685 resultados para Casual Gaming
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Analisi sul fenomeno della Gamification
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La popolarita` dei giochi online e` in crescita, ma allo stesso tempo le architetture proposte dagli sviluppatori e le connessioni di cui sono dotati gli utenti sembrano restare non adeguate a questo. Nella tesi si descrive un'architettura peer-to-peer che riesce ad effettuare una riduzione nella perdita dei pacchetti grazie al meccanismo del Network Coding senza effetti collaterali per la latenza.
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Having to carry input devices can be inconvenient when interacting with wall-sized, high-resolution tiled displays. Such displays are typically driven by a cluster of computers. Running existing games on a cluster is non-trivial, and the performance attained using software solutions like Chromium is not good enough. This paper presents a touch-free, multi-user, humancomputer interface for wall-sized displays that enables completely device-free interaction. The interface is built using 16 cameras and a cluster of computers, and is integrated with the games Quake 3 Arena (Q3A) and Homeworld. The two games were parallelized using two different approaches in order to run on a 7x4 tile, 21 megapixel display wall with good performance. The touch-free interface enables interaction with a latency of 116 ms, where 81 ms are due to the camera hardware. The rendering performance of the games is compared to their sequential counterparts running on the display wall using Chromium. Parallel Q3A’s framerate is an order of magnitude higher compared to using Chromium. The parallel version of Homeworld performed on par with the sequential, which did not run at all using Chromium. Informal use of the touch-free interface indicates that it works better for controlling Q3A than Homeworld.
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Introduction: The United States is currently experiencing increased prevalence of obesity. This is a particular problem amongst children who require dietary and activity behavioral change to mitigate this problem. The use of computer games as channels to motivate health behavior in children is increasing. Casual games are a subset of computer games that are simple in design, easy to access and play, popular with children, and have the potential to be effective for drill and practice learning. [See PDF for complete abstract]
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Mobile games are a prime example of a successful mobile application and demonstrate the increasing range of platforms for the media and entertainment industries. Against this convergent background, this paper introduces the basic features of the mobile gaming market and its industrial ecosystem together with its main actors and activities. The focus of the paper lies in the challenges ahead for the evolution of mobile applications into a potentially dominant game platform and the possible disruptions along this road. The deep personal relationships between users and their mobile devices are considered to further explore the link between mobile games, players’ strategies and pending techno-economic developments. The paper concludes with a brief discussion of some policy options to assist with the development of this domain.
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Folio-sized leaf containing a handwritten essay on gambling beginning with the prompt: "Gaming is an immorality, a sordid vice, the child of avarice, & a direct breach of that commandment, which forbids us to covet what is our neighbours."
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Introduction. Unintended as it was, the European Court of Justice (ECJ, the Court, the Court of the EU) has played an extremely important role in the construction of the Area of Freedom Security and Justice (AFSJ). The AFSJ was set up by the Treaty of Amsterdam in 1997 and only entered into force in May 1999. The fact that this is a new field of EU competence, poses afresh all the fundamental questions – both political and legal – triggered by European integration, namely in terms of: a) distribution of powers between the Union and its Member States, b) attribution of competences between the various EU Institutions, c) direct effect and supremacy of EU rules, d) scope of competence of the ECJ, and e) extent of the protection given to fundamental rights. The above questions have prompted judicial solutions which take into account both the extremely sensible fields of law upon which the AFSJ is anchored, and the EU’s highly inconvenient three-pillar institutional framework.1 The ECJ is the body whose institutional role is to benefit most from this upcoming ‘depilarisation’, possibly more than that of the European Parliament. This structure is on the verge of being abandoned, provided the Treaty of Lisbon enters into force.2 However spectacular this formal boost of the Court’s competence, the changes in real terms are not going to be that dramatic. This apparent contradiction is explained, to a large extent, by the fact that the Court has in many ways ‘provoked’, or even ‘anticipated’, the depilarisation of its own jurisdictional role, already under the existing three-pillar structure. Simply put, under the new – post Treaty of Lisbon – regime, the Court will have full jurisdiction over all AFSJ matters, as those are going to be fully integrated in what is now the first pillar. Some limitations will continue to apply, however, while a special AFSJ procedure will be institutionalised. Indeed, if we look into the new Treaty we may identify general modifications to the Court’s structure and jurisdiction affecting the AFSJ (section 2), modifications in the field of the AFSJ stemming from the abolition of the pillar structure (section 3) and, finally, some rules specifically applicable to the AFSJ (section 4).
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"September 8, 1995."
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Mode of access: Internet.
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Mode of access: Internet.
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Fifth ed.