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Multiplatformní prostředí pro vývoj mobilních her / Multi-platform environment for mobile-game developmentVacula, Ivan January 2011 (has links)
Title: Multi-platform environment for mobile-game development Author: Ivan Vacula Department: Department of Software Engineering Supervisor: RNDr. David Bednárek, Ph.D. Supervisor's e-mail address: bednarek@ksi.mff.cuni.cz Abstract: Smart mobile devices are getting more and more popular these days. But there comes a problem with their expansion as well. Mobile operating systems differ from each other, as do mobile devices themselves, so development across multiple platforms is not simple. Situation is even worse when it comes to games. These need to use limited resources of a mobile device as much as possible, taking into account quick response to user actions, graphical execution et cetera. The first goal of this thesis is to compare existing solutions for multi-platform mobile game development. The second goal is to design a new system. This system must ensure targeting of multiple platforms during mobile game development. Included in this thesis is implementation of the system on two vastly different operating systems as well as implementation of a demonstration game. Keywords: multi-platform, mobile, smartphone, game, development
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On-line platforma pro spolupráci na vývoji empirických gramatik / An online collaborative platform for the development of empirical grammarsGarcia Sevilla, Antonio Fernando January 2016 (has links)
Modern science has seen the rise in prominence of group research projects and other many-person endeavours, in what has been called "Big Science". Computational linguistics is no exception to that, and especially the devel- opment of large linguistic resources is a task best suited for collaborative approaches. In this document, the design and implementation of an environment for doing computational linguistics online is described. The environment is a software tool, with which development of formal grammars and other types of computational linguistic resources can be performed in a collaborative way. The application supports HPSG as an example paradigm of this kind of work. 1
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Branding of two-sided online marketplaces : An integrative model to comprehend the reciprocity within vlaue creation and branding of two-sided online marketplacesWitter, Jan-Moritz, Sabathier, Thomas January 2017 (has links)
Background: Online marketplaces constitute one of the most successful business innovations of the Web 2.0. Nonetheless so far no branding theory has been connected to the topic of two-sided online marketplaces. This might be due to the high complexity and reciprocity of their value creation which however needs to be in order to apply any marketing and branding strategies. Purpose: Therefore, the purpose is to understand and clarify the value creation processes of two-sided online marketplaces and develop branding theory based on the findings thereof. Method: Within this thesis we conducted qualitative research. The study is built on semi-structured interviews with 15 respondents that have used various two-sided online marketplaces either as sellers and buyers. Conclusion: In order to understand the various variables of two-sided online marketplaces business model, we have identified, conceptualized and extended an integrative model to manage and brand their value. With the knowledge resulting from our literature review we built a model illustrating all pillars which influence value creation and thus brand perception and extended this model with the results of our own research. We have identified that while user behavior and preferences generally remain heterogeneous, commonalities such as social influences and convenience stick out most often for both user sides. Both pillars have barely been covered by research, which solely focused on network effects, price allocation and trust.
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Optimization of a Parallel Mechanism Design with Respect to a Stewart Platform Control Design / Optimization of a Parallel Mechanism Design with Respect to a Stewart Platform Control DesignBřezina, Lukáš January 2010 (has links)
Předkládaná práce se zabývá návrhem modelu dynamiky paralelního manipulátoru optimálního pro účely návrhu řízení. Zvolený přístup je založen na modelování dynamiky systému v simulačním prostředí Matlab SimMechanics následovaném linearizací modelu. Výsledný stavový lineární model mimo jiné umožňuje snadné posouzení řiditelnosti a pozorovatelnosti modelu. Díky své relativní jednoduchosti je model také výpočetně nenáročný. Přístup je demonstrován na návrhu dvouvrstvého řízení SimMechanics modelu Stewartovy platformy, na kterém bylo následně navržené řízení úspěšně testováno. Podstatná část práce obsahuje přístup k modelování neurčitých parametrů dynamického modelu Stewartovy platformy a stejnosměrného motoru Maxon RE 35 a jeho výsledky. Předložený přístup je založen na modelování parametrické neurčitosti způsobem, kdy je neurčitost definována individuálně pro jednotlivé prvky stavových matic modelu. Samotná neurčitost je potom určena rozdílem mezi jednotlivými parametry příslušných matic nominálního modelu a modelu se stanovenou maximální neurčitostí parametrů. Výsledný neurčitostní model je vzhledem ke své stavové reprezentaci vhodný pro návrh regulátoru založeném na metodách návrhu robustního řízení, například minimalizaci normy H-nekonečno. Popsaná metoda byla použita pro kompenzaci posunu mezi pracovními body, okolo kterých je prováděna linearizace a pro kompenzaci nepřesnosti modelování vybraných parametrů modelů Stewartovy platformy a stejnosměrného motoru. Získané modely (v prostředí SimMechanics a neurčitostní model) byly experimentálně porovnány s chováním jednoho z lineárních pohonů Stewartovy platformy. Rozdíl v datech obdržených ze simulace v prostředí SimMechanics a naměřených na reálném stroji byl téměř kompletně pokryt neurčitostním modelem. Prezentovaná metoda neurčitostního modelování je velice univerzální a aplikovatelná na libovolný stavový model.
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Integration of satellite system and Stratospheric Communication Platforms (SCP) for weather observationSibiya, Sihle S. January 2016 (has links)
Submitted to the Information Technology (IT) Department in conformity with the requirements for the degree of Doctor of Philosophy in Information Technology, Durban University of Technology. Durban, South Africa, 2016. / This doctoral research introduces an integration of satellite systems and new stratospheric platforms for weather observation, imaging and transfer of meteorological data to the ground infrastructures. Terrestrial configuration and satellite communication subsystems represent well-established technologies that have been involved in global satellite sensing and weather observation area for years. However, in recent times, a new alternative has emerged based on quasi-stationary aerial platforms located in the Stratosphere called High Altitude Platform (HAP) or Stratospheric Communication Platforms (SCP).
The SCP systems seem to represent a dream come true for communication engineers since they preserve most of the advantages of both terrestrial and satellite communication systems. Today, SCP systems are able to help, in a more cost effective way, developments of space Earth sensing and weather observation and weather sensing and observation. This new system can provide a number of forms ranging from a low altitude tethered balloon to a high altitude (18 – 25 km) fuel-powered piloted aircraft, solar-powered unmanned airplanes and solar-powered airship.
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Reconfigurable Electronics Platform: Concept, Mechanics, Materials and ProcessDamdam, Asrar N. 08 1900 (has links)
Electronic platforms that are able to re-shape and assume different geometries are attractive for the advancing biomedical technologies, where the re-shaping feature increases the adaptability and compliance of the electronic platform to the human body. In this thesis, we present a serpentine-honeycomb reconfigurable electronic platform that has the ability to reconfigure into five different geometries: quatrefoil, ellipse, diamond, star and one irregular geometry. We show the fabrication processes of the serpentine-honeycomb reconfigurable platform in a micro-scale, using amorphous silicon, and in a macro-scale using polydimethylsiloxane (PDMS). The chosen materials are biocompatible, where the silicon was selected due to its superior electrical properties while the PDMS was selected due to its unique mechanical properties. We study the tensile strain for both fabricated-versions of the design and we demonstrate their reconfiguring capabilities. The resulting reconfiguring capabilities of the serpentine-honeycomb reconfigurable platform broaden the innovation opportunity for wearable electronics, implantable electronics and soft robotics.
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Autonomous Robotics PlatformsMorales, Néstor, Serrano, Manuel January 2019 (has links)
Nowadays, it is of crucial importance for the manufacturing industry to be prepared for the application and understanding of autonomous mobile robots. Given this fact, educational institutions have to provide knowledge and experience to students. These autonomous mobile robots are made and controlled using different platforms and programming languages. Currently, the University of Skövde wishes to expand the range of tools to be available for building and experimenting with autonomous robots. For this purpose, this thesis project has two main goals. The first goal is finding the best available robotic platform for small scale, self-built, programmable robots. Such a platform has to include all the hardware necessary for later implementation with the software. The platform is evaluated in this thesis following different criteria. The second goal is to build a robot using the chosen platform. The robot has to perform a certain task taking advantage of its specific hardware. The development of the task has been achieved using the Robot Operative System (ROS). This thesis provides step by step instructions of how to build the platform and perform the task.
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Managing product family variance : Development of product family architecture and its realization in a PLM system / Hantering av varians i produktfamiljer : Utveckling av produktfamilj-arkitektur och dess realisering i ett PLM systemPetersson, Rickard January 2019 (has links)
No description available.
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Att skapa en plattformsoberoende applikation med bra användarupplevelseOlofsson, Anthon January 2019 (has links)
No description available.
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[en] MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS / [pt] JOGOS ELETRÔNICOS MULTI-PLATAFORMA: COMPREENDENDO AS PLATAFORMAS DE JOGO E SEUS JOGOS ATRAVÉS DE UMA ANÁLISE EM DESIGNLEONARDO CARDARELLI LEITE 28 June 2006 (has links)
[pt] Game Design é o processo de criação de um jogo, que
engloba a definição
de seu funcionamento, a descrição dos elementos que o
compõe, bem como a
transmissão destas informações à equipe que irá desenvolve-
lo. O presente
trabalho aborda o estudo do Game Design de jogos
eletrônicos multi-plataforma,
analisando criticamente como esta classe de jogos está
sendo projetada. Por ser
uma mídia em estágio de amadurecimento, a formação
acadêmica necessária aos
profissionais que atuam na área de jogos eletrônicos ainda
não está claramente
definida, e sua linguagem e potencialidades estão longe de
serem enxergadas em
sua totalidade. O exorbitante retorno financeiro da
indústria a tornou conservadora
e esta tendência está ofuscando a criação de um conteúdo
significativo e
exploratório. Com o objetivo de identificar e justificar
as decisões de Game
Design recorrentes em jogos eletrônicos multi-plataforma,
questiona-se quais são
as características presentes nestes jogos que influenciam
a maneira em que são
percebidos e jogados quando em diferentes plataformas e
situações de uso, e quais
as qualidades destas situações que devem ser relevadas
durante o processo de sua
criação e desenvolvimento. A pesquisa analisa o Game
Design de quatro títulos,
comparando suas diferentes versões de acordo com seus usos
em contextos
público, privado e móvel, adotando uma abordagem que
compreende as
percepções de um jogador e também as de um designer. / [en] Game Design is the process of creating a game, which
includes defining its
functionality, describing its composing elements, as well
as transmiting these
informations to the development team. The current work
approaches the study of
the Game Design present on multi-platform electronic
games, analysing how
they´re being designed. Being a maturing medium, the
academic profile needed
for its professionals still isn´t clearly defined, and its
language and potencials
haven´t been fully explored. The industry´s exorbitant
financial return has made it
conservative, blinding the creation of meaningful content.
With the objective of
identifying and justifying the Game Design decisions
recurrent on multi-platform
electronic games, it is questioned what characteristics
affect the way theses games
are percepted and played when in different platforms and
situations, and which
qualities of these situations must be considered during
the creative and
development processes. The study analyses the Game Design
of four titles,
comparing their different versions according to their uses
on public, private and
mobile contexts, through a point-of-view that corresponds
to both player and
designer.
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