. The main difficulty is that the requests do not arrive in natural language, but in a kind of pseudo-code. This context allows the user to find himself performing simple actions known as making a hamburger, focusing his attention on trying to understand the steps to be carried out through basic, conditional and iterative programming sentences. The chosen platform has been virtual reality, specifically the Oculus Quest. Apart from being a novel technology, it provides very important benefits such as immersion or achieving much more realistic interactions with the environment. As a result of all this, it seeks to create an innovative, fun game that puts the world of programming within the reach of new generations. Abstract (Castellano) El presente proyecto se centra en la creaci´onde un juego educativo que permita a ni~nos,de entre 12 y 16 a~nos,introducirse a la programaci´on. -
Aesthetic Illusion in Digital Games
Aesthetic Illusion in Digital Games Diplomarbeit zur Erlangung des akademischen Grades eines Magisters der Philosophie an der Karl‐Franzens‐Universität Graz vorgelegt von Andreas SCHUCH am Institut für Anglistik Begutachter: O.Univ.‐Prof. Mag.art. Dr.phil. Werner Wolf Graz, 2016 0 Contents 1 Introduction ................................................................................................................ 2 2 The Transmedial Nature of Aesthetic Illusion ......................................................... 3 3 Types of Absorption in Digital Games .................................................................... 10 3.1 An Overview of Existing Research on Immersion and Related Terms in the Field of Game Studies ........................................................................................... 12 3.2 Type 1: Ludic Absorption ..................................................................................... 20 3.3 Type 2: Social Absorption .................................................................................... 24 3.4 Type 3: Perceptual Delusion ................................................................................ 26 3.5 Type 4: Aesthetic Illusion .................................................................................... 29 3.6 Comparing and Contrasting Existing Models of Absorption ........................... 30 4 Aesthetic Illusion in Digital Games ......................................................................... 34 4.1 Prerequisites and Characteristics of Aesthetic Illusion