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Full-Text Articles in Physical Sciences and Mathematics

The Design And Implementation Of A Mobile Game Engine For The Android Platform, Jon Hammer Dec 2012

The Design And Implementation Of A Mobile Game Engine For The Android Platform, Jon Hammer

Computer Science and Computer Engineering Undergraduate Honors Theses

In this thesis, a two-dimensional game engine is proposed for the Android mobile platform that facilitates rapid development of those games by individual developers or hobbyists. The essential elements of game design are presented so as to introduce the reader to the concepts that are crucial for comprehension of the paper. A brief overview of the Android Operating System is also included for those unfamiliar with it. Three primary design goals are identified, and a prototype solution is described in detail. The prototype is then evaluated against those design goals to see how well it accomplishes each task. The results …


A Modular Framework For Home Healthcare Monitoring, Blake Puryear May 2012

A Modular Framework For Home Healthcare Monitoring, Blake Puryear

Computer Science and Computer Engineering Undergraduate Honors Theses

Many patients with chronic health problems have multiple ailments but different patients may have different such ailments. Home monitoring systems for individual ailments exist but a patient may have multiple of these, all designed independently. There are no standard architectures so this leads to unmanageable diversity which causes problems for patients in having to learn to use a variety of monitors and for physicians in trying to monitor many patients. The purpose of this project was to design and prototype a next generation modular remote healthcare monitoring system capable of monitoring multiple ailments and extensible to new ailments in order …


Wi-Fi Sensing Algorithms Utilizing Zigbee Rf Reciever For Use In Emergency Communications Mesh, Alexander Nelson May 2012

Wi-Fi Sensing Algorithms Utilizing Zigbee Rf Reciever For Use In Emergency Communications Mesh, Alexander Nelson

Computer Science and Computer Engineering Undergraduate Honors Theses

This thesis introduces the idea of a low-power Wi-Fi sensing wake-up controller for an emergency communications mesh network, progressively developing a prototype system which could be used in a live environment. Wireless network protocols are reviewed, as well as a limited view of cluster analysis, in order to introduce relevant concepts crucial to understanding this thesis. Algorithms for system implementation are developed, and pseudocode, designed to be configurable and platform independent, is given for each. Design goals for the system are identified with potential approaches are defined in order to optimize for each. An example hardware configuration is given, in …


Simple Touch-Based Gaming: Project Pond, Taylor Yust May 2012

Simple Touch-Based Gaming: Project Pond, Taylor Yust

Computer Science and Computer Engineering Undergraduate Honors Theses

The mainstream success of smartphone technology has prompted the video game industry to invest resources into new types of mobile games. While seemingly successful on the surface, there are unseen issues and risks that may potentially harm the long-term sustainability of the market. In response, I’ve developed my own smartphone gaming app that addresses what I find to be some of the largest problems in the market. My intent is to test my design theories while also challenging the status quo in mobile game design. The fruit of my labor is Pond, a smartphone gaming app for Windows Phone 7. …


Virtual "University Of Arkansas" Campus, Seth Williams May 2012

Virtual "University Of Arkansas" Campus, Seth Williams

Computer Science and Computer Engineering Undergraduate Honors Theses

The aim of the Virtual Campus project is to develop a way to automate building 3D virtual worlds using map and other data from the real world. A demonstration presented in this BS honors thesis uses automated tools to build the University of Arkansas campus from data supplied by the UA Center for Advanced Spatial Technology (CAST). At present, in virtual worlds like Second Life and Unity, terraforming of terrain is a manual process, and it can take days to weeks to build a landscape. But by using existing map data, we are now able to automate that process. Working …