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Augmented learning : research and design of mobile educational games / / Eric Klopfer
Augmented learning : research and design of mobile educational games / / Eric Klopfer
Autore Klopfer Eric
Pubbl/distr/stampa Cambridge, Mass., : MIT Press, ©2008
Descrizione fisica 1 online resource (272 p.)
Disciplina 371.33/7
Soggetto topico Educational games - Data processing
Educational games - Design and construction
Simulation games in education - Design and construction
Mobile computing
Pocket computers - Programming
Soggetto non controllato GAME STUDIES/Games in Education
EDUCATION/Digital Media & Learning
SOCIAL SCIENCES/Media Studies
ISBN 1-282-09955-8
9786612099557
0-262-27729-8
1-4356-4349-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Education innovation through time -- Educational? games? -- The aftermath of Math blaster -- Great moments in mobile and handheld games -- What does an award winning video game look like? -- Participatory simulations : technology adapting to the classroom -- The importance of reality -- Location matters : the role of place -- Authentic outcomes -- Designing for collaboration : roles and game mechanics -- Learning to write without a stylus -- Anytime, anywhere : Palmagotchi.
Record Nr. UNINA-9910781926103321
Klopfer Eric  
Cambridge, Mass., : MIT Press, ©2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Augmented learning : research and design of mobile educational games / / Eric Klopfer
Augmented learning : research and design of mobile educational games / / Eric Klopfer
Autore Klopfer Eric
Edizione [1st ed.]
Pubbl/distr/stampa Cambridge, Mass., : MIT Press, ©2008
Descrizione fisica 1 online resource (272 p.)
Disciplina 371.33/7
Soggetto topico Educational games - Data processing
Educational games - Design and construction
Simulation games in education - Design and construction
Mobile computing
Pocket computers - Programming
Soggetto non controllato GAME STUDIES/Games in Education
EDUCATION/Digital Media & Learning
SOCIAL SCIENCES/Media Studies
ISBN 1-282-09955-8
9786612099557
0-262-27729-8
1-4356-4349-6
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Education innovation through time -- Educational? games? -- The aftermath of Math blaster -- Great moments in mobile and handheld games -- What does an award winning video game look like? -- Participatory simulations : technology adapting to the classroom -- The importance of reality -- Location matters : the role of place -- Authentic outcomes -- Designing for collaboration : roles and game mechanics -- Learning to write without a stylus -- Anytime, anywhere : Palmagotchi.
Record Nr. UNINA-9910813953103321
Klopfer Eric  
Cambridge, Mass., : MIT Press, ©2008
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Augmented reality for Android application development / / Jens Grubert, Raphael Grasset
Augmented reality for Android application development / / Jens Grubert, Raphael Grasset
Autore Grubert Jens
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K. : , : Packt Pub., , [2013]
Descrizione fisica 1 online resource (134 pages) : illustrations
Disciplina 005.268
Altri autori (Persone) GrassetRaphael
Soggetto topico Application software - Development
Mobile computing
User interfaces (Computer systems) - Design
Soggetto genere / forma Electronic books.
ISBN 1-78216-856-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910453486703321
Grubert Jens  
Birmingham, U.K. : , : Packt Pub., , [2013]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Augmented reality for Android application development / / Jens Grubert, Raphael Grasset
Augmented reality for Android application development / / Jens Grubert, Raphael Grasset
Autore Grubert Jens
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K. : , : Packt Pub., , [2013]
Descrizione fisica 1 online resource (134 pages) : illustrations
Disciplina 005.268
Altri autori (Persone) GrassetRaphael
Soggetto topico Application software - Development
Mobile computing
User interfaces (Computer systems) - Design
ISBN 1-78216-856-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Record Nr. UNINA-9910790855603321
Grubert Jens  
Birmingham, U.K. : , : Packt Pub., , [2013]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Augmented reality for Android application development / / Jens Grubert, Raphael Grasset
Augmented reality for Android application development / / Jens Grubert, Raphael Grasset
Autore Grubert Jens
Edizione [1st edition]
Pubbl/distr/stampa Birmingham, U.K. : , : Packt Pub., , [2013]
Descrizione fisica 1 online resource (134 pages) : illustrations
Disciplina 005.268
Altri autori (Persone) GrassetRaphael
Soggetto topico Application software - Development
Mobile computing
User interfaces (Computer systems) - Design
ISBN 1-78216-856-7
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Cover -- Copyright -- Credits -- About the Authors -- About the Reviewers -- www.PacktPub.com -- Table of Contents -- Preface -- Chapter 1: Augmented Reality Concepts and Tools -- A quick overview of AR concepts -- Sensory augmentation -- Displays -- Registration in 3D -- Interaction with the environment -- Choose your style - sensor-based and computer vision-based AR -- Sensor-based AR -- Computer vision-based AR -- AR architecture concepts -- AR software components -- AR control flow -- System requirements for development and deployment -- Installing the Android Developer Tools Bundle and the Android NDK -- Installation of JMonkeyEngine -- Installation of Vuforia -- Which Android devices to use -- Summary -- Chapter 2: Viewing the World -- Understanding the camera -- Camera characteristics -- Camera versus screen characteristics -- Accessing the camera in Android -- Creating an Eclipse project -- Permissions in the Android manifest -- Creating an activity that displays the camera -- Setting camera parameters -- Creating SurfaceView -- Live camera view in JME -- Creating the JME activity -- Creating the JME application -- Summary -- Chapter 3: Superimposing the World -- The building blocks of 3D rendering -- Real camera and virtual camera -- Camera parameters (intrinsic orientation) -- Using the scenegraph to overlay a 3D model onto the camera view -- Improving the overlay -- Summary -- Chapter 4: Locating in the World -- Knowing where you are - handling GPS -- GPS and GNSS -- JME and GPS - tracking the location of your device -- Knowing where you look - handling inertial sensors -- Understanding sensors -- Sensors in JME -- Improving orientation tracking - handling sensor fusion -- Sensor fusion in a nutshell -- Sensor fusion in JME -- Getting content for your AR browser - the Google Place API -- Query for POIs around your current location.
Parsing the Google Places results -- Summary -- Chapter 5: Same as Hollywood - Virtual on Physical Objects -- Introduction to computer vision-based tracking and Vuforia -- Choosing physical objects -- Understanding frame markers -- Understanding natural feature tracking targets -- Vuforia architecture -- Configuring Vuforia to recognize objects -- Putting it together - Vuforia with JME -- The C++ integration -- The Java integration -- Summary -- Chapter 6: Make it Interactive - Create the User Experience -- Pick the stick - 3D selection using ray picking -- Proximity-based interaction -- Simple gesture recognition using accelerometers -- Summary -- Chapter 7: Further Reading and Tips -- Managing your content -- Multi-targets -- Cloud recognition -- Improving recognition and tracking -- Advanced interaction techniques -- Summary -- Index.
Record Nr. UNINA-9910820977103321
Grubert Jens  
Birmingham, U.K. : , : Packt Pub., , [2013]
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Azure and Xamarin Forms : Cross Platform Mobile Development / / by Russell Fustino
Azure and Xamarin Forms : Cross Platform Mobile Development / / by Russell Fustino
Autore Fustino Russell
Edizione [1st ed. 2018.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Descrizione fisica 1 online resource (XVII, 260 p. 219 illus.)
Disciplina 005.7
Soggetto topico Microsoft software
Microsoft .NET Framework
Apple computer
Mobile computing
Microsoft and .NET
Apple and iOS
Mobile Computing
ISBN 1-4842-3561-4
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Chapter 1: Installing Visual Studio 2017 -- Chapter 2: Introduction to Xamarin Forms -- Chapter 3: Introduction to Azure: a Developer's Perspective -- Chapter 4: Building an Azure Service Using Quickstart -- Chapter 5: Building a Xamarin Forms Azure Client.-Chapter 6: Delete Resources in Your Subscription.
Record Nr. UNINA-9910300362403321
Fustino Russell  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2018
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android / / by Grant Allen
Beginning Android / / by Grant Allen
Autore Allen Grant
Edizione [5th ed. 2015.]
Pubbl/distr/stampa Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Descrizione fisica 1 online resource (419 p.)
Disciplina 004
Soggetto topico Mobile computing
Computer science
Mobile Computing
Computer Science, general
ISBN 1-4302-4687-1
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Contents at a Glance; Contents; About the Author; About the Technical Reviewer; Acknowledgments; Introduction; Part 1: Get Android and Get Coding!; Chapter 1: Welcome to Android; The Fast Path to Learning Android Development; Thinking in a Smartphone Mindset; Computing on the Go!; Size Matters; The Interface Is More Than the Screen; You Are Not Alone; Translating Developer Dreams into Android Action; A Look Inside Android; A Look Inside This Book; Chapter 2: Ready, Set, Code!; Getting the Prerequisites for Android; Determining the Right Java for You; Getting the JDK
Installing the JDK Knowing (Enough) Java for Android; Choosing a Development Environment; Option 1: Choosing Android Studio; Downloading Android Studio; Installing Android Studio; Downloading the Android SDK; Configuring the Android SDK for Android Studio; Option 2: Choosing Eclipse the Quick Way; Options 3: Choosing Eclipse the Do-It-Yourself Way; Downloading the Android SDK; Adding ADT to Your Existing Eclipse IDE; Configuring the Android SDK for ADT in Eclipse; Completing Your Development Environment Setup; Creating Your First Android Virtual Device
Creating Your First Android Application Writing Your First Android Code; Chapter 3: Inside Your First Android Project; Looking at Android Project Structure ; Starting at the Source; Benefitting from Generated Components; Using Libraries and JARs; Counting Your Assets; Putting Things in the Bin; Using Resources; Picturing What Drawables Can Do For You; User Interface Layouts ; What's on the Menu?; Valuable Values; Working with Other Key Files in Your Project; Controlling Applications with Android Manifests ; Permutating Projects with Properties; "R" You Forgetting Something?
Solving the Appcompat MysteryChapter 4: Changing and Enhancing Your Project; Extending Your Application with the Android Manifest; Editing the Android Manifest; Specifying Target Screen Sizes; Controlling Support for Different Android Versions; Writing Actual Android Code ; Introducing the Activity; Looking Inside Your First Activity; Building and Running Your Enhanced Application ; Part 2: Activities and the UserInterface; Chapter 5: Working with Android Widgets; Understanding Activity Fundamentals; Naming with Labels; Pressing Buttons (redux)
Handling Images with ImageView and ImageButton Fielding Text with EditText; CheckBox? Got It.; Switching to the Switch; Working with Radio Buttons; Timing All Manner of Things with Clocks; Easing Input with SeekBar ; Views: The Base of All UI Widgets; Useful Common Inherited Properties; Useful Common Inherited Methods; Even More UI Widgets; Chapter 6: Layouts and UI Design; Working with Relative Layouts; Positioning Relative to the Activity Container ; Identifying Properties for Relative Layout; Relative Positioning Properties; Determining the Order of Layout Relationships
A RelativeLayout Example
Record Nr. UNINA-9910300647103321
Allen Grant  
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2015
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android 4 application development [[electronic resource] /] / Wei-Meng Lee
Beginning Android 4 application development [[electronic resource] /] / Wei-Meng Lee
Autore Lee Wei-Meng
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, 2012
Descrizione fisica 1 online resource (564 p.)
Disciplina 005.258
621.38
621.38456
Soggetto topico Mobile computing
Smartphones
Soggetto genere / forma Electronic books.
ISBN 1-280-67446-6
9786613651396
1-118-22824-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning AndroidTM 4 Application Development; Contents; Introduction; Chapter 1: Getting Started with Android Programming; What Is Android?; Android Versions; Features of Android; Architecture of Android; Android Devices in the Market; The Android Market; The Android Developer Community; Obtaining the Required Tools; Android SDK; Installing the Android SDK Tools; Configuring the Android SDK Manager; Eclipse; Android Development Tools (ADT); Creating Android Virtual Devices (AVDs); Creating Your First Android Application; Anatomy of an Android Application; Summary
Chapter 2: Activities, Fragments, and IntentsUnderstanding Activities; Applying Styles and Themes to an Activity; Hiding the Activity Title; Displaying a Dialog Window; Displaying a Progress Dialog; Displaying a More Sophisticated Progress Dialog; Linking Activities Using Intents; Resolving Intent Filter Collision; Returning Results from an Intent; Passing Data Using an Intent Object; Fragments; Adding Fragments Dynamically; Life Cycle of a Fragment; Interactions between Fragments; Calling Built-In Applications Using Intents; Understanding the Intent Object; Using Intent Filters
Adding CategoriesDisplaying Notifications; Summary; Chapter 3: Getting to Know the Android User Interface; Understanding the Components of a Screen; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Adapting to Display Orientation; Anchoring Views; Resizing and Repositioning; Managing Changes to Screen Orientation; Persisting State Information during Changes in Configuration; Detecting Orientation Changes; Controlling the Orientation of the Activity; Utilizing the Action Bar; Adding Action Items to the Action Bar
Customizing the Action Items and Application IconCreating the User Interface Programmatically; Listening for UI Notifications; Overriding Methods Defined in an Activity; Registering Events for Views; Summary; Chapter 4: Designing Your User Interface with Views; Using Basic Views; TextView View; Button, ImageButton, EditText, CheckBox, ToggleButton, RadioButton, and RadioGroup Views; ProgressBar View; AutoCompleteTextView View; Using Picker Views; TimePicker View; DatePicker View; Using List Views to Display Long Lists; ListView View; Using the Spinner View; Understanding Specialized Fragments
Using a ListFragmentUsing a DialogFragment; Using a PreferenceFragment; Summary; Chapter 5: Displaying Pictures and Menus with Views; Using Image Views to Display Pictures; Gallery and ImageView Views; ImageSwitcher; GridView; Using Menus with Views; Creating the Helper Methods; Options Menu; Context Menu; Some Additional Views; AnalogClock and DigitalClock Views; WebView; Summary; Chapter 6: Data Persistence; Saving and Loading User Preferences; Accessing Preferences Using an Activity; Programmatically Retrieving and Modifying the Preferences Values
Changing the Default Name of the Preferences File
Record Nr. UNINA-9910457417803321
Lee Wei-Meng  
Indianapolis, IN, : Wiley, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android 4 application development [[electronic resource] /] / Wei-Meng Lee
Beginning Android 4 application development [[electronic resource] /] / Wei-Meng Lee
Autore Lee Wei-Meng
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, 2012
Descrizione fisica 1 online resource (564 p.)
Disciplina 005.258
621.38
621.38456
Soggetto topico Mobile computing
Smartphones
ISBN 1-280-67446-6
9786613651396
1-118-22824-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning AndroidTM 4 Application Development; Contents; Introduction; Chapter 1: Getting Started with Android Programming; What Is Android?; Android Versions; Features of Android; Architecture of Android; Android Devices in the Market; The Android Market; The Android Developer Community; Obtaining the Required Tools; Android SDK; Installing the Android SDK Tools; Configuring the Android SDK Manager; Eclipse; Android Development Tools (ADT); Creating Android Virtual Devices (AVDs); Creating Your First Android Application; Anatomy of an Android Application; Summary
Chapter 2: Activities, Fragments, and IntentsUnderstanding Activities; Applying Styles and Themes to an Activity; Hiding the Activity Title; Displaying a Dialog Window; Displaying a Progress Dialog; Displaying a More Sophisticated Progress Dialog; Linking Activities Using Intents; Resolving Intent Filter Collision; Returning Results from an Intent; Passing Data Using an Intent Object; Fragments; Adding Fragments Dynamically; Life Cycle of a Fragment; Interactions between Fragments; Calling Built-In Applications Using Intents; Understanding the Intent Object; Using Intent Filters
Adding CategoriesDisplaying Notifications; Summary; Chapter 3: Getting to Know the Android User Interface; Understanding the Components of a Screen; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Adapting to Display Orientation; Anchoring Views; Resizing and Repositioning; Managing Changes to Screen Orientation; Persisting State Information during Changes in Configuration; Detecting Orientation Changes; Controlling the Orientation of the Activity; Utilizing the Action Bar; Adding Action Items to the Action Bar
Customizing the Action Items and Application IconCreating the User Interface Programmatically; Listening for UI Notifications; Overriding Methods Defined in an Activity; Registering Events for Views; Summary; Chapter 4: Designing Your User Interface with Views; Using Basic Views; TextView View; Button, ImageButton, EditText, CheckBox, ToggleButton, RadioButton, and RadioGroup Views; ProgressBar View; AutoCompleteTextView View; Using Picker Views; TimePicker View; DatePicker View; Using List Views to Display Long Lists; ListView View; Using the Spinner View; Understanding Specialized Fragments
Using a ListFragmentUsing a DialogFragment; Using a PreferenceFragment; Summary; Chapter 5: Displaying Pictures and Menus with Views; Using Image Views to Display Pictures; Gallery and ImageView Views; ImageSwitcher; GridView; Using Menus with Views; Creating the Helper Methods; Options Menu; Context Menu; Some Additional Views; AnalogClock and DigitalClock Views; WebView; Summary; Chapter 6: Data Persistence; Saving and Loading User Preferences; Accessing Preferences Using an Activity; Programmatically Retrieving and Modifying the Preferences Values
Changing the Default Name of the Preferences File
Record Nr. UNINA-9910779096103321
Lee Wei-Meng  
Indianapolis, IN, : Wiley, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui
Beginning Android 4 application development / / Wei-Meng Lee
Beginning Android 4 application development / / Wei-Meng Lee
Autore Lee Wei-Meng
Edizione [1st edition]
Pubbl/distr/stampa Indianapolis, IN, : Wiley, 2012
Descrizione fisica 1 online resource (564 p.)
Disciplina 005.258
621.38
621.38456
Soggetto topico Mobile computing
Smartphones
ISBN 1-280-67446-6
9786613651396
1-118-22824-3
Formato Materiale a stampa
Livello bibliografico Monografia
Lingua di pubblicazione eng
Nota di contenuto Beginning AndroidTM 4 Application Development; Contents; Introduction; Chapter 1: Getting Started with Android Programming; What Is Android?; Android Versions; Features of Android; Architecture of Android; Android Devices in the Market; The Android Market; The Android Developer Community; Obtaining the Required Tools; Android SDK; Installing the Android SDK Tools; Configuring the Android SDK Manager; Eclipse; Android Development Tools (ADT); Creating Android Virtual Devices (AVDs); Creating Your First Android Application; Anatomy of an Android Application; Summary
Chapter 2: Activities, Fragments, and IntentsUnderstanding Activities; Applying Styles and Themes to an Activity; Hiding the Activity Title; Displaying a Dialog Window; Displaying a Progress Dialog; Displaying a More Sophisticated Progress Dialog; Linking Activities Using Intents; Resolving Intent Filter Collision; Returning Results from an Intent; Passing Data Using an Intent Object; Fragments; Adding Fragments Dynamically; Life Cycle of a Fragment; Interactions between Fragments; Calling Built-In Applications Using Intents; Understanding the Intent Object; Using Intent Filters
Adding CategoriesDisplaying Notifications; Summary; Chapter 3: Getting to Know the Android User Interface; Understanding the Components of a Screen; Views and ViewGroups; LinearLayout; AbsoluteLayout; TableLayout; RelativeLayout; FrameLayout; ScrollView; Adapting to Display Orientation; Anchoring Views; Resizing and Repositioning; Managing Changes to Screen Orientation; Persisting State Information during Changes in Configuration; Detecting Orientation Changes; Controlling the Orientation of the Activity; Utilizing the Action Bar; Adding Action Items to the Action Bar
Customizing the Action Items and Application IconCreating the User Interface Programmatically; Listening for UI Notifications; Overriding Methods Defined in an Activity; Registering Events for Views; Summary; Chapter 4: Designing Your User Interface with Views; Using Basic Views; TextView View; Button, ImageButton, EditText, CheckBox, ToggleButton, RadioButton, and RadioGroup Views; ProgressBar View; AutoCompleteTextView View; Using Picker Views; TimePicker View; DatePicker View; Using List Views to Display Long Lists; ListView View; Using the Spinner View; Understanding Specialized Fragments
Using a ListFragmentUsing a DialogFragment; Using a PreferenceFragment; Summary; Chapter 5: Displaying Pictures and Menus with Views; Using Image Views to Display Pictures; Gallery and ImageView Views; ImageSwitcher; GridView; Using Menus with Views; Creating the Helper Methods; Options Menu; Context Menu; Some Additional Views; AnalogClock and DigitalClock Views; WebView; Summary; Chapter 6: Data Persistence; Saving and Loading User Preferences; Accessing Preferences Using an Activity; Programmatically Retrieving and Modifying the Preferences Values
Changing the Default Name of the Preferences File
Altri titoli varianti Android 4 application development
Beginning Android four application development
Record Nr. UNINA-9910816726703321
Lee Wei-Meng  
Indianapolis, IN, : Wiley, 2012
Materiale a stampa
Lo trovi qui: Univ. Federico II
Opac: Controlla la disponibilità qui