首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到19条相似文献,搜索用时 109 毫秒
1.
讨论了如何利用支持J2ME平台规范的手机进行游戏开发,开发了在索爱手机上运行的游戏,验证了通过J2ME开发手机游戏的可行性与娱乐性。  相似文献   

2.
随着高端智能手机的发展,触屏类手机游戏逐步成为新的娱乐方式.而对于触屏类手机游戏设计与交互性方面的研究成为新的热点.针对触屏类手机游戏开发中界面趣味性、人机交互性、操作灵活性等共性问题,基于Unity3D触屏事件处理机制,着重于快速完成自定义地形场景、模型动态显示及人工智能等关键技术的研究与实现,并基于Unity3D游戏引擎开发Android触屏类手机游戏,满足游戏场景真实性、趣味性及交互性,对触屏类手机开发具有一定的参考价值.  相似文献   

3.
随着移动终端的发展、教育游戏的日趋完善,将手机游戏引入教育领域必定会掀起一股娱乐教育的热潮。文章尝试提出手机教育游戏的定义,分析其教育价值,并从开发应用角度、教育学习角度、游戏娱乐角度三个角度阐述手机教育游戏的设计原则,最后展望了其发展前景。  相似文献   

4.
在信息化迅速发展的时代背景下,中小学生使用电子通信工具已经司空见惯,手机里面内置APP的游戏应用软件已成为中小学生玩手机的主要对象。笔者就目前市面上中小学生经常使用的手机游戏做了调查统计,中小学生选择游戏对象主要是腾讯旗下的游戏,一般是休闲类游戏、动作类游戏以及射击类游戏,然而,手机游戏对中小学生的影响是潜移默化的,积极方面主要表现在丰富了学生业余生活、提高智力与逻辑思维能力、培养探索学习的能力,可是消极方面的影响不容忽视,如视力衰退、手机游戏成瘾、性格孤僻、影响学业。本文就手机游戏对中小学生产生的负面影响提出建议和对策。  相似文献   

5.
目前市场上针对各款彩屏JAVA手机的游戏逐渐多了起来,玩手机游戏的人也越来越多,但是半年前多数手机游戏还是美国、日本、韩目三地的游戏制作商所开发的。由于手机的JAVA软件开发受机能限制,国外厂商在手机JAVA软件的开发技术上并无明显的优势,可以说大家都在同一起跑线上,这是中国手机软件商们少数可以和国外手机软件商叫扳的领域了。因此现在情况不同了,目前国内涌现了一批优秀的手机软件开发商,开始向中国手机用户提供完全中文化和本土化的中文手机游  相似文献   

6.
王冲 《教育技术导刊》2008,7(5):111-113
随着Java技术的不断发展,手机等移动设备已经成为新的开发平台,在这些平台上使用J2ME进行游戏开发越来越受到人们的关注。游戏本身的智能水平是一款游戏可玩性的决定因素之一,因而也是游戏开发中需要考虑的重要问题之一。本文首先介绍了手机游戏中的AI系统的工作原理以及关键技术,然后结合一个麻将游戏描述了智能系统的实现。  相似文献   

7.
随着移动通信业的发展,手机以其随身移动性将成为继电脑及网络后又一种新的教学媒介。在儿童教学方面,把已经规模化了的PC教学游戏和手机游戏相整合,在儿童手机上开发其教学功能。这不仅拓宽出儿童手机推向市场的新亮点,更能在儿童教学领域开拓新的渠道。  相似文献   

8.
近些年来,伴随着我国科学技术的进步与发展,手机智能化的普及速度越来越高,国内手机用户数量不断攀升。大学生作为手机用户的重要组成,成为新时期引领手机智能化普及的重要组成。目前来看,大学生对于智能手机游戏的依赖程度很高,甚至有向着游戏成瘾的方向发展。新时期如何解决手机游戏成瘾问题,成为现阶段学校和家长关注的重要课题。本文旨在研究高职生手机游戏成瘾原因,探讨手机游戏成瘾引导对策,为高校和父母在手机游戏成瘾引导方面提供思路。  相似文献   

9.
我国手机动漫游戏产业原创能力不足,内容提供商利润分成比例低,网络质量不稳定,游戏平台不统一。手机动漫社区游戏发展模式指手机动漫游戏里植入一个社区游戏模块,让越来越多的人了解动漫游戏并喜欢动漫游戏。要建立手机动漫游戏社区平台,提高手机动漫游戏作品的原创能力,统一支付游戏费用,制定手机游戏平台标准。  相似文献   

10.
论述了基于unity3d的手机游戏设计与实现过程,包括目前手机游戏的国内外发展现状、手机游戏的开发平台二个方面。重点阐述了用unity3d开发手机游戏的设计与实现过程,尤其在关卡以及重力感应的实现上,最终开发出一款手机游戏,该款游戏具有良好的娱乐性及交互性。  相似文献   

11.
A popular activity among young children is the use of mobile devices and apps. Yet, the impact of mobile devices on learning and development is rather underexplored. The limited studies identified explore effects on literacy development and communication and report on mixed findings. A considerable gap is observed as to how the use of mobile apps relates to young children's understanding in diverse domains including science learning, and to extend, whether and how mobile apps should be used and how in early years' settings. The aim of this paper is to shed light on this area by examining the learning effects of touch screen mobile game applications, in particular the game Angry Birds, on two groups of preschoolers 4 and 5 years old respectively. Evidence from a comparative study with 32 participants reveal significant differences between the two groups in terms of game skills and their understanding of projectile motion. Implications for educational stakeholders, parents and app designers are discussed along with future research directions.  相似文献   

12.
在移动设备上进行游戏开发存在着一些固有的问题,比如复杂背景的绘制,碰撞,内存泄露等等。这些问题会影响游戏最终的可靠性和稳定性。本文利用双缓冲技术,多种碰撞检测方法以及内存优化的多种手段,解决了手机游戏开发中存在的问题,使游戏的可靠性和稳定性得到了提高。  相似文献   

13.
BREW作为无线巨头高通公司主推的手机终端解决方案,目前广泛应用于智能手机平台.以常见的推箱子游戏为例,探讨BREW SDK开发包在手机游戏领域的设计与实现.本款游戏除了具备传统功能外还增加了玩家自己设计游戏地图的功能,进一步增强了游戏的趣味性和难度.  相似文献   

14.
Educational technology research and development - This study examines the impact of a mobile game app on science museum visitors’ level of engagement with exhibit content, compared to a non...  相似文献   

15.
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students’ interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a challenge-based game structure to encourage engagement in science. Participants wore head-mounted GoPro cameras to record interactions within the physical and social environment. The purpose of this research was to study the impact of a mobile game on student interactions in a science center. Gender differences in gameplay behaviors and perceptions were compared. The study included a quasi-experimental design with two groups: one group that played the iPad mobile game during their science center visit, and one group that explored the science center in a traditional free exploration manner. Video data from the GoPro cameras provided examination of the different ways students interacted with the science center. The female students outperformed the male students on every measure of the iPad game achievement. Lazzaro’s (2004) four types of fun was used to describe the gender differences in game perceptions and interactions. Females tended to enjoy hard fun and collaborative people fun, while males enjoyed easy fun and competitive people fun. The females tended to be more goal-oriented, persistent in the face of difficulty, and appreciative of hard fun. The results of this study have implications for the design of mobile-based gaming technology to encourage interaction in an informal science center setting.  相似文献   

16.
ABSTRACT

We present Mobile Augmented-Reality Games for Instructional Support (MAGIS), a framework for the development of mobile augmented-reality (AR) games for education. The framework supports off-the-shelf, state-of-the-art technologies that enable AR tracking and rendering on consumer-level mobile devices, and integrates these technologies with content-generation tools that simplify the development of educational AR games, especially those that extensively use narrative-based game design and player-location tracking such as location-based historical or museum adventure games. We use Igpaw: Intramuros, a proof-of-concept game developed using MAGIS, to help describe the current state of the framework and to show its efficacy for implementing outdoor location-based educational games, and we briefly outline future development plans to improve MAGIS’ AR support (especially those involving indoor scenarios) as well as to improve the instructional design and authoring phases of AR applications written using this framework.  相似文献   

17.
The gaming culture of modern childhood takes place not only in real space, but in a virtual one too. These two components (two planes of development) are often viewed in isolation from one another. This study investigates the completely new phenomenon of augmented reality gaming through the lens of Pokemon Go, and it describes how the game has been able to transcend social, physical, and virtual spaces. We focus on the most active group of users of this mobile app, namely teenagers. We describe how the game satisfies the psychological needs of this age group. We attempt to understand the cross-cultural phenomenon of this game and the course of development these new forms of activity by modern teenagers may take in the future.  相似文献   

18.
吴伟信 《教育技术导刊》2019,18(12):142-145
随着智能手机的普及,手机益智游戏受到了人们的广泛欢迎。Flash游戏具备视觉体验好、交互性强以及流式传输等优势,基于Flash技术设计手机跳跳龙益智游戏,可满足人们在碎片时间内的娱乐与益智需求。在分析游戏设计思想与主要元件设计后,围绕需要解决的主要问题,介绍了游戏场景循环移动、小龙上下跳跃动作、游戏关卡元素反复出现以及小龙与关卡元素碰撞检测等功能的详细技术实现过程。实际测试结果表明,该游戏操作简单、运行稳定,用户体验佳。最后总结了该益智游戏的特点以及今后需要进一步完善的方向。  相似文献   

19.
手机游戏开发中,存储空间的限制是无法避免的。为节省存储空间,通常将图像以大图像样式压缩存储。在动画中,图像是一帧一帧地进行显示。提供了两种方案将大图像切割成一帧一帧的图像,并进行实现。实现结果表明,两种方式都能较准确地达到预期目标。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号