• Title/Summary/Keyword: 스마트폰 융복합 게임

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Study on Fun factor in Smartphone Convergence Game - Focusing on the Defense and Plunder (스마트폰 융복합 게임의 재미요인 분석 - 수성과 약탈을 중심으로)

  • Kim, In-Su;Jung, Hyung-Won;Kim, Tae-Gyu
    • Journal of Digital Convergence
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    • v.13 no.7
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    • pp.367-372
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    • 2015
  • Smartphone game market, smart phone appeared on the market and soon developed rapidly, generation change is happening. Generally, Smartphone games are only short-lived super cell's Clash of Clans is gaining popularity for over two years. So Clash of Clans this game with hold most characteristic elements of the defense and plunder on the subject analyzed the fun factor. In order to analyze the defense and plunder elements were prepared Clash of Clans and Kings of Thieves in cases. Two of the cases, depending on the fun theory Preparation, A sense of space, A solid core machanic, A range of challenge, A range of abilities required to solve the encounter and Skill required in using the abilities were evaluated in the fun factor analysis of defense and plunder elements.

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.

A Study on the Influence of Connectivity and Convenience of Smartphones of Word-of mouth Intentions in the Convergence Era : Focused on the Mediating Effects of Application (융복합 시대 스마트폰의 접속성과 편리성이 구전의도에 미치는 영향연구 : 어플리케이션을 매개효과로)

  • Jo, Young-Jun
    • Journal of Digital Convergence
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    • v.13 no.5
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    • pp.69-78
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    • 2015
  • In this study, Word-of-mouth Intention of the factors Influence the Connectivity, Convenience and Application also was Investigated. Connectivity, Convenience on the Influence of the Mediation Effect was Carried out to Examine. The test results used in this Study Established Connectivity, Convenience of Application and Word-of-mouth to the Positive Effect was Found. Also Verifying the results of the Mediating Effect of Application and Application the Mediation Effect was Verification. These Factors Result in the Application and also in Calendar, Useful Application, Video, Music, Game of Word-of-mouth Intention Influence. For this Study, the use of Smartphones is a lot of College Students Surveyed and the Findings were Derived. This result provides an application development strategy implications that can satisty the user's Smartphone Convergent times.

Exploring Korean Collegians' Smartphone Game Behavior: Focusing on Conciseness, Perceived Ease of Use, Perceived Enjoyment, Flow, and Intent to Use (한국대학생의 스마트폰 게임 행위의 탐색: 간명성, 인지적 용이성, 인지적 즐거움, 플로우 및 이용의도를 중심으로)

  • Joo, Jihyuk
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.379-386
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    • 2016
  • This study explored Korean college students' smartphone game behavior for the pastime. Smartphone games have weakness that is not appropriate for playing the game because of small screen and non-sophisticated interface for operation. To defeat the disadvantage, the games employed minimalism like conciseness or simplicity. The study explored how conciseness influences perceived ease of use, perceived enjoyment, flow, and intent to use the game through PLS path modeling. We found that every hypothesis except a path, perceived ease of use to flow, proved significant. This result means that smartphone game design should consider the interface of users' convenience and user experience practically. Finally, based on the findings, suggestions for future studies were discussed.

Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.431-438
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    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

Effects of Physical Activity Intervention on Obesity and Metabolic Syndrome Risk Factors and Smartphone Game Time in Children (신체활동 중재가 초등학생의 비만 및 대사증후군 위험인자와 스마트폰 게임 참여 시간에 미치는 영향)

  • Sa, Seok-Eun;Kim, Won-Hyun;Kim, Yong-Geun;Lee, Ji-Young
    • Journal of Digital Convergence
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    • v.14 no.4
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    • pp.479-486
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    • 2016
  • The purpose of this study was to investigate effects of 12-week physical activity intervention on obesity and metabolic syndrome risk factors and smartphone game time in children. A total of 27 children(fifth grade elementary school students) participated in this study. The subjects were divided to exercise group(n=16) and control group(n=11), and participants in exercise group performed running and jump rope(60min/day; 3days/week; 50~70% of THR) during 12-week. We analyzed measurement data using two-way ANOVA. As results, obesity indices except body weight and metabolic syndrome risk factor decreased significantly in exercise group compare with control group. And VO2max increased and smartphone game time decreased significantly in exercise group compare with control group. In conclusion, we suggest that 12-week exercise intervention in children has positive effects on obesity and metabolic syndrome and improve negative lifestyle such as smartphone game.

A Study on Measures to Reduce Traffic Accidents caused by Using Smartphones While Driving (운전 중 스마트폰 사용으로 인한 교통사고 저감대책 연구)

  • You, Seung-Hee
    • Journal of Digital Convergence
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    • v.14 no.7
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    • pp.175-184
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    • 2016
  • The purpose of the study focuses on increasing dangers of using smartphones while driving recently, and then is to come up with measures to reduce traffic accidents caused by using devices like a smartphone. This study conducted a survey of drivers using their smartphones while driving to understand risks caused by using a smartphones while operating vehicles. Results showed that a lot of activities may lead to distracted driving, such as texting, making phone calls, using GPS or road maps, game, etc. In this paper, we presented that functions of smartphone should be controlled partially while driving for safe driving performance. These results suggest that using IoT-based smart devices like a beacon and a smartphone application implemented, tentatively called "Safe driving solution", while driving can reduce traffic accidents. Thus, in order to effectively prevent dangerous driving due to the use of smartphones, a "Safe driving solution" which restricts all functions except for calls and driver assistance functions is suggested.

Cultural Heritage Experiential Learning Smart-Phone APP Using LBS (LBS를 활용한 문화유산 체험학습 스마트폰 APP)

  • Kim, Yong-Ho;Kim, Hyeong-Gyun
    • Journal of Digital Convergence
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    • v.11 no.12
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    • pp.821-828
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    • 2013
  • This paper proposed CHELS-App that Smart-phone APP optimized cultural heritage experiential learning is configured can learning and sightseeing at the same time with experience the cultural heritage and enjoying the mission through quests to take advantage of the Smart-phone. CHELS-App is provide a guide maps by using the location-based service and cultural commentary(commentary, photos, quizzes, games, cartoon) with capability of event push about the Jongmyo Shrine as world heritage, and configured with capability of experience diary create and foot stamp through these experiences.

Analysis of trends in domestic research on addiction using text mining and CONCOR (텍스트마이닝과 CONCOR을 활용한 중독 관련 국내 연구 동향 분석)

  • Sol-Ji Lee;Ki-Hyok Youn
    • Journal of Internet of Things and Convergence
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    • v.9 no.6
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    • pp.99-110
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    • 2023
  • This study analyzed 817 articles published in Korean professional journals over the past three years, from 2020 to 2022, using text mining techniques to identify trends in addiction research in Korea and explore development directions. The analysis results are as follows. First, as a result of the analysis of the top keywords, online addiction studies such as smartphones, games, Internet, gambling, and relationship addiction were prominent as the top keywords. Second, as a result of TF-IDF analysis, many addiction studies related to behavioral addiction such as smartphones, games, the Internet, and work addiction have been conducted over the past three years, and in particular, there are many studies on addiction problems such as smartphones, games, and the Internet that have not yet been clinically diagnosed as addiction problems. This is the same as the result of word frequency analysis, and it can be interpreted that recent studies have been remarkably conducted on more diverse addiction problems. Third, the 2-gram analysis shows that words that mainly correspond to behavioral addiction, such as smartphones, games, and the Internet, appear side by side with the keyword addiction, and among them, words paired with smartphones are mentioned a lot in research papers and are being studied. Fourth, as a result of the CONCOR analysis, there were five clusters: a study on universal addiction issues such as alcohol use disorders and the Internet, a study of recovery on drug and gambling addiction, a study on mobile devices and media addiction, a study on the latest trends related to behavioral addiction, and other addiction issues. Finally, based on the results of this study, a direction for future addiction-related research was suggested.

Big Data Processing and Utilization (빅데이터 처리 프로세스 및 활용)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.267-271
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    • 2013
  • Our society has two prospective properties because of IT technology. Firstly, it is accelerated a degree of convergence. And convergence regions are expanded. For example, smart healthcare region was created by IT technology and medical industry. The efforts to convergence will be continued. Because of these properties, A number of data are made in our life. Through many devices such as smart phone, camera, game machine, tablet pc, various data types are produced. In this paper, we described utilization of Big Data. And we analysed Big Data processing process.