57 research outputs found

    Exploring the possibilities of three dimensional image manipulations on mobile devices

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    With the introduction of more powerful mobile microprocessors and colour screen technology, complex image manipulations on various mobile devices such as mobile phones and handheld devices have become a reality. As a consequence of these improvements, there has been an increasing demand by users for interactive computer games which produce complex graphics by utilizing these advanced hardware technologies. Three dimensional (3D) graphics have been used to produce realistic interactive imaging for computer games during recent years. Java, through its mobile device programming platform, provides the framework for such complex image manipulations in computer games deployed on Java compatible mobile devices. However, the lack of a standard 3D application-programming interface (API), supported by mobile phone manufactures, has resulted in the need for program developers to use custom APis to create 3D programs such as the WGE (Wireless Graphics Engine) API produced by TTPcom. There is some evidence that the use of custom APis to develop 3D graphic images may result in poor compatibility and performance across different mobile platforms and devices This study initially examines the proposed Sun Microsystems specification for the Java 2 Micro Edition (J2ME) Mobile 3D API for the development of 3D graphics programming of mobile devices. These specifications have been designed to create an Industry standard Mobile 3D API. In addition, this study investigates the current specification for the Java 2 Micro Edition (CDDC1.0.3), to ascertain to what extent the development of 3D gaming on mobile devices is effected by the deficiencies in the current specification. These deficiencies include a Jack of support of for a floating point data type and the specification\u27s reliance on fixed-point number calculations for developing 3D graphics. An assessment will be made to determine how these deficiencies influence the performance, stability of 3D algorithms deployed on different mobile device platforms. Investigations carried out on 3D graphics algorithm implementations on Java 2 Standard Edition (J2SE) platform suggests that the implementations rely on float data type and that the CLDC 1.0.3 configuration layer does not support the float data type. Experiments were conducted to determine whether fixed-point number methods can be used effectively to conduct precision calculations. These calculations are required to implement the 3D algorithms for the J2ME platform. In order to assess this, a simulation study was conducted on a number of emulators released by Nokia, Motorola and Siemens mobile phone manufactures. In addition, the algorithms were tested on a Java compatible Nokia 6610 mobile phone to ascertain if findings from emulator studies could be replicated on phones. The emulator study findings suggest that 3D algorithm implementations using fixed-point methods are compatible on Java compatible mobile handsets released by Nokia, Motorola and Siemens. Further more, it was shown that the fixed-point methods are suitable for implementing simple 3D algorithms (Rotation, Scaling and Translation). However, it was found that these methods were not suitable for extreme precision calculations such as Cartesian curve generations

    Virtual Blocks: a serious game for spatial ability improvement on mobile devices

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    This paper presents a novel spatial instruction system for improving spatial abilities of engineering students. A 3D mobile game application called Virtual Blocks has been designed to provide a 3D virtual environment to build models with cubes that help students to perform visualization tasks to promote the development of their spatial ability during a short remedial course. A validation study with 26 freshman engineering students at La Laguna University (Spain) has concluded that the training had a measurable and positive impact on students spatial ability. In addition, the results obtained using a satisfaction questionnaire show that Virtual Blocks is considered an easy to use and stimulating application.This work has been partially supported by the (Spanish) National Program for Studies and Analysis project "Evaluation and development of competencies associated to the spatial ability in the new engineering undergraduate courses" (Ref. EA2009-0025) and the (Spanish) National Science Project "Enhancing Spatial REasoning and VIsual Cognition with advanced technological tools (ESREVIC)" (Ref TIN2010-21296-C02-02)Martín Dorta, NN.; Sanchez Berriel, I.; Bravo, M.; Hernández, J.; Saorin, JL.; Contero, M. (2014). Virtual Blocks: a serious game for spatial ability improvement on mobile devices. Multimedia Tools and Applications. 73(3):1575-1595. https://doi.org/10.1007/s11042-013-1652-0S15751595733Baartmans BG, Sorby SA (1996) Introduction to 3-D spatial visualization. Prentice Hall, Englewood CliffsClements D, Battista M (1992) Geometry and spatial reasoning. In: Grouws DA (ed) Handbook of research on mathematics teaching and learning. New York, pp 420–464Cohen J (1988) Statistical power analysis for the behavioral sciences, 2nd edn. Erlbaum, HillsdaleDe Lisi R, Cammarano DM (1996) Computer experience and gender differences in undergraduate mental rotation performance. Comput Hum Behav 12:351–361Deno JA (1995) The relationship of previous experiences to spatial visualization ability. Eng Des Graph J 59(3):5–17Feng J, Spence I, Pratt J (2007) Playing an action video game reduces gender differences in spatial cognition. Psychol Sci 18(10):850–855French JW (1951) The description of aptitude and achievement tests in terms of rotated factors. Psychometric monograph 5Guilford JP, Lacy JI (1947) Printed classification tests, A.A.F. Aviation Psychological Progress Research Report, 5. US. Government Printing Office, Washington DCHalpern DF (2000) Sex differences and cognitive abilities. Erlbaum, MahwahHöfele C (2007) Mobile 3D graphics: learning 3D graphics with the Java Micro Edition. Editorial ThomsonKajiya JT, Kay TL (1989) Rendering fur with three dimensional textures. In Proceedings of the 16th Annual Conference on Computer Graphics and interactive Techniques SIGGRAPH ’89. ACM Press, New York pp 271–280Linn MC, Petersen AC (1985) Emergence and characterization of gender differences in spatial abilities: a meta-analysis. Child Dev 56:1479–1498Martin-Dorta N, Sanchez-Berriel I, Bravo M, Hernandez J, Saorin JL, Contero M (2010) A 3D educational mobile game to enhance student’s spatial skills, ICALT, pp.6–10, 2010 10th IEEE International Conference on Advanced Learning TechnologiesMartin-Dorta N, Saorin J, Contero M (2008) Development of a fast remedial course to improve the spatial abilities of engineering students. J Eng Educ 27(4):505–514Martin-Dorta N, Saorin JL, Contero M (2011) Web-based spatial training using handheld touch screen devices. Educ Technol Soc 14(3):163–177McGee MG (1979) Human spatial abilities: psychometric studies and environmental, genetic, hormonal, and neurological influences. Psychol Bull 86:889–918Noguera JM, Segura RJ, Ogayar CJ, Joan-Arinyo R (2011) Navigating large terrains using commodity mobile devices. Comput Geosci 37:1218–1233Okagaki L, Frensch PA (1994) Effects of video game playing on measures of spatial performance: gender effects in late adolescence. J Appl Dev Psychol 15(1):33–58Pulli K, Aarnio T, Miettinen V, Roimela K, Vaarala J (2007) Mobile 3D graphics with OpenGL ES and M3G. Editorial Morgan KaufmannQuaiser-Pohl C, Geiser C, Lehmann W (2005) The relationship between computer-game preference, gender, and mental-rotation ability. Personal Individ Differ 40(3):609–619Smith IM (1964) Spatial ability- its educational and social significance. The University of London Press, LondonSorby S (2007) Developing 3D spatial skills for engineering students. Australas Assoc Eng Educ 13(1):1–11Terlecki MS, Newcombe NS (2005) How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles 53(5/6):433–441Terlecki MS, Newcombe NS, Little M (2008) Durable and generalized effects of spatial experience on mental rotation: gender differences in growth patterns. Appl Cogn Psychol 22:996–1013Thurstone LL (1950) Some primary abilities in visual thinking (Tech. Rep. No. 59). IL University of Chicago Psychometric Laboratory, ChicagoThurstone LL, Thurstone TG (1941) Factorial studies of intelligence. Psychometric monographs. Chicago Press, ChicagoVanderberg S, Kuse A (1978) Mental Rotation, a group test of three dimensional spatial visualization. Percept Mot Skills 47:599–604Zimmerman WS (1954) Hypotheses concerning the nature of the spatial factors. Educ Psychol Meas 14:396–40

    A graphics software architecture for high-end interactive TV terminals

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    This thesis proposes a graphics architecture for next-generation digital television receivers. The starting assumption is that in the future, a number of multimedia terminals will have access through a number of networks to a variety of content and services. One example of such a device is a media station capable of integrating different kinds of multimedia objects such as 2D/3D graphics and video, reacting to user interaction, and supporting the temporal dimension of applications. Some of the services intended for these devices include, for example, games and enhanced information over broadcasted video. First, this thesis provides an overview of the digital television environment, focusing on the limitations of current receivers and hints at future directions. In addition, this thesis compares different solutions from regional standardisation bodies such as DVB, CableLabs, and ARIB. It proposes the adoption of the most relevant initiative, GEM by DVB. Unfortunately, GEM software middleware only considers Java language as an authoring format, meaning that the declarative environment and advanced functionalities (e.g., 3D graphics support) remain to be standardised. Because in the future different user groups will have different demands with regard to television, this thesis identifies two major extensions to the GEM standard. First, it proposes a declarative environment for GEM that takes into account W3C standardisation efforts. This environment is divided into two configurations: one capable of rendering limited interactive applications such as information services, and another intended for more demanding applications, for example a distance learning portal that synchronises videos of lecturers and slides. Second, this thesis proposes to extend the procedural environment of GEM with 3D graphics support. The potential services of this new profile, High-End Interactive, include games and commercials. Then, based on the requirements the proposed profiles should meet, this thesis defines a graphics architecture model composed of five layers. The hardware abstraction layer is in charge of rendering the final graphics output. The graphical context is a cross-platform abstraction of the rendering region and provides graphics primitives (e.g., rectangles and images). The graphical environment provides the means to control different graphical contexts. The GUI toolkit is a set of ready-made user interface widgets and layout schemes. Finally, high-level languages are easy-to-use tools for developing simple services. The thesis concludes with a report of my experience implementing a digital television receiver based on the proposals described. In addition to testing the application of the proposed graphics architecture to the design and implementation of a next-generation digital television receiver, the implementation permits the analysis of the requirements of such receivers and of the services they can provide.reviewe

    Java Based Flight Simulator

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    Práce popisuje (porovnává) dvě grafické knihovny Java Monkey Engine a Java 3D a rozdíly mezi nimi. Dále je v práci popsaná implementace jednoduchého leteckého simulátoru v knihovně Java Monkey Engine.Thesis describes (compares) two graphics libraries Java Monkey Engine and Java 3D and differences between them. It also describes the implementation of a simple airplane simulator in Java Monkey Engine library.

    Multiplayer game for Android platform

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    Tato bakalářská práce se věnuje problematice vývoje real-time mobilních her pro více hráčů na platformě Android. První kapitoly se zabívají analýzou a možnostmi vývoje aplikací na této platformě. Následuje popis různých principů používaných při tvorbě her pro více hráčů. Součástí práce je také popis technologií, které byli analyzovány a poté použity při implementaci 2D real-time bojové hry a herního serveru. V práci je postupně popsán proces návrhu, implementace hry a testování celé aplikace.This bachelor thesis deals with issues of real-time multiplayer mobile games development on Android platform. First chapters are devoted to the analysis of this platform and its possibilities of applications development. This is followed by the description of differenent approaches used for multiplayer game development. Part of the thesis describes different technologies, that were analyzed and then used for implementation of a 2D real-time fighting game and a server. The thesis contains the description of the game design, implementation and testing processes of the application.

    Mobile platform-independent solutions for body sensor network interface

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    Body Sensor Networks (BSN) appeared as an application of Wireless Sensor Network (WSN) to medicine and biofeedback. Such networks feature smart sensors (biosensors) that capture bio-physiological parameters from people and can offer an easy way for data collection. A new BSN platform called Sensing Health with Intelligence Modularity, Mobility and Experimental Reusability (SHIMMER) presents an excellent opportunity to put the concept into practice, with suitable size and weight, while also supporting wireless communication via Bluetooth and IEEE 802.15.4 standards. BSNs also need suitable interfaces for data processing, presentation, and storage for latter retrieval, as a result one can use Bluetooth technology to communicate with several more powerful and Graphical User Interface (GUI)-enabled devices such as mobile phones or regular computers. Taking into account that people currently use mobile and smart phones, it offers a good opportunity to propose a suitable mobile system for BSN SHIMMER-based networks. This dissertation proposes a mobile system solution with different versions created to the four major smart phone platforms: Symbian, Windows Mobile, iPhone, and Android. Taking into account that, currently, iPhone does not support Java, and Java cannot match a native solution in terms of performance in other platforms such as Android or Symbian, a native approach with similar functionality must be followed. Then, four mobile applications were created, evaluated and validated, and they are ready for use

    Development and implementation of a mobile AR-Based assistance system on the Android-platform for the SmartFactory kl

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    Campos García, R. (2011). Development and implementation of a mobile AR-Based assistance system on the Android-platform for the SmartFactory kl. http://hdl.handle.net/10251/11632.Archivo delegad

    Sistema d'autenticació one-time password (OTP) per a mòbils

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    Aquest projecte consisteix en fer l'anàlisi, disseny i implementació d'un sistema d'autenticació a través de contrasenyes d'un sol ús (One Time Password -OTP-) per a dispositius mòbils. Per evitar l'ús de contrasenyes estàtiques farem una aplicació per a telèfons mòbils capaç de generar contrasenyes aleatòries gràcies a uns paràmetres previs, així com de poder tenir un registre dels serveis on poden ser utilitzades. Partirem d'un protocol repte/resposta on l'usuari interactuarà amb el seu telèfon mòbil i un ordinador personal amb una connexió a Internet. Podrà registrar-se i, introduint certes dades al mòbil que li proporciona el servidor, podrà fer el procés d'autenticar-se per poder accedir a zones restringides del servei.Este proyecto consiste en hacer el análisis, diseño e implementación de un sistema de autenticación a través de contraseñas de un solo uso (One Time Password -OTP-) para dispositivos móviles. Para evitar el uso de contraseñas estáticas haremos una aplicación para teléfonos móviles capaz de generar contraseñas aleatorias gracias a unos parámetros previos, así como de poder tener un registro de los servicios donde pueden ser utilizadas. Partiremos de un protocolo reto/respuesta donde el usuario interactuará con su teléfono móvil y un ordenador personal con una conexión a Internet. Podrá registrarse e, introduciendo ciertos datos en el móvil que le proporcionará el servidor, podrá hacer el proceso de autenticarse para poder acceder a zonas restringidas del servicio.This Project consists of the analysis, design and implementation of a One Time Password system for mobile devices. To avoid the use of static passwords, we will develop a mobile phone application capable of generating random passwords from previous parameters, and storing a register containing the services where they might be used. We will start from a challenge/response protocol. The user will interact through his mobile phone and a personal computer connected to the Internet. He will be able to register and, introducing certain data given from the server in his cell phone, he might authenticate himself to access the service's restricted zones
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