• Title/Summary/Keyword: Mobile game platform

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The Evolution of Korean Social Network Service focusing on the Case of Kakao Talk (한국형 SNS의 진화 : 카카오톡 사례를 중심으로)

  • Jung, Hee-Seog
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.147-154
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    • 2012
  • I made an analysis on the case of Kakao Talk, which is Korean top mobile instant messaging service, to find the growth potential of Korean Social Network Service in the global market. First, I found that unlike the PC messenger services, Kakao Talk is not only unlimited in mobile IM service provider but also has evolving into a social network service firm. Second, attempts with a variety of social services such as photo-based Kakao Story and Marketing Platform for Mobile Game, Kakao Talk successfully landed as a SNS company. Third, with 'Plus Friends' Service, soon-to-be launched Avatar and App Market Service, Kakao Talk is evolving into social media and social platforms. The big success of Kakao Talk in Korean market is expanding and reproducing into Japanese and Southeast Asian markets through the 'Line' serviced by NHN. Line is applying the proven success stories of Kakao Talk to the Japanese and Southeast Asian markets. It means that Kakao and Line, both are mobile IM services, have raised the possibility of success in the global SNS market although online web-based SNS Cyworld has failed in the global market.

The Dynamics of Online word-of-mouth and Marketing Performance : Exploring Mobile Game Application Reviews (온라인 구전과 마케팅 성과의 다이나믹스 연구 : 모바일 게임 앱 리뷰를 중심으로)

  • Kim, In-kiw;Cha, Seong-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.36-48
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    • 2020
  • App market has continuously been growth since its launch. The market revenues will reach about 1,000 billion US dollars in 2019. App is a core service for smartphone. Currently, there are more than 1.5 million mobile apps in App platform calling out for attention. So, if you are looking at developing a successful app, you need to have a solid marketing and distribution strategy. Online word of mouth(eWOM) is one of the most effective, powerful App marketing method. eWOM affect potential consumers' decision making, and this effect can spread rapidly through online social network. Despite the increasing research on word of mouth, only few studies have focused on content analysis. Most of studies focused on the causes and acceptance of eWOM and eWOM performance measurement. This study aims to content analysis of mobile apps review In 2013, Google researchers announced Word2Vec. This method has overcome the weakness of previous studies. This is faster and more accurate than traditional methods. This study found out the relationship between mobile app reviews and checked for reactions by Word2vec.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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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.

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.

Normal and Malicious Application Pattern Analysis using System Call Event on Android Mobile Devices for Similarity Extraction (안드로이드 모바일 정상 및 악성 앱 시스템 콜 이벤트 패턴 분석을 통한 유사도 추출 기법)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
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    • v.14 no.6
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    • pp.125-139
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    • 2013
  • Distribution of malicious applications developed by attackers is increasing along with general normal applications due to the openness of the Android-based open market. Mechanism that allows more accurate ways to distinguish normal apps and malicious apps for common mobile devices should be developed in order to reduce the damage caused by the rampant malicious applications. This paper analysed the normal event pattern from the most highly used game apps in the Android open market to analyse the event pattern from normal apps and malicious apps of mobile devices that are based on the Android platform, and analysed the malicious event pattern from the malicious apps and the disguising malicious apps in the form of a game app among 1260 malware samples distributed by Android MalGenome Project. As described, experiment that extracts normal app and malicious app events was performed using Strace, the Linux-based system call extraction tool, targeting normal apps and malicious apps on Android-based mobile devices. Relevance analysis for each event set was performed on collected events that occurred when normal apps and malicious apps were running. This paper successfully extracted event similarity through this process of analyzing the event occurrence characteristics, pattern and distribution on each set of normal apps and malicious apps, and lastly suggested a mechanism that determines whether any given app is malicious.

Development of Conversion Solutions for Interoperability of Applications on Different Mobile Internet Platforms (이기종 무선인터넷 플랫폼의 어플리케이션 상호 호환을 위한 변환 솔루션 개발)

  • Kang, Kyung-Bo;Kang, Dong-Hyun;Hong, Chang-Pyo;Ryu, Jong-Min;Lee, Joong-Hoon;Yoon, Jung-Han;Jwa, Jeong-Woo
    • The Journal of the Korea Contents Association
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    • v.7 no.4
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    • pp.1-9
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    • 2007
  • Cellular operators develop high speed mobile internet and multi-function cellular phones to activate new business model based on mobile internet services. Domestic cellular operators evolve their mobile networks from cdma2000-1x and EvDo to HSDPA to activate high speed mobile internet services. They also develop mobile internet platforms such as WIPI, BREW, and J2ME on multi-function cellular phones having multimedia solutions such as camera, MP3, MPEG, 3D game engine, DMB, PAN such as bluetooth, IrDA, W-LAN, and location information using GPS. But, content providers have problems of redevelopment of the same mobile internet application on different mobile internet platforms provided by cellular operators. In this paper, we develop conversion solutions for interoperability of mobile internet applications on WIPI and BREW using an one-pass compiler. We confirm the performance the proposed conversion solutions for the API conversion rate, the converted file size, and the full conversion time using the popular mobile games which are the killer applications on WiPI and BREW.

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.

Online Monitoring System based notifications on Mobile devices with Kinect V2 (키넥트와 모바일 장치 알림 기반 온라인 모니터링 시스템)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1183-1188
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    • 2016
  • Kinect sensor version 2 is a kind of camera released by Microsoft as a computer vision and a natural user interface for game consoles like Xbox one. It allows acquiring color images, depth images, audio input and skeletal data with a high frame rate. In this paper, using depth image, we present a surveillance system of a certain area within Kinect's field of view. With computer vision library(Emgu CV), if an object is detected in the target area, it is tracked and kinect camera takes RGB image to send it in database server. Therefore, a mobile application on android platform was developed in order to notify the user that Kinect has sensed strange motion in the target region and display the RGB image of the scene. User gets the notification in real-time to react in the best way in the case of valuable things in monitored area or other cases related to a reserved zone.

The Effects of Game User's Social Capital and Information Privacy Concern on SNGReuse Intention and Recommendation Intention Through Flow (게임 이용자의 사회자본과 개인정보제공에 대한 우려가 플로우를 통해 SNG 재이용의도와 추천의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • Management & Information Systems Review
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    • v.37 no.4
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    • pp.21-39
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    • 2018
  • Today, Mobile Instant Message (MIM) has become a communication means which is commonly used by many people as the technology on smart phones has been enhanced. Among the services, KakaoGame creates much profits continuously by using its representative Kakao platform. However, even though the number of users of KakaoGame increases and the characteristics of the users are more diversified, there are few researches on the relationship between the characteristics of the SNG users and the continuous use of the game. Since the social capital that is formed by the SNG users with the acquaintances create the sense of belonging, its role is being emphasized under the environment of social network. In addition, game user's concerns about the information privacy may decrease the trust on a game APP, and it also caused to threaten about the game system. Therefore, this study was designed to examine the structural relationships among SNG users' social capital, concerns about the information privacy, flow, SNG reuse intention and recommendation intention. The results from this study are as follow. First of all, the participants' bridging social capital had a positive effect on the flow of an SNG, but the bonding social capital had a negative effect on the flow of an SNG. In addition, awareness of information privacy concern had a negative effects on the flow of an SNG, but control of information privacy concern had a positive effect on the flow of an SNG. Lastly, the flow of an SNG had a positive effect on the reuse intention and recommendation intention of an SNG. Also, reuse intention of an SNG had a positive effect on the recommendation intention. Based on the results from this study, academic and practical implications can be drawn. First, This study focused on KakaoTalk which has both of the closed and open characteristics of an SNS and it was found that the SNG user's social capital might be a factor influencing each user's behaviors through the user's flow experiences in SNG. Second, this study extends the scope of prior researches by empirically analysing the relationship between the concerns about the SNG user's information privacy and flow of an SNG. Finally, the results of this research can provide practical guidelines to develop effective marketing strategies considering them for SNG companies.