Professional Documents
Culture Documents
Bachelor of Technology: Sentiment Analysis of Behavioral Traits of Government School Students
Bachelor of Technology: Sentiment Analysis of Behavioral Traits of Government School Students
on
BACHELOR OF TECHNOLOGY
DEGREE
Session 2020-21
in
Information Technology
By:
AFFILIATED TO
DR. A.P.J. ABDUL KALAM TECHNICAL UNIVERSITY, U.P., LUCKNOW
(Formerly UPTU)
Project Report
on
BACHELOR OF TECHNOLOGY
DEGREE
Session 2020-21
in
Information Technology
By:
Prashant (1703213071)
AFFILIATED TO
DR. A.P.J. ABDUL KALAM TECHNICAL UNIVERSITY, U.P., LUCKNOW
(Formerly UPTU)
Student’s Declaration
We hereby declare that the work being presented in this report entitled
“REACTION TIME BASED GAMING SYSTEM” is an authentic record of our
own work carried out under the supervision of Ms. Shweta Kaushik,
Assistant Professor, IT Department.
The matter embodied in this report has not been submitted by me / us for the
award of any other degree.
Date:
This is to certify that the above statement made by the candidate(s) is correct to the best
of my knowledge.
(Name: ) (Name: )
1
Acknowledgement
It gives us a great sense of pleasure to present the report of the B.Tech. Project undertaken
during B.Tech Final Year. We owe a special debt of gratitude to Asst. Professor Shweta
Kaushik Department of Information Technology, ABES Engineering College, Ghaziabad for
her constant support and guidance throughout the course of our work. Her sincerity,
thoroughness and perseverance have been a constant source of inspiration for us. It is only
his cognizant efforts that our endeavors have seen light of the day.
We also take the opportunity to acknowledge the contribution of Professor (Dr.) Amit Sinha,
Head of Department of Information Technology, ABES Engineering College, Ghaziabad for
his full support and assistance during the development of the project.
We also do not like to miss the opportunity to acknowledge the contribution of all faculty
members of the department for their kind assistance and cooperation during the
development of our project. Last but not the least, we acknowledge our friends for their
contribution in the completion of the project.
2
List of Figures
Figure 2-3: Game process diagram (arcade game-needs hand to eye 7-8
coordination)
Figure 11: Data flow diagram (details of user game playing mode) 23
Figure 12: Use case diagram (Initial sequence for the gameplay) 24
3
List of Tables
4
List of Symbols, Abbreviations, Nomenclature
ms – Milliseconds
5
Abstract
Cloud computing is a boon to the 4th Industrial Explosion. The era of the internet has
brought such comfort to daily life that sometimes we forget the intricacies involved.
With such an abundant number of resources just a click distance away is more than
overwhelming to imagine. We as individuals can only use a very limited amount of these
resources to make our and our client’s life convenient, entertaining and even make it a
learning experience. We hope to achieve the same with our project and make those who
enjoy gaming better at what they do. We also hope that this fun and interactive project will
6
Table of Contents
Student’s Declaration 1
Acknowledgment 2
List of Figures 3
List of Tables 4
Abstract 6
1.3 Objectives 10
References 37-38
7
CHAPTER 1
Introduction
After the ban of multiple Chinese apps and games to shield the privacy of the Indian
public. The Indian nation Government is promoting created in India apps and games.
And with this comes a rise in quality of Mobile Games and even play normally.
This game is being created for all ages to fancy and contend. A virtual whack-a-mole,
with reaction speed calculator and a leaderboard. completely different game modes and
grid sizes.
provides accounting and storage services to customers “for payment as you go”.
Wanted search engine: the power to supply laptop capabilities with power, as needed,
Consistency: The supplier offers unlimited resources which will be purchased at any time
at any time
Rated Service: the utilization of Cloud resources relies on the business model used,
and is clearly monitored, monitored and reported to each customers and their suppliers.
Late in 2000, corporations like OnLive], Gaikai, G-cluster and Ubitu gave North American
nation cloud play services. we've conjointly seen Gaikai bought from SONY, a key
creator of the sport system. This was followed by the Sony PlayStation currently (PS
Now) competition with the Nvidia Grid Game Streaming Service, that more heats up the
cloud business. The competition follows. In reality, a 2014 strategy analytics analysis
shows that there ar additional cloud gamers than thirty million in 2014 which this figure
1
rose to one hundred fifty million in 2015. a similar analysis conjointly forecasts the access
The tremendous quality of cloud play is also attributed to many potential benefits to
(iv) to learn from distinctive options like play games, watch tournaments and share
(i)focus on one platform that decreases porting and testing expenses in turn;
(iv) eliminate piracy, as game software system isn't downloaded from the pc to consumer
computers.
(iii) illustrates the chances of alternative / new remote executions since cloud play places
2
1.1 Where Cloud Computing fits in?
Cloud computing could be a service model wherever the supplier offers computation and
Elasticity: The supplier offers unlimited resources that may be purchased in any amount
at any time
Measured service: Cloud resource and repair usages ar optimized through a pay-per-
use business model, and ar monitored, controlled and reported transparently to each
The main idea behind this project is to make a Reaction Time Based Game using free
What we want is to make this game an exercise as well as fun to improve. As it is said,
“Practice makes perfect.” That is precisely the motivation behind this project. Everything
in this project will be implemented by what we learn over the internet. We also want to
make it so that the users of the Game will be able to connect to each other via this game.
3
1.3 OBJECTIVES
We will make this project in such a way that we can upscale it if we want, and when we are
able to avail paid cloud computing services. The main objectives for this project are:
4
1.4 SCOPE OF THE PROJECT
The scope of gaming in the entertainment industry is increasing rapidly and will continue to
increase, and the increase is similar across all the gaming platforms.
In 2021, more than 1.08 billion USD went to the world market for Esports.
The Indian gaming industry in 2020 has a share of 1.3 billion USD. And it's predicted to
With such an emergence of digital gaming, the skill of professional and casual players is a
5
Chapter 2
Related Work and Methodology
Gaming as a Service (GaaS) provides blessings for each game developers and players.
the flexibility to dump some computation on the cloud permits straightforward terminals
like mobile devices to play advanced games. Since the sport engine is accessed on
simply.
Fig.1
6
Arcade games are games that generally require hand-to- eye coordination. They were
played on coin operated machines and still are very popular in casinos and gaming
centers.
Fff
7
Fig.3 A game which uses cloud.
8
2.1 Existing Approaches
Cloud Computing provides a range of options over straightforward games. a number of that
are:
Partitioning: The key issue for achieving quantifiability of a GaaS infrastructure is that the
perceiving the sport state as identical and at the same time evolving on each player
Responsiveness: The task of providing a nice expertise to players becomes difficult once
Security and reliability: Cloud computing makes cheating in game exhausting because
the resources are pooled at multiple locations throughout the earth science.
In late 2000s, new cloud businesses began providing cloud gambling services, exemplified
by OnLive, Gaikai, and GameNow, to be offered immoderate (OTT). OTT reflects the
delivery by arbitrary network operators of multimedia system material via the web to finish
OnLive was launched in 2009 and was a celebrated cloud gambling services, presumably
as a result of to its backers together with Warner Bros, AT&T, Ubisoft, and Atrari. OnLive
provided subscription primarily based service to cut back delay caused to geographical
distances and housed its servers in several states within the us. OnLive toughened money
difficulties in 2012 and came to a halt in 2015 when Sony sold its patents.
9
Gaikai provided a definite business strategy of cloud gambling services. Gaikai embraces
cloud play to permit players to check out new games on their own PCs while not shopping
Gamers ar offered alternatives at the top of every game to shop for the sport if they relish
it. this is often to mention, Gaikai is additional sort of a game developer advertising service
for sales. Gaikai was purchased from Sony in 2012, resulting in the introduction in 2014 of
the new PS currently cloud gambling service from Sony. currently PS permits players to
play cloud games within the kind of PlayStation and adopts 2 loading models: a subscription
There are 2 components to the above-mentioned cloud gambling services. The execs and
Stronger integration provides improved QoS guarantees which may end in higher user
expertise whereas OTT cuts the prices of cloud gambling services with the potential risk of
instability and poorer user expertise. Secondly, one in every of 3 charge models is
(i) subscription,
10
More precisely, under the first two payment models, cloud gaming customers pay for
services, while third party firms, that might be game creators or network operators pay
11
2.2 Comparative Analysis of the Existing Works
The basic objective of the project is to make a game, which can store data in the device
and on a cloud database. The database will be connected to a leaderboard which will be
Major Challenges:
● Syncing the data stored on the smartphone (in case of offline play time)
However, providing a decent cloud gaming experience is not a simple undertaking because
interactivity of computer games and players' high expectations. In particular, users are also
demanding rapid response and high resolution game screens that cloud gaming companies
are already struggling with. In addition, suppliers must provide these cloud gaming
experiences in an affordable, scalable and bug robust fashion, complicating the work
further. These new difficulties bring up a wide range of options for study that are of major
12
Fig.5 Cloud Gaming Survey
13
An example of typical Reaction Time Calculator:
14
Fig.7 Single Reaction Time
15
Fig.8 Average Reaction Time Result
16
Chapter 3
Project Objectives
We will make this project in such a way that we can upscale it if we want, and when we are
able to avail paid cloud computing services. The main objectives for this project are:
17
Chapter 4
Proposed Methodology
The shopper sends user inputs, just like the device keyboard and mouse, to the Server
whereas programs care for an overseas server. The server then delivers screen updates
to the shopper when process the commands. This computing design is dubbed "thin-
client computing" once the server and shopper are connected by network
For many reasons, the thin-customer design is seen as a perfect match for on-line vice.
as a result of current games typically want monumental procedure and rendering power
on the sport shopper, deploying games victimization these models may translate from
players to game operators the value of change hardware. In doing therefore, game
creators do not have to undertake a prolonged method of testing all combos of audio and
visual cards, nor do players got to worry concerning the compatibility and performance
A variety of startup corporations have offered on-line vice solutions, like Games@Large,
OnLive and StreamMyGame. though its style and implementation might vary, its plan is
identical: game computer code runs on the server and players simply got to install the
given skinny shoppers (or thin-clients supported the browser) to play the games.
ourselves that style offers players the foremost pleasant vice expertise. but it's
troublesome, as a result of most such systems ar closed and proprietary, to quantify and
18
Fig.9 Thin Client
recording network packet traces between a thin-client and its matching server. The
performance of common thin-client systems like Citrix, RDP, VNC, and Sun Ray was
evaluated by the authors mistreatment this approach. Their results indicated that
benchmarking techniques.
Similarly, within the WAN context, alternative writers used constant methodology to
assess the impact on skinny client systems of a WAN delay. The results have
various thin-client systems. The authors conjointly represented and examined various
style selections in many thin-customer systems and indicated that selections ought to be
19
4.2 Algorithm
void Start()
{
startTimer.enabled = true;
countdown.enabled = false;
counter.enabled = false;
results.enabled = false;
restart.SetActive(false);
quit.SetActive(false);
void StartGame()
{
waitTime -= Time.deltaTime;
startTimer.text = waitTime.ToString("#0.0");
StartCoroutine(ExecuteAfterTime(waitTime));
20
}
if (gameOver == false)
{
startTimer.enabled = false;
countdown.enabled = true;
counter.enabled = true;
Spawn();
}
StartCoroutine(ExecuteAfterTime2(gameTime));
}
gameOver = true;
Destroy(GameObject.FindGameObjectWithTag("Player"));
if (hits > 0)
{
Accuracy();
ReactionTime();
Score();
}
countdown.enabled = false;
counter.enabled = false;
21
restart.SetActive(true);
quit.SetActive(true);
results.enabled = true;
}
22
Chapter 5
Details of Project Work
23
5.2 Use Case Diagram
24
5.2 Flowchart
Fig.13 Flowchart
25
Actual Game Demo:
Fig. 14 Gameplay
Fig.15 Result
26
Chapter 6
Results and Discussion
Table 1
Table 1 shows how the different time for different users will be stored and then average
reaction time will be calculated using basics mathematics.
The user id can be alpha numeric but for demonstration purposes we have used our team’s
name.
Calculation of average reaction is significant because a person’s reaction time will not be
constant for all cases and at all times. It is also affected by various physical conditions and
even emotion conditions.
Table 2
This table sorts the reaction time in ascending order. As it is said a faster reaction time is
better, we have sorted the average reaction time of the users in ascending order .
AvgT(ms) Lead_Pos
User_Id
Prashant 227.2 1
Vardhaman 246 2
Rishu 250.3 3
27
Chapter 7
Conclusion and Future Scope
Introduction of new game modes to help aid in improving the performance of users in
various other FPS (First Person Shooter e.g. COD Mobile-Ops etc.) and BR (Battle Royale
● Spotting
● Tracing
● Aiming
The scope of gaming in the entertainment industry is increasing rapidly and will continue to
increase, and the increase is similar across all the gaming platforms.
The future development of gaming is predicted to be in virtual reality and deep dive reality.
Having games in your smartphones which are light, easy to play and addictive will always
be liked by the users. The bonus increases in reaction speed due to repetitive motions and
exercise will also help in other parts of their life as reaction speed is and will be important
for everything.
28
Fig.16 Future of Cloud Computing
29
References
● Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C.
Games
Scholar]
Simon
● https://docs.unity3d.com/ScriptReference/Resources.html
● https://docs.unity3d.com/ScriptReference/ILogger.html
● https://firebase.google.com/docs/unity/
● https://www.researchgate.net/publication/302532508_Cloud_for_Gaming
● P. Ross, "Cloud computing's killer app: Gaming," IEEE Spectrum, vol. 46, no. 3, p.
● W. Cai, R. Shea, C. Huang, K. Chen, J. Liu, V. Leung, and C. Hsu. The Future of
31
Appendix – I (Coding)
32
f
34
Fig.20 Code for Functionality
35
Fig.21 Code for Exit Button
36
fffff
37
Project report
ORIGINALITY REPORT
16 %
SIMILARITY INDEX
11%
INTERNET SOURCES
12%
PUBLICATIONS
4%
STUDENT PAPERS
PRIMARY SOURCES
1
arxiv.org
Internet Source 5%
2
www.cs.sfu.ca
Internet Source 3%
3
Submitted to ABES Engineering College
Student Paper 2%
4
Yu-Chun Chang, Po-Han Tseng, Kuan-Ta Chen,
Chin-Laung Lei. "Understanding the
2%
performance of thin-client gaming", 2011 IEEE
International Workshop Technical Committee
on Communications Quality and Reliability
(CQR), 2011
Publication
5
"Cloud for Gaming", Encyclopedia of
Computer Graphics and Games, 2015.
1%
Publication
6
Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-
Ta Chen, Jiangchuan Liu, Victor Leung, Cheng-
1%
Hsin Hsu. "A Survey on Cloud Gaming: Future
of Computer Games", IEEE Access, 2016
Publication
7
Submitted to University College for the
Creative Arts at Canterbury, Epsom, Farnham,
<1 %
Maidstone and Rochester
Student Paper
8
simonsanchezart.com
Internet Source <1 %
9
utpedia.utp.edu.my
Internet Source <1 %
10
gitlab.informatik.uni-wuerzburg.de
Internet Source <1 %
11
Sebastiano M. Cossu. "Beginning Game AI
with Unity", Springer Science and Business
<1 %
Media LLC, 2021
Publication
on
BACHELOR OF TECHNOLOGY
DEGREE
Session 2020-21
in
Information Technology
By:
AFFILIATED TO
DR. A.P.J. ABDUL KALAM TECHNICAL UNIVERSITY, U.P., LUCKNOW
(Formerly UPTU)
FinalProjectReport
on
InternetofThings-Ecosystem
Submittedaspartialfulfillmentfortheawardof
BACHELOROFTECHNOLOGY
DEGREE
Session2020-21
in
InformationTechnology
By:
ISHANJAISWAL
(1603213043)
Undertheguidanceof
MR.MANISHKUMARSHARMA
(AssistantProfessor)
DEPARTMENTOFINFORMATIONTECHNOLOGY
ABESENGINEERINGCOLLEGE,GHAZIABAD
AFFILIATEDTO
DR.A.P.J.ABDULKALAMTECHNICALUNIVERSITY,U.P.,
LUCKNOW(FormerlyUPTU)