• Title/Summary/Keyword: Smart Phone Game

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The Causal Relationship of Choosing Factors of Smart Phone Game (스마트폰 게임 선택요인에 관한 연구)

  • Moon, Jae Young
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.723-729
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    • 2014
  • The purpose of this study is to find factors which are influencing choosing game based on empirical study. Today, many kind of smart phone games are developing because advanced smart phone hardware. Therefore we analyze to choose factors of smart phone game. As a results many smart phone game user more interested in reward than others. Many smart phone game company service their own game based on semi pay game because of profit. However, smart phone game user doesn't want to pay it. Thus mart phone game company have to change their sales strategy. Second, smart phone game user believe that access is important. So smart phone game company to manage game server.

A Study of Tour Game Using LBS based on Smart Phone (스마트폰 기반의 LBS를 이용한 투어게임에 관한 연구)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.239-244
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    • 2012
  • This paper proposed a tour game using LBS based on smart phone. This game is based on the historical background of Silla and spatial background of GyoengJu. A Event of tour game uses a smartphone-based LBS. Game events has occurred by comparing pre-measured GPS values and smart phone A-GPS values. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

The System for Activity-Visualization of the Experience Game of Smart Phone (사용자 활동 가시화를 위한 스마트폰 게임 디자인 시스템)

  • No, Hyo-Houn;Oh, Eui-Sang;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.15-24
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    • 2010
  • Smart phone games market is getting bigger. In this circumstance, the Experience game focusing user's activity is popular among the smart phone games because the user can be easily absorbed into the game and felt more sense of unity with the game. there are several studies about game storytelling which focus on story visualization or effective methods of game design, but the study of game storytelling connected with user's activity is not entirely satisfactory. Therefore, in this paper, we introduce a system for user's activity visualization of the experience game for smart phone. To achieve this, firstly, we show the model which is about the overall configuration of experience game for smart phone. secondly, the detail configurations of the overall game model is introduced. lastly, standing on the model, we introduce a simulation model and a developed program.

Design of Wi-Fi based Mobile Game App for a Smart Phone (스마트 폰을 위한 Wi-Fi 기반 모바일 게임 앱의 설계)

  • Oh, Sun-Jin
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.1
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    • pp.67-73
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    • 2011
  • With the rapid growth of recent smart phone technology, the interests for the design of online game in mobile computing environment are highly focussed on with great attention. Smart phone as a mobile terminal device, however, has many restrictions for implementing online mobile game since the limitation of relatively low performance of a processor, low resolution of GUI, small memory spaces, and short battery power. Therefore, most of games are very restricted on online and multi-play functions. In this paper, we design and implement mobile online game app in component based smart phone environment in order to take over these restrictions in mobile environment. Especially, the implemented mobile game is able to play online game among Wi-Fi based game server and another smart phone.

Design and Implement of Smart Phone Tour Game using A-GPS (A-GPS를 이용한 스마트폰 투어게임 설계 및 구현)

  • Kim, Hyeong-Gyun;Bae, Yong-Guen;Go, Mi-A
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.6
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    • pp.111-118
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    • 2011
  • This paper proposed a smart phone tour game using A-GPS. This game is a fused content of tourism and education. This game is based on the historical background of Silla and spatial background of GyoengJu. Game event has occurred by comparing pre-measured GPS values and smart phone A-GPS values. The field test of event were used to correct the A-GPS error by 3 times. This paper has looked at game planning and run screen. In addition, the future direction of the game were discussed.

Development and Usability Analysis of a Serious Simulation Game on the Smart Phone (스마트폰 기반 기능성 시뮬레이션 게임 개발 사례 분석)

  • An, Sang-Ha;Roh, Chang-Hyun
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.139-148
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    • 2011
  • Various types of games have been published in a smart phone game market. However, there are little serious simulation games among them. In this study, parking simulation game has been developed and published on the Apple app store and Android market, to analyze the usability and prospects of the smart phone based serious simulation game. Developed game was designed to give users realistic simulation experience with immersion in the smart phone environment. In case of Apple app store, more than 300 thousands download have been recorded. This means serious simulation games have much more potential for commercial value, even though there are constrains with small display and user interface.

The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.

A Study for Usability in Web Board Game based on Smart Phone : Toward Efficiency and Accuracy (스마트 폰 기반의 웹 보드 게임에서 사용성에 관한 연구 : 효율성과 정확성을 중심으로)

  • Han, Sang-geun;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.122-124
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    • 2014
  • Currently mobile game market has expanded rapidly due to the development of smart phone. In addition, mobile web board game has been developed consistently. However, several problems appear in users' usability. That is why the user who plays game do not satisfy in aspect with usability. The objective of this research analyses the factors to investigate the efficiency and the accuracy among usability those in web board game based on smart phone. We conduct to research the efficiency and the accuracy in traditional usability literatures and derive the proper usability factors based on smart phone. We expect to provide the guideline related on usability in mobile board game in the future.

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Design and Implementation of the GNEX-to-iPhone Converter for Smart Phone Game Contents (스마트폰 게임 콘텐츠를 위한 GNEX-to-iPhone 변환기의 설계 및 구현)

  • Lee, Yang-Sun;Choe, Hyo-Jun;Kim, Jae-Sung
    • Journal of Korea Multimedia Society
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    • v.14 no.4
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    • pp.577-584
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    • 2011
  • Since korean mobile communication companies each use different mobile platforms, developers must configure and translate their game contents to run under each of the smart phone platforms so that they can be serviced correctly. Nevertheless, such translation tasks require lengthy times and costs. This is one of the reasons why a variety of contents could not be provided. In order to mitigate such difficulty, this paper implemented the mobile contents converter system that converts mobile game contents of the GNEX platform to smart phone contents of the iPhone platform(iOS). The GNEX-to-iPhone automatic mobile contents translation system helps minimize the amount of time and cost required in servicing contents to different mobile communication companies by promptly translating platform-specific-contents to run under iPhone smart phone platforms. Also, the automatic translation and servicing of existing contents increases the reusability of these contents and also the productivity of new contents thereby offering users with a more variety of games.

An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.