• Title/Summary/Keyword: Location-based Game

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A Study on the Chronotope of Mobile Game (모바일 게임의 크로노토프 연구)

  • Lee, Jin
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.29-36
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    • 2018
  • The purpose of this paper is to examine the temporal and spatial characteristics of mobile games through Mikhail Bakhtin's chronotope concept in order to examine the changes of mobile games and gaming. Based on chronotope, a concept that refers to the inner relation between time and space reproduced in the novel, I examined the inner relation between the space - time experience in the mobile game platform and the reconstruction of the mobile game text. The mobile game builds the present-here world based on the player's will while superimposing the act of playing through the mixed platform of existence based on the player with the time and space of everyday life. The chronotope of a mobile game with players as platforms is created in the current space of now-here rather than connecting to the virtual world. In this paper, I review the role of chronotope reproduction in mobile games, focusing on role-playing games and location based games. In the mobile role-playing game, an unhistorical chronotope appears in which the player has a loose sense of distance around the automatic combat system, while the narrative and relational experience is weakened. In a location-based game, a chronotope of player-driven generation that generates amusing meanings through the overlap of the virtual world and the real world appears.

Fake GPS Detection for the Online Game Service on Server-Side (모의 위치 서비스를 이용한 온라인 게임 악용 탐지 방안)

  • Han, Jaehyeok;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.5
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    • pp.1069-1076
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    • 2017
  • Recently $Pok\acute{e}mon$ GO implements an online game with location-based real time augmented reality on mobile. The correct play of this game should be based on collecting the $Pok\acute{e}mon$ that appears as the user moves around by foot, but as the popularity increases, it appears an abuse to play easily. Many people have used an application that provides a mock location service such as Fake GPS, and these applications can be judged to be cheating in online games because they can play games in the house without moving. Detection of such cheating from a client point of view (mobile device) can consume a large amount of resources, which can reduce the speed of the game. It is difficult for developers to apply detection methods that negatively affect game usage and user's satisfaction. Therefore, in this paper, we propose a method to detect users abusing mock location service in online game by route analysis using GPS location record from the server point of view.

Characteristics of the Mobility with Figurative Approach in Location based Games (위치기반게임의 이동성 반영 구조에 관한 문채적 접근: <패러랠 킹덤(Parallel Kingdom)>을 중심으로)

  • Kwon, Boh-Youn
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.33-42
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    • 2015
  • This study analyzes location based game focused on the figurative characteristics of mobility. The purpose of this analysis is to extend the understandings of game mobility from technical side toward rhetorical territory. Christian Metz's film theory is appropriate for analysis of the game which is visual and combinational text. According as research findings, structuralize 5-layered spatial maps. And this kind of multi-layering structure generates figurative operations. Adaptive mobility by metaphor, it reflects player's real world movement into the virtual space. Metonymy brings given mobility, it reflects character's movement through all of the virtual maps.

A case study on the shooting game using user's location and map information : "Save the village" (사용자의 위치 및 지형 정보를 이용한 슈팅 게임 사례 : "Save the village")

  • Yoon, Taebok
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.121-128
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    • 2017
  • The problem of missing child is a social problem. It became a social problem that all parents must consider. These social and public sector issues need urgent improvement. There are many studies on the problem of preventing missing child worldwide as an area of increasing interest. However, in the past, mainly the method of monitoring the position information of the child depending on the equipment was mainly tried. In addition to this method, a method of learning local information is required. In this paper, we propose the game "Save the village," a flight shooting game based on the player's location information and local information. It is expected that it will be possible to learn local information naturally through this game. It is also expected that children will be able to cope with the situation without embarrassing or confusing even in a strange area.

A Wireless Location-Based Routing Algorithm in Multi-User Game Environments

  • Lee, Jong-Min;Kim, Seong-Woo;Lee, Jung-Hwa
    • Journal of Korea Multimedia Society
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    • v.10 no.12
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    • pp.1733-1740
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    • 2007
  • In this paper, we propose a wireless location-based routing algorithm which uses the location information of its neighbor nodes and a destination node. At first, the proposed routing algorithm forwards a packet to the X direction by selecting a closest node to its destination as a next hop in terms of the X coordinate until the packet reaches closely to the packet's destination. Then the packet is forwarded to the Y direction by selecting a closest node to its destination in terms of the Y coordinate. We use a back off mechanism in case that a next hop cannot be found using the proposed routing algorithm, which resolves loops while forwarding. The experimental results show that the proposed routing algorithm performs well like the existing routing algorithms Ad hoc On-demand Distance Vector and Greedy Perimeter Stateless Routing. It is expected to use the proposed routing algorithm in the digital battlefield of military environments and survival games of commercial environments.

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The Effects of Game Properties and Gratifications on Continuance Intention of Location-Based Augmented Reality Game (게임 속성과 충족 변수가 위치 기반 증강현실 게임의 지속 사용 의도에 미치는 영향)

  • Lee, Gyu-Dong
    • The Journal of the Korea Contents Association
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    • v.20 no.4
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    • pp.498-507
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    • 2020
  • Since the launch of Pokémon GO in 2016, the game has been loved for many users. Although the number of Pokémon GO users has declined, lots of users still enjoy the location-based augmented reality game. From the perspective of game properties and Use & Gratifications theory, this paper investigated the antecedents of continuance intention of Pokémon GO. A total of 258 responses from Pokémon Go users was collected by an online survey. The result of regression analysis showed that attitude toward game characters, attitude toward random game elements, social interaction, competition, and physical activity increased continuance intention. Perceived cost, however, decreased continuance intention. Implications for researchers and practitioners were discussed.

A study on the promotion of LBS Mobile Games (위치기반 모바일 게임 콘텐츠의 활성화 방안)

  • Kim, Dae-Hee
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.3-10
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    • 2004
  • With 3.6 million user of mobile phone, there has been a rapid develop ment of advanced mobile game taking advantage of various mobile phone functions. Most of all, LBS(location-Based Service) mobile game is expected to make a new mobile game market which is totally different from the previous one. The purpose of this paper, thus, is to review the present condition of LBS mobile game and possibilities. Furthermore, it is also to analyze the facing problems to solve and find the way to promote the LBS mobile game service.

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Development of the Educational Android Application using Location Based Service (위치기반서비스를 활용한 안드로이드 퀴즈 애플리케이션 구현)

  • Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.3
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    • pp.416-423
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    • 2012
  • Smartphone and Tablet PC has become a popular. So, various location-based service applications are being made in the field of advertising, games, and search. However, the location-based services application is lacking in the field of education. Therefore, this study proposes a Location-based service application for Tablet PC, which can be take advantage in school. The application was designed with these considerations in mind. First, the application to increase the participation of the students take the form of play. Second, participating students are influencing each other. Third, through the promotion of the cycle has allowed long-term operations. This application will be used usefully in an environment that students use a individual Tablet PC through the spread of e-textbooks.

Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Global Optimization for Energy Efficient Resource Management by Game Based Distributed Learning in Internet of Things

  • Ju, ChunHua;Shao, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3771-3788
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    • 2015
  • This paper studies the distributed energy efficient resource management in the Internet of Things (IoT). Wireless communication networks support the IoT without limitation of distance and location, which significantly impels its development. We study the communication channel and energy management in the wireless communication network supported IoT to improve the ability of connection, communication, share and collaboration, by using the game theory and distributed learning algorithm. First, we formulate an energy efficient neighbor collaborative game model and prove that the proposed game is an exact potential game. Second, we design a distributed energy efficient channel selection learning algorithm to obtain the global optimum in a distributed manner. We prove that the proposed algorithm will asymptotically converge to the global optimum with geometric speed. Finally, we make the simulations to verify the theoretic analysis and the performance of proposed algorithm.