scholarly journals Path Finder: A Game for Desktop Computers

Author(s):  
M. S. Hiruni Peiris ◽  
S. D. Christa

Game application development is still one of the major trends in the Computer Industry. It gets updated day by day. But still the desktop or laptop game concepts rank at the top of the industry. Games are more popular among the younger generation and they find it interesting to engage in those. In addition, games provide a convenient platform for the developers to develop eye catching applications with the use of the facilities provided. In this paper, we present our Path Finder game as a mind relaxation and stress relief game to be played easily without many strategies to follow. There’s nothing to think deeply; just to move the cursor in between the cubes without touching the major lines of the cubes to reach the destination from the start position, is the concept we used here. It was our only objective to make it simple as a mind relaxation game without any procedures to carry out while playing. Although we mainly targeted the younger generation for this game, during our implementations we found that this is suitable for any person of any age group. Java is the language we used to develop our game and it was developed using eclipse in Java with the tools like JFrame and windows applications to build the interfaces and JOptinonPane to pop up the messages. Main programming concepts were carried out with if else statements in Java. And also we used eclipse with graphical user interfaces which help anyone to get entertained via playing it. This study evaluates the use of Java language to develop simple mind relaxing games.

Author(s):  
S. Dorin Christa ◽  
M. S. Hiruni Peiris ◽  
P. Shouthiri

In the modern world, all technologies have reached, their level of perspective especially computer technology has reached the maximum level. Nowadays, the game application plays a major role in everyone's life. Day by day, Gaming applications and the gaming industries are becoming more and more fashionable. This article aims to create, design and develop a Computer Game named as Numeric Guess, a guessing game to test the mind, which should be entertaining, relaxing, interesting and very pleasant to play during leisure as well as during moments of relaxation. The Numeric Guess is a game for desktop computers. A guessing game is a game that, as an object, can find or discover some kind of information. Similarly, The Numeric Guess is a guessing game, which will randomly fix a number within a known range, and then the player that the person who played the game wants to guess the number in limited trials. In this game, the player can choose the default range, or the user selection range to play. The game application was implemented by Java programming language using eclipse in java with tools like JFrame and the windows application to build the interfaces. Photoshop used to change the background of the interfaces. The if-else instruction mainly used for programming and JOptionPane for the input string as well as the popup messages. This Numeric Guess game is the most exciting and competitive game for the adults as well as the children do. This article study assesses the use of java language to develop a simple and challenging game.


Author(s):  
Andreas Hartl

Ubiquitous computing with its multitude of devices certainly makes it necessary to supplant the desktop metaphor of graphical user interfaces by other kinds of user interfaces. Applications must adapt themselves to many modalities: they must support a wide variety of devices and interaction languages. Software engineering methods and tools also need to embrace this change so that developers can build usable adaptive applications more easily. This chapter will present three different software engineering approaches that address this challenge: extensions to Web-based approaches, abstract user interface definitions that add a level of abstraction to the user interface definition, and model-based approaches that extend model-based application development to integrate user interface issues as well.


Author(s):  
Noam Shemtov

This chapter examines the scope of protection to which graphical user interfaces may be eligible under various intellectual property rights: namely, trade marks, unfair-competition laws, design rights, copyright, and patents. It first considers the extent of copyright protection over a software product’s ‘look-and-feel’ elements, with particular emphasis on graphical user interfaces protection under US and EU laws. It then discusses trade-mark, trade-dress, and unfair-competition protection for graphical user interfaces, along with intellectual property rights protection for design patents and registered designs. Finally, it describes the patent protection for graphical user interfaces in the United States and at the European Patent Office.


Author(s):  
Roman Bruch ◽  
Paul M. Scheikl ◽  
Ralf Mikut ◽  
Felix Loosli ◽  
Markus Reischl

Behavioral analysis of moving animals relies on a faithful recording and track analysis to extract relevant parameters of movement. To study group behavior and social interactions, often simultaneous analyses of individuals are required. To detect social interactions, for example to identify the leader of a group as opposed to followers, one needs an error-free segmentation of individual tracks throughout time. While automated tracking algorithms exist that are quick and easy to use, inevitable errors will occur during tracking. To solve this problem, we introduce a robust algorithm called epiTracker for segmentation and tracking of multiple animals in two-dimensional (2D) videos along with an easy-to-use correction method that allows one to obtain error-free segmentation. We have implemented two graphical user interfaces to allow user-friendly control of the functions. Using six labeled 2D datasets, the effort to obtain accurate labels is quantified and compared to alternative available software solutions. Both the labeled datasets and the software are publicly available.


2021 ◽  
Vol 11 (1) ◽  
pp. 11
Author(s):  
Sokratis Tselegkaridis ◽  
Theodosios Sapounidis

Educational robotics (ER) seems to have a positive effect on students and, in many cases, might help them to successfully assimilate knowledge and skills. Thus, this paper focuses on ER and carries out a literature review on educational robotics simulators with Graphical User Interfaces (GUIs). The review searches for relevant papers which were published in the period 2013–2020 and extracted the characteristics of the simulators used. The simulators that we describe in this article cover various robotic technologies, offering students an easy way to engage with virtual robots and robotics mechanisms, such as wheeled robots or drones. Using these simulators, students might cover their educational needs or prepare themselves for educational robotic competitions by working in as realistic as possible conditions without hardware restrictions. In many cases, simulators might reduce the required cost to obtain a robotic system and increase availability. Focusing on educational robotics simulators, this paper presents seventeen simulators emphasizing key features such as: user’s age, robot’s type and programming language, development platform, capabilities, and scope of the simulator.


2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-29
Author(s):  
Arthur Sluÿters ◽  
Jean Vanderdonckt ◽  
Radu-Daniel Vatavu

Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that support intra-platform plasticity for reconfigurable displays. We instantiate the model for E3Screen, a new device that expands a conventional laptop with two slidable, rotatable, and foldable lateral displays, enabling slidable user interfaces. Based on a UML class diagram as a domain model and a SCRUD list as a task model, we define an abstract user interface as interaction units with a corresponding master-detail design pattern. We then map the abstract user interface to a concrete user interface by applying rules for the reconfiguration, concrete interaction, unit allocation, and widget selection and implement it in JavaScript. In a first experiment, we determine display configurations most preferred by users, which we organize in the form of a state-transition diagram. In a second experiment, we address reconfiguration rules and widget selection rules. A third experiment provides insights into the impact of the lateral displays on a visual search task.


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