32 resultados para HANDSETS
Resumo:
Este Proyecto Fin de Carrera (PFC) tiene como objetivo el análisis, diseño e implementación de un videojuego móvil multijugador, con un enfoque educativo, para la sensibilización sobre el Índice de Desarrollo Humano (IDH). El sistema resultante se ha desarrollado para la Plataforma Android, utilizando el Framework AndEngine, que utiliza aceleración hardware de la GPU para garantizar un buen rendimiento en terminales de gama baja, de modo que pueda utilizarse en un amplio número de terminales móviles disponibles en el mercado. La aplicación se presenta como un juego de cartas con los diferentes países y sus datos humanitarios, los jugadores deben conocer el peso de los índices de desarrollo (esperanza de vida, renta, educación) de los países en comparación con los países de los otros jugadores. El sistema de juego premia a los jugadores con mayores conocimientos sobre los datos humanos de los diferentes países del mundo, de ese modo los mejores jugadores serán los que tengan más conocimientos de estos datos. El juego permite jugar partidas en solitario utilizando jugadores manejados por la CPU, o multijugador mediante WIFI o 3G. La actualización de la información y de los datos de las partidas se realiza a través de la comunicación con un servidor web ya implementado de forma complementaria a la realización de este proyecto. El sistema ha sido integrado y validado satisfactoriamente con diferentes terminales móviles y usuarios de diferente perfil de edad y uso. El videojuego se puede descargar de la página web creada en un proyecto complementario a éste (pendiente de publicación web), y ya se encuentra también disponible en Google Play. https://play.google.com/store/apps/details?id=xnetcom.pro.cartas&hl=es_419 ABSTRACT. This Project End of Career (PFC) takes as an aim the analysis, design and implementation of a multiplayer mobile videogame, with an educational approach, for the awareness on the Human Development Index (HDI). The resultant system has been developed for the Platform Android, using the AndEngine Framework, which uses hardware acceleration of the GPU to ensure a good performance on low-end terminals, so that it can be used in a wide range of mobile handsets available in the market. The application is presented as a card game with the different countries and his humanitarian information, the players must know the weight of the indexes of development (life expectancy, revenue, education) of the countries in comparison with the countries of other players. The game system rewards players with more knowledge on human information of different countries, thus the best players will be those with more knowledge of these information. The game allows to play items in solitarily using players handled by the CPU, or multiplayer by means of WIFI or 3G. The update of the information and data of the online games is done through communication with a web server implemented as a complement to the realization of this project. The system has been built and successfully validated with different mobile terminals and users of different age and usage profile. The game can be downloaded from the website created in a complementary project to this (web publication pending), and is now also available on Google Play https://play.google.com/store/apps/details?id=xnetcom.pro.cartas&hl=es_419
Resumo:
From the Introduction. The Media Sector has experienced a technological revolution in the last 15 years. Digital encoding of television signals made possible a more efficient use of the radiospectrum. Digital terrestrial television (hereinafter, “DTT”) allows now for the reception of a significant number of free-to-air channels.1 Moreover, the use of new transmission platforms (hereinafter,“platforms”), namely cable and direct-to-home satellite (hereinafter, “DTH”) paved the way for the arrival in Europe of pay-TV operators, which finance their activities mainly via subscription fees. This changing technological landscape is subject to further evolution in the near future, as incumbent telecommunications operators become increasingly interested in making available broadcasting content2 as part of their broadband offer and 3G mobile handsets can be used for the reception of TV signals....The present paper seeks to ascertain whether the Commission “regulatory approach” towards the exclusive sale of premium content is a sound one, in particular in view of the constant technological evolution outlined above. The assumptions underlying landmark Commission decisions will be compared with recent developments of the media sector in Italy. In the NewsCorp./Telepiù case, decided in 2003, the Commission imposed very strict conditions to allow the merger giving birth to Sky Italia, on the assumption that the operation created a lasting near-monopsony in the different upstream markets for the acquisition of premium intervened against the media conglomerate Mediaset (which controls, inter alia, the main three private free-to-air channels in Italy) for an alleged abuse of dominant position.17 In fact, and contrary to the forecasts made by the Commission, Mediaset was in a position to acquire the broadcasting rights of the main Italian football teams, thereby excluding the incumbent (and near-monopolist) pay-TV operator, Sky Italia. This may go to show that the reality of the sector is more complex and evolves faster than one may infer from the Commission practice, thus putting into question its stance regarding exclusivity. The experience of the evolution of the Italian media sector will be used as the starting point for the evaluation of alternative regulatory options.