• Title/Summary/Keyword: Game Platform

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The Role of Public Food Delivery Mobile Applications in the Food Delivery Market: A Game Theory Model

  • Bo-Hun SEO;Da-Hye SONG;Jong Woo CHOI
    • Journal of Distribution Science
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    • v.22 no.4
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    • pp.91-104
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    • 2024
  • Purpose: The study aims to assess the current status of domestic public food delivery apps and analyze the process through which sellers choose between private delivery apps and public delivery apps. This involves exploring strategiesto achieve the original purpose of public food delivery apps, which is to enhance the small business owners income and promote consumer welfare by preventing the monopoly of private food delivery apps. Research design, data and methodology: the research methodology is based on a model that introduces adjustments for non-economic effects, considering the preferences of multi-homing consumers, to more realistically reflect the benefits of sellers' choices. For data analysis, real business performance data from 'Daeguro', 'Meokkaebi', and 'Somunnan Shop' were used. Results: The study revealed that if the market share of public delivery apps within a specific region increases beyond a certain level, the benefits for small-business sellers also increase. This leads to the strategic advantage of simultaneously using both delivery apps. Furthermore, the results exhibit a tendency similar to real social phenomena. Conclusions: This analysis confirmed the role of public food delivery apps in the domestic delivery app market and presents policy recommendations, including application integration and the implementation of exclusive public interest functions, to effectively fulfill this role.

Development of Intelligent Service Robot using Smart Phone based on Android OS (안드로이드 기반 스마트폰을 활용한 지능형 서비스 로봇 개발)

  • Moon, Chae-Young;Ryoo, Kwang-Ki
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.9
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    • pp.4193-4199
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    • 2012
  • In this study, the intelligent robot equipped with an Android-based smartphone to enable the implementation of the performance of smartphone applications and robot platform has been designed and implemented. Smart phone that have touch screen, sound input/output, network and various sensor functions to robot platform that have simplicity function of power and motor etc. graft together and embodied so that can achieve function of remote control, home automation, game machine, R-running race etc. Phone used in the study of the Bluetooth communication sending and receiving data between the robot and from a remote computer over the Internet via WI-FI is designed to perform communication.

A Study of Technical Innovation Model of Digital Contents (디지털콘텐츠의 기술기반 진화모델연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.10
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    • pp.159-178
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    • 2006
  • Digital Media have been advanced and disseminated at the same time around the world. Digital contents have been evolved while Product Technology and Process Technology of 3D Digital Animation and On-line game have completed the innovative developments. First of all, several problems can be occurred when product technology can not lead the evolvement of digital contents. To accomplish the evolvement of both product technology and process technology of digital contents, the whole production system and process system must be modulized. Modulization of system can be completed by the consistent and stable integration of platform. Modulization of production system can bring out the modulization of product technology and then the modulization of technology can speed up the commercialization and market test.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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Smart Flying-Disc Monitoring System with IoT Technology (IoT 기술이 적용된 스마트 플라잉 디스크 모니터링 시스템 구축)

  • Lee, Jung-Chul;Jang, Young-Jong;Hwang, Tae-Ho
    • The Journal of the Korea institute of electronic communication sciences
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    • v.14 no.5
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    • pp.991-1000
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    • 2019
  • The flying-disc game has started since 1940. It has been spreading rapidly in Korea since 2007, mainly in elementary schools. Additionally, as sports science has been developed, research on flying discs has been continued to build a monitoring system for technological improvement and efficiency. In this paper, we acquire information on the user's flying-disc using 9-axis motion sensor and GPS. Then we propose a method for wireless transmission using Bluetooth 5.0. Specifically, the HW platform was designed and implemented not only to monitor a real-time data but also to compare and analyze rotational speed, flight trajectory, and a count of disc rotation through post-processing.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

Porting and Implementation of a 3D Cube Game using Android NDK(Native Development Kit) (안드로이드 NDK(Native Development Kit)를 이용한 3D 큐브 게임 이식 및 구현)

  • Koh, Eunbyul;Kim, Nokhee;Hwang, Sungmi;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.14 no.3
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    • pp.381-390
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    • 2013
  • Almost all the mobile phone users already moved or are now moving away to smartphones for their various applications like games. If we are to speak about game applications, due to the performance limits of smartphones, 2D games are predominant over 3D games in every app. store. In this paper, we implement a 3D cube game application by porting an existing visual c++ irrlicht cube application to android platform library using the android Native Development Kit. After the porting is done, we add a few new features for more fun. Because the android NDK makes the existing C/C++ codes run directly on the android operating systems, we found by real execution tests that our 3D cube app. is well executed on a low-end android smartphone without any performance problem.

An Observation-based Movement Control for Educational Coding Robots (코딩 학습용 로봇 제어를 위한 관찰 기반 움직임 제어)

  • Park, Kyeongbok;Cho, Sung Hyun;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.131-142
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    • 2016
  • Recently, a variety of methodologies based on the use of educational coding robots have been proposed and experimented in newly emerging korean educational coding markets. Due to imprecise movement accuracy of the existing coding robots, however, such robots are mainly used as a toy. Inspired by these observations, we developed a simple adjustment method during robot movements, which is based on the observation results of 6 line-tracking sensors: 3 sensors in the center of a robot and other 3 sensors at the front. These sensors help to determine whether the robot is in the right location and whether it rotates as expected. Through the well-designed experiments, we report the effectiveness of our proposed solution: the average distance error of 1.57cm and the average degree error of 2.38 degree before and after complex movements. In near future, we hope our method to be popularly used in various educational coding robot platforms.

Development of a Knee Exoskeleton for Rehabilitation Based EMG and IMU Sensor Feedback (단계별 무릎 재활을 위한 근전도 및 관성센서 피드백 기반 외골격 시스템 개발)

  • Kim, Jong Un;Kim, Ga Eul;Ji, Yeong Beom;Lee, A Ram;Lee, Hyun Ju;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • v.40 no.6
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    • pp.223-229
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    • 2019
  • The number of knee-related disease patients and knee joint surgeries is steadily increasing every year, and for knee rehabilitation training for these knee joint patients, it is necessary to strengthen the muscle of vastus medialis and quadriceps femoris. However, because of the cost and time-consuming difficulties of receiving regular hospital treatment in the course of knee rehabilitation, we developed knee exoskeleton using rapid prototype for knee rehabilitation with feedback from the electromyogram (EMG) and inertia motion unit (IMU) sensor. The modules was built on the basis of EMG and an IMU sensor applied complementary filter, measuring muscle activity in the vastus medialis and the range of joint operation of the knee, and then performing the game based on this measurement. The IMU sensor performed up to 97.2% accuracy in experiments with ten subjects. The functional game contents consisted of an exergaming platform based on EMG and IMU for the real-time monitoring and performance assessment of personalized isometric and isotonic exercises. This study combined EMG and IMU-based functional game with knee rehabilitation training to enable voluntary rehabilitation training by providing immediate feedback to patients through biometric information, thereby enhancing muscle strength efficiency of rehabilitation.