• Title/Summary/Keyword: Mobile Game Development

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Development of a Mobile Game and Wearable Device for Upper Limb Rehabilitation after Brain Injury (뇌손상 환자의 상지 재활을 위한 웨어러블 장치와 모바일 게임 개발)

  • Lim, Hong Joon;Kang, Youn Joo;Song, Je young;Lee, minbong;Oh, Ji Eun;Ku, Jeonghun
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.11 no.3
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    • pp.253-259
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    • 2017
  • Conventional upper extremity rehabilitation paradigm after brain injury has several shortcomings that is monotonous, simple, and repetitive in exercises over a long period of time, thereby causing training efficiency to decline as a consequence of low interest and participation. To resolve this issue, this paper proposes a new rehabilitative program integrating a wearable device integrated with EMG and motion sensor and a mobile game for the upper limbs' rehabilitative training. The developed wearable device is manufactured in the form of band, making it easy to wear. The mobile game is designed to enable rehabilitative training through games reflective of flexion, extension, abduction, and adduction identified by motion sensors along with grasp motion recognized by EMG signals measured from the wearable device. It also provides a tailored rehabilitative environment suitable for individual patients based on difficulty adjustments. As a consequence of applying the developed program to 14 brain injury in need of the upper limb rehabilitation and taking surveys on the utility of the developed rehabilitative program, the responses indicated that the developed rehabilitative program is far much more interesting and fun than the conventional rehabilitative program, further to the desire of those surveyed to reuse the developed program in the future.

Protocol for Mobile On-line Conents in GVM Development Environment (GVM 개발환경에서 모바일 온라인 컨텐츠를 위한 프로토콜)

  • 김승훈
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.241-250
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    • 2004
  • In this paper, an application layer protocol between sewer and client is proposed for mobile on-line contents in heterogeneous distributed environments. The proposed protocol guarantees the global state consistency in the distributed environments and controls the flow of communication. The protocol reduces the overhead of handsets for flow control and does not need to maintain state information for contents. CPs, by using the proposed sealable protocol, can easily develop their contents as application processes.

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A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.71-80
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    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

Development of an Item Based Learning System In Mobile Environment (모바일 환경에서 문제은행에 기반한 학습 시스템의 개발)

  • Jang Moo-Soo;Song Hee-Heon;Kang Oh-Han
    • Journal of Korea Society of Industrial Information Systems
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    • v.9 no.3
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    • pp.46-54
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    • 2004
  • As a consequence of expansion in information technology, various services continually have been provided us through the internet in these days. Since the beginning of the mobile service, contents for its service actively have been developing now; there fore, the existing internet service system is gradually changing into the wireless mobile service system. However, mobile service now in use is mostly for entertainment such as bell sound, game and so on. The existing contents are very insufficient to satisfy the education. In this thesis, we have developed new mobile contents that are combined with Item Pool System. Students can connect to the learning contents by using the mobile device in anywhere and anytime in order to promote the efficiency of study.

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Cubic Tangible User Interface Development for Mobile Environment (모바일 환경을 위한 큐빅형 텐저블 사용자 인터페이스 개발)

  • Ok, Soo-Yol
    • Journal of the Korean Society for Precision Engineering
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    • v.26 no.10
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    • pp.32-39
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    • 2009
  • Most mobile devices provide limited input interfaces in order to maximize the mobility and the portability. In this paper, the author proposes a small cubic-shaped tangible input interface which tracks the location, the direction, and the velocity using MEMS sensor technology to overcome the physical limitations of the poor input devices in mobile computing environments. As the preliminary phase for implementing the proposed tangible input interface, the prototype design and implementation methods are described in this paper. Various experiments such as menu manipulation, 3-dimensional contents control, and sensor data visualization have been performed in order to verify the validity of the proposed interface. The proposed tangible device enables direct and intuitive manipulation. It is obvious that the mobile computing will be more widespread and various kinds of new contents will emerge in near future. The proposed interface can be successfully employed for the new contents services that cannot be easily implemented because of the limitation of current input devices. It is also obvious that this kind of interface will be a critical component for future mobile communication environments. The proposed tangible interface will be further improved to be applied to various contents manipulation including 2D/3D games.

Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

Development of Mobile Game Control System for Self-directed Curing of Game Addiction (자기주도적 게임 중독 치료를 위한 모바일 게임 제어 시스템 개발)

  • Yang, Seung-Heon;Lee, Kyung-Hee;Cho, Jungwon
    • Proceedings of The KACE
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    • 2017.08a
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    • pp.231-234
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    • 2017
  • 4차 산업혁명 시대에 접어드는 중심에 살고 있는 청소년들에게 스마트미디어는 삶의 가장 중요한 일부분이다. 미래창조과학부에서 발표한 2016년 조사에서 만 6세 이상 85%(2015년 대비 2.5%p${\uparrow}$)가 스마트 기기를 보유하고 있는 것으로 나타났다. 스마트기기의 보유율 증가는 게임 플랫폼으로 접근성이 높아지는 것을 의미하고 모바일 게임에 대한 과몰입 위험도가 커진다. 많은 연구와 논쟁이 이루어지는 온라인 게임에 대한 과몰입 대비에 비해 모바일 게임 과몰입 대책은 전무한 실정이다. 본 연구에서는 게임 과몰입에 가장 취약한 중학생을 대상으로 모바일 게임 제어 시스템을 통해 학생들이 자기 주도적으로 모바일 게임 과몰입에서 벗어날 수 있게 유도하였다. 학생들이 해당 시스템을 평상시에 활용했을 때 효율성과 실제 구현에 있어 고려해야 할 사항에 대해 알아보고자 한다.

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Relation with the academic achievement and motivation variables on Educational serious game (모바일 교육용게임에서 학업성취와 동기변인과의 관계)

  • Choi, Eun-young;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.463-464
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    • 2015
  • The purpose of this study is examine the relation with the academic motivation variable, cognitive style and the academic achievement, and guide to strategies of Mobile game learning development. Based on cognitive theory, the academic motivation variable has more related with academic achievement. As a result, internal motivation variables has highly positive correlation on academic self efficacy.

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