• Title/Summary/Keyword: 게임 앱

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Developing a Personalized Application for Foreign Tourists, Discovery Korea (Discovery KOREA, 맞춤형 기반 외국인 관광객 앱 개발)

  • Nam Hyoung Cho;Hye Chan Wang;June Seo Park;No Ah Kim;Kyong Ah Kim;You Jung Ahn;Ji Sim Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.417-418
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    • 2023
  • '오징어 게임', '기생충', K-POP 등의 K-콘텐츠를 중심으로 한류 문화가 세계적으로 전파되고 있으며 이에 따라 방한을 희망하는 외국인들도 증가하고 있다. 그리고 여행자들의 취향이 세분화되면서 개인 맞춤형 여행을 선호하는 방향으로 트렌드가 변화되고 있다. 그러나 외국인을 대상으로 하는 애플리케이션은 많지 않다. 본 연구는 이러한 문제점을 해소하고자 외국인 관광객을 대상으로 맞춤형 서비스를 제공하는 모바일 애플리케이션인 'DisKO'를 개발하였다. 본 앱에서는 여행 취향에 대한 선호도를 기반으로 카테고리별 맞춤형 관광 정보를 제공한다. 그 외에도 외국인 관광객에게 필수적인 번역, 환율, 시차, 지도 등의 편의 기능을 제공한다. 본 앱을 통해 외국인 관광객들은 맞춤형 정보와 반드시 필요한 편의 서비스를 'DisKO'에서 활용할 수 있다.

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An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

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.

A Study on Development of Application using Smart TV (스마트 TV를 이용한 어플리케이션 개발에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.984-987
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    • 2012
  • A Smart TV is the multi TV which have not only function ability of general TV but also web service and application as like smartphone based on internet. In this paper, we suggest the web system for cooking recipes as smart TV application. This system have a game function by simulation and we can enjoy this cooking recipes application as a game.

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Research and development of 2P Tetris game (2인 테트리스 코드)

  • Kim, Dong Sub;Kim, Seong Min;Kim, TaeHong;Lee, SangJin;Yu, JinSu;Han, Seok Whan;Gang, Yun-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.307-308
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    • 2017
  • 본 논문에서는 Facebook 테트리스 게임에서 착안하여 모바일로도 실행시키고자 하였다. Facebook 테트리스와 같이 Hold, 미리보기, 줄 넘기기공격 등 세부 기능을 모두 구현하였다.Hold를 하면 다음에 나올 블록을 저장하여 필요할때 꺼내쓸수 있도록 한다. 미리보기를 하여 블록이 바닥에 도달했을시 예상위치를 나타내준다. 한 줄을 clear하였을 시 상대방바닥에 한줄이 올라오도록 한다. 안드로이드 프로그래밍으로 응용시 모바일 앱환경에서도 활용할수 있다.

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Smart Microwave (스마트 전자레인지)

  • Kim, Young-Chul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.727-729
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    • 2021
  • 본 작품은 학생들의 캡스톤디자인 작품이다. 2019년 코로나 시대가 도래한 후, 사회 전반적으로 많은 변화가 일고 있는데, 특히 5인 이상 집합 금지 및 식당 영업시간 제한 조치 등으로 인하여 외식을 선호했던 가족이나 개인이 집콕하는 시간이 늘면서 홈쿡과 홈베이킹이 대세를 이루게 된 것이다. 본 아이디어는 스마트 기술이 가전에 적용되면서 요리에서도 스마트 기술이 필요하다는 생각에서 출발하였다. 기존의 레시피는 다양한 책과 동영상(유투브) 등으로 소개되기 때문에 요리 방법을 보면서 시간과 소스의 양을 정확히 지키기 어려웠다. 하지만 본 작품에서 소개된 스마트쿡은 자체에 타이머와 저울 기능을 부여함으로써, 요리에 필요한 타이머 기능과 미세 조절 가능한 레시피 소스를 과학적으로 요리할 수 있도록 설계되었다. 이러한 부가 기능을 가진 스마트쿡이 실제로 적용된다면 요리의 시간이 한층 더 재미있고 과학적이 될 것으로 판단된다.

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Implementation of Work Information Search App using AR Multiple Markers (AR 다중마커를 활용한 작품정보검색앱 구현)

  • Jong-Won Lee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.479-480
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    • 2023
  • 증강현실(Augmented Reality, AR)은 물리적 현실세계에 가상의 세계를 중첩하여 부가적인 정보나 서비스를 제공하는 것으로 대부분 스마트폰과 같이 카메라를 장착한 기기를 이용하게 된다. 스마트폰의 카메라가 마커를 인식할 경우 가상의 오브젝트가 화면에 중첩하여 보이게 되는 것이다. 카메라가 인식하는 마커를 하나 이상 사용할 수 있다. 다중 마커를 사용하는 경우 마커를 인식할 때 중첩되는 가상의 오브젝트를 동일한 것으로 사용할 수도 있고 각 마커별로 다른 가상 오브젝트를 사용할 수도 있다. 본 논문에서는 전시되어 있는 작품을 마커로 등록하여 각 이미지별로 작품의 정보가 중첩되어 나타나도록 유니티의 AR 파운데이션 프레임워크를 이용하여 구현한다. 여러 작품이 전시되므로 이를 다중 마커로 사용하고 각 작품별 정보가 각기 다르게 출력되도록 구현한다.

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A Design and Implementation of Intelligent Self-directed learning APP for Considering User Learning Level (학습 수준정보를 반영한 지능형 자기 주도 학습 앱 설계 및 구현)

  • Lee, Hyoun-Sup;Kim, Jin-Deog
    • The Journal of Korean Association of Computer Education
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    • v.16 no.4
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    • pp.55-62
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    • 2013
  • Most of the APP market today, it is biased in the field of games and entertainment. In contrast, market-share of the educational APP is very low. This phenomenon is due to two major problems. The first is a decrease in the reuse because of the test of simple pattern. The second is difficult to consider user-level range that was learned previously. In this case it is necessary for students to do additional effort. This paper, propose an educational intelligent educational APP to solve the problems described above and shows implementation results. This system analyzes the stored results that have been saved to determine the area of vulnerability. Time-based Re-validation module helps long-term memory of student. The proposed system in this way directly supports self-directed learning. Therefore, the students can be able to relearn weak area autonomously. It results in improved academic achievement.

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An Exploratory Study on Convergence generation according to the convergence level estimation of Digital Device and Service (디지털기기와 디지털서비스의 컨버전스 수준 평가에 따른 컨버전스 세대의 탐색적 고찰)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.169-179
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    • 2011
  • The purpose of this study are as follows. First, to analyze digital convergence level of convergence generation to demographic variables. Second, the convergence level to digital device and using frequency to digital service. Third, the convergence level to digital service and using frequency to digital service. The research methods FGI, the interview with IT expert group and survey. The results of research are as follows. First, 30 aging, expert group, higher education group over graduate school are actively using and participated. Second, high level of convergence device are smart-phone, tablet PC, net-book are in order. high level of convergence service are SNS service, twitter, uee, portal messenger and app store, e-Book, web hard are in order. Third, The convergence generation enjoying app-store of smartphone, wireless game and more participating facebook/cyworld twitter, Portal, internet community.

Development of an App-Based Bicycle Riding System (앱 기반 자전거 라이딩 시스템 개발)

  • Dong-Jin Shin;Seung-Yeon Hwang;Jae-Kon Oh;Jeong-Joon Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.3
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    • pp.113-118
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    • 2023
  • Recently, as more and more cyclists ride bicycles for their health and more people commute by bicycle, the number of cyclists has increased. However, as the number of users increases, many accidents occur, and the handling of bicycle accidents is unstable. It is inadequate to prepare for accidents in other ways except for safety equipment. Therefore, there is a need for a safe and convenient way for modern adults to ride. Unlike other apps, in this study, by adding a safety function, you can shoot a black box while riding, and a function to inform you that it is an accident-prone area is implemented. In addition, a function that can detect an accident using the Android built-in sensor and automatically make emergency contact is added. Cyclists can secure safety and convenience in one app without the need to use additional apps. Furthermore it develops an app system that allows you to talk about riding and share your route through the Riding Community bulletin board.