An engine made with multiple approaches in NLP. It covers spell checking, words and topics prediction through CyperSpell algorithm, opinion mining and image processing in NLP.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
Short, Matters, Love - Passioneers Event 2015Mohammad Shaker
Short, Matters, Love is a presentation I prepared for freshmen students at the Faculty of Information Technology in Damascus, Syria organised by Passioneers - 2015
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document discusses various topics related to mobile application design including cloud interaction, Android touch and gesture interaction, UI element sizing, screen sizes, changing orientation, retaining objects during configuration changes, multi-device targeting, and wearables. It provides examples and guidelines for designing applications that can adapt to different devices and configurations.
The document discusses principles of interaction design, color theory, and game design. It covers topics like primary and secondary colors, color harmonies, using color to attract attention and set mood, the importance of white space and negative space in design, and how games like Journey, Fez, Luftrausers, Monument Valley, Ori and the Blind Forest, and Limbo effectively use techniques like the rule of thirds, establishing a sense of goal, and game feel.
This document discusses various topics related to typography including letter shapes like the letter "T", how words for concepts like water have evolved across languages, symbols for ideas like fish, and different writing styles such as styles that would be impossible to write. It examines typography from multiple perspectives like shapes, language evolution, symbols, and stylization.
Ultra Fast, Cross Genre, Procedural Content Generation in Games [Master Thesis]Mohammad Shaker
In my MSc. thesis, I have re-tackled the problem of procedurally generating content for physics-based games I have previously investigated in my BSc. graduation thesis. This time around I propose two novel methods: the first is projection based for faster generation of physics-based games content. The other, The Progressive Generation, is a generic, wide-range, across genre, customisable with playability check method all bundled in a fast progressive approach. This new method is applied on two completely different games: NEXT And Cut the Rope.
Short, Matters, Love - Passioneers Event 2015Mohammad Shaker
Short, Matters, Love is a presentation I prepared for freshmen students at the Faculty of Information Technology in Damascus, Syria organised by Passioneers - 2015
This document discusses Unity3D and game development. It provides an overview of Unity3D and other game engines like Unreal Engine, comparing their features and costs. Examples are given of popular games made with each engine. The document also lists several games the author has made using Unity3D and provides some additional resources and references.
The document discusses various topics related to mobile application design including cloud interaction, Android touch and gesture interaction, UI element sizing, screen sizes, changing orientation, retaining objects during configuration changes, multi-device targeting, and wearables. It provides examples and guidelines for designing applications that can adapt to different devices and configurations.
The document discusses principles of interaction design, color theory, and game design. It covers topics like primary and secondary colors, color harmonies, using color to attract attention and set mood, the importance of white space and negative space in design, and how games like Journey, Fez, Luftrausers, Monument Valley, Ori and the Blind Forest, and Limbo effectively use techniques like the rule of thirds, establishing a sense of goal, and game feel.
This document discusses various topics related to typography including letter shapes like the letter "T", how words for concepts like water have evolved across languages, symbols for ideas like fish, and different writing styles such as styles that would be impossible to write. It examines typography from multiple perspectives like shapes, language evolution, symbols, and stylization.
Interaction Design L04 - Materialise and CouplingMohammad Shaker
This document discusses various aspects of coupling and interaction design in mobile applications. It addresses good and bad examples of coupling on Android and iOS, such as how apps are switched between. It also discusses using accurate text to represent backend processes, and using faster progress bars to reduce cognitive load on users. Visualizations are suggested to improve progress bars.
The document discusses various options for storing data in an Android application including SharedPreferences for simple key-value pairs, internal storage for private files, external storage for public files, SQLite databases for structured data, network connections for storing data on a web server, and ContentProviders for sharing data between applications. It provides details on using SharedPreferences, internal SQLite databases stored in the application's files, and ContentProviders for sharing Contacts data with other apps.
The document discusses various interaction design concepts in Android including toasts, notifications, threads, broadcast receivers, and alarms. It provides code examples for creating toasts, setting notification priorities, and scheduling alarms to fire at boot or at specific times using the AlarmManager. Broadcast receivers can be used to set alarms during device boot by listening for the BOOT_COMPLETED intent filter and implementing the onReceive callback.
This document provides an overview of various mobile development technologies and frameworks including Cloud, iOS, Android, iPad Pro, Xcode, Model-View-Controller (MVC), C, Objective-C, Foundation data types, functions calls, Swift, iOS Dev Center, coordinate systems, Windows Phone, .NET support, MVVM, binding, WebClient, and navigation. It also mentions tools like Expression Blend and frameworks like jQuery Mobile, PhoneGap, Sencha Touch, and Xamarin.
This document discusses various topics related to mobile app design including user experience (UX), user interface (UI), interaction design, user constraints like limited data/battery and screen size, and using context like location to improve the user experience. It provides examples of a pizza ordering app and making ATM machines smarter. It also covers design patterns and principles like focusing on user needs and testing designs through feedback.
This document discusses principles of visual organization and responsive grid systems for web design. It mentions laws of proximity, similarity, common fate, continuity, closure, and symmetry which help organize visual elements. It also discusses column-based and ratio-based grid systems as well as responsive grid systems that adapt to different screen widths, citing examples from Pinterest, Bootstrap, and the website www.mohammadshaker.com which demonstrates responsive design.
This document provides an overview comparison of key aspects of mobile app development for iOS and Android platforms. It discusses differences in app store policies, pricing, monetization options like ads and in-app purchases, development tools including engines like Unity and Unreal, and the publishing process. Key points mentioned include Android apps averaging over 2.5x the price of similar iOS apps, Apple's restrictive app review policies, the 70/30 revenue split in Google Play Store, and tools for user testing and publishing on both platforms. It also shares stats on the revenue and success of specific apps like Monument Valley.
The document discusses various ways to implement cloud functionality in Android applications using services like Parse and Android Backup. It provides code examples for backing up app data to the cloud using Android Backup, setting up a backend using Parse, pushing notifications with Parse, and performing analytics tracking with Parse.
This document discusses several topics related to developing Android apps including:
1. Adding markers to maps by setting an onMapClickListener and adding a MarkerOptions to the clicked location.
2. Signing into apps with Google accounts using the Google Identity API.
3. Following Material Design guidelines for visual style and user interfaces.
4. Maintaining multiple APK versions and using OpenGL ES for games.
This document discusses various techniques for styling Android applications including adding styles, overriding styles, using themes, custom backgrounds, nine-patch images, and animations. It provides links to tutorials and documentation on animating views with zoom animations and other motion effects.
This document provides information about various Android development topics including:
- ListAdapters and mapping models to UI using an MVVM-like pattern
- Creating custom lists
- Starting a new activity using an Intent and passing data between activities
- Understanding the Android activity lifecycle and methods like onPause() and onResume()
- Handling configuration changes that recreate the activity
- Working with permissions
The document discusses common patterns for working with lists, launching new screens, and handling activity state changes. It also provides code examples for starting a new activity, passing data between activities, and handling the activity lifecycle callbacks.
This document provides an overview of various topics related to mobile application development including cloud computing, interaction design, Android, iOS, web technologies like HTML5 and JavaScript, programming languages like Java and Objective-C, frameworks, gaming, user experience design, and more. It discusses tools for Android development and covers basics of creating an Android app like setting up the IDE, creating the UI, adding interactivity, debugging, and referencing documentation.
This document provides an overview of game development topics including types of games, game engines, platforms, and ratings systems. It compares the popular game engines Unity and Unreal Engine, noting their key features such as scripting languages, cost structures, and graphics capabilities. Examples of games built with Unity and Unreal are also mentioned. The document concludes with brief discussions of other game engines like Source and CryEngine, gamification techniques, and uses of games for serious purposes.
1. Mohammad Shaker discusses his rhythm-based game SyncSeven which uses procedural content generation to generate levels based on music.
2. He outlines the music-based content generation process which extracts notes, rhythm and beats from music to drive a game model through a mapper.
3. The talk describes implementing SyncSeven using C# and Unity3D, including features like ads, leaderboards through Google Play, and social sharing.
A software employing Domain-Specific Language (DSL) for Roboconf architecture for distributed cloud-based applications. HTML5 graphical representation along with ECA scaling rules are implemented.
Structured Forests for Fast Edge Detection [Paper Presentation]Mohammad Shaker
A Paper Presentation for "Structured Forests for Fast Edge Detection" by Dollár, Piotr, and C. Lawrence Zitnick at Computer Vision (ICCV), 2013 IEEE International Conference on. IEEE, 2013.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
Interaction Design L04 - Materialise and CouplingMohammad Shaker
This document discusses various aspects of coupling and interaction design in mobile applications. It addresses good and bad examples of coupling on Android and iOS, such as how apps are switched between. It also discusses using accurate text to represent backend processes, and using faster progress bars to reduce cognitive load on users. Visualizations are suggested to improve progress bars.
The document discusses various options for storing data in an Android application including SharedPreferences for simple key-value pairs, internal storage for private files, external storage for public files, SQLite databases for structured data, network connections for storing data on a web server, and ContentProviders for sharing data between applications. It provides details on using SharedPreferences, internal SQLite databases stored in the application's files, and ContentProviders for sharing Contacts data with other apps.
The document discusses various interaction design concepts in Android including toasts, notifications, threads, broadcast receivers, and alarms. It provides code examples for creating toasts, setting notification priorities, and scheduling alarms to fire at boot or at specific times using the AlarmManager. Broadcast receivers can be used to set alarms during device boot by listening for the BOOT_COMPLETED intent filter and implementing the onReceive callback.
This document provides an overview of various mobile development technologies and frameworks including Cloud, iOS, Android, iPad Pro, Xcode, Model-View-Controller (MVC), C, Objective-C, Foundation data types, functions calls, Swift, iOS Dev Center, coordinate systems, Windows Phone, .NET support, MVVM, binding, WebClient, and navigation. It also mentions tools like Expression Blend and frameworks like jQuery Mobile, PhoneGap, Sencha Touch, and Xamarin.
This document discusses various topics related to mobile app design including user experience (UX), user interface (UI), interaction design, user constraints like limited data/battery and screen size, and using context like location to improve the user experience. It provides examples of a pizza ordering app and making ATM machines smarter. It also covers design patterns and principles like focusing on user needs and testing designs through feedback.
This document discusses principles of visual organization and responsive grid systems for web design. It mentions laws of proximity, similarity, common fate, continuity, closure, and symmetry which help organize visual elements. It also discusses column-based and ratio-based grid systems as well as responsive grid systems that adapt to different screen widths, citing examples from Pinterest, Bootstrap, and the website www.mohammadshaker.com which demonstrates responsive design.
This document provides an overview comparison of key aspects of mobile app development for iOS and Android platforms. It discusses differences in app store policies, pricing, monetization options like ads and in-app purchases, development tools including engines like Unity and Unreal, and the publishing process. Key points mentioned include Android apps averaging over 2.5x the price of similar iOS apps, Apple's restrictive app review policies, the 70/30 revenue split in Google Play Store, and tools for user testing and publishing on both platforms. It also shares stats on the revenue and success of specific apps like Monument Valley.
The document discusses various ways to implement cloud functionality in Android applications using services like Parse and Android Backup. It provides code examples for backing up app data to the cloud using Android Backup, setting up a backend using Parse, pushing notifications with Parse, and performing analytics tracking with Parse.
This document discusses several topics related to developing Android apps including:
1. Adding markers to maps by setting an onMapClickListener and adding a MarkerOptions to the clicked location.
2. Signing into apps with Google accounts using the Google Identity API.
3. Following Material Design guidelines for visual style and user interfaces.
4. Maintaining multiple APK versions and using OpenGL ES for games.
This document discusses various techniques for styling Android applications including adding styles, overriding styles, using themes, custom backgrounds, nine-patch images, and animations. It provides links to tutorials and documentation on animating views with zoom animations and other motion effects.
This document provides information about various Android development topics including:
- ListAdapters and mapping models to UI using an MVVM-like pattern
- Creating custom lists
- Starting a new activity using an Intent and passing data between activities
- Understanding the Android activity lifecycle and methods like onPause() and onResume()
- Handling configuration changes that recreate the activity
- Working with permissions
The document discusses common patterns for working with lists, launching new screens, and handling activity state changes. It also provides code examples for starting a new activity, passing data between activities, and handling the activity lifecycle callbacks.
This document provides an overview of various topics related to mobile application development including cloud computing, interaction design, Android, iOS, web technologies like HTML5 and JavaScript, programming languages like Java and Objective-C, frameworks, gaming, user experience design, and more. It discusses tools for Android development and covers basics of creating an Android app like setting up the IDE, creating the UI, adding interactivity, debugging, and referencing documentation.
This document provides an overview of game development topics including types of games, game engines, platforms, and ratings systems. It compares the popular game engines Unity and Unreal Engine, noting their key features such as scripting languages, cost structures, and graphics capabilities. Examples of games built with Unity and Unreal are also mentioned. The document concludes with brief discussions of other game engines like Source and CryEngine, gamification techniques, and uses of games for serious purposes.
1. Mohammad Shaker discusses his rhythm-based game SyncSeven which uses procedural content generation to generate levels based on music.
2. He outlines the music-based content generation process which extracts notes, rhythm and beats from music to drive a game model through a mapper.
3. The talk describes implementing SyncSeven using C# and Unity3D, including features like ads, leaderboards through Google Play, and social sharing.
A software employing Domain-Specific Language (DSL) for Roboconf architecture for distributed cloud-based applications. HTML5 graphical representation along with ECA scaling rules are implemented.
Structured Forests for Fast Edge Detection [Paper Presentation]Mohammad Shaker
A Paper Presentation for "Structured Forests for Fast Edge Detection" by Dollár, Piotr, and C. Lawrence Zitnick at Computer Vision (ICCV), 2013 IEEE International Conference on. IEEE, 2013.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
5. CROSPELL ENGINE
Mohammad Shaker, Ola Al-Nameh & Mohammad Hasan Serhan Page 4
4.14.3.2.ضؼش٠فِغحسٞجٌشأذحٌٕغرسٌّ١ضزِؼ١ٕس(Opinion passage on a feature)...............................99
4.14.3.3.ضؼش٠فًِقحٞجٌشأ(Opinion holder)........................................................................................99
4.14.3.4.ضؼش٠فٗجٌطٛؾٌٟجٌذالٌٞشأ(Semantic orientation of an opinion).......................................9:
4.14.3.5.ُ١ٍضؼج٢ٌسML.................................................................................................................................9:
4.14.3.6.ضٕم١دج٢سجءجٌّؼطّذٍٝػجٌّ١ضجش.....................................................................................................9:
4.14.4.ُ٘أًجٌّشحو..........................................................................................................................................9;
4.14.5.ٍِخضٌّحعرك....................................................................................................................................9;
4.14.6.جٌطظٕ١فٟجٌكغ...................................................................................................................................:3
4.14.7.جٌططر١ك.................................................................................................................................................:4
4.14.8.١١ضمُجٌؿٍّس...........................................................................................................................................:4
5.ِخططحشَجٌٕظح........................................................................................................................................:9
5.6.جٌطظك١فٟج٦ِالتCyperSpell...............................................................................................................:9
5.7.جٌطؼشفٍٝػجٌٍغحش..................................................................................................................................;2
5.8.ضٛلغجٌىٍّحش..............................................................................................................................................;3
5.9.ضٛلغِٛػٛعفمشز....................................................................................................................................;4
5.10.لحِٛطجٌطشؾّس........................................................................................................................................;5
5.11.جٌطؼشفٍٝػٗضٛؾجٌّشحػشٟفجٌؿٍّس...............................................................................................;5
6.ِخطؾجٌظفٛف...............................................................................................................;8
8.8.ضطر١كٚجؾٙسَجٌّغطخذ............................................................................................................................;8
8.9.جٌططر١كٟج٤عحع:ضطر١كِكشنجٌّؼحٌؽ.............................................................................................;9
8.:.جٌططر١كٟج٤عحع:ضطر١كج٦ظٙحسِكشنجٌّؼحٌؽ........................................................................................;:
8.;.خٛجسصِ١حشMEDٚضؼذ٠الضٙح....................................................................................................................;;
9.ٚجؾٙحشج٦ظٙحس............................................................................................................325
7.6.خٛجسصِ١س(ISRI)....................................................................................................................................325
7.7.خٛجسصِ١س(Porter)...............................................................................................................................326
7.8.خٛجسصِ١سقغحخجٌّغحفسٓ١ذٓ١وٍّط.......................................................................................327
7.9.خٛجسصِ١حشوشفجٌططحذمحشجٌؿضت١س.......................................................................................328
9.32.جٌطؼشفٍٝػٙحشّضٛؾجٌّشحػشٟفجٌؿٍّس.......................................................................................32;
9.33.ئ٠ؿحدجٌىٍّحشج٤لشخ.............................................................................................................................332
9.34.خٛسجسصِ١حشِمحسٔسضمحسخجٌظٛس..................................................................................................332
9.35.جٌطؼشفٍٝػجٌمطغِٓجٌظٛسزجٌّطحذمسٌظٛسزِحأٚجٌّكزٚفس...............................................334
6. CROSPELL ENGINE
Mohammad Shaker, Ola Al-Nameh & Mohammad Hasan Serhan Page 5
:.جٌّشجؾغ....................................................................................................................................................339