Skip to main content

Home/ Becker Video Game Design/ Group items tagged smartphone

Rss Feed Group items tagged

Garrett Eastman

Develop ing and Testing Smartphone Game Applications for Physical Activity Promotion in... - 0 views

  •  
    Abstract: "The purpose of this research was to develop and test smartphone game application for physical activity promotion in adolescen ts. The first study included various user - centered approaches (e.g. qualitative data, idea sessions) to get feedback on what was desired from the adolescents in terms of game development and design. The second study examined the degree to which mobile heal th studies reported on internal and external validity indicators. The last study evaluated the smartphone game applications through a mixed - methods approach. The results of this research showed that ph ysical activity while playing smartphone game applica tions can yield moderate physical activity intensity. Moreover, adolescents had moderate perceptions of the games and recommended specific changes to the games. Likewise, t he data suggest that smartphone physical activity game applications can be enjoyable if they are aesthetically appealing, easy to use, and foster social peer interactions . Overall, t his research demonstrated that smartphone games that were developed and designed based on adolescents' preferences and persuasive technology design principles could increase physical activity in adolescents and provides a tool for further exploration."
Garrett Eastman

Energy-Aware Adaptations in Mobile 3D Graphics - 0 views

  •  
    "Smartphone devices are becoming the de facto personal com- puting platform, rivaling the desktop, as the number of smartphone users is projected to reach 1.1 billion by 2013. Unlike the desktop, smartphones have a constrained energy budget, which is further challenged by increasingly sophisti- cated applications. Amongst the most popular applications on smartphone devices are games and virtual environments that rely on 3D graphics. Due to the computational inten- sity of geometry and rasterization, as well as the perpetually illuminated display, these applications are extremely power- hungry. To prolong the battery life of devices running these applications, we propose two new energy-aware adaptation schemes that can be employed in 3D graphics applications: lighting limitation and textural transformation. Our results show that we can conserve between 20% and 33% of energy with acceptable sacri ces to a user's visual experience."
Garrett Eastman

Portable Presence: Can Mobile Games Be Immersive Games? - 0 views

  •  
    Abstract: "Mobile games - in particular, games played on smartphones and tablet computers - are becoming increasingly popular. Yet, there has been little research into whether players can experience immersion while playing mobile games. As the potential for immersive mobile games would be of interest to game developers, researchers and players, it is proposed to measure mobile immersion by comparing Osmos, a multi-platform ambient video game, on three differentsized devices - a smart phone, a tablet and a desktop computer."
Garrett Eastman

Apps shake up video game industry - 0 views

  •  
    "The swift migration of gamers such as Ingegneri from costly consoles to smartphones and tablets, where games are often free or 99 cents, is causing a tectonic shift in the video game industry that has hit a burgeoning sector of the Massachusetts economy especially hard. Two Massachusetts game makers abruptly closed in October, sales of console-based games are plummeting, and game makers are struggling to resize games designed for large screens so they will perform as well on a smaller window. "
Garrett Eastman

GamePipe: A Virtualized Cloud Platform Design and Performance Evaluation - 0 views

  •  
    Abstract: "Cloud gaming provides game-on-demand (GoD) services over the Internet cloud. The goal is to achieve faster response time and higher QoS. The video game is rendered remotely on the game cloud and decoded on thin client devices such as tablet computer or smartphone. We design a game cloud with a virtualized cluster of CPU/GPU servers at USC GamePipe Laboratory. We enable interactive gaming by taking full advantage of the cloud and local resources for high quality of experience (QoE) gaming. We report preliminary performance results on the game latency and frame rate. We find 109 ~ 131 ms latency in using the game cloud, which is 14% ~ 38% lower than 200 ms latency experienced on a thin local computer. Moreover, the frame rate from the cloud is 25% ~ 35% higher than that of using a client computer alone. Base on these findings, we anticipate game cloud to have a performance gain or QoS improvement of 14% ~ 38% over video gaming on a thin client device such as a smartphone or a tablet computer."
Garrett Eastman

The Digital Doctor is in ... your phone - 0 views

  •  
    "Alan Price had a successful career in the video game industry as chief technology officer for EA Games in Canada. But a desire to create games that would do more than simply entertain, combined with a transformation in his industry that has seen video games shift from consoles to smartphones and social networks, prompted Price join the burgeoning digital health sector where he's creating wellness apps for kids."
Garrett Eastman

Honor Bound: The Casual Transmedia Game A Case Study of a New Game Design Framework - 0 views

  •  
    "A CTG is a game that combines elements of ARGs and casual gaming, another gaming genre that Schluckebier | Senior Communication Thesis 2012 | 4 is increasing in popularity with the rising rate of smartphones (Chau 2006). In combining these elements in a CTG, a game can be designed that caters both to hardcore gamers, to casual gamers and to those who have no gaming experience "
Garrett Eastman

A Q&A with Nintendo's Shgeru Miyamoto - 0 views

  •  
    Trying to build on the success of the Wii, Nintendo game designer Shgeru Miyamoto talks about new directions for his company's games, the next console, 3D and competition from smartphones and mobile games
Garrett Eastman

SwordFight: Enabling a New Class of Phone-to-Phone Action Games on Commodity Phones - 0 views

  •  
    Abstract: "Mobile gaming is a big driver of app marketplaces. However, few mobile games deliver truly distinctive gameplay experi- ences for ad hoc collocated users. As an example of such an experience, consider a sword ght dual between two users facing each other where each user's phone simulates a sword. With phone in hand, the users' thrusts and blocks translate to attacks and counterattacks in the game. Such Phone-to- Phone Mobile Motion Games (MMG) represent interesting and novel gameplay for ad hoc users in the same location. One enabler for anMMG game like sword ght is continuous, accurate distance ranging. Existing ranging schemes cannot meet the stringent requirements of MMG games: speed, ac- curacy and noise robustness. In this work, we design FAR, a new ranging scheme that can localize at 12Hz with 2cm median error while withstanding up to 0dB noise, multipath and Doppler e ect issues. Our implementation runs on com- modity smartphones and does not require any external in- frastructure. Moreover, distance measurement accuracy is comparable to that of Kinect, a xed-infrastructure motion capture system. Evaluation on users playing two prototype games indicate that FAR can fully support dynamic game motion in real-time."
Garrett Eastman

4 ways developers will use SmartGlass to enhance Xbox 360 experiences - 1 views

  •  
    "SmartGlass, a software-based application that extends Xbox 360 experiences onto smartphones and tablets, does shine best when paired with television or movie entertainment. That's where programmers have fleshed out the most whiz-bang features at this time, but game designers have clever plans for this tech, too."
Garrett Eastman

Honoring the Code: Conversations With Great Game Designers - 1 views

  •  
    Published 2013 and excerpted in Google Books. From the description: "In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications."
Garrett Eastman

Location - based mobile mixed reality game - 0 views

  •  
    Location-based game development using the Android platform
Garrett Eastman

Acclimating Students To College Campus Utilizing G ame s - 0 views

  •  
    Using a video game to orient incoming students to college offices and services and improve the game as a result of participant feedback.
Garrett Eastman

Angry Birds, Farmville and Other Hyperaddictive 'Stupid Games' - 0 views

  •  
    A short history of addictive games from Tetris to Angry Birds
Garrett Eastman

Irrlicht3d.org - Postmortem of my Android Game App - 0 views

  •  
    Considers the Google OS not worthwhile for commercial projects but for "hobby" development
Garrett Eastman

Social Gaming: The Game Changer? | BostInno - 0 views

  •  
    Comparison of mobile gaming with traditional console games and industry figures
Garrett Eastman

iPhone games designer wins top industry award - Local News - Bucks Herald - 0 views

  •  
    "A WOMAN from Aylesbury has won a top competition to design a video game for the iPhone. Catherine Forsyth's team won the first ever UK competition to set up, make and design their own computer games, held at the Gadget Show Live at Birmingham's NEC."
1 - 20 of 39 Next ›
Showing 20 items per page