The document summarizes a final project report for a first-person shooting game called "Operation: War on Terror" developed by Danial Ahmed. The game allows players to take on the role of Pakistani armed forces fighting against terrorism. It includes various chapters outlining the project overview, storyboard, feasibility analysis, system design, and more. The objective is to provide Pakistani gamers an engaging game based on their country's fight against terrorism.
This presentation summarizes a final year project called "Riko: The Adventurer", a 2D top-down RPG game created with Unity3D. The presentation flow includes an overview of the game, its inspiration, design concepts, main character, gameplay features, user interface, data saving process, and a brief glimpse of the game. The project was supervised by Sakhawat Hossain Saimon and presented by Nusrat Jahan Shanta to the faculty of the Department of CSE at Metropolitan University, Sylhet.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
This document discusses first-person shooter (FPS) games. It provides an overview of FPS games, including their definition and development history. FPS games first emerged in the 1970s and were advanced further starting in 1992 with games like Doom. The document also discusses typical FPS game design elements such as combat systems, level design, enemies, interactions, and game modes. It provides examples of different control schemes and weapons commonly seen in FPS games.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
Ball Collecting Game is an OpenGL based 2D game. It consists of a player in an
environment where Coins (coloured circles) are falling from sky. If the player collides with
any of the Coins then Score of player increased by 1. The player’s score is the no. of Coins
collected by him/her.
This document provides an overview of the key details and storyline for a proposed penguin-themed game. The game consists of 5 levels where the player controls Peter the Penguin and must care for his egg by catching fish within time limits. In each level, Peter explains a new challenge, such as scarcer fish due to overfishing or a seal threat. Later levels depict environmental issues like melting ice caps and an oil spill caused by human activities. The document outlines the game's characters, artwork, animations, level design and narrative, which aims to teach players about the impacts of climate change and pollution on penguin habitats in the Arctic.
This presentation summarizes a final year project called "Riko: The Adventurer", a 2D top-down RPG game created with Unity3D. The presentation flow includes an overview of the game, its inspiration, design concepts, main character, gameplay features, user interface, data saving process, and a brief glimpse of the game. The project was supervised by Sakhawat Hossain Saimon and presented by Nusrat Jahan Shanta to the faculty of the Department of CSE at Metropolitan University, Sylhet.
Suleman Ali presented his final year project on a game called "Last Recoil". The game is a first person shooter with 8 levels developed for Android using Unity3D. It aims to provide an enjoyable offline mobile game with attractive environments and textures to overcome issues with other FPS games. The presentation covered an overview of gaming in software engineering, the background and purpose of the project, functional and non-functional requirements, system models including use case, sequence and class diagrams, and a functional prototype. Future plans include extending levels, improving graphics, and adding new features.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
This document discusses first-person shooter (FPS) games. It provides an overview of FPS games, including their definition and development history. FPS games first emerged in the 1970s and were advanced further starting in 1992 with games like Doom. The document also discusses typical FPS game design elements such as combat systems, level design, enemies, interactions, and game modes. It provides examples of different control schemes and weapons commonly seen in FPS games.
This document outlines a software engineering student project to develop a 3D adventure loop game. It includes the project objectives, game logic and features, components, requirements, architecture, and design patterns. The team will use Unity 3D to develop the cross-platform game, applying both waterfall and iterative development models. They will use GitHub for version control, Bugzilla for bug tracking, and design tools like Photoshop and Illustrator. The goal is to build a user-friendly game with a polished GUI that could later be published on mobile app stores.
Ball Collecting Game is an OpenGL based 2D game. It consists of a player in an
environment where Coins (coloured circles) are falling from sky. If the player collides with
any of the Coins then Score of player increased by 1. The player’s score is the no. of Coins
collected by him/her.
This document provides an overview of the key details and storyline for a proposed penguin-themed game. The game consists of 5 levels where the player controls Peter the Penguin and must care for his egg by catching fish within time limits. In each level, Peter explains a new challenge, such as scarcer fish due to overfishing or a seal threat. Later levels depict environmental issues like melting ice caps and an oil spill caused by human activities. The document outlines the game's characters, artwork, animations, level design and narrative, which aims to teach players about the impacts of climate change and pollution on penguin habitats in the Arctic.
This document contains a project final report for a 2D top-down RPG game called Riko: The Adventurer. It includes an introduction to the game, feasibility analysis, system design overview, descriptions of characters, weapons, levels, game design, and user interface. The system design section outlines the main game classes and their responsibilities, including classes for audio, cameras, characters, combat, data loading/saving, enemies, weapons, and the user interface.
This document summarizes an Android-based car racing game created using Unity game engine. The game can be played in either medium or hard mode, with obstacles appearing more frequently in hard mode. Users control the car using either accelerometer or button controls and the objective is to survive as long as possible while avoiding obstacles. The game was initially created for Windows and Linux but was ported to Android using the Android SDK in Unity. C# was used for coding due to its extensive documentation and Unity plugin support.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
This document describes a 2D space game developed in Pygame. The game has multiple levels where the player guides a rocket through asteroid fields to land on Mars. In the second level, a robot character fights aliens. The game's objectives are to entertain users and spark interest in space exploration. It has various gameplay stages and requirements like Python, Pygame and hardware specs. Future enhancements could include multiplayer modes, 3D graphics, and adding artificial intelligence to alien enemies.
This document discusses symbols used in entity relationship diagrams including entities, attributes, composite attributes, key attributes, derived attributes, and relationships. Entities represent real world objects, attributes describe entities, and relationships show how entities are connected.
This document provides details about a snake game project created in Java. It includes an introduction describing the classic snake game and the goals of this project. It then discusses the technologies used including Java, Swing, and JRE. The functionality section explains how to start the game, set speed, pause, and control snake movement. It concludes with future potential additions like player profiles and multiplayer modes.
The document summarizes a final year project for developing a 3D first-person shooter game called "Salvation Plan". The game aims to provide an entertaining experience for gamers by having them infiltrate an alien-controlled city to locate and destroy a life-absorbing machine. The project involves character design, map design, animations, sound effects, and a user interface. The goals are to improve players' skills like survival and reaction time while being the foundation for PC game development in Pakistan.
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
This document describes the development of an Android-based MP3 player application called Denny MP3 Player. It provides details on the application's design, features, and implementation. Key aspects include using Android media player classes and XML layouts to build the core playback functionality and user interface. Buttons are created to control playback, with code handling play, pause, stop and track navigation. The application was tested on the Android emulator and is intended to run on devices running Android 2.3.5 or higher.
a mini project in computer grafics using c and linkedlisted on a small game that name is snake game. we play this on mobile but this can be played on pc
Snake game powerpoint presentation by rohit malavRohit malav
snake game
Snake is the common name for a video game concept where the player maneuvers a line which grows in length, with the line itself being a primary obstacle.Snake is the common name for a video game concept where the player maneuvers a line which grows in length, with the line itself being a primary obstacle. The concept originated in the 1976 arcade game Blockade, and the ease of implementing Snake has led to hundreds of versions (some of which have the word snake or worm in the title) for many platforms. After a variant was preloaded on Nokia mobile phones in 1998, there was a resurgence of interest in the snake concept as it found a larger audience. There are over 300 Snake-like games for iOS aloneSnake is the common name for a video game concept where the player maneuvers a line which grows in length, with the line itself being a primary obstacle. The concept originated in the 1976 arcade game Blockade, and the ease of implementing Snake has led to hundreds of versions (some of which have the word snake or worm in the title) for many platforms. After a variant was preloaded on Nokia mobile phones in 1998, there was a resurgence of interest in the snake concept as it found a larger audience. There are over 300 Snake-like games for iOS alone.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This document describes the development of a 3D car racing game using an agile evolutionary process. It discusses the initial concept of the game which was inspired by Death Rally, and how the concept evolved through iterations to include collecting coins, power-ups, and different types of coins worth various point values. The document also mentions the tools used such as Unity 3D for the game engine, Blender and 3D Studio MAX for modeling, and Adobe Audition for sound effects.
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
The document outlines the key elements to include when designing a game for instructional purposes, such as an overview of the concept, desired outcomes, objectives, assessment, gameplay strategy, character descriptions, environment, how to play, rewards, look and feel, technical specifications, and timeline. It provides examples for each element and recommends including details about the instructional approach, scenario, interactions, and assessment within the game design. The goal is to create an engaging experience that teaches the intended concepts and evaluates learning.
This document describes the development of an Android application called "FACTS" which allows users to view facts on their mobile device about various topics in the world. The application was created by 5 students under the supervision of Dr. Naveen Prakash at IFTM University in partial fulfillment of the requirements for a B.Tech degree in Computer Science and Engineering. The application provides a simple way for users to access information on their phone through categories of interest.
This document contains a project final report for a 2D top-down RPG game called Riko: The Adventurer. It includes an introduction to the game, feasibility analysis, system design overview, descriptions of characters, weapons, levels, game design, and user interface. The system design section outlines the main game classes and their responsibilities, including classes for audio, cameras, characters, combat, data loading/saving, enemies, weapons, and the user interface.
This document summarizes an Android-based car racing game created using Unity game engine. The game can be played in either medium or hard mode, with obstacles appearing more frequently in hard mode. Users control the car using either accelerometer or button controls and the objective is to survive as long as possible while avoiding obstacles. The game was initially created for Windows and Linux but was ported to Android using the Android SDK in Unity. C# was used for coding due to its extensive documentation and Unity plugin support.
This document describes the development of a 3D racing car game using an agile evolutionary development process. The game was created using Unity 3D for the engine. Over multiple iterations, the game concept evolved from a deathmatch-style racing game to a kart racing game where players collect coins and powerups. Pathfinding algorithms were implemented to control the AI. Advanced car physics were added using forces and torques rather than direct position and rotation control. Terrain, tracks, and 3D car models were designed and created in modeling programs then imported. Scripts were written for the AI, pathfinding, cameras, and HUD elements.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
This document describes a 2D space game developed in Pygame. The game has multiple levels where the player guides a rocket through asteroid fields to land on Mars. In the second level, a robot character fights aliens. The game's objectives are to entertain users and spark interest in space exploration. It has various gameplay stages and requirements like Python, Pygame and hardware specs. Future enhancements could include multiplayer modes, 3D graphics, and adding artificial intelligence to alien enemies.
This document discusses symbols used in entity relationship diagrams including entities, attributes, composite attributes, key attributes, derived attributes, and relationships. Entities represent real world objects, attributes describe entities, and relationships show how entities are connected.
This document provides details about a snake game project created in Java. It includes an introduction describing the classic snake game and the goals of this project. It then discusses the technologies used including Java, Swing, and JRE. The functionality section explains how to start the game, set speed, pause, and control snake movement. It concludes with future potential additions like player profiles and multiplayer modes.
The document summarizes a final year project for developing a 3D first-person shooter game called "Salvation Plan". The game aims to provide an entertaining experience for gamers by having them infiltrate an alien-controlled city to locate and destroy a life-absorbing machine. The project involves character design, map design, animations, sound effects, and a user interface. The goals are to improve players' skills like survival and reaction time while being the foundation for PC game development in Pakistan.
This document outlines the typical game development life cycle, which includes phases such as developing the story, script, feasibility study, promotional demo, design, layout, modeling, texturing, animation, high and low level design, coding, testing, debugging, integration, and game testing. It acknowledges references that were used to compile information on standard game development processes and models.
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
This document describes the development of an Android-based MP3 player application called Denny MP3 Player. It provides details on the application's design, features, and implementation. Key aspects include using Android media player classes and XML layouts to build the core playback functionality and user interface. Buttons are created to control playback, with code handling play, pause, stop and track navigation. The application was tested on the Android emulator and is intended to run on devices running Android 2.3.5 or higher.
a mini project in computer grafics using c and linkedlisted on a small game that name is snake game. we play this on mobile but this can be played on pc
Snake game powerpoint presentation by rohit malavRohit malav
snake game
Snake is the common name for a video game concept where the player maneuvers a line which grows in length, with the line itself being a primary obstacle.Snake is the common name for a video game concept where the player maneuvers a line which grows in length, with the line itself being a primary obstacle. The concept originated in the 1976 arcade game Blockade, and the ease of implementing Snake has led to hundreds of versions (some of which have the word snake or worm in the title) for many platforms. After a variant was preloaded on Nokia mobile phones in 1998, there was a resurgence of interest in the snake concept as it found a larger audience. There are over 300 Snake-like games for iOS aloneSnake is the common name for a video game concept where the player maneuvers a line which grows in length, with the line itself being a primary obstacle. The concept originated in the 1976 arcade game Blockade, and the ease of implementing Snake has led to hundreds of versions (some of which have the word snake or worm in the title) for many platforms. After a variant was preloaded on Nokia mobile phones in 1998, there was a resurgence of interest in the snake concept as it found a larger audience. There are over 300 Snake-like games for iOS alone.
* Introduction
* Define "video game"
* Video Game Industry Overview
* Aspects of Game Development
* Game Development Community
* Careers Available in Game Development
* Testimonies
* Options for Developing Required Skillset
* Other Avenues for Career Development
This document describes the development of a 3D car racing game using an agile evolutionary process. It discusses the initial concept of the game which was inspired by Death Rally, and how the concept evolved through iterations to include collecting coins, power-ups, and different types of coins worth various point values. The document also mentions the tools used such as Unity 3D for the game engine, Blender and 3D Studio MAX for modeling, and Adobe Audition for sound effects.
The document describes a capstone project to develop a car racing game called "Survival of the Fastest" using Unity and Android Studio. It was created by three students - Ravijot Singh, Koti Reddy, and Sunil Kumar - under the guidance of their lecturer Mr. Makul Mahajan. The game's objective is to survive as long as possible by avoiding obstacles on the track while getting to high scores quickly. The document outlines the various sections and features that will be included in the project such as introduction, existing applications, framework, design, testing, implementation, project legacy, and source code.
The document outlines the key elements to include when designing a game for instructional purposes, such as an overview of the concept, desired outcomes, objectives, assessment, gameplay strategy, character descriptions, environment, how to play, rewards, look and feel, technical specifications, and timeline. It provides examples for each element and recommends including details about the instructional approach, scenario, interactions, and assessment within the game design. The goal is to create an engaging experience that teaches the intended concepts and evaluates learning.
This document describes the development of an Android application called "FACTS" which allows users to view facts on their mobile device about various topics in the world. The application was created by 5 students under the supervision of Dr. Naveen Prakash at IFTM University in partial fulfillment of the requirements for a B.Tech degree in Computer Science and Engineering. The application provides a simple way for users to access information on their phone through categories of interest.
This document is a project report for a File Tracking System created by Sabana Maharjan. It includes a disclaimer, recommendation from the project supervisor, and a certificate of completion signed by external and internal examiners. The acknowledgments thank the computer science department and supervisor for their support. The abstract describes the project as an application to efficiently collect and track file information. It will use cloud technology and push notifications to alert users. The table of contents outlines the following chapters which cover introduction and background, literature review, methodology, system analysis and design, and implementation details.
The document is a project report for an online course portal submitted for the award of a Bachelor of Technology degree. It includes declarations signed by the three students certifying the originality of their work. It also includes a certificate signed by their supervisor confirming their contribution. The report acknowledges the support received from faculty members. The abstract provides a brief overview of the key features and functionality of the online course portal developed using PHP technology, including available courses, quizzes, discussion forums and assessment of student knowledge.
This document provides a project report on using LabVIEW software to transmit hyperterminal data from a server PC to a client PC via Ethernet using unicast and multicast methods. It begins with an introduction to virtual instrumentation and LabVIEW. It then discusses the objectives, requirements, theory, logic, circuit diagram, blocks and components used, and applications. The project aims to design and simulate a circuit to transmit and receive time synchronization data between PCs using different network transmission methods in LabVIEW for applications like time synchronization of systems.
The document discusses Securonix, a cybersecurity company that provides next-generation security analytics solutions. It describes Securonix's mission to help organizations detect and respond to cyber threats through its SNYPR Security Analytics Platform. The platform uses big data technologies like Apache Hadoop and Kafka to collect and analyze billions of security events per day to identify advanced persistent threats, insider threats, and other risks. It also provides log management, security information and event management, and user and entity behavior analytics capabilities on a single platform.
This project report describes the development of a system using near field technologies like NFC for monitoring and surveillance purposes for the Government of India. The system would allow tracking of various entities and individuals using NFC tags and geographic location data. NFC cards would be encrypted and distributed to specified people or objects. When read using a mobile device or reader, location and timestamp data would be sent to a server. The system was designed with modules for authorization, chart rendering, map rendering, and NFC functionality. It would integrate with existing applications to provide useful real-time data and information to the government. The project involved designing the system architecture, developing the required services, and testing the functionality and performance.
Project Final Report Ismail MIM IT13078010 SHUID 24048259_finalIsmail Iqbal
This document is a project report for an Android mobile application called "Numver" that can capture images of scratch cards and automatically top up a mobile account. The summary is:
1. The app aims to simplify the process of redeeming scratch cards by using optical character recognition to extract the credit amounts and mobile numbers from images rather than manual entry.
2. In addition to top ups, the app would also allow activation of data, call, and SMS packages with ease.
3. The report discusses selecting Android as the platform, OpenCV and Tesseract for image processing and OCR, and implementing the app using Android Studio.
4. Testing showed the OCR could accurately recognize characters from scratch card
This document is the project report for a Crime Portal System submitted for a Master's degree. It describes the development of an online portal that allows citizens to report crimes, search for missing persons, and view details on criminals. The system will facilitate communication between stakeholders like citizens, police departments, and the defense. It includes modules for administration, user complaints, criminal records, news, and more. The report discusses the existing system, proposed new system, feasibility analysis, design of the portal using data flow diagrams and ER modeling, and implementation using Java and related technologies.
Analyzing and implementing of network penetration testingEngr Md Yusuf Miah
The primary objective for a analysis of network penetration test is to identify exploitable vulnerabilities in applications before hackers are able to discover and exploit them. Network penetration testing will reveal real-world opportunities for hackers to be able to compromise applications in such a way that allows for unauthorized access to sensitive data or even take-over systems for malicious/non-business purposes.
This project report describes a student faculty document sharing application created by Krishan Kant Gupta of Aryabhatta International College of Technical Education in Ajmer, Rajasthan, India. The application allows college faculty to upload documents like syllabi, timetables, notes etc for students to view and download. It was developed using Android Studio and uses SQLite database. The report discusses the development tools, techniques and technologies used like Android, SQLite and provides implementation details, limitations and future enhancements.
This document is a project proposal for developing a "Sylabus Viewer" application. It includes an introduction describing the need for IT skills in Nepal. The objectives are to implement skills gained in previous semesters and fulfill requirements for an eighth semester bachelor's degree in computer engineering. The proposal provides an overview of the project scope, tools and software to be used including C# and SQL, and lists requirements. It seeks approval from the principal and head of the computer department.
This document provides background information on ResilientAfrica Network (RAN) and the internship program. It describes the objectives of industrial training and RAN's mission to promote resilience in Africa. The internship focused on RAN's Eastern Africa Resilience Innovation Lab (EARILab), which develops technologies and solutions. It involved learning about RAN's communication network, projects, and transforming their website using the Joomla content management system to make it more user-friendly.
This document provides details about a project to develop a data and business process intelligence platform using the Alfresco ECM system and Pentaho tools. The project aims to extract data from Alfresco, transform it using Pentaho Data Integration, load it into a data warehouse, and generate reports using Pentaho Reporting. It will extract document, folder, user, and audit data from Alfresco and load it into dimensional tables. Transformations and reports will then be created using Pentaho tools to provide reporting functionality. The reports will be published to the Pentaho BI server and stored in Alfresco for end users.
This document describes a graduation project for a remote access PC administrator application called RAPA. RAPA allows users to control their desktop computer from an Android device over a wireless network or the internet. The project uses a client-server model with a server component running on the desktop PC and a client component running on the Android device. The server is responsible for listening for connections, sending and receiving data, processing control commands, taking screenshots, and sending mouse and keyboard events to the operating system. The client opens connections to the server, sends/receives data and control commands, and sends mouse and keyboard events to the server. Both components are coded in Java. The document outlines the project idea, design considerations for local and internet
A Facial Expression Recognition System A Project ReportAllison Thompson
This document is a project report submitted to Kathford International College of Engineering and Management for a Facial Expression Recognition System project. It was created by four students - Nalina Matang, Shreejana Sunuwar, Sunny Shrestha, and Sushmita Parajuli - under the supervision of Ashok Kumar Pant. The report describes the background, objectives, methodology, results and conclusions of the project to develop a system that can recognize facial expressions using image processing and machine learning techniques.
Vision 360 is an Optical Shop Ecommerce Website
Made for retailers
Major Project MCA
Made by Nayan Gupta and Naina Kesharwani
Detailed report with
Introduction
Analysis
Planning
Design
Methodology
Implementation
Testing
Output
Limitations
Conclusion
Also, there are required figures like ER Diagram, DFD, Use Case, Structural Chart, Class Diagram and Website Screenshots
This document is a project report submitted for a Bachelor of Technology degree in Computer Science and Engineering. It summarizes a hotel management system developed using C# and SQL Server. The report includes sections on the vision for the project, architectural design, component design, testing plan, evaluation of test results, and a user manual. The system allows customers to book rooms and view hotel information while the administrator can add, modify, or delete hotel data and customer information stored in database tables.
Efficient and accurate object detection has been an important topic in the advancement of computer vision systems.
Our project aims to detect the object with the goal of achieving high accuracy with a real-time performance.
In this project, we use a completely deep learning based approach to solve the problem of object detection.
The input to the system will be a real time image, and the output will be a bounding box corresponding to all the objects in the image, along with the class of object in each box.
Objective
Develop a application that detects an object and it can be used for vehicles counting, when the object is a vehicle such as a bicycle or car, it can count how many vehicles have passed from a particular area or road and it can recognize human activity too.
Consistent toolbox talks are critical for maintaining workplace safety, as they provide regular opportunities to address specific hazards and reinforce safe practices.
These brief, focused sessions ensure that safety is a continual conversation rather than a one-time event, which helps keep safety protocols fresh in employees' minds. Studies have shown that shorter, more frequent training sessions are more effective for retention and behavior change compared to longer, infrequent sessions.
Engaging workers regularly, toolbox talks promote a culture of safety, empower employees to voice concerns, and ultimately reduce the likelihood of accidents and injuries on site.
The traditional method of conducting safety talks with paper documents and lengthy meetings is not only time-consuming but also less effective. Manual tracking of attendance and compliance is prone to errors and inconsistencies, leading to gaps in safety communication and potential non-compliance with OSHA regulations. Switching to a digital solution like Safelyio offers significant advantages.
Safelyio automates the delivery and documentation of safety talks, ensuring consistency and accessibility. The microlearning approach breaks down complex safety protocols into manageable, bite-sized pieces, making it easier for employees to absorb and retain information.
This method minimizes disruptions to work schedules, eliminates the hassle of paperwork, and ensures that all safety communications are tracked and recorded accurately. Ultimately, using a digital platform like Safelyio enhances engagement, compliance, and overall safety performance on site. https://safelyio.com/
Liberarsi dai framework con i Web Component.pptxMassimo Artizzu
In Italian
Presentazione sulle feature e l'utilizzo dei Web Component nell sviluppo di pagine e applicazioni web. Racconto delle ragioni storiche dell'avvento dei Web Component. Evidenziazione dei vantaggi e delle sfide poste, indicazione delle best practices, con particolare accento sulla possibilità di usare web component per facilitare la migrazione delle proprie applicazioni verso nuovi stack tecnologici.
Unveiling the Advantages of Agile Software Development.pdfbrainerhub1
Learn about Agile Software Development's advantages. Simplify your workflow to spur quicker innovation. Jump right in! We have also discussed the advantages.
Microservice Teams - How the cloud changes the way we workSven Peters
A lot of technical challenges and complexity come with building a cloud-native and distributed architecture. The way we develop backend software has fundamentally changed in the last ten years. Managing a microservices architecture demands a lot of us to ensure observability and operational resiliency. But did you also change the way you run your development teams?
Sven will talk about Atlassian’s journey from a monolith to a multi-tenanted architecture and how it affected the way the engineering teams work. You will learn how we shifted to service ownership, moved to more autonomous teams (and its challenges), and established platform and enablement teams.
Preparing Non - Technical Founders for Engaging a Tech AgencyISH Technologies
Preparing non-technical founders before engaging a tech agency is crucial for the success of their projects. It starts with clearly defining their vision and goals, conducting thorough market research, and gaining a basic understanding of relevant technologies. Setting realistic expectations and preparing a detailed project brief are essential steps. Founders should select a tech agency with a proven track record and establish clear communication channels. Additionally, addressing legal and contractual considerations and planning for post-launch support are vital to ensure a smooth and successful collaboration. This preparation empowers non-technical founders to effectively communicate their needs and work seamlessly with their chosen tech agency.Visit our site to get more details about this. Contact us today www.ishtechnologies.com.au
Everything You Need to Know About X-Sign: The eSign Functionality of XfilesPr...XfilesPro
Wondering how X-Sign gained popularity in a quick time span? This eSign functionality of XfilesPro DocuPrime has many advancements to offer for Salesforce users. Explore them now!
UI5con 2024 - Keynote: Latest News about UI5 and it’s EcosystemPeter Muessig
Learn about the latest innovations in and around OpenUI5/SAPUI5: UI5 Tooling, UI5 linter, UI5 Web Components, Web Components Integration, UI5 2.x, UI5 GenAI.
Recording:
https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
Malibou Pitch Deck For Its €3M Seed Roundsjcobrien
French start-up Malibou raised a €3 million Seed Round to develop its payroll and human resources
management platform for VSEs and SMEs. The financing round was led by investors Breega, Y Combinator, and FCVC.
Mobile App Development Company In Noida | Drona InfotechDrona Infotech
Drona Infotech is a premier mobile app development company in Noida, providing cutting-edge solutions for businesses.
Visit Us For : https://www.dronainfotech.com/mobile-application-development/
What to do when you have a perfect model for your software but you are constrained by an imperfect business model?
This talk explores the challenges of bringing modelling rigour to the business and strategy levels, and talking to your non-technical counterparts in the process.
UI5con 2024 - Bring Your Own Design SystemPeter Muessig
How do you combine the OpenUI5/SAPUI5 programming model with a design system that makes its controls available as Web Components? Since OpenUI5/SAPUI5 1.120, the framework supports the integration of any Web Components. This makes it possible, for example, to natively embed own Web Components of your design system which are created with Stencil. The integration embeds the Web Components in a way that they can be used naturally in XMLViews, like with standard UI5 controls, and can be bound with data binding. Learn how you can also make use of the Web Components base class in OpenUI5/SAPUI5 to also integrate your Web Components and get inspired by the solution to generate a custom UI5 library providing the Web Components control wrappers for the native ones.