• Title/Summary/Keyword: 스마트폰 융복합 게임

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Factors Influencing VDT syndrome among male adolescents with risk of digital addiction (디지털중독 위험군 남학생의 VDT 자각증상 영향요인)

  • Seomun, GyeongAe;Lee, Youngjin
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.363-370
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    • 2016
  • The purpose of this study was to determine the influential factors associated with video display terminal (VDT) syndrome of male adolescents with digital device addition. The study design was cross-sectional descriptive survey. The study participants were 169 male middle school students in Seoul. A structured questionnaire was used for data collection and data were analyzed using the SPSS program. The factors most influential for the subjective symptoms of VDT were smartphone addiction, computer use time during the week, computer use environment. These factors accounted for 28.1% of the variance in subjective symptoms of VDT. In order to prevent the occurrence of VDT syndrome in students, we suggest to establish a preventive intervention against the digital addiction.

Smartphone-based casual games, character development practices through the development of business models - In the case of developing games(Craze Monkey) (스마트폰 기반 캐쥬얼게임 개발 사례를 통한 캐릭터 수익모델 개발 연구 -크레이지 몽키 개발사례 분석)

  • Lee, Jong-Ho;Lee, Dong-Lyeor;Lee, Wan-Bok;Ryu, Seuc-Ho;Kyung, Byung Pyo
    • Journal of Digital Convergence
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    • v.11 no.4
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    • pp.391-396
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    • 2013
  • Character industry is fundamentally based on a technical environment, a media, like any other cultural content industry. In order to extend a life of a character and increase the brand value, a choice and utilization of a more efficient way is necessary. Analyzing why game characters are less worth as a value of commodities than other media contents is presented and suggests complementary methods for the matter. In this study, an approach to increase a brand value of a game character, as well as, linking to develop profitable models afterward is suggested presenting a case of game development.

A exploratory study for Influential factors of smartphone over-dependence in elder and older Group (장·노년층의 스마트폰 과의존 영향요인에 대한 탐색적 연구)

  • Bae, Sung-Man;Koh, Young-Sam
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.111-121
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    • 2017
  • Smartphone use has become a part of everyday life, not only for adolescents but also for elderly and older people. Thus, this study explored the effect of demographic variables, the amount of smartphone usage, type of smartphone use and psychosocial variables on smartphone dependence of the elder group. We analyzed the data of 5627 (50s and 60s) of the Internet overdependence survey data of the Korea Information Society Agency in 2016. As a result of hierarchical multiple regression analysis, More frequency of smartphone use of weekday and weekend, and usage time of smartphone of weekday were related to greater smartphone dependence. More smartphone use for information seeking and games were associated with greater smartphone dependence. And, as loneliness and anxiety increased, smartphone dependence increased, while smartphone dependence decreased, as social capital increased. Through this study, it is necessary to understand characteristics related to smartphone dependence of elder and older group, and to use this knowledge to solve their smartphone dependence. Future studies also need to identify the causal relationship between predictors of smartphone dependence in elderly and older people.

Efficient Security Method Using Mobile Virtualization Technology And Trustzone of ARM (모바일 가상화 기술과 ARM의 Trustzone을 사용한 효율적인 보안 방법)

  • Choi, Hwi-Min;Jang, Chang-Bok;Kim, Joo-Man
    • Journal of Digital Convergence
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    • v.12 no.10
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    • pp.299-308
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    • 2014
  • Today, a number of users using smartphone is very rapidly increasing by development of smartphone performance and providing various services. Also, they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). today's mobile security solution is simply to detect malicious code or stay on the level of mobile device management. In particular, the services which use sensitive information, such as certificate, corporation document, personal credit card number, need the technology which are prevented from hacking and leaking it. Recently, interest of these mobile security problems are increasing, as the damage cases been occurred. To solve the problem, there is various security research such as mobile virtualization, ARM trustzone, GlobalPlatform for mobile device. Therefore, in this paper, I suggested efficient method that uses the mobile virtualization techniques of certification, security policy and access control, password/key management, safe storage, etc. and Trustzone of ARM for preventing information leakage and hacking.

A Study on Promotion Strategy of Categorized Mobile Apps using Datamining (데이터마이닝을 이용한 모바일앱 구분 별 촉진 전략에 관한 연구)

  • Jeong, Tae-Seok;Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of Digital Convergence
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    • v.10 no.5
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    • pp.339-349
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    • 2012
  • Smartphones which represent to the Mobile convergence, is the rapid spread, more than half of Korean are using. Accordingly, mobile apps that run on smartphone market is growing at a rapid pace. However, most studies on smartphone and mobile apps are focusing on the technology acceptance and improvement of function. So, this study is to suggest promotion strategy to each mobile apps, analyzed through three phases. First phase is the frequency analysis that deduct most frequently used mobile apps. Second phase is association rules that found to associate between mobile apps. Finally, to analyze deduction techniques for acquired 5 mobile apps to target variable in pre-2 phase use total 35 variables of 20 mobile apps categories, demographic variables, amount of PC, movie, music, book, game usage and fees per month.

Current Status of Big Data Utilization (빅데이터의 국내.외 활용 고찰 및 시사점)

  • Lee, Seong-Hoon;Lee, Dong-Woo
    • Journal of Digital Convergence
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    • v.11 no.2
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    • pp.229-233
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    • 2013
  • The technologies related with information communication regions are progressing continuously. These technologies in today are converged with different industries in rapidly. 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 and the traffic is increased. We called it Big Data. There are many efforts to create new worth creation through Big Data utilization. Therefore, we described current trends and future of Big Data in this paper.

Evaluation of AHP-Based Mobile MMORPG Game Interface Usability (AHP 기반 모바일 MMORPG 인터페이스 사용성 평가)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.255-261
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    • 2015
  • The use of games using smartphones have become universal, and the market share of MMORPG among various game genres shows an uptrend. However, MMORPG requires complex interface in view of the genre characteristics, and therefore, there are difficulties in building interface for efficient game play. This study analyzed game interface characteristics to suggest MMORPG game interface suitable for the mobile environment, and carried out a questionnaire survey evaluation on the usability of fight, exploration, character and transaction interfaces targeting 12 users. To quantitatively evaluate the subjective questionnaire survey results, this study analyzed a correlation between the characteristics of game interface and popularity using AHP. As a result, there was a close correlation between game selection & popularity and interface, and this study ascertained that interface development through game interface usability evaluation using AHP was possible.

A Study on Preference for Graphic Basic Elements of the UI/UX Design of Game Application (게임 어플리케이션의 UI/UX 디자인의 그래픽 기본요소 선호도 연구)

  • Cho, Hyun seung
    • Journal of Digital Convergence
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    • v.15 no.12
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    • pp.573-579
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    • 2017
  • The game industry using Smart phones and related market is rapidly growing every year and a graphical view of the game fun and games player is in a diverse environment improvement. Game visuals in the design of the application of the user's perspective, very simple tricks, unlike such as the game's environment is pc, but more sophisticated and to improve the quality of the game, planning is required. Ranking the top rankings, game downloads this study, therefore, has recently structured questionnaire based on the case in existing research conducted a survey. The surveyed more than 200 million people downloaded the Onmyoji game users in China was limited to the preferences of each gui survey analyzed. Preference shown in graphic identify success factors should be improved to lighting of the basic elements of design / ux ui and applications should be taken into account when designing the game. A Study on Design Factors for research purposes. The results verification the importance of visual elements, information elements, manipulation, and rapid response.

Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

A Hybrid Generation Method of Visual Effects for Mobile Entertainment Applications (모바일 엔터테인먼트 애플리케이션을 위한 혼합적 시각 효과 생성 방법)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.367-380
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    • 2015
  • This paper proposes a hybrid rendering method which combines pre-computed global illumination results and interactive local illumination techniques and thus could interactively produce photo-realistic visual effects for mobile entertainment applications. The proposed method uses the programmable shading capability of OpenGL, a de facto standard for computer graphics library so that it can be deployed in a real-world development environment. Also, it increases the rendering time by a negligible amount compared to normal rendering time since the pre-computed results are used as operands of plain arithmetic operations. Therefore it is expected to be applicable in practice for mobiles games which require real-time responsiveness to users.