• Title/Summary/Keyword: Mobile Game Development

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Design and Development of Moving Roulette System for Role Sharing (역할 분담을 위한 이동식 룰렛 시스템 설계 및 개발)

  • Park, Seongjin;Jang, Junewoo;Ko, Hyeon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.2-4
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    • 2018
  • Most people cause disputes not to do things they do not want to do. Therefore, in this study, the mobile roulette system was studied to make role sharing easy and fun. The role sharing method is to rotate the roulette through the mobile application installed on the smartphone and throw the dart to check the result with the mobile application. Through this study, it is possible to set the role sharing that most people do not like to be as fun as the game, and the conflict due to the role sharing between family members can be reduced. It is also expected that it will contribute to leisure activities, not just unconditional roles.

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Development of Mobile AR Contents for Infant English Cognitive Training (유아영어 인지 능력 개발을 위한 모바일 AR 콘텐츠 개발)

  • Oh, Yeon-Jae;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.2
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    • pp.297-304
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    • 2015
  • Importance and necessity is enlarged due to globalization. So, English education is diverse and recently applies AR(Augmented Reality) technology to offer immersion and interest. Contents in this paper are Mobile AR contents for training infant English cognition. Our system displays teaching aid objects into 3D models, lets infants listen to English conversation and teaches them everyday English like a play. Considering infants that like games, this system adds an English game about each object of teach aids. To attract infants and parents interest persistingly, We give them immersion and interest by suggesting a different event at each step.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
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    • v.18 no.4
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    • pp.43-50
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    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.

Morphing and Warping using Delaunay Triangulation in Android Platform (안드로이드 플랫폼에서 들로네 삼각망을 이용한 모핑 및 와핑 기법)

  • Hwang, Ki-Tae
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.137-146
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    • 2010
  • According to rapid advent of the smartphone, software technologies which have been used on PCs are being introduced into the smartphone. This paper introduces an implementation of an application software under the Android platform using morphing and warping technology. It composes two face images with morphing technology and also transforms an original face image using warping technology for fun. For this, the image is triangulated by Delaunay Triangulation based on control points which are created by simple LCD touches on the mobile device. The implementation case of this paper will be a good reference for the development of applications like games using morphing and warping technologies over Android platforms.

A Mobile OS Integrity Verification Using Bootloader & Physically Independent Storage Device (부트로더와 물리적으로 독립된 저장장치를 이용한 모바일 운영체제 무결성 검증)

  • Park, Jae-Kyung;Lee, Sang-Hun;Kwon, Mi-Young;Kim, Hyo-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.123-132
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    • 2014
  • In this paper, we study the verification techniques for OS integrity that can be more fatal than applications in case of security issues. The dissemination of smartphones is rapidly progressing and there are many similarities of smartphones and PCs in terms of security risks. Recently, in mobile network environment, there is a trend of increasing damages and now, there are active researches on a system that can comprehensively respond to this. As a way to prevent these risks, integrity checking method on operation system is being researched. As most integrity checking algorithms are classified by verification from the levels before booting the OS and at the time of passing on the control to the OS, in which, there are minor differences in the definitions of integrity checking or its methods. In this paper, we suggests the integrity verification technique of OS using a boot loader and a physically independent storing device in the mobile device.

Development of Baekje cultural tourism contents by utilizing portable VR glasses (휴대용 가상현실 안경을 접목한 백제문화 관광 콘텐츠 개발)

  • Kang, Byoung-Gil;Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of the Korea Convergence Society
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    • v.9 no.1
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    • pp.317-323
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    • 2018
  • Although various kinds of VR services are being carried out in the tourism field, The virtual reality experiences are still costly, since they could be realized in a limited space with some kinds of expensive equipment such as HMD. In this study, we propose a mobile virtual reality tourism experience using an easy and simple Google card board and user's smartphone because most tourist sites are outdoors and most of users like enjoying sightseeing and experience at the same time. For this purpose, we constructed a system that provides tourist information in real time employing both the IoT and VR techniques. Especially we develpoed a tourism contents for the UNESCO World Heritage Communities of Baekje Historical Site and Songsanri Tumulus. In addition, we virtually restored the royal palace in Gongju and confirmed the historical experience by VR flatform could be popular with people.

The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.205-206
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    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

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Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

An End-to-End QoS Control Method for Heterogeneous Networks (이종 망을 위한 종단간 QoS 제어 방안)

  • Lee, Jong-Chan;Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.10 no.10
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    • pp.2715-2720
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    • 2009
  • Supporting Quality of Service (QoS) for multimedia services in heterogeneous mobile networks is a part of key issue for Three Generation Evolution (3GE) development. A QoS management structure needs to guarantee the QoS of moving users based on an end-to-end negotiation to support the seamless service when MT is moving between the heterogeneous networks. We propose an end-to-end negotiation method based on SLA(Service Level Agreement). For this aim, the SLA control and algorithm for supporting MT's QoS is considered. Simulation is focused on the average delay and packet loss rate, and the results show that our proposed method provides mobile terminals with the optimal performance.

Sliding Factor Development on Mechanical Emotion in Mobile Phone of Slide Type

  • Lee, Jaein;Byun, Jungwoong;Jeong, Jaehwa;Lim, C.J.
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.757-764
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    • 2012
  • Objective: The aim of this study is to find the optimal values of sliding factors which influence the mechanical emotion of users when they use sliding type mobile phones. Background: There are various researches that study the emotion of using mobile phones. They focus the correlation between emotion words and design factors and use the commercial products by the subjects in the experiment. However, it has a limit in finding the optimal point of emotional factors because we can search the restricted values in the mass production of the products. Therefore, we will find the optimal points by realizing the full range of the user's mechanical emotion. Method: First, we need to get the detailed factors which can describe the mechanical emotion in sliding up and down the mobile phone. Next, we find the control factors by considering the correlation between the factors of the sliding emotion and the possibility of quantitative design. To find the optimal points on the control factors, we make a sliding evaluation system which can help users feel the sliding mechanical emotion by realizing control factors. Finally, we find the optimal points by doing the experiment the system being used. Results: The critical values of the factors which are the main variables of this study are Open Max Force and Dead point Ratio. The optimal point of the Open Max Force is 200~250g/f, and the Dead point Ratio is 40~50%. Conclusion: In this study we develop the sliding evaluation system to realize the control factors of the sliding type phone and find the optimal values of the critical factors. Application: The results can be used as the criteria for designing sliding type phone.