共查询到20条相似文献,搜索用时 15 毫秒
1.
Ling Chen Gencai Chen Steve Benford 《International journal of human-computer interaction》2013,29(2):110-128
With the development of pervasive computing, location-aware pervasive games have proliferated quickly. To counter the inefficiency of information adaptation based on a location and a radius, this article presents the design and implementation of Your Way Your Missions (YWYM), which is a location-aware pervasive game exploiting the routes of players. YWYM provides a Google Maps–based tool for players to predefine routes, and utilizes self-reporting method to obtain the planned routes of players. By such a design, missions are returned to players in terms of the location properties of missions and the planned routes of players. A field study was conducted to investigate the usage of YWYM, and the results indicate that route predefining and self-reporting methods are an effective approach to obtain the planned routes of players, and information adaptation based on the planned routes of players could help them find missions at any place and any time. 相似文献
2.
Pervasive Computing Helps Fans Get Into the Game 总被引:1,自引:0,他引:1
《Pervasive Computing, IEEE》2007,6(3):7-10
Pervasive computing devices give fans more control over their experience and more information about the games they love, even when they're miles away. Mobile devices have put sports into the pocket of the fan. Mobile content and messaging deals let consumers access their sports when and where they want to. Prior to the use of the wireless caddie, the application provider, set up a Wi-Fi network around each course. with the new devices, the existing network offers more ubiquitous coverage with less set-up time. Extraction relies on an image-processing technique that can pull out information and decode the barcodes. According to IBM, when this system is in place, any mobile device can be used with a blacklight-LED-enabled camera as the reader. 相似文献
3.
4.
5.
Modeling and Rendering of the Atmosphere Using Mie-Scattering 总被引:5,自引:0,他引:5
This paper presents a method for rendering of the atmosphere by means of Mie-scattering. The method is based on a concentric atmospheric model, which is divided into four submodels: for clear air, aerosol, ozone, and rain. In order to simulate and visualize the various atmospheric effects, each of these submodels can be parameterized by the user as desired. The process of rendering an outdoor scene requires an enormous amount of computing power. In order to make this method suitable for efficient implementation, some simplifications and approximations are discussed. In addition, a selection of the rendering results are presented, and our further activities in the field of atmospheric rendering are discussed. 相似文献
6.
7.
Zyda M. Thukral D. Jakatdar S. Engelsma J. Ferrans J. Hans M. Shi L. Kitson F. Venu Vasudevan 《Computer Graphics and Applications, IEEE》2007,27(2):96-95
Mobile gaming is one of the fastest growing segments in the video game industry. Through a partnership between Motorola Laboratories and GamePipe Laboratory at the University of Southern California, we are exploring Linux's capabilities for mobile gaming and to provide developers with an alternative to what is predominantly a Java-based medium. Moving beyond Java lets game developers fully leverage the hardware advances and software capabilities of high-end smart phones 相似文献
8.
9.
10.
R. Machado e Silva C. Esperança R. Marroquim A. A. F. Oliveira 《Computer Graphics Forum》2014,33(1):178-189
The hidden point removal (HPR) operator introduced by Katz et al. [KTB07] provides an elegant solution for the problem of estimating the visibility of points in point samplings of surfaces. Since the method requires computing the three‐dimensional convex hull of a set with the same cardinality as the original cloud, the method has been largely viewed as impractical for real‐time rendering of medium to large clouds. In this paper we examine how the HPR operator can be used more efficiently by combining several image space techniques, including an approximate convex hull algorithm, cloud sampling, and GPU programming. Experiments show that this combination permits faster renderings without overly compromising the accuracy. 相似文献
11.
Andy Crabtree Steve Benford Mauricio Capra Martin Flintham Adam Drozd Nick Tandavanitj Matt Adams Ju Row Farr 《Computer Supported Cooperative Work (CSCW)》2007,16(1-2):167-198
This paper focuses on orchestration work in the first iteration of a mobile game called Day Of The Figurines, which explores the potential to exploit text messaging as a means of creating an engaging gaming experience. By focusing
on orchestration we are especially concerned with the ‘cooperative work that makes the game work’. While the assemblage or
family of orchestration practices uncovered by our ethnographic study are specific to the game – including the ways in which
behind the scenes staff make sense of messages, craft appropriate responses, and manage and track the production of gameplay
narratives as the game unfolds – orchestration work is of general significance to our understanding of new gaming experiences.
The focus on orchestration work reveals that behind the scenes staff are co-producers of the game and that the playing of games is, therefore, inseparably intertwined with their orchestration. Furthermore, orchestration
work is ‘ordinary’ work that relies upon the taken for granted skills and competences of behind the scenes staff; ‘operators’
and ‘authors’ in this case. While we remain focused on the specifics of this game, explication of the ordinary work of orchestration
highlights challenges and opportunities for the continued development of gaming experiences more generally. Indeed, understanding
the specificities of orchestration work might be said to be a key ingredient of future development. 相似文献
12.
在概述手机游戏开发和测试方法之后,重点讨论手机游戏采用的WAP(Wireless Application Protocol,简称WAP)协议。结合WAE(Wireless Application Environment,简称WAE),WAP协议的应用层,一个用MSC图(Message Sequence Chart,简称MSC)描述的游戏协议模型被提出;为了辅助游戏测试,给出了一个基于TTCN的手机游戏测试套框架。为了指导上述模型的应用,介绍一个由Nokia公司开发的苹果机游戏的测试工作。 相似文献
13.
14.
Visual Basic是由微软公司开发的基于Basic的可视化程序设计语言,具有面向对象、事件驱动的编程机制,本文主要介绍如何利用Visual Basic来实现小球的平抛运动。 相似文献
15.
陈正法 《计算机光盘软件与应用》2010,(13)
本文利用VB6.0的API函数的强大功能,初步阐述了如何时刻监视游戏运行并自动关闭游戏的编程过程,巧妙地运用了API函数,确保了能时刻监视并关闭游戏. 相似文献
16.
17.
手机直播作为一种新的在线学习方式,便携性高、交互性强,能够增强学习体验。在综合分析相关研究经验的基
础上,提出了一种面向教师培训的手机直播课程设计策略,即问题诊断、直播教学、即时互动、总结提升,并通过个案研究验证
了该策略良好的应用效果。应用该策略开发的手机直播课程能够提高课程质量,提升培训效果,可为在线培训课程设计与实
施提供参考。 相似文献
18.
Disaster Warnings in Your Pocket: How Audiences Interpret Mobile Alerts for an Unfamiliar Hazard 下载免费PDF全文
Hamilton Bean Brooke F. Liu Stephanie Madden Jeannette Sutton Michele M. Wood Dennis S. Mileti 《突发事故与危机管理杂志》2016,24(3):136-147
This study investigates how people interpret Wireless Emergency Alerts (WEAs) and Twitter‐length messages (‘tweets’) delivered over mobile devices for an unfamiliar hazard. Specifically, through four (N = 31) focus groups and 31 think‐out‐loud interviews, participants’ understanding of, belief in and personalisation of WEAs and tweets were assessed for a mock improvised nuclear device detonation in a major U.S. metropolitan area. While participants offered a wide variety of interpretations, WEAs and tweets were often deemed confusing, difficult to believe and impersonal. Participants also consistently found WEAs and tweets to be fear inducing and uninformative. The findings compel improvements in the way that WEAs and tweets are currently written, as well as indicate future directions for applied risk and crisis communication theory development. 相似文献
19.
提出了基于相对深度计算的TIP(Tour Into the Picture)技术.该技术根据图像的几何透视关系计算出场景的背景与前景的深度信息,实现从参考图像到TIP模型的连贯切换.通过对蜘蛛网格的修改,TIP技术实现了斜坡场景的漫游;同时将该技术运用于多个场景实现了多个场景的串联漫游. 相似文献