National Repository of Grey Literature 24 records found  beginprevious21 - 24  jump to record: Search took 0.01 seconds. 
Robot to Playing Online Games
Křípal, Zbyněk ; Rychlý, Marek (referee) ; Trchalík, Roman (advisor)
The aim of this project is to design and implement a robot for playing turns of online web browser based games. Robot downloads a web page and then decides about further actions with regards to contents of the page and according to configuration files (e.g. filling and sending a web form).
Online Games Chat Reconstruction
Beran, Pavel ; Pluskal, Jan (referee) ; Veselý, Vladimír (advisor)
We live in modern times. We are surrounded by many different forms of information technologies. We watch movies, surf on the internet, play videogames and overall do lots of action that leave a trace in the cyberworld. This thesis investigates the possibility of using(playing) videogames as a decoy for getting involved in criminal activities, specifically MMORPG games, different ways of capturing and reproducing player´s chat communication. It also introduces a way to implement chat reconstruction module into Netfox.framework and other ways of communication visualisation.
The real application of methods knowledge discovery in databases on practical data
Mansfeldová, Kateřina ; Máša, Petr (advisor) ; Kliegr, Tomáš (referee)
This thesis deals with a complete analysis of real data in free to play multiplayer games. The analysis is based on the methodology CRISP-DM using GUHA method and system LISp-Miner. The goal is defining player churn in pool from Geewa ltd.. Practical part show the whole process of knowledge discovery in databases from theoretical knowledge concerning player churn, definition of player churn, across data understanding, data extraction, modeling and finally getting results of tasks. In thesis are founded hypothesis depending on various factors of the game.
System design for gamehosting
LEVÝ, Ondřej
With the coming of new modern technologies, powerful computer setups, great amount of additional equipment and omnipresent high speed internet connection, there are even more users playing computer games. These are not simple turn-based games with insufficient graphical processing, but these games are top modeled and promising unlimited fun. There are many multi player games a user can host for his own chosen friends and I have focused on this not exactly simplest issue. I have summarized possible types of servers and operating systems, outlined security dangers and ways how to protect the server against potential attacks from the outside. I have also developed a manual and programmed a admin control panel for easy management of the hosted game.

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