• Title/Summary/Keyword: Android mobile game

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Blue Marble Game by Remote Control Using Smart Mobile Devices (스마트 모바일 기기의 원격제어를 통한 블루마블 게임)

  • Hwang, Jeseung;Lee, Hongrae;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.77-79
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    • 2013
  • 스마트 모바일 기기는 PC에 접속하여 PC 원격제어가 가능하다. 본 논문에서는 스마트 모바일 기기의 원격제어 기능을 이용하는 블루마블 게임의 개발 내용에 대하여 기술한다. 이는 하나의 PC에 다수의 클라이언트가 한 자리에서 모여, 자신의 스마트 모바일 기기를 원격 접속시킨 후, 블루마블 게임을 할 수 있도록 한다.

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Android's Mental Arithmetic application gesture based input development (제스처 입력 기반 안드로이드 암산 애플리케이션 개발)

  • Oh, Cheol-Chul;Hyun, Dong-Lim;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.241-246
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    • 2011
  • There are many discussions nowadays about utilizing smartphones to create a mobile computing educational environment. The purpose of this study is to develope an application which addresses the growing importance of mental arithmetic maps in lower elementary grades. Considering current theories on developmental characteristics for the target levels I decided that a gesture based input interface increase the users concentration and interest. Students using this application will learn and reinforce the basics of the addition, subtraction, multiplication, and division of natural numbers. By removing the limitations of time and space as afforded by the convenience of a smartphone and utilizing a gesture based input interface we can combine an application which increases users mental arithmetic speed and precision with the enjoyment of a game.

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Research of Soft-Interface Creation and Provision Methodology According to Applications Based on Mobile Device Environment (모바일 디바이스 환경에서 어플리케이션에 따른 소프트 인터페이스 제작 및 제공 방안 연구)

  • Cho, Changhee;Park, Sanghyun;Lee, Sang-Joon;Kim, Jinsul
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.513-519
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    • 2013
  • In this paper, we provide interfaces according to user application environments and provide tools through web-site that users can create interface to apply a wide range of application environment. HTML5 is used in the creation processing, so users can create various interfaces by dragging mouse and apply it to multimedia, game applications as well as documents by using the ASCII code and key events that are provided in the Android OS. Database of interfaces is stored in HDFS (Hadoop Distributed File System) based on Hadoop for management and users can have their own designed interface or select interfaces through simple login any time. In order to provide interface quickly, HIVE based on Hadoop is used for search and the data is provided in XML file which smart mobile can process quickly.

A Mobile OS Integrity Verification Using Bootloader & Physically Independent Storage Device (부트로더와 물리적으로 독립된 저장장치를 이용한 모바일 운영체제 무결성 검증)

  • Park, Jae-Kyung;Lee, Sang-Hun;Kwon, Mi-Young;Kim, Hyo-Nam
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.12
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    • pp.123-132
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    • 2014
  • In this paper, we study the verification techniques for OS integrity that can be more fatal than applications in case of security issues. The dissemination of smartphones is rapidly progressing and there are many similarities of smartphones and PCs in terms of security risks. Recently, in mobile network environment, there is a trend of increasing damages and now, there are active researches on a system that can comprehensively respond to this. As a way to prevent these risks, integrity checking method on operation system is being researched. As most integrity checking algorithms are classified by verification from the levels before booting the OS and at the time of passing on the control to the OS, in which, there are minor differences in the definitions of integrity checking or its methods. In this paper, we suggests the integrity verification technique of OS using a boot loader and a physically independent storing device in the mobile device.

Implementation of the Linguistic Contents for Elementary Korean Education of Foreigners (외국인을 위한 초급 한글교육용 어학 콘텐츠의 구현)

  • Kang, Ji-Hoon;Moon, Sang-Ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.10a
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    • pp.698-700
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    • 2010
  • In recently, various types of applications have been developed according the smart phone has become popular. There are many kinds of multimedia, game, information, education, etc according to each user. Most of the linguistic contents in mobile based are concentrated on learning foreign languages like English, Japanese, Chinese compared that the development of contents for Korean education is imperfect. In this paper, so, we implement the linguistic contents for elementary Koran education of foreigners based on android OS to use them by smart phone.

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Development of App Game Engine For Mobile OS Cross-Platform Support (모바일 OS 크로스 플랫폼 지원을 위한 앱 게임 엔진 구축)

  • Kim, MinHo;Jung, KyoungJin;An, DongUn
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.04a
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    • pp.325-327
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    • 2014
  • 애플의 iOS가 처음 출시되고 앱 마켓이 공급자와 소비자 모두에게 각광을 받으며 성공하자 구글에서도 Android를 내세워 구글 마켓을 오픈하였고 결국 다양한 종류, 높은 품질의 애플리케이션들이 사용자들에게 공급되게 되었다. 언제 어디서나 스마트 폰을 통해 고품질의 다양한 앱을 이용할 수 있다는 점이 부각되어 각 마켓의 다운로드 횟수가 급증하는 등 폭발적인 앱 시장을 이룩하게 되었다. 하지만 개발자의 입장에서는 같은 솔루션을 개발할 때 모든 플랫폼을 지원하기 위해 각각의 OS에 맞게 따로 개발하기 때문에 오히려 전체 개발기간이 늦어지는 요소가 되었다. 이런 비효율적인 개발 기간을 단축하기 위해 상용엔진을 구매하여 적용하는 경우가 있지만 영세한 규모의 프로젝트 팀에서 적용하기에는 무리가 있으며 엔진 자체를 배우거나 개발하려는 앱을 위한 커스터마이징하는 기간 역시 짧지 않아 좋은 선택이 될 수 없다. 이에 본 논문에서는 모바일 OS 크로스 플랫폼 지원이 가능한 게임 엔진을 구축하기 위한 방법을 설명하고 이를 활용하여 개발된 프로젝트를 테스트하여 초당 54~61frame 이라는 그래픽 출력 속도를 보임으로써 해당 엔진의 활용 가능성을 증명하였다.

Online Monitoring System based notifications on Mobile devices with Kinect V2 (키넥트와 모바일 장치 알림 기반 온라인 모니터링 시스템)

  • Niyonsaba, Eric;Jang, Jong-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.6
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    • pp.1183-1188
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    • 2016
  • Kinect sensor version 2 is a kind of camera released by Microsoft as a computer vision and a natural user interface for game consoles like Xbox one. It allows acquiring color images, depth images, audio input and skeletal data with a high frame rate. In this paper, using depth image, we present a surveillance system of a certain area within Kinect's field of view. With computer vision library(Emgu CV), if an object is detected in the target area, it is tracked and kinect camera takes RGB image to send it in database server. Therefore, a mobile application on android platform was developed in order to notify the user that Kinect has sensed strange motion in the target region and display the RGB image of the scene. User gets the notification in real-time to react in the best way in the case of valuable things in monitored area or other cases related to a reserved zone.

Analysis of Threats and Countermeasures on Mobile Smartphone (스마트폰 보안위협과 대응기술 분석)

  • Jeon, Woong-Ryul;Kim, Jee-Yeon;Lee, Young-Sook;Won, Dong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.2
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    • pp.153-163
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    • 2011
  • Smartphone is a mobile device which can perform better than feature phone. Recently, growth in demand for advanced mobile devices boasting powerful performance, market share of smartphone is increasing rapidly in mobile device market, for example, iphone and android phone. Smartphone can provide many functionalities, e-mail, scheduler, word-processing, 3D-game, and etc, based on its powerful performance. Thus, various secret information is integrated in smartphone. To provide service, sometimes, smartphone transmits informations to outside via wireless network. Because smartphone is a mobile device, user can lose his/her smartphone, easily, and losing smartphone can cause serious security threats, because of integrated information in smartphone. Also data which is transmitted in wireless network can be protected for privacy. Thus, in present, it is very important to keep secure smartphone. In this paper, we analyze threats and vulnerabilities of smartphone based on its environments and describe countermeasures against threats and vulnerabilities.

Dutch Touch : Mobile Application with Easy Dutch Pay (더치 터치: 더치페이를 쉽게 해주는 모바일 어플리케이션 구현)

  • Song, Yoojeong;Moon, Yeeun;Eom, Jiyeon;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.11-18
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    • 2018
  • The Dutch treat culture, which pays for the cost of having meetings with a large number of people, is located in the daily life of many modern people. In particular, the execution of Kim Young-ran is a more active Dutch treat. However, when going dutch, there is a case where the amount of money to be paid per person is not divided equitably and there is an ambiguous situation about who should pay more. Also if one person have to pay all of the payments because of the different payment method such as a cash or card, there is inconvenience to keep a record of the financial relationship each time. In this paper, we introduce an application that allows several people to easily calculate the amount of money to pay per person when eating together or calculating something. From our service, you can easily access with web-based service, manage the user's debts more conveniently through forming the group. In addition, we focused on convenient calculation of cost by setting remaining unit and reserve function which is a function to overcome the disadvantages of existing application. Also, we maintain fairness through games in situations where the users need to make a choice.