• Title/Summary/Keyword: Mobile Game Development

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A Study of Seamless Power Supply using EDLC on Battery Change of Smartphone (EDLC를 이용한 스마트폰의 배터리 교환 시 연속적 전원 공급에 관한 연구)

  • Choi, Sang-Hun;Lee, Yong-Sung
    • Journal of the Korean Institute of Illuminating and Electrical Installation Engineers
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    • v.29 no.12
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    • pp.61-67
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    • 2015
  • Certainly, we are living in a true mobile society. At the end of 2014, approximately 40million 560thousand people are subscribed to smartphone services in Korea, using more than 2000MB of mobile data per a person. The use of smartphone is expected to increase. Moreover, smartphone moves toward becoming a requisite for modern people. Under the circumstances, high-speed communication services such as LTE provide high quality services anywhere and anytime and, furthermore, the development of high performances of the application makes the life patterns of modern people link directly to smartphone. Almost every day, new creative services are being introduced and the demands of on-line streaming services such as high-performance game and YouTube are increasing day after day. However, although smartphones are getting smarter and high quality services are rapidly growing, consumers still complain about the insufficient usage time caused by the capacity of batteries. In order to solve this problem, this thesis suggests EDLC(Electric Double-Layer Capacitor) uses as a supplemental power supply to keep the continuity of work while switching batteries. Through this approach, the running time of smartphone becomes longer as the number of batteries without power off and the purpose of this study is to maximize the convenience of using smartphone by eliminating the initialization of memories and the loss of time of rebooting while batteries are switched.

Digital Watermarking for Copyright Protection of 3-D CAD Design Drawing Based on Vector Data Using Digital Watermarking

  • Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Seung-Seob;Jeong, Tai-Il
    • Journal of Korea Multimedia Society
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    • v.9 no.12
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    • pp.1596-1606
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    • 2006
  • There has been more increased the development of 3D technique since many 3D contents of 3D graphic model, 3D mobile/computer game, and 3D CAD have been serviced in Web or industry fields. Therefore, the watermarking system is more required to protect the copyright for 3D contents. Currently there has been researched about the watermarking for 3D graphic model of mesh or NURBS. However, watermarking technique based on CAD design drawing leaves something to be desired yet. This paper proposed the watermarking technique for 3D CAD design drawing using Line and Arc components. After drawing out Line and Arc components from designed drawing, we embed the watermark into both the length of Line component and the radius of Arc component. Experimental results verified that the proposed algorithm satisfies the transparency about watermarked drawing and also has the robustness against several attacks by using public CAD tool.

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Implementation of the Linguistic Contents for Elementary Korean Education of Foreigners (외국인을 위한 초급 한글교육용 어학 콘텐츠의 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.698-700
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    • 2010
  • In recently, various types of applications have been developed according the smart phone has become popular. There are many kinds of multimedia, game, information, education, etc according to each user. Most of the linguistic contents in mobile based are concentrated on learning foreign languages like English, Japanese, Chinese compared that the development of contents for Korean education is imperfect. In this paper, so, we implement the linguistic contents for elementary Koran education of foreigners based on android OS to use them by smart phone.

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Survey of Capability Maturity for Digital Contents Process (디지털 콘텐츠 프로세스를 위한 역량성숙도 조사)

  • 궁상환
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.406-414
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    • 2004
  • It is being emphasized that management of core process is another crutial factor in the development of a product, besides of management of quality factors for the product itself. The study purposes to introduce process quality concept to digital contents market, and also aimes at meauring of process maturity, based on level 2 and 3 of Capability Maturity Model, for domestic companies especially devoted to digital contents area. The result shows that the maturity level of most of companies surveyed is very low and that mobile and game fields are slightly more matured than animation field. The paper also proposes some of future efforts to be made fur improving maturity level of digital contents companies.

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A Survey on Spectrum Sharing in Cognitive Radio Networks

  • Xu, Tangwen;Li, Zhenshuang;Ge, Jianhua;Ding, Haiyang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.11
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    • pp.3751-3774
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    • 2014
  • With the rapid development of wireless communication, the confliction between the scarce frequency resources and the low spectral efficiency caused by the stationary spectrum sharing strategies seriously restricts the evolution of the future mobile communication. For this purpose, cognitive radio (CR) emerges as one of the most promising inventions which can overcome the spectrum shortage. As the key technology and main objective of CR, spectrum sharing can make full use of the limited spectrum, alleviate the scarcity of frequency resources and improve the system utilities, playing thereby an important role in improving the system performance of cognitive radio networks (CRNs). In this survey, the spectrum sharing in CRNs is discussed in terms of the sharing process, mainstream sharing technologies and spectrum sharing models. In particular, comparisons of different spectrum sharing strategies are concluded, as well as that of different spectrum sensing schemes in sharing procedure. Moreover, some application examples of the spectrum sharing in CRNs, such as smart grid, public safety, cellular network and medical body area networks are also introduced. In addition, our previous related works are presented and the open research issues in the field of spectrum sharing are stated as well.

Development of App Game Engine For Mobile OS Cross-Platform Support (모바일 OS 크로스 플랫폼 지원을 위한 앱 게임 엔진 구축)

  • Kim, MinHo;Jung, KyoungJin;An, DongUn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.325-327
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    • 2014
  • 애플의 iOS가 처음 출시되고 앱 마켓이 공급자와 소비자 모두에게 각광을 받으며 성공하자 구글에서도 Android를 내세워 구글 마켓을 오픈하였고 결국 다양한 종류, 높은 품질의 애플리케이션들이 사용자들에게 공급되게 되었다. 언제 어디서나 스마트 폰을 통해 고품질의 다양한 앱을 이용할 수 있다는 점이 부각되어 각 마켓의 다운로드 횟수가 급증하는 등 폭발적인 앱 시장을 이룩하게 되었다. 하지만 개발자의 입장에서는 같은 솔루션을 개발할 때 모든 플랫폼을 지원하기 위해 각각의 OS에 맞게 따로 개발하기 때문에 오히려 전체 개발기간이 늦어지는 요소가 되었다. 이런 비효율적인 개발 기간을 단축하기 위해 상용엔진을 구매하여 적용하는 경우가 있지만 영세한 규모의 프로젝트 팀에서 적용하기에는 무리가 있으며 엔진 자체를 배우거나 개발하려는 앱을 위한 커스터마이징하는 기간 역시 짧지 않아 좋은 선택이 될 수 없다. 이에 본 논문에서는 모바일 OS 크로스 플랫폼 지원이 가능한 게임 엔진을 구축하기 위한 방법을 설명하고 이를 활용하여 개발된 프로젝트를 테스트하여 초당 54~61frame 이라는 그래픽 출력 속도를 보임으로써 해당 엔진의 활용 가능성을 증명하였다.

A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
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    • v.16 no.4
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    • pp.129-140
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    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

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Energy expenditure measurement of various physical activity and correlation analysis of body weight and energy expenditure in elementary school children (일부 초등학생의 대표적 신체활동의 에너지소비량 측정 및 에너지소비량과 체중과의 상관성 분석)

  • Kim, Jae-Hee;Son, Hee-Ryoung;Choi, Jung-Sook;Kim, Eun-Kyung
    • Journal of Nutrition and Health
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    • v.48 no.2
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    • pp.180-191
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    • 2015
  • Purpose: There is a lack of data on the energy cost of children's everyday activities, adult values are often used as surrogates. In addition, the influence of body weight on the energy cost of activity when expressed as metabolic equivalents (METs) has not been vigorously explored. Methods: In this study 20 elementary school students 9~12 years of age completed 18 various physical activities while energy expenditure was measured continuously using a portable telemetry gas exchange system ($K_4b^2$, Cosmed, Rome, Italy). Results: The average age was 10.4 years and the average height and weight was 145.1 cm and 43.6 kg, respectively. Oxygen consumption ($VO_2$), energy expenditure and METs at the time of resting of the subjects were 5.41 mL/kg/min, 1.44 kcal/kg/h, and 1.5 METs, respectively. METs values by 18 physical activities were as follows: Homework and reading books (1.6 METs), playing game with a mobile phone or video while sitting (1.6 METs), watching TV while sitting on a comfortable chair (1.7 METs), playing video game or mobile phone game while standing (1.9 METs), sweeping a room with a broom (2.7 METs) and playing a board game (2.8 METs) belong to light intensity physical activities. By contrary, speedy walking and running were 6.6 and 6.7 METs, respectively, which belong to high intensity physical activities over 6.0 METs. When the effect of body weight on physical activity energy expenditure was determined, $R^2$ values increased with 0.116 (playing a game at sitting), 0.176 (climbing up and down stairs), 0.246 (slow walking), and 0.455 (running), which showed that higher activity intensity increased explanation power of body weight on METs value. Conclusion: This study is important for direct evaluation of energy expenditure by physical activities of children, and it could be used directly for revising and complementing the existing activity classification table to fit for children.

Android's Mental Arithmetic application gesture based input development (제스처 입력 기반 안드로이드 암산 애플리케이션 개발)

  • Oh, Cheol-Chul;Hyun, Dong-Lim;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.241-246
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    • 2011
  • There are many discussions nowadays about utilizing smartphones to create a mobile computing educational environment. The purpose of this study is to develope an application which addresses the growing importance of mental arithmetic maps in lower elementary grades. Considering current theories on developmental characteristics for the target levels I decided that a gesture based input interface increase the users concentration and interest. Students using this application will learn and reinforce the basics of the addition, subtraction, multiplication, and division of natural numbers. By removing the limitations of time and space as afforded by the convenience of a smartphone and utilizing a gesture based input interface we can combine an application which increases users mental arithmetic speed and precision with the enjoyment of a game.

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A Study on the Development of AR Content for Promoting Memory Learning -Nursing Education Learning Content (암기학습 증진을 위한 증강현실 콘텐츠 개발 연구 - 간호 술기 학습 콘텐츠 중심으로)

  • Suh, Donghee;Suh, Eunyoung
    • Journal of Industrial Convergence
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    • v.19 no.1
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    • pp.79-85
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    • 2021
  • The purpose of this study was to investigate the existing augmented reality (AR) contents in education and to develop digital AR contents to promote the learning outcomes in nursing skills education. AR contents has been widely used in education such as children's books, coloring, or exhibition experiences, but rarely developed in nursing education. We wanted to develop AR contents on nursing skills which required memorization of complex contents. In order to improve nursing students' memorization skills, we developed AR techniques holding and executing cameras along with game elements of time and points. In order to give the effect of placing objects in front of the user's eyes, an augmented reality camera was applied, and a total of 40 levels were created to produce the sequence of nursing techniques. This study showed that learning contents in the medical field requiring expertise could be implemented as AR contents. The content developed in this study will be used as a learning aid for nursing students.