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Report

on

Sentiment Analysis of Behavioral Traits of


Government School Students

Submitted as partial fulfillment for the award of

BACHELOR OF TECHNOLOGY

DEGREE

Session 2020-21

in

Information Technology

By:

Divyanshu Jaiswal Ankit Sharma Anurag Sharma

1703213037 1703213018 1703213022

Under the guidance of


Mr. Ashwin Perti
AHOD IT

DEPARTMENT OF INFORMATION TECHNOLOGY


ABES ENGINEERING COLLEGE, GHAZIABAD

AFFILIATED TO
DR. A.P.J. ABDUL KALAM TECHNICAL UNIVERSITY, U.P., LUCKNOW
(Formerly UPTU)
Project Report

on

Reaction Time Based Gaming System

Submitted as partial fulfillment for the award of

BACHELOR OF TECHNOLOGY

DEGREE
Session 2020-21

in

Information Technology

By:

Vardhaman Srivastava (1703213120)

Rishu Pandey (1703213080)

Prashant (1703213071)

Under the guidance of:


Ms. Shweta Kaushik
Assistant Professor, IT Department

DEPARTMENT OF INFORMATION TECHNOLOGY


ABES ENGINEERING COLLEGE, GHAZIABAD

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:

Signature of student Signature of student Signature of student

Name: Vardhaman Srivastava Name: Rishu Pandey Name: Prashant

Roll No.: 1703213120 Roll No.: 1703213080 Roll No.: 1703213071

Department: IT Department: IT Department: IT

This is to certify that the above statement made by the candidate(s) is correct to the best
of my knowledge.

Signature of HOD Signature of Supervisor

(Name: ) (Name: )

(Name of Department) (Designation)

Date: .......................... (Name of Department)

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.

Signature of student Signature of student Signature of student

Name: Vardhaman Srivastava Name: Rishu Pandey Name: Prashant

Roll No.: 1703213120 Roll No.:1703213080 Roll No.: 1703213071

2
List of Figures

Figure Name Page Number

Figure 1: Cloud computing cycle (provides game as a service 6


platform)

Figure 2-3: Game process diagram (arcade game-needs hand to eye 7-8
coordination)

Figure 4: Cloud features diagram (provides various features over a 11


simple game)

Figure 5: Analysis diagram (comparison with the other games) 13

Figure 6-8: Example of reaction time 14-16

Figure 9-10: Client-server diagram (thin-client model for online 19-20


gaming)

Figure 11: Data flow diagram (details of user game playing mode) 23

Figure 12: Use case diagram (Initial sequence for the gameplay) 24

Figure 13: Flowchart (Initial sequence for the gameplay) 25

Figure 14-15: Actual game demo 26

Figure 16: Future diagram of the domain of the game (cloud 29


computing future scope in gaming)

Figure 17-22: Coding (Game coding process) 32-37

3
List of Tables

Table 1: Result of Individual Play Time Page No. 26

Table 2: Results in the Leaderboard Page No. 26

4
List of Symbols, Abbreviations, Nomenclature

GUI – Graphic User Interface

GaaS – Gaming as a Service

ms – Milliseconds

FPS – First Person Shooter

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

be a breath of fresh air for them.

6
Table of Contents

S. No. Contents Page


No.

Student’s Declaration 1

Acknowledgment 2

List of Figures 3

List of Tables 4

List of Symbols, Abbreviations, Nomenclature 5

Abstract 6

Chapter 1: Introduction 7-8

1.1: Where does Cloud Computing fit in? 9

1.2 Concept Behind the Project 9

1.3 Objectives 10

1.4 Scope of the Project 10-11

Chapter 2: Related Work/Methodology 12-14

2.1 Existing Approaches 14-16

2.2 Comparative Analysis of Existing Works 17-22

Chapter 3: Project Objective 23

Chapter 4: Proposed Methodology 24-26

4.1: Proposed Algorithm 27-28

Chapter 5: Details of Project Work (Design and Implementations) 30

5.1: Data Flow Diagram 30-34

Chapter 6: Results and Discussion 35

Chapter 7: Conclusion and Future Scope 36-37

References 37-38

Appendix-I (Coding) 39-46

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.

Cloud computing is associate degree example of a service wherever the supplier

provides accounting and storage services to customers “for payment as you go”.

The key options of the cloud computing surroundings are:

Wanted search engine: the power to supply laptop capabilities with power, as needed,

while not human intervention.

Extensive network access: resources will be accessed through the network.

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

to the cloud play business by alternative key console makers.

The tremendous quality of cloud play is also attributed to many potential benefits to

gamers, game developers, and repair suppliers.

For gamers, cloud play allows them to:

(i)to have access to their games where they're,

(ii) to buy or rent on-demand matches,

(iii) to stay their instrumentality often upgraded, and

(iv) to learn from distinctive options like play games, watch tournaments and share

playback with friends.

For game developers, cloud play permits them to:

(i)focus on one platform that decreases porting and testing expenses in turn;

(ii)bypass merchants for augmented profits;

(iii) reach additional players; and

(iv) eliminate piracy, as game software system isn't downloaded from the pc to consumer

computers.

For service suppliers, cloud gaming:

(i) results in new models of operation,

(ii) produces further demands for existing cloud resources and

(iii) illustrates the chances of alternative / new remote executions since cloud play places

severe restrictions on varied procedure and networking resources.

2
1.1 Where Cloud Computing fits in?

Cloud computing could be a service model wherever the supplier offers computation and

storage resources to customers on a “pay as you go” basis.

The essential options of a cloud computing setting are:

On-demand self-service: the power to supply computing capabilities dynamically, as

needed, while not human intervention.

Broad network access: resources is accessed through the network.

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

their client and supplier.

1.2 CONCEPT BEHIND THE PROJECT

The main idea behind this project is to make a Reaction Time Based Game using free

cloud computing resources that are available over the internet.

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:

1. Create a main page GUI.

2. Create the gameplay GUI.

3. Create the customization settings GUI.

4. Create a Result Page GUI.

5. Create a database to store the user’s data.

6. Create a leaderboard that sorts the results in ascending order.

7. Make the game available over play store.

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 E-gaming streaming industry is worth almost 50 billion USD.

The Indian gaming industry in 2020 has a share of 1.3 billion USD. And it's predicted to

increase more than 50% in the year of 2021.

With such an emergence of digital gaming, the skill of professional and casual players is a

deciding factor for both enjoyment and their salaries.

5
Chapter 2
Related Work and Methodology

Why cloud computing?

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

demand, versatile business models like pay-per-play or monthly subscription will be

simply.

Fig.1

What are arcade games?

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

Fig.2 Cloud Gaming Basic Flow

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

ability to partition the work across the cloud resources.

Synchronization: The success of a gambling system is predicated on having players

perceiving the sport state as identical and at the same time evolving on each player

collaborating in a very gambling session.

Responsiveness: The task of providing a nice expertise to players becomes difficult once

attempting to deploy an outsized scale and extremely interactive on-line game

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

users, that interprets QoS support in wide cloud gambling.

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

for and putting in package.

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

per game per month.

There are 2 components to the above-mentioned cloud gambling services. The execs and

disadvantages of varied groupings are mentioned below.

First, cloud gambling services are either:

(i) incorporated into the bottom networks or

(ii) as OTT services.

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

employed by cloud gambling services:

(i) subscription,

(ii) per-game, and

(iii) liberal to gamers.

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

for third-party services. In future, novel approaches can be provided to economically

feasible cloud gaming services to broad publics.

Fig.4 Features of Cloud Computing

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

real-time and change according to the score of the players.

Major Challenges:

● Syncing the real-time user score with the leaderboard.

● Syncing the data stored on the smartphone (in case of offline play time)

with the leaderboard.

However, providing a decent cloud gaming experience is not a simple undertaking because

of its (geographically) dispersed cloud infrastructure, Internet efficiency, significant

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

interest to the scientific community.

12
Fig.5 Cloud Gaming Survey

13
An example of typical Reaction Time Calculator:

Fig.6 Basic 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:

1. Create a main page GUI.

2. Create the gameplay GUI.

3. Create the customization settings GUI.

4. Create a Result Page GUI.

5. Create a database to store the user’s data.

6. Create a leaderboard that sorts the results in ascending order.

7. Make the game available over play store.

17
Chapter 4
Proposed Methodology

4.1 Thin Client

The centralized thin-customer approach offers an answer for high-resource applications.

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

communications, as portrayed during this figure.

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

of hardware and computer code before making an attempt a game.

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.

After considering variety of thin-customer game solutions, we have a tendency to asked

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

live thin-client systems performance.

18
Fig.9 Thin Client

There are currently various surviving documents activity thin-client systems

performance. With slow-motion benchmarking, whereas running of a slow-motion

version of the benchmark take a look at application, authors assessed performance by

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 with motion picture is considerably additional correct than commonplace

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

incontestable that though thin-client computing might supply adequate performance in

an in depth network atmosphere, the performance differs considerably across the

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

wont to facilitate broad-based thin-customer computing.

19
4.2 Algorithm
void Start()
{
startTimer.enabled = true;
countdown.enabled = false;
counter.enabled = false;
results.enabled = false;

restart.SetActive(false);
quit.SetActive(false);

// Update is called once per frame


void Update()
{
StartGame();
Hit();
}

private void Hit()


{
if (Input.GetMouseButtonDown(0) && gameOver == false)
{
clicks++;

Ray rayOrigin = Camera.main.ScreenPointToRay(Input.mousePosition);


RaycastHit hitInfo;

if (Physics.Raycast(rayOrigin, out hitInfo))


{
if (hitInfo.collider.tag == "Player")
{
Destroy(hitInfo.collider.gameObject);
obj--;
hits++;
counter.text = "Hits: " + hits.ToString();
Spawn();
}
}
}
}

void StartGame()
{
waitTime -= Time.deltaTime;
startTimer.text = waitTime.ToString("#0.0");

StartCoroutine(ExecuteAfterTime(waitTime));
20
}

private void Spawn()


{
Vector2 pos = new Vector2(Random.Range(-16.6f, 16.6f), Random.Range(-8.7f,
7.5f));
if (obj == 0)
{

Instantiate(cube, pos, Quaternion.identity);


obj++;
}
}

IEnumerator ExecuteAfterTime(float time)


{
yield return new WaitForSeconds(time);

if (gameOver == false)
{
startTimer.enabled = false;
countdown.enabled = true;
counter.enabled = true;
Spawn();
}

float a = gameTime + waitTime;


a -= Time.deltaTime;
countdown.text = a.ToString("#0.0");

StartCoroutine(ExecuteAfterTime2(gameTime));
}

IEnumerator ExecuteAfterTime2(float time)


{
yield return new WaitForSeconds(time);

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;
}

private void Score()


{
score = (hits * accuracy / 100) / reactionTime;
}

private void Accuracy()


{
accuracy = (hits / clicks) * 100;
}

private void ReactionTime()


{
reactionTime = gameTime / hits;
}

22
Chapter 5
Details of Project Work

5.1 Data Flow Diagram

Fig.11 Data Flow Diagram

23
5.2 Use Case Diagram

Fig.12 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.

T1(ms) T2(ms) T3(ms) T4(ms) T5(ms) AvgT(ms)


User_Id

Rishu 214 247 298 221 273 250.3

Prashant 235 196 203 276 226 227.2

Vardhaman 201 234 296 254 245 246

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

e.g. Pubg Mobile, COD Mobile, Fortnite).

Introduction of features to improve:

● 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

Cloud computing is highly economical and may be used by organizations to grow.

Cloud computing's future is bright, offering host and consumer benefits.

29
References

● Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor C.

M. Leung, and Cheng-Hsin Hsu, ,A Survey on Cloud Gaming: Future of Computer

Games

● W. Cai, M. Chen, and V. Leung. Toward gaming as a service. IEEE Internet

Computing, 18(3):12-18, May 2014.

● Bavelier D, Bailey S. N-back and proactive interference memory tasks in action

gamers. Unpublished raw data 2007 [Google Scholar]

● Bherer L, Kramer AF, Peterson MS, Colcombe S, Erickson K, Becic E. Training

effects on dual-task performance: Are there age-related differences in plasticity of

attentional control? Psychology and Aging. 2005; 20:695–709. [PubMed] [Google

Scholar]

● Bialystok E. Effect of bilingualism and computer video game experience on the

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

● "Onlive web page," http://www.onlive.com/.

● "Gaikai web page," http://www.gaikai.com/.

● "Cloudunion web page," http://www.cloudunion.cn.

● P. Ross, "Cloud computing's killer app: Gaming," IEEE Spectrum, vol. 46, no. 3, p.

14, March 2009.

● Y. Chang, P. Tseng, K. Chen, and C. Lei. Understanding The Performance of Thin-


30
Client Gaming. In Proc. of IEEE International Workshop on Communications Quality

and Reliability (CQR'11), pages 1-6, Naples, FL, May 2011.

● W. Cai, R. Shea, C. Huang, K. Chen, J. Liu, V. Leung, and C. Hsu. The Future of

Cloud Gaming. Proceedings of the IEEE, 104(4):687-691, April 2016.

● K. Chen, Y. Chang, H. Hsu, D. Chen, C. Huang, and C. Hsu. On The Quality of

Service of Cloud Gaming Systems. IEEE Transactions on Multimedia, 16(2):480-

495, February 2014.

31
Appendix – I (Coding)

Fig.17 Code for GUI

32
f

Fig.18 Code for GUI


33
Fig.19 Code for Functionality

34
Fig.20 Code for Functionality

35
Fig.21 Code for Exit Button

36
fffff

Fig.22 Code for Calculating the Result

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
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Project Report

on

Smart Car Parking System

Submitted as partial fulfillment for the award of

BACHELOR OF TECHNOLOGY

DEGREE
Session 2020-21

in

Information Technology

By:

Animesh Pokhriyal (1703213016)


Anmol Sachan (1703213019)
Meghna Saxena (1703213053)
Under the guidance of:
Dr. Harikesh Singh, Associate Professor

DEPARTMENT OF INFORMATION TECHNOLOGY


ABES ENGINEERING COLLEGE, GHAZIABAD

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)‌  ‌

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