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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

The study on operating system of game software firms, from Dynamic Capability Perspective's point of view.

Huang, Yu-Ju 24 June 2003 (has links)
In the present day, the worldwide competition has emerged in the high-tech industry, such as semi-conductor, information, and software etc. Industry observers have perceived a dilemma companies encountered. A large number of companies have accumulated some valuable resources, but they can¡¦t transfer their valuable resources into useful capabilities, let alone using them to build the long-term competitive advantage. However, in the shadow of worldwide recession, game software industry acts in the opposite way. Due to the prosperity of online games, increasing numbers of game software companies perform quite well, even more go on pubic offerings. In fact, the game software industry is a highly competing and turbulent context. In this industry, understanding how these firms striving to accumulate and make use of their resources and capabilities to achieve the expected performance brings the motive of this research. The focal point lies in the interrelationship between these processes. To react to the new type of competition, the research starts from dynamic capability viewpoints, analyzing the operating processes of game software industry firms towards resources and capabilities and interrelationship between them and organizational performance. The result shows in two dimensions: 1. The mutual influence between dynamic capabilities In the evolutionary process of a firm, the development of a successful path has been influenced by the intensity and direction of firm¡¦s learning capability. In a high velocity market, learning capability has obtained not only from the performance and trial and error experiences from events, but also from external environment. Besides, learning capability facilitates the fostering of resources reconfiguration when it¡¦s necessary to make any prompt correction. In such a turbulent context, in order to lower the increasing complexity of internal resources position resulted from external risks, firms tend to enhance the elaboration towards managerial process, such as the capabilities of integration, learning, reconfiguration, and transformation. Systematic tools used in traditional managerial process have difficulty when applying to the high velocity markets. To improve the timeliness of integration, informal interactions become the most important parts of internal operations. 2. The relationship between dynamic capability and organizational performance Due to high organizational flexibility firms in the game software industry need, more emphasis should be put on the integration of managerial processes and routines of execution. The consistency within process and routine can be regarded as one of the standards of performance evaluation because the well development of managerial process and routine will facilitate the building of competitiveness. Meanwhile, research shows, in a high velocity market, both the technological capabilities and timeliness of interaction between complementary assets are the two main factors in the process of commercialization of new technology, thus become another factors that influence on the market performance of organizations. In responding to the change of external industrial structure, in order to improve the performance by external resources, firms tend to make use of their high popularity and reputation to form alliance with different industries. This move not only improves their popularity but also facilitates the fostering and obtaining of new capabilities.
2

Using your Smartphone as a Game Controller to your PC / Använd din Smarttelefon som en Spelkontroller till din PC

Löwegren, Marcus, Johansson, Rikard January 2013 (has links)
Many people in the world today own a smartphone. Smartphones of today usually have an advanced array of inputs in forms of tilting, touching and speaking, and outputs in forms of visual representation on the screen, vibration of the smartphone and speakers for sound. They also usually have different kinds of connectivity in forms of WLAN, Bluetooth and USB. Despite this we are still not seeing a lot of interaction between computers and smartphones, especially within games. We believe that the high presence of smartphones amongst people combined with the advanced inputs and outputs of the smartphone and the connectivity possibilities makes the smartphone a very viable option to be used as a game controller for the PC. We experimented with this developing the underlying architecture for the smartphone to communicate with the PC. Three different games were developed that users tested to see if the smartphone’s inputs are good enough to make it suitable for such purpose. We also attempted to find out if doing this made the gaming experience better, or in other words increased the enjoyment, of a PC game. The phone was suitable to be used as a game controller for the first two types of game, the space-racing game and the puzzle game, as our results shows in both terms of enjoyment and in terms of quality of the technical features of the phone such as accuracy and response time. The third game (First Person Shooter) however was better suited to be used with a keyboard and mouse, which our results shows in terms of both reduced enjoyment and complaints about response time of the phone. / Många människor äger idag en smarttelefon. Dagens smarttelefoner har oftast en mängd avancerade intag av data i form av lutning, pekskärm och mikrofon, och ut data i form av visuell representation på skrämen, vibration av telefonen samt högtalare för ljud. De har oftast också olika sorters anslutningar i form av WLAN, Bluetooth och USB. Trots detta så ser vi fortfarande inte särskillt mycket interaktion mellan datorer och smarttelefoner, speciellt inom spel. Vi tror att den höga förekomsten av smarttelefoner hos människor kombinerat med de avancerade in och ut data av smarttelefonen och anslutningsmöjligheterna gör smarttelefonen en bra kandidat till att användas som spelkontroll för datorer. Vi experimenterade med detta genom att utveckla den underliggande arkitekturen för kommunikationen mellan smarttelefonen och datorn. Vi utvecklade även tre olika spel som vi lät användare testa för att se om smarttelefonens intag av data är tillräckligt bra för att göra den användbar för ett sådant ändamål. Vi försökte även ta reda på om detta gjorde spelupplevelsen bättre, eller med andra ord om det var roligare att spela med hjälp av smarttelefonen. Smarttelefonen var lämplig för att användas som spelkontroll i de två första typen av spel som vi testade med, ett rymd-racing spel och ett puzzle spel, vilken kan ses i vårt resultat både när det gäller spelgäldje och kvaliten på de tekniska funktionerna av telefonen, som precision och responstid. Det tredje spelet (Första Persons Skjutare) var däremot bättre lämpat att spela med tangentbord och mus, vilket vårt resultat visar i form av minskad spelglädje och klagomål om responstiden med telefonen.

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