• Title/Summary/Keyword: 모바일 게임 인터페이스

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Mobile Game Control using Gesture Recognition (제스처 인식을 활용한 모바일 게임 제어)

  • Lee, Yong-Cheol;Oh, Chi-Min;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.11 no.12
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    • pp.629-638
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    • 2011
  • Mobile game have an advantage of mobility, portability, and simple interface. These advantages are useful for gesture recognition based game which should not have much content quantity and complex interface. This paper suggests gesture recognition based mobile game content with user movement could be applied directly to the mobile game wherever recognition system is equipped. Gesture is recognized by obtaining user area in image from the depth image of TOF camera and going through SVM(Support Vectorn Machine) using EOH(Edge Of Histogram) features of user area. And we confirmed that gesture recognition can be utilized to user input of mobile game content. Proposed technique can be applied to a variety of content, but this paper shows a simple way of game contents which is consisted of moving and jumping newly.

A Study of UI in mobile game RPG (모바일 게임 RPG에서 UI에 대한 연구)

  • KIM, Do-Kyung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.311-314
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    • 2016
  • 본 논문에서는 특정한 모바일 게임 장르인 RPG를 선호하는 유저들의 성향과 매력적인 게임 UI는 무엇인지에 관해 다양한 방법 및 분석한 결과를 제시한다. 모바일 RPG게임에 진입함에 있어 사용자들이 거치는 프로세스를 알아보고, 매력적인 게임 UI는 어떻게 정의하는 가에 대한 것도 제시한다. 게임 UI의 외형이나 기능 등의 요소가 게임을 선택하는 데에 있어 어떠한 영향을 끼치는가에 대해서 알 수 있다. UI와 플레이의 연관성을 분석을 통해 요인을 알아보고, UI가 게임을 진입하는데 있어 사용자에게는 어떤 의미를 가지는가에 대한 것을 알 수 있다.

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Development of the FishBowl Game Employing a Tabletop Tiled Display Coupling With Mobile Interfaces (모바일 인터페이스와 테이블탑 타일드 디스플레이를 연동한 FishBowl 게임 개발)

  • Kong, Young-Sik;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.57-66
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    • 2010
  • In the prior works on tabletop systems, a projection-based tabletop surface is mostly used to display computer images, and the participants interact with the display surface by hand multi-touching or using some tangible objects. In this research, however, we developed the FishBowl game that employs a scalable tabletop tiled display with infrared camera tracking coupled with PDA mobile interfaces. The focus of this game is to enhance user interactivity and realistic experience by coupling the high-resolution tabletop virtual environment and PDA mobile interface. This paper describes the game design followed by the system design and its detailed implementations. It also discusses the system usability and recommendation for its improvements after interviewing game players and then concludes with future research directions.

Through a comparative analysis of the digital characters SNG and PC Game Proposed future direction (SNG와 PC Game의 디지털캐릭터 비교 분석을 통한 미래방향 제시)

  • Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.9
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    • pp.473-478
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    • 2015
  • Since the advent of digital games, game of the core platform has been changed from the arcade to the mobile device. I consider that I try to seek the direction of the use of game which works for PC and mobile in comparison to analyze the changes in the game graphics. Effects of three types of game platforms on the game graphics, change depends on the game of the genre and game graphics. By reduction of the screen size, a new interface was appeared. However, as directly applying the PC version of the interface, it has brought about a user's inconvenience. I have found that mobile hardware development have not been affecting the game graphics. The common point of PC and mobile, they both have the limit of the platform which they own. There is a need to take into account the differences of graphically elements to use the player language interface.

Comparison and Analysis of FPS Mobile Game Interaction Design (FPS타입모바일게임의 인터랙션 디자인 비교 분석에 관한 연구)

  • Wang, Shi-Yu;Pan, Young-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.12
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    • pp.31-37
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    • 2020
  • The rapid development of the mobile internet has gradually changed the carrier of electronic games from PC to mobile. mobile games have become an excellent choice for many people to spend their spare time and enjoy life. Among many types of mobile games, Number of users of FPS games has increased rapidly in recent years. Based on the 《Emotional Design》 proposed by Donald Norman, this article compares the interaction design of China's most popular FPS game 《Game for peace》 and Korea's most popular FPS game 《PUBG》, and analyzes their similarities and differences, and then use that as a basis to summarize the three levels of emotional design-Visceral level, Behavior level, and Reflection level, which is the user interface, interaction mode, and interaction experience in interaction design Emotional expression on the two games. This theory provides suggestions for interactive design in the information industry such as mobile games.

Development Trends of Mobile Augmented Reality Game Platform and User Interface (모바일 증강 현실 게임 플랫폼 및 UI 기술 개발 동향)

  • Kim, Ji-Eun;Lee, Hun-Joo
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.7-18
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    • 2017
  • This year, global IT companies such as Google, Apple, and Facebook launched a mobile augmented reality platform. Existing augmented reality technology required a special device such as AR glass or tango phone, but now it will be easy to experience augmented reality in general Android phone and iPhone. The mobile augmented reality game market, which has been attracting interest since the Pokemon game, is expected to become more active. In this article, we introduce augmented reality platforms technology for mobile augmented reality game and mobile augmented reality games including ETRI prototype centered on user interface.

An Implementation of Finger Gesture Recognition Using Mobile Phone Camera (모바일 폰 카메라를 이용한 손가락 움직임 인식 구현)

  • Lee, Keun-Il;Rhee, Dea-Woong
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.895-898
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    • 2005
  • 최근 미래 컴퓨터 기술에 대한 연구로서, 인터페이스 부분에 초점을 맞춘 다양한 연구가 진행되고 있다. 현재 웨어러블 컴퓨터(Wearable Computer), 유비쿼터스 컴퓨팅(ubiquitous Computing), 가상현실(Virtual Reality), 멀티모달 인터페이스 기술 등 다양한 인터페이스 기술이 연구되고 있다. 본 논문에서는 모바일 폰 카메라를 이용해 손가락 움직임을 인식하는 알고리즘으로 KTF v1.1 Emulator 를 이용하여 모바일 게임을 위한 멀티모달 인터페이스로 적용 가능성을 제안한다.

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Application of Traditional Chinese Pattern Elements in Mobile Game UI (중국 전통 문양 요소의 모바일 게임 UI에서의 응용)

  • Wang, Jun;Ryu, Seuc Ho
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.285-289
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    • 2021
  • Traditional Chinese patterns are known for their unusual and attractive visual symbols with unique artistic characteristics and practical values.In mobile game UI design, traditional Chinese pattern has important meaning and value in interface design.The research aims to extract elements of traditional Chinese patterns and apply them to the design of mobile game UI, and better fuse traditional patterns into the design of mobile phone UI.Through literature analysis on traditional Chinese patterns and mobile UI interface case analysis, we learned the design principles and design methods of traditional Chinese pattern elements in mobile game UI.

Mobile User Task Prediction Models and Accuracy Evaluation Method (모바일 사용자 작업 예측 모델 및 정확도 평가 기법)

  • Kang, Young-Min;Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.11 no.9
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    • pp.1742-1748
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    • 2007
  • In order to provide the convenient access to the mobile services and the efficient utilization of the mobile devices, it is required to devise an intelligent user interface which guarantees the efficient task selection and transition in the limited input/output environments of the mobile devices. In this paper, we propose user task prediction models which are essential for the intelligent user interface, and an accuracy estimation model is also proposed for evaluating the prediction models.

User Interface of PDA based Network "Baduk" Game (PDA기반 네트웍 바둑 게임의 유저 인터페이스 연구)

  • 성재경;김용국
    • Proceedings of the Korean Information Science Society Conference
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    • 2003.10b
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    • pp.496-498
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    • 2003
  • 현재 온라인 비즈니스 모델의 성공 사례라 할 수 있는 바둑게임을 시간과 공간의 제약을 덜 받는 무선인터넷의 PDA(240*320픽셀) 기반 모바일 환경에서 대국을 한다면 온라인 환경에 비해 제한된 공간 관계로, 대기실과 대국실의 유져 인터페이스와 네트웍 시스템 측면의 연구가 필요하다. 본 연구는 사용자와 PDA의 상호관계에 있어 사용성을 최우선으로 고려하여 PDA 사용자 간의 네트웍 바둑게임을 구현하였다.

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