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1.
This article reports on the development of an instrument designed to measure the enjoyment of computer game play. Despite the enormous technological progress in the field of computer games, enjoyment of computer game play is still not a well-defined construct. Based on Nabi and Krcmar's (2004 Nabi, R. L. and Krcmar, M. 2004. Conceptualizing media enjoyment as attitude: Implications for mass media effects research. Communication Theory, 14: 288310. [Crossref], [Web of Science ®] [Google Scholar]) tripartite model of media enjoyment, a survey questionnaire was developed to measure computer game players' affective, behavioral, and cognitive reactions. Expert consultation, exploratory, and confirmatory card sorting sessions were used to refine the instrument. A survey of computer game players was subsequently conducted to test the instrument. Reliabilities and construct validities were analyzed. Findings and their implications were discussed.  相似文献   

2.
This paper focuses on orchestration work in the first iteration of a mobile game called Day Of The Figurines, which explores the potential to exploit text messaging as a means of creating an engaging gaming experience. By focusing on orchestration we are especially concerned with the ‘cooperative work that makes the game work’. While the assemblage or family of orchestration practices uncovered by our ethnographic study are specific to the game – including the ways in which behind the scenes staff make sense of messages, craft appropriate responses, and manage and track the production of gameplay narratives as the game unfolds – orchestration work is of general significance to our understanding of new gaming experiences. The focus on orchestration work reveals that behind the scenes staff are co-producers of the game and that the playing of games is, therefore, inseparably intertwined with their orchestration. Furthermore, orchestration work is ‘ordinary’ work that relies upon the taken for granted skills and competences of behind the scenes staff; ‘operators’ and ‘authors’ in this case. While we remain focused on the specifics of this game, explication of the ordinary work of orchestration highlights challenges and opportunities for the continued development of gaming experiences more generally. Indeed, understanding the specificities of orchestration work might be said to be a key ingredient of future development.  相似文献   

3.
董健 《软件工程师》2014,(12):34-35
随着Android移动操作系统的迅速普及,针对Android平台游戏的移植开发需求日益增多。用平面设计软件构建虚拟场景和运动单元,在Unity3D引擎中进行模块封装、数据处理和交互控制,采用盒状碰撞检测机制及对象池的数据管理模式,实现了自动射击、关卡切换、视景特效及各种实体的动态效果,完成了一款手机射击类游戏。最后,实现游戏向Android手机的移植,游戏基本功能完善,运行流畅。  相似文献   

4.
移动智能游戏已融入大众生活。文章采用J2ME手机应用开发平台,以《红楼梦》、《西游记》、《三国演义》等经典名著中的人物与故事情节为题材,设计开发出一款集迷宫、拼图及图片欣赏为一体的多功能智能游戏。该款游戏克服了传统游戏功能单一的缺陷,提高了游戏的趣味性和挑战性。  相似文献   

5.
移动互联网的发展带动了4G移动宽带加速发展。本文介绍了第四代移动通信技术的概念、发展过程、关键技术和目前的主要标准.指出4G系统和无线网络所面临的挑战。  相似文献   

6.
目前我国手机用户已突破4.5亿大关,平均每3人就有1台手机. 基于手机便携性和时空无限性的优势,手机游戏已成为手机用户热衷的日常行为,并成为移动多媒体服务中增长最迅猛的商务活动.文章从软硬件支持和通信方式角度来对手机游戏进行分类,讨论其共性和个性特点,给出相应的应对策略.同时指出,在诸如TAB、SLG、SIM、FLY等类游戏中引入人工智能技术的必要性和可能性,并以手机人际交互式中国麻将为例,说明在引入基于串文法的判决规则和基于加权博奕树搜索的舍弃策略后,使玩家在与电脑"对打"时不敢掉以轻心,从而激发玩家战而胜之的欲望,提高游戏的趣味性.  相似文献   

7.
基于Android操作系统的智能手机,具有计算机的基本特征,可以运行专门的客户端应用软件,使用其作为教学测评的终端,通过定制开发专门的测评程序,可以有效避免传统教学质量测评中数据收集整理的一些缺点,便于随时随地开展针对教师或某一课程的专项测评。而且手机的私密性较好,可以使学生真正地发表意见和见解,使测评的结果更趋真实。  相似文献   

8.
基于J2ME和J2EE的移动网络游戏系统   总被引:3,自引:0,他引:3       下载免费PDF全文
朱全银  章慧 《计算机工程》2008,34(16):135-137
综合运用J2EE, J2ME, UML以及MVC技术,探讨框架设计所必需的因素,提出一种通用的手机网络游戏系统框架。该系统采用MVC框架结构进行层次划分,使用UML进行服务器端与手机客户端建模,将J2ME手机开发技术与J2EE服务器开发技术相结合进行设计,并通过一个具体的手机网络游戏应用,验证了通用手机游戏框架的有效性。  相似文献   

9.
基于J2ME的无线游戏开发   总被引:3,自引:0,他引:3  
讨论了如何利用J2ME进行移动终端应用程序开发,开发了在Nokia S40手机上运行的游戏,验证了通过J2ME开发手机游戏的可行性。  相似文献   

10.
移动设备中基于MIDP 2.0的2D游戏的开发   总被引:2,自引:0,他引:2  
随着移动计算的迅速发展,手机和个人数字助理等移动设备已成为程序员新的开发平台。特别是在这些平台上使用J2ME和MIDP进行游戏开发已越来越受到人们的关注。最新的MIDP2.0和游戏API的引入为程序员解决了以前在MIDP1.0中进行游戏开发时所遇到的各种问题。论文分析MIDP2.0游戏API的新特性,并结合一个实际的开发项目给出基于移动设备的2D游戏的设计方法。  相似文献   

11.
移动通信可以通过计算机通信联网、自动漫游等方式实现跨省跨国的通信,而成为人们追求的一种理想通信工具。本文介绍了移动通信发展状况,分析了数字、卫星等移动通信新技术的动向,简述了未来国内外移动通信及个人通信发展趋势。  相似文献   

12.
丁月华  王颂贞  徐浩 《计算机工程》2009,35(12):235-238
针对如何快速高效率开发手机游戏,提出一个代码生成器的设计方案,用来在手机开发过程中实现手机游戏代码的自动生成。介绍模型驱动架构以及代码生成技术的相关知识。讨论代码生成技术的实现原理和代码生成器的结构,并使用代码生成器生成一个通用的手机游戏的例子。  相似文献   

13.
There has been a surge of interest in developing advanced mobile voice and data services. One of the biggest challenges faced by service providers is to create new services efficiently and rapidly. We describe the motivation, architecture and design of the Mobile Application Server (MAS), a Java middleware prototype platform for mobile services which provides basic common building blocks required by mobile wireless applications, such as user profile management, location handling, device detection, content adaptation and e-wallet functions. The MAS is modular, flexible, and provides an open API for 3rd party service creation. Users can thus utilize a variety of access technologies (CDPD, cellular, 802.11, SMS, etc.) and delivery mechanisms (HTML, WML, VoiceXML, etc.) while application developers are spared the details of this heterogeneity. The MAS also interfaces to traditional telecommunications system (A/IN) elements such as SCPs as well as Next Generation Network (NGN) or converged-network elements such as Call Agents. We present application examples of the use of MAS, initial performance measurements and discuss some lessons learned from this experimental system. We conclude with directions for further work.  相似文献   

14.
近年来,随着信息技术的发展,移动增强现实作为一种新兴的体验方式,在目前的教学资源设计过程中得到了大量的应用。而在教育游戏开发领域,出现了许多融合移动增强现实技术与教育游戏特点与优势的增强现实教育游戏。本研究基于移动增强现实技术开发了一个自然科普游戏,通过创设相对真实的、具有交互性质的自然科学学习环境,使得许多曾经难以出现的学习材料以虚拟形象的方式出现在学习者面前,培养学习者的科学探究能力,拉近和提高城乡学生的生态保护知识水平并塑造正确对待自然的情感态度价值观,为城乡教育一体化提供了思路。  相似文献   

15.
Mobile learning with a mobile game: design and motivational effects   总被引:2,自引:0,他引:2  
Abstract Mobile technologies offer the opportunity to embed learning in a natural environment. This paper describes the design of the MobileGame prototype, exploring the opportunities to support learning through an orientation game in a university setting. The paper first introduces the scenario and then describes the general architecture of the prototype. The main part of the paper focuses on the evaluation of design issues and the effects observed in two trials. Design issues include: Supporting work on the move poses difficult interface questions, the accuracy of current outdoor, and indoor positioning systems is still problematic and the game requires near real-time response time. The evaluation of the effects shows that features such as ‘map-navigation’ and ‘hunting and hiding’ lead to excitement and fun. The participants immerse into a mixed reality that augments both physical and social space. The game success is based on the motivating design of the game itself. The paper concludes with open issues for future research, especially with the need to thoroughly evaluate the learning benefits.  相似文献   

16.
J2ME是一种针对开发移动设备平台的Java语言,它的应用极大地扩展了手机、个人数字助理等小型移动设备的应用范围。介绍了J2ME的体系结构和J2ME技术开发游戏的新特性,结合一个实际例子着重分析了基于J2ME手机游戏开发的过程,通过总结和分析手机游戏的开发流程和代码框架的设计,详细描述了移动设备的游戏开发和实现过程,最后展示了手机游戏的运行效果。  相似文献   

17.
徐利再 《软件》2012,(3):57-59
手机视频业务与现有的互联网数据业务和语音业务相比,提出了对无线网络更高的要求。由于无线网络环境的复杂性,客观上很难长时间维持足够稳定的网络带宽,手机视频用户的视频实时播放质量会受到影响。因此实时监测到手机视频在各个环节的视频质量对于预警及用户投诉处理有相当重要的作用。本文根据手机视频业务的特点并深入分析手机视频流的特征,提出了手机视频质量监测技术和实现方法。设计视频质量监测分析系统可以实时分析手机视频业务的服务质量指标,同时根据网络的性能来判断业务质量受影响的程度,做到在用户的业务体验变差前及时发现问题,及时规避业务平台的可能出现瓶颈的问题,从运行维护和网络规划的角度确保手机视频业务的顺利发展和普及。  相似文献   

18.
基于Flow的教育游戏是随着虚拟现实技术实现而渐渐发展起来的一种特殊的游戏。它拥有游戏的沉浸感,又不缺失教育的意义。本文首先对沉浸性进行了图形分析,使人们能够更加直观地了解影响沉浸感的因素有哪些,并在此分析的基础上,对基于Flow的教育游戏从教学性评价、娱乐性评价、体验性评价及效果性评价几个主要方面的问题和解决的方法进行探讨,并对教育游戏的评价方式提出了自己的想法,从而为基于Flow的教育游戏的设计带来一定的帮助。  相似文献   

19.
移动教育技术作为现代教育技术的新方向,充分利用了互联网技术和多媒体技术的最新成果,通过移动数据通信技术将教学环节扩展到了任意的环境中去。尽管还存在着应用上的薄弱,但是已经成为未来的教育发展趋势。作为其中最重要的技术之一,WLAN的应用在各个方面推动了移动教育技术的发展和普及。  相似文献   

20.
随着HTML5技术的日益完善,HTML5在游戏开发领域越来越受欢迎。介绍了实际HTML5游戏开发过程中几个实用的技巧。  相似文献   

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