51 research outputs found

    mLearning, development and delivery : creating opportunity and enterprise within the HE in FE context

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    This research project was funded by ESCalate in 2006-7 to support Somerset College in developing the curriculum, as well as widening participation via the use of mobile communications technologies such as mp3 players and mobile phones. The Project represents a highly topical and timely engagement with the opportunities for learning provided by the burgeoning use of mobile computing/ communications devices. Activities bring together colleagues from Teacher Education and Multimedia Computing in an innovative approach to designing for and delivering the curriculum. The Project addresses pedagogic issues and also vitally involves current and future learners, providing them with a new context for skills development and entrepreneurship. Anticipated outcomes include informed development of new HE modules and professional CPD activities which address the skills and context of this emerging approach to delivering the curriculum. The Project also intends to trial and evaluate the use of mobile technologies to support a blended learning approach to programme delivery and the development of a FD module which could be delivered via a mobile computing device. An interim report and a final project report are available as Word and PDF file

    Software development processes for games: a systematic literature review

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    This paper describes the methodology and results from a Systematic Literature Review (SLR) of the software processes used in game development. A total of 404 papers were analyzed as part of the review and the various process models that are used in industry and academia/research are presented. Software Process Improvement (SPI) initiatives for game development are dis-cussed. The factors that promote or deter the adoption of process models, and implementing SPI in practice are highlighted. Our findings indicate that there is no single model that serves as a best practice process model for game development and it is a matter of deciding which model is best suited for a particular game. Agile models such as Scrum and XP are suited to the knowledge intensive domain of game development where innovation and speed to market are vital. Hybrid approaches such as reuse can also be suitable for game development where the risk of the upfront investment in terms of time and cost is mitigated with a game that has stable requirements and a longer lifespan

    Supporting Mobile Developers through A Java IDE

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    There exist several challenges in supporting mobile applications. For example, creating a separate target application for each device type, leaving developers with a huge maintenance chore. Most desktop applications run on largely homogenous hardware so instead of writing the same code over and over again, developers only need to write modules to implement a particular need. This is because even though there are differences in PC hardware configurations, the same desktop application will work fine on any hardware as the operating system provides an abstract layer. This is the way mobile applications are expected to work. However, this has been divided into dozens of ill-assorted versions. Java mobile applications developers spend more time rewriting code to run on different versions of mobile devices more than they do actually creating application in the first place. This is an intolerable burden for small mobile developers, and it stifles mobile software innovation overall. Mobile devices differ in a variety of attributes, such as screen size, colour depth and the optional hardware devices they support such as cameras, GPS etc. The differences often require special code or project settings for successful deployment for each device a developer is targeting but this creates a huge logistical overhead. One potential solution that is shipped with NetBeans IDE is to add a new configuration for each device, modify the project properties, add some pre-processing code, then build and deploy the application. In most cases, one configuration for each distribution of the Java Archive (JAR) one plans to build for the project is created. For example, if a developer is planning to support three different screen sizes using two sets of vendor specific APIs, one needs to create six configurations. This reduces the performance of the application drastically and increases the size at the same time. This is not acceptable for mobile devices where memory size and processor performance are limited. The goal of this research work is to support mobile application development through a Java IDE (the NetBeans IDE in this case). Therefore, our approach will be to modify the NetBeans IDE to better address the difficulty that was mentioned above – namely targeting applications for different platforms. Our solution is to integrate another type of a preprocessor into the NetBeans IDE that will help alleviate the problems of the existing tool. Our approach is to directly implement this inside the NetBeans IDE to further support mobile application development with the NetBeans IDE
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