Teaching Embedded Programming through Mobile Games Development in Symbian

2007 ◽  
Vol 44 (4) ◽  
pp. 307-318 ◽  
Author(s):  
Reuben Edwards ◽  
Paul Coulton

As standardised operating systems for mobile phones emerge the development skills required are not merely those of being able to programme in an object-orientated language; rather, they are those of the embedded programming engineer. In this paper we show that embedded programming can be both attractive to students and a novel way of delivering difficult engineering concepts.

2011 ◽  
pp. 48-65
Author(s):  
Clarry Shchiglik ◽  
Stuart J. Barnes ◽  
Eusebio Scornavacca

The rapid uptake and increased complexity of mobile phones has provided an unprecedented platform for the penetration of mobile services. Among these, mobile entertainment is composed of a variety of services such as ringing tones, games, gambling, and so on. Games are predicted to replace ringing tones as the main driver of mobile entertainment. This chapter contributes to the development of the mobile game industry by understanding corresponding consumer perceptions towards wireless application protocol (WAP) games. A series of focus groups were conducted to gain in-depth qualitative insight of perceptions towards WAP game services. The results indicate a number of clear areas for the delivery of successful WAP game services. WAP games were perceived as lacking complexity, but at the same time, were also seen as possessing several beneficial qualities. The chapter concludes with some recommendations and predictions regarding the future of WAP games.


2022 ◽  
Vol 11 (2) ◽  
pp. 1-22
Author(s):  
Abha Jain ◽  
Ankita Bansal

The need of the customers to be connected to the network at all times has led to the evolution of mobile technology. Operating systems play a vitol role when we talk of technology. Nowadays, Android is one of the popularly used operating system in mobile phones. Authors have analysed three stable versions of Android, 6.0, 7.0 and 8.0. Incorporating a change in the version after it is released requires a lot of rework and thus huge amount of costs are incurred. In this paper, the aim is to reduce this rework by identifying certain parts of a version during early phase of development which need careful attention. Machine learning prediction models are developed to identify the parts which are more prone to changes. The accuracy of such models should be high as the developers heavily rely on them. The high dimensionality of the dataset may hamper the accuracy of the models. Thus, the authors explore four dimensionality reduction techniques, which are unexplored in the field of network and communication. The results concluded that the accuracy improves after reducing the features.


2011 ◽  
Vol 204-210 ◽  
pp. 1266-1269 ◽  
Author(s):  
Zhi Feng Luo ◽  
Chao Sun ◽  
Shun Xiang Wu

With the rapid development of mobile technology, the mobile phones has gradually become an indispensable part in everybody’s life, and it is replacing the computer’s position step by step. The iPhone is a smart phone made of Apple Company, which opens a new era of software for mobile devices. At the same time, iOS(iPhone’s operating system) has become one of most competitive mobile communications operating systems. The Apple’s protection for security makes the iPhone owners hardly control their phone through the root (highest authority). It is so difficult to manage the information effetely with iPhone, such as contacts’ information or SMS. The paper introduced two approaches to get the contacts’ information in iPhone and restore them with vCard. At last, we managed the output file on MAC.


2008 ◽  
Vol 2008 ◽  
pp. 1-6 ◽  
Author(s):  
Fadi Chehimi ◽  
Paul Coulton ◽  
Reuben Edwards

Despite the ubiquity and rich features of current mobile phones, mobile games have failed to reach even the lowest estimates of expected revenues. This is unfortunate as mobile phones offer unique possibilities for creating games aimed at attracting demographics not currently catered for by the traditional console market. As a result, there has been a growing call for greater innovation within the mobile games industry and support for games outside the current console genres. In this paper, we present the design and implementation of a novel location-based game which allows us turn a camera phone into a mixed-reality laser cannon. The game uses specially designed coloured tags, which are worn by the players, and advanced colour tracking software running on a camera phone, to create a novel first person shoot-em-up (FPS) with innovative game interactions and play.


Author(s):  
Parul Bhanarkar ◽  
Nikhil Jha

Effective storage utilization is the key concept for better working of any operating system. Even operating systems used for mobile phones are not an exception for this fact. This paper proposes a technique for maximizing the utilization of the storage space present in mobile phones. Thus it is important to utilize the space occupied by SMS files in phone’s memory, which take maximum space. The objective involved is designing a semantic dictionary based on Intelligent Dictionary Based Encoding (IDBE) which provides a high text compression ratio to utilize the space in phone’s memory. When SMS file will be received, English words present in the text will be replaced by the respective short words in the designed semantic dictionary. Thus replacing English words by the respective short forms reduces the space occupied by the SMS file. The paper describes the IDBE Compression Techniques for SMS Text Compression.


The increasing number of students who are hooked on playing online mobile games (OMG) is alarming. As such, this study was realized to address the problem. This study assessed the gaming profile towards OMG and its relation to the academic performance of the engineering students of Eastern Visayas State University Tanauan Campus (EVSUTC). Specifically, the study investigated the correlation between student’s number of hours spent on playing OMG (at school and home), commonly played OMG (at school and home), reasons for playing OMG and attitudes on playing OMG with academic performance utilizing Eta and Pearson r correlation analyses. A random sample of 134 student respondents were selected through purposive sampling of those who are playing OMG using their mobile phones. Descriptive correlational research design was utilized and a validated survey instrument was employed to gather the needed information. The findings revealed that majority of the students played mobile legends and spent mostly 2 hours playing OMG for a reason of boredom. The overall attitudes of the students on playing OMG were interpreted as Less Favorable (M=2.58, SD=1.13). Out of the independent variables being set in the study, the number of hours spent on playing OMG at home (r=-0.188, p=0.039) and commonly played OMG at school (r=0.203, p=0.045) were found significantly correlated with student’s academic performance. Hence, the students’ time spent on playing OMG at home and the type of games that students played at school have significant bearing to their academic performance. As such, delimiting student’s usage of internet can be made to address the problem.


2021 ◽  
Vol 2021 (3) ◽  
pp. 164-181
Author(s):  
Ellis Fenske ◽  
Dane Brown ◽  
Jeremy Martin ◽  
Travis Mayberry ◽  
Peter Ryan ◽  
...  

Abstract Mobile device manufacturers and operating system developers increasingly deploy MAC address randomization to protect user privacy and prevent adversaries from tracking persistent hardware identifiers. Early MAC address randomization implementations suffered from logic bugs and information leakages that defeated the privacy benefits realized by using temporary, random addresses, allowing devices and users to be tracked in the wild. Recent work either assumes these implementation flaws continue to exist in modern MAC address randomization implementations, or considers only dated software or small numbers of devices. In this work, we revisit MAC address randomization by performing a cross-sectional study of 160 models of mobile phones, including modern devices released subsequent to previous studies. We tested each of these phones in a lab setting to determine whether it uses randomization, under what conditions it randomizes its MAC address, and whether it mitigates known tracking vulnerabilities. Our results show that, although very new phones with updated operating systems generally provide a high degree of privacy to their users, there are still many phones in wide use today that do not effectively prevent tracking.


2018 ◽  
Vol 6 (2) ◽  
Author(s):  
Arief Mukti Hidayat - AMIK BSI Purwokerto ◽  
Nuzul Imam Fadlilah - AMIK BSI Purwokerto ◽  
Ubaidilah - AMIK BSI Jakarta

Abstract - Indonesian traditional musical instruments are typical musical instruments found in all parts of Indonesia. For this type, there are several types of stringed instruments, wind instruments, musical instruments, stringed instruments, examples of traditional Indonesian musical instruments such as saron, siter, serunai, idiokordo etc. The diversity of traditional musical instruments in Indonesia is so great, but the lack of knowledge about the introduction of traditional musical instruments is a distinct problem for children of the present generation, traditional musical instruments are only held by certain people, studios or organizations. we must adhere or allow only to look at one of the places that provide traditional musical instruments. This is why the Introduction to Indonesian Traditional Musical Instruments was created to help children recognize musical instruments in Indonesia's regions. By collecting data that is used, namely observation and library studies. The introduction to Indonesian traditional musical instruments is done on Android since most Indonesian users use mobile phones equipped with Android operating systems with basic programming languages, easy-to-understand designs that facilitate the use of children . Using this application, users can choose different types of musical instruments and then see descriptions of musical instruments such as images and their use. Keywords: Traditional Musical Instruments, Android, Introductory Applications Abstrak - Alat musik tradisional Indonesia adalah alat musik khas yang terdapat di daerah-daerah seluruh Indonesia. Untuk jenisnya ada beberapa macam antara lain alat musik petik, alat musik tiup, alat musik pukul, alat musik gesek, contoh alat musik tradisional Indonesia seperti saron, siter, serunai, idiokordo dan lain sebagainya. Keragaman dari alat musik tradisional di Indonesia begitu banyak, namun kurangnya pengetahuan akan pengenalan mengenai alat musik tradisional tersebut menjadi masalah tersendiri untuk anak-anak generasi sekarang untuk mempelajarinya, alat musik tradisional hanya dimiliki oleh orang, sanggar atau organisasi tertentu, jadi untuk mempelajari dan berlatih kita harus bergabung atau izin hanya untuk melihat ke salah satu tempat yang menyediakan alat musik tradisional tersebut. Oleh karena itu Aplikasi Pengenalan Alat Musik Tradisional Indonesia di buat untuk membantu anak-anak dalam mengenal alat musik dari daerah-daerah di Indonesia. Dengan pengumpulan data yang di gunakan yaitu Observasi dan Studi Pustaka. Aplikasi Pengenalan Alat Musik Tradisional Indonesia ini dibuat dengan berbasis android karena masyarakat di Indonesia kebanyakan menggunakan ponsel dengan system operasi Android dengan bahasa pemrogram basic, desain yang mudah di pahami menjadikan anak-anak lebih mudah dalam pengoprasiannya. Dalam menggunakan aplikasi ini pengguna dapat memilih berbagai jenis alat musik kemudian melihat deskripsi tentang alat musik tersebut seperti gambar dan penggunaannya. Kata Kunci: Alat Musik Tradisional, Android, Aplikasi Pengenalan


Author(s):  
Thangavel M. ◽  
Yaamine A. M. ◽  
Nandhini J. T.

On facing this fast-moving world every bit of the world is leading by technology. Mobile phones are the major part of our day to day life. Mobile platforms are said to be the hardware and software environment for laptops, tablets, smartphones and also for other portable devices. Mobile operating systems and browsers lack secure application identity indicators, so the user cannot always identify whether a link takes to the expected application. Phishing is a most popular attack and it gets targeted mostly at financial organizations. It is a type of online theft where the sensitive information is obtained by redirecting the victim to malicious websites. This chapter discusses about Phishing attacks in Mobile Platforms.


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