• Title/Summary/Keyword: Mobile Game Development

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Development Of A Mobile Phone Game Using Illusion (착시현상을 이용한 스마트폰 게임 개발)

  • Ahn, So-Young;Yu, Wan-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2011.06a
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    • pp.293-295
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    • 2011
  • 스마트폰으로 무선게임을 이용하는 인원이 가입자의 증가로 1,000만 시대에 돌입하였고 2015년까지 연평균 무선게임 증가율을 32%에 달할 것으로 예견된다. 이에 본 연구에서는 착시현상을 이용한 스마트폰 게임을 개발하여 스마트폰 이용자들이 휴식시간에 기분전환으로 본 게임을 사용하도록 개발하였다. 본 개발은 사용자의 감정상태 종류별로 메뉴를 설정해 두어 해당 감정을 전환하는 기능을 추가할 수도 있으며, 여러 사람들과 착시되는 대상을 찾는 놀이로 활용 가능하다. 착시현상을 보는 중 시간을 측정하는 기능을 추가한다면 게임의 기능을 한층 높일 수 있다.

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Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.15 no.3
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    • pp.1015-1029
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    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

Solutions for the Location-Based Services

  • Kim, K.H.;Hong, S.G.;Park, J.H.;Lee, J.H.
    • Proceedings of the KSRS Conference
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    • 2003.11a
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    • pp.651-653
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    • 2003
  • As a result of the project 'Development of core technology for open LBS', we developed several solutions such as personal navigation system, mobile game, and emergency system. In this paper, we explain the approach and architecture of these solutions and consider their meaning on spatial information bases and expectation in the future computing environments. The final goal of this suggested solution is to test the efficiency of our open LBS system and verify the applicability and usability in real application environments. Our approaches will be headed to the future ubiquitous computing environments.

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A Study on the Game System Development Design of Mobile JAVA (모바일 게임개발을 위한 자바 프로그램 최적화 설계)

  • Choi, Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.11a
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    • pp.105-108
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    • 2002
  • 무선용 자바응용 게임의 개발에 대한 게임 개발 업체들의 관심이 높아지면서, 표준화 된 게임 어플리케이션의 상용화에 대한 필요성이 대두되고 있다. 휴대폰용 게임 같은 실시간 애플리케이션을 작성하는 것은 디바이스의 제한된 속도와 메모리 등의 한계를 극복해야만 가능하다. 먼저 무선인터넷에 대하여 연구하고, 자바를 게임개발에 어떻게 응용을 하여, 효율적인 게임개발을 함으로서 우수한 게임 제품을 개발 한 것인가에 대한 연구하였다.

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A Location-Based Campus Tour Augmented Reality Game for Enriching User Experience (사용자 경험 강화를 위한 위치 기반 캠퍼스 투어 증강현실 게임)

  • Choi, Jaewook;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.6
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    • pp.729-735
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    • 2020
  • A college campus tour is a great opportunity to promote the school environment, facilities and history to visitors or prospective students. Along with the population of smart phones and the advancement of information and communication technologies, many universities have recently provided mobile applications for campus tour, and some are starting to utilize augmented reality technology. However, most of the existing campus tour augmented reality systems tended to present a description-oriented campus tour guide. Their main focus is simply to provide information about the campus's main buildings or symbols. This study focuses on self-guided tours of the campus through games making new students and visitors to get familiar with the campus in a more natural and intuitive way. In this paper we present the design and development of a location-based mobile augmented reality treasure hunt game to enhance the user experience.

Development of multimedia Contents for Paintings and Orignal Forms of Shaman Spirit in Korean shamanism (한국 무속신앙에 나타난 무신도(巫神圖)와 무신원형의 멀티미디어 컨텐츠 개발 방안 연구)

  • 한지애;류시천;김병욱;고광필;남병호
    • Archives of design research
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    • v.17 no.3
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    • pp.199-208
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    • 2004
  • From the aspect that design should respond to the necessity of various cultural bases, design is important to be grafted to Korean traditional culture. This circumstance leads this study to clarify the plan of multimedia contents development of 'paintings and original forms of shaman spirit' in Korean shamanism as one of realistic re-illumination works for Korean cultural original forms. The main study results are conduded as followings through literature reviews, internet searches and case studies. First, 'the planning process' necessary for the development of scenarios, characters and multimedia contents are suggested based on the establishment of hierarchy structure among shaman spirits which are classified into necromancer, human being, nature and life after death. Second, relating to execution of process above, it is suggested that 'the strategic. plan by business items and its genres' such as blessing fancy goods, characters for mobile or game, scenarios for game or animation, online digital exorcisms, e-cards, e-talismans and so on. Finally, as future industrialization concerns, 'the industrial development plan' is suggested which can be extended to scenario-based original businesses such as game scenarios for online or mobile and heroism fictions. The study results highlight the fact that multimedia design approach are considered for expanding the target and scope of creative material for Korean cultural original forms. Future researches, based on the results of the study, are expected to be expanded to the various designerly-thinking approaches into 'Shaman' themes and rather to be re-illuminated to the development of Korean cultural original forms as a nation's strategic standpoint.

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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.

Radio Resource Management using a Game Theoretic Approach Method in Heterogeneous Wireless Networks (이종 네트워크 환경에서 게임 이론적 접근방법을 이용한 무선 자원관리)

  • Kim, Nam-Sun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.3
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    • pp.2178-2184
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    • 2015
  • With the development of wireless network technologies, mobile users may use various networks easily and expect more advanced services. On the other hand, it may bring on some problems with network resource management that should lead the service provider to improve the current service quality and manage the network resource efficiently. This paper proposes the optimized radio resource management (RRM) scheme that integrates the Grey Relational Analysis (GRA) and game theory. The first applies the GRA to determine the Grey Relation Coefficient (GRC) factors that represent the network preference, and the network provider then selects the requested service that provide maximum payoff through Nash Equilibrium. Six requested services that have one application service among four different types of service classes were considered and the game was played repeatedly. In WiMAX, WLAN 1 and WLAN 2 game, the maximum payoff of each players was 93, 90.6 and 92.8 respectively. The experimental results show that every requested service can be selected by the network provider. Consequently, the proposed radio resource management mechanism is more effective in heterogeneous wireless networks.

An Exploratory Study on the Extraction of Factors of Purchase Intention of a Smart-Phone Game (스마트폰 게임 콘텐츠 구매요인 추출에 관한 탐색적 연구)

  • Kwon, Hyeog-In;Kim, Ho-Il;Choi, Yong-Seok
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.43-53
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    • 2011
  • The purpose of this study was to enhance the factors of the purchase intention of a mobile game for applying existing. For this study, an exploratory analysis was conducted on 40 ordinary peoples to survey through open-ended questionnaires. After that, the factors was examined by 30 experts. finally, closed-ended survey was conducted to confirm the validity and Reliability Verification. As a result, the factors have been identified with 9. From among these, 2 factors were a Newly derived -The factors of a innovation service and device- Through this study, This research will be useful to provide The basis for extended studies of Marketing, Game-development, Market analysis, etc

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.19-28
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    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.