Super-Charge Your Mobile Game with Youtube Integrating Youtube API V3 Uploads and Video Playback with Unity 3D
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												  Identity and Representation on the Neoliberal Platform of YoutubeIdentity and Representation on the Neoliberal Platform of YouTube Andra Teodora Pacuraru Student Number: 11693436 30/08/2018 Supervisor: Alberto Cossu Second Reader: Bernhard Rieder MA New Media and Digital Culture University of Amsterdam Table of Contents Introduction ............................................................................................................................................ 2 Chapter 1: Theoretical Framework ........................................................................................................ 4 Neoliberalism & Personal Branding ............................................................................................ 4 Mass Self-Communication & Identity ......................................................................................... 8 YouTube & Micro-Celebrities .................................................................................................... 10 Chapter 2: Case Studies ........................................................................................................................ 21 Methodology ............................................................................................................................. 21 Who They Are ........................................................................................................................... 21 Video Evolution ......................................................................................................................... 22 Audience Statistics ...................................................................................................................
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												  Youtube Comments As Media HeritageYouTube comments as media heritage Acquisition, preservation and use cases for YouTube comments as media heritage records at The Netherlands Institute for Sound and Vision Archival studies (UvA) internship report by Jack O’Carroll YOUTUBE COMMENTS AS MEDIA HERITAGE Contents Introduction 4 Overview 4 Research question 4 Methods 4 Approach 5 Scope 5 Significance of this project 6 Chapter 1: Background 7 The Netherlands Institute for Sound and Vision 7 Web video collection at Sound and Vision 8 YouTube 9 YouTube comments 9 Comments as archival records 10 Chapter 2: Comments as audience reception 12 Audience reception theory 12 Literature review: Audience reception and social media 13 Conclusion 15 Chapter 3: Acquisition of comments via the YouTube API 16 YouTube’s Data API 16 Acquisition of comments via the YouTube API 17 YouTube API quotas 17 Calculating quota for full web video collection 18 Updating comments collection 19 Distributed archiving with YouTube API case study 19 Collecting 1.4 billion YouTube annotations 19 Conclusions 20 Chapter 4: YouTube comments within FRBR-style Sound and Vision information model 21 FRBR at Sound and Vision 21 YouTube comments 25 YouTube comments as derivative and aggregate works 25 Alternative approaches 26 Option 1: Collect comments and treat them as analogue for the time being 26 Option 2: CLARIAH Media Suite 27 Option 3: Host using an open third party 28 Chapter 5: Discussion 29 Conclusions summary 29 Discussion: Issue of use cases 29 Possible use cases 30 Audience reception use case 30 2 YOUTUBE
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												  Vysoke´Ucˇenítechnicke´V BrneˇVYSOKE´ 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.
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												  Assignment #1: Quickstart to Creating Google Cardboard Apps with UnityCMSC 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.
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												  Location-Based Mobile GamesLOCATION-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
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												  Youtube API V3 Rule Set DocumentationYouTube API v3 Rule Set Documentation Table Of Contents YouTube API v3 ...................................................................................................................................1 Scope ..............................................................................................................................................1 Disclaimer .......................................................................................................................................2 Overview ........................................................................................................................................2 Prerequisites ...................................................................................................................................2 Installation ......................................................................................................................................2 Import Error Templates ...............................................................................................................2 Import the Rule Set .....................................................................................................................2 Configuration ..................................................................................................................................3 Extract Meta Data ...........................................................................................................................3 Get Title/Description ...................................................................................................................3
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												  Motorola Moto G User GuideAvailable 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
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												  From Ranking Algorithms to New Media Technologies 2018, VolArticle Convergence: The International Journal of Research into From ranking algorithms to New Media Technologies 2018, Vol. 24(1) 50–68 ª The Author(s) 2017 ‘ranking cultures’: Investigating Reprints and permission: sagepub.co.uk/journalsPermissions.nav the modulation of visibility DOI: 10.1177/1354856517736982 in YouTube search results journals.sagepub.com/home/con Bernhard Rieder University of Amsterdam, the Netherlands Ariadna Matamoros-Ferna´ndez Queensland University of Technology, Australia O` scar Coromina Universitat Auto`noma de Barcelona, Spain Abstract Algorithms, as constitutive elements of online platforms, are increasingly shaping everyday sociability. Developing suitable empirical approaches to render them accountable and to study their social power has become a prominent scholarly concern. This article proposes an approach to examine what an algorithm does, not only to move closer to understanding how it works, but also to investigate broader forms of agency involved. To do this, we examine YouTube’s search results ranking over time in the context of seven sociocultural issues. Through a combination of rank visualizations, computational change metrics and qualitative analysis, we study search ranking as the distributed accomplishment of ‘ranking cultures’. First, we identify three forms of ordering over time – stable, ‘newsy’ and mixed rank morphologies. Second, we observe that rankings cannot be easily linked back to popularity metrics, which highlights the role of platform features such as channel subscriptions in processes of visibility distribution. Third, we find that the contents appearing in the top 20 results are heavily influenced by both issue and platform vernaculars. YouTube-native content, which often thrives on controversy and dissent, systematically beats out mainstream actors in terms of exposure.
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												  Paper #5: Google MobileYale 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.
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												  Challenge 5 Whack-A-Food1 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
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												  Cloud ComputingCloud Computing K10347_FM.indd 1 7/8/09 4:20:38 PM K10347_FM.indd 2 7/8/09 4:20:38 PM Cloud Computing Implementation, Management, and Security John W. Rittinghouse James F. Ransome Boca Raton London New York CRC Press is an imprint of the Taylor & Francis Group, an informa business K10347_FM.indd 3 7/8/09 4:20:38 PM CRC Press Taylor & Francis Group 6000 Broken Sound Parkway NW, Suite 300 Boca Raton, FL 33487-2742 © 2010 by Taylor and Francis Group, LLC CRC Press is an imprint of Taylor & Francis Group, an Informa business No claim to original U.S. Government works Printed in the United States of America on acid-free paper 10 9 8 7 6 5 4 3 2 1 International Standard Book Number: 978-1-4398-0680-7 (Hardback) This book contains information obtained from authentic and highly regarded sources. Reasonable efforts have been made to publish reliable data and information, but the author and publisher cannot assume responsibility for the validity of all materials or the consequences of their use. The authors and publishers have attempted to trace the copyright holders of all material reproduced in this publication and apologize to copyright holders if permission to publish in this form has not been obtained. If any copyright material has not been acknowledged please write and let us know so we may rectify in any future reprint. Except as permitted under U.S. Copyright Law, no part of this book may be reprinted, reproduced, transmitted, or utilized in any form by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying, microfilming, and recording, or in any information stor- age or retrieval system, without written permission from the publishers.
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												  70BFL2114/27 Philips Professional TVPhilips 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.