1,843 research outputs found

    Emerging technologies for learning report (volume 3)

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    Learners - should we leave them to their own devices?

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    Emerging technologies for learning report - Article exploring learner owned devices and their potential for edcuatio

    Mobile Game: A Multiplayer Mobile Game via Bluetooth Technology for Nokia Series 60

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    The Final Year Project developed is 'Mobile Game: A Multiplayer Mobile Game via Bluetooth Technology for Nokia Series 60'. The existing mobile games are mostly a stand-alone application, which means the game can only be played by a player. Even with the availability of multiplayer mobile games in the market, the maximum number ofplayers of those games is two. The objective of this project is to study and develop a multiplayer (specifically three players) mobile game with Bluetooth technology as the connection means. The first part of this project would be the research and study pertaining to the development of multiplayer mobile game for three players using Bluetooth technology. The second part of the research pertains to the downside of Bluetooth technology and recommendations to improve the situation. The methodology used is the combination of waterfall and prototyping model. A mobile game application is produced as the end-product of this project. Meanwhile, the findings discover the details on the end-product development and also some discussion design issues and challenges as well as limitationof Bluetoothtechnology

    Teens, Video Games, and Civics

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    Analyzes survey findings on trends in teenagers' video gaming, the social context, the role of parents and monitoring, and the link between specific gaming experiences and civic activities. Explores gaming's potential as civic learning opportunities

    BlueGame - A bluetooth enabled multi-player and multi-platform game: An experience report

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    Computer games on mobile devices including cellular phones or handheld computers have become a fast expanding industry due to the recent advance in hardware and software supports. Most large mobile game and handheld vendors mainly focus on improving the interactivity and visual effects of, commonly single-user, mobile games. In this project, we carefully designed and then implemented an interactive multi-player action game, namely the BlueGame, transferrable between different computing platforms supported by the Bluetooth wireless technology. In addition to individual user's convenience to continue the multi-player game, our BlueGame prototype highlighted certain shortcomings of the existing Bluetooth technology, and more importantly our valuable experience gained for future wireless game development. ©2006 IEEE.published_or_final_versio

    The phone as a tool for combining online and offline social activity – teenagers’ phone access to an online community

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    We have analyzed two months of log data and 100 surveys on the phone use of a Swedish online community for teenagers to investigate the mobile use of an established online service. This shows that the phone use mostly takes place during times of the day when teenagers have social time and the use is not influenced by the availability of a computer. The phone makes the community access more private compared to the computer, but teens do share the use when they want to. The cell phone bridges the online and offline social communities and allows teens to participate in both at the same time. The online community is not only a place for social activity online, it is also a social activity offline that is carried out face-to-face with friends. The cell phone thus was a tool for the teens to combine their participation in the online and the offline world

    An affordable VR environment

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    Virtual Reality is a powerful technology with the ability to affect our senses in powerful ways. Traditionally used for entertainment, we argue that it can be used for educational purposes as well. In order to get virtual reality into the classroom, we must address its cost and portability, as well as improve the interaction that users experience with the virtual environment. Our solution, a Unity program installed on an iPhone and a Mac, attempts to solve these issues. A technical demo was created that functions and can be interfaced with. While this solution is a proof of concept, its consequences may lead into important future work, as detailed
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