• Title/Summary/Keyword: Google Play

Search Result 106, Processing Time 0.021 seconds

Proposal for the Model of mobile RPG lobby layoutfrom Viewpoint of UX (UX관점에서의 모바일 RPG 로비 layout 모델 제시)

  • Kim, Seong-gon;Kim, Tae-Gyu
    • Journal of Digital Convergence
    • /
    • v.17 no.12
    • /
    • pp.467-472
    • /
    • 2019
  • Growing smartphone usage in South Korea has also accelerated the pace of development of mobile games, but competition is intensifying as the market grows. As one of the factors for the success of the game in this mobile game market, UI has been presented, suggesting that the design of such mobile game UI should be approached in terms of designing the user's experience, along with its function, aesthetic expression, function-oriented design and information delivery before. In this paper, we propose an effective lobby layout of mobile RPG using experience among UX factors. Through the layout classification of Ernest Adams and Andrew Rollings, we selected 9 mobile RPGs in the 20th place of google play cumulative sales rankings and analyzed the layout of the lobby. As a result, the lobby layout of the game, which led the first market success of the mobile RPG genre, The result was that it became the standard of the boxed game. It can be interpreted that the lobby layout, which is similar to the game used previously by the user, is effective because low entry barriers and learning are unnecessary due to the experience of using the existing RPG. Future studies may produce a common layout of a broad genre if studies are conducted to measure the optimum UX for other genres than RPG.

Relationship Analysis between Malware and Sybil for Android Apps Recommender System (안드로이드 앱 추천 시스템을 위한 Sybil공격과 Malware의 관계 분석)

  • Oh, Hayoung
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.26 no.5
    • /
    • pp.1235-1241
    • /
    • 2016
  • Personalized App recommendation system is recently famous since the number of various apps that can be used in smart phones that increases exponentially. However, the site users using google play site with malwares have experienced severe damages of privacy exposure and extortion as well as a simple damage of satisfaction descent at the same time. In addition, Sybil attack (Sybil) manipulating the score (rating) of each app with falmay also present because of the social networks development. Up until now, the sybil detection studies and malicious apps studies have been conducted independently. But it is important to determine finally the existence of intelligent attack with Sybil and malware simultaneously when we consider the intelligent attack types in real-time. Therefore, in this paper we experimentally evaluate the relationship between malware and sybils based on real cralwed dataset of goodlplay. Through the extensive evaluations, the correlation between malware and sybils is low for malware providers to hide themselves from Anti-Virus (AV).

Development of An Automatic Classification System for Game Reviews Based on Word Embedding and Vector Similarity (단어 임베딩 및 벡터 유사도 기반 게임 리뷰 자동 분류 시스템 개발)

  • Yang, Yu-Jeong;Lee, Bo-Hyun;Kim, Jin-Sil;Lee, Ki Yong
    • The Journal of Society for e-Business Studies
    • /
    • v.24 no.2
    • /
    • pp.1-14
    • /
    • 2019
  • Because of the characteristics of game software, it is important to quickly identify and reflect users' needs into game software after its launch. However, most sites such as the Google Play Store, where users can download games and post reviews, provide only very limited and ambiguous classification categories for game reviews. Therefore, in this paper, we develop an automatic classification system for game reviews that categorizes reviews into categories that are clearer and more useful for game providers. The developed system converts words in reviews into vectors using word2vec, which is a representative word embedding model, and classifies reviews into the most relevant categories by measuring the similarity between those vectors and each category. Especially, in order to choose the best similarity measure that directly affects the classification performance of the system, we have compared the performance of three representative similarity measures, the Euclidean similarity, cosine similarity, and the extended Jaccard similarity, in a real environment. Furthermore, to allow a review to be classified into multiple categories, we use a threshold-based multi-category classification method. Through experiments on real reviews collected from Google Play Store, we have confirmed that the system achieved up to 95% accuracy.

A Study on Classification of Mobile Application Reviews Using Deep Learning (딥러닝을 활용한 모바일 어플리케이션 리뷰 분류에 관한 연구)

  • Son, Jae Ik;Noh, Mi Jin;Rahman, Tazizur;Pyo, Gyujin;Han, Mumoungcho;Kim, Yang Sok
    • Smart Media Journal
    • /
    • v.10 no.2
    • /
    • pp.76-83
    • /
    • 2021
  • With the development and use of smart devices such as smartphones and tablets increases, the mobile application market based on mobile devices is growing rapidly. Mobile application users write reviews to share their experience in using the application, which can identify consumers' various needs and application developers can receive useful feedback on improving the application through reviews written by consumers. However, there is a need to come up with measures to minimize the amount of time and expense that consumers have to pay to manually analyze the large amount of reviews they leave. In this work, we propose to collect delivery application user reviews from Google PlayStore and then use machine learning and deep learning techniques to classify them into four categories like application feature advantages, disadvantages, feature improvement requests and bug report. In the case of the performance of the Hugging Face's pretrained BERT-based Transformer model, the f1 score values for the above four categories were 0.93, 0.51, 0.76, and 0.83, respectively, showing superior performance than LSTM and GRU.

Development of the Basic Life Support App Including Chest Compression Feedback (흉부압박 피드백 기능이 포함된 기본소생술 앱 개발)

  • Song, Yeongtak;Kim, Minwoo;Kim, Jinsung;Oh, Jaehoon;Chee, Youngjoon
    • Journal of Biomedical Engineering Research
    • /
    • v.35 no.6
    • /
    • pp.219-226
    • /
    • 2014
  • This study is to develop a basic life support (BLS) app using the android based smartphone and to evaluate the function of the app. Suggested app contains chest compression feedback function, the map of automated external defibrillator (AED), direct emergency call and the basic knowledge of BLS. Using the accelerometer of the smartphone, we implemented a real-time algorithm that estimates the chest compression depth and rate for high quality cardiopulmonary resuscitation (CPR). The accuracy of algorithm was evaluated by manikin experiment. We made contents which were easy to learn the BLS for the layperson and implemented a function that provides the AED location information based on the user's current location. From the manikin experiment, the chest compression depth and rate were no significant differences between the manikin data and the app's feedback data (p > 0.05). Developed BLS app was uploaded on Google Play Store and it was free to download. We expected that this app is useful to learn the BLS for the layperson.

Analysis of Users' Utility on the Virtual Currency in Mobile Games: Focusing on S Mobile Game (모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로)

  • Park, Jong-Won;Yoo, Chang-Sok;Yang, Sung-Byung
    • The Journal of Information Systems
    • /
    • v.27 no.3
    • /
    • pp.141-160
    • /
    • 2018
  • Purpose The purpose of this study is to verify mobile game users' perceived utilities about real (price) and virtual (Ruby) currencies, which are the major factors of in-app purchase (IAP) widely used as a business model in a mobile game industry. Design/methodology/approach By using sales volume and sales frequency data for products sold in an 'S' mobile game from the 'D' mobile game company, we conducted a conjoint analysis according to the procedure recommended by Bicheno (2009). Findings The results of this study indicate that (1) mobile game users have greater utility for a virtual currency (Ruby) than for a real currency (price), (2) mobile game users' utility for virtual (Ruby) and real (price) currencies varies depending on sales volume and sales frequency, as well as (3) mobile markets (e.g., Google Play Store vs. Apple App Store), and (4) mobile game users have greater utility for a virtual currency (Ruby) which can be used readily than later.

The Valorization of Media Capital through User's Activities (이용자를 통한 미디어 자본의 가치 창출)

  • Kim, Dongwon
    • Korean journal of communication and information
    • /
    • v.70
    • /
    • pp.165-188
    • /
    • 2015
  • This paper deals with the questions: Are media user's activities labour? Or rent? These questions have provoked a debate in the critical media studies and Marx's theory. But it is not a matter of choosing either labour or rent. Even if user's activities could contribute to valorization, it needs some mediating process. Media Platforms-Google, Facebook, etc.-play a key role, and have to employ other forms of labour. Labour in media platform produces some capital commodities. In view of media platform, Smythe's audience commodity can be considered as capital commodity. Assertion in this paper expected to provoke new debate on media platforms and its labourer.

  • PDF

An Efficient Interruption Handling for 3D Games based on Android Platform

  • Viet, Doan Quang;Choi, Chang Yeol
    • International Journal of Contents
    • /
    • v.8 no.4
    • /
    • pp.42-49
    • /
    • 2012
  • Recently the unprecedented progress of Android platform and Google Play has brought more opportunities for individual mobile game developers. When playing an Android 3D game, users can accidentally hit HOME Key or BACK Key or receive an incoming message. Subsequently, another screen will appear on top and make the game application lose focus, or the operating system pause that game. These interruption events may also lead to the loss of game information or the game runs out of user control if that game cannot catch interruption events itself and resume at the exact time. As same as other mobile platforms, Android platform also provides Activity Lifecycle methods to help the game application control interruption problems. However, these methods are not adequate to solve all the interruption events. By implementing ANDCube game, we examine most of the possible interruption cases and propose some solutions to help Android game developers avoid some common interruption cases. Concurrently, we show the ways how a game application can catch all unavoidable interruption events and effectively resume from interruption to obtain a high quality game.

Review of Interstitial Cystitis and Need for Therapeutic Strategy Using Traditional Korean Medicine (간질성 방광염의 개괄과 한의학적 연구의 필요성)

  • Park, Sang-Woo;Kim, Chul-Jung;Cho, Chung-Sik
    • The Journal of Korean Medicine
    • /
    • v.33 no.3
    • /
    • pp.120-132
    • /
    • 2012
  • Objectives: This study aimed to analyze the current status of treatments and patients with interstitial cystitis, and then map out a strategy for development of generalized-treatments for interstitial cystitis in Traditional Korean Medicine. Methods: We selected research paper from various databases such as PubMed, Google, KStudy, KoreanTK, OIM, and KOMS. Also, to understand current tendencies of medical cost related with interstitial cystitis, we requested Health Insurance Review and Assessment Service clinical data from 2007 to 2011. Results: It was reported that treatment of interstitial cystitis using Traditional Korean Medicine was effective. However, patients of this usually visit a Western medical center rather than seek Traditional Korean Medicine. To take charge of clinical fields related with interstitial cystitis by Traditional Korean Medicine, we need more research and experiments of interstitial cystitis using Traditional Korean Medicine, and we must make a standardized protocol. Conclusions: Various studies related with interstitial cystitis using Traditional Korean Medicine will have to be undertaken. We expect that Traditional Korean Medicine will play a role in treatment of interstitial cystitis.

A Study on the Success Factors of K-Pop by Big Data Analysis -Focusing on the U.S. Music Market- (빅데이터 분석을 통한 케이팝 성공요인 분석 -미국음반시장을 중심으로-)

  • Kim, Ji Yean
    • Proceedings of the Korean Society of Broadcast Engineers Conference
    • /
    • 2015.11a
    • /
    • pp.31-34
    • /
    • 2015
  • The U.S. music market is a lucrative market for many foreign musicians due to its sheer size and it continues to play a leading role in the world music industry. However, it is a challenge to gain entry into that market and an even greater challenge to achieve success and fame within it. In fact, changes in the media paradigm have allowed for musicians to be able to independently produce their own songs and promote them globally. Some scholars address that the media paradigm shifting from traditional outlets to new outlets gives a chance to bypass traditional gatekeepers when entering the U.S. music market. Based on this scenario, this article examined two songs from Korean singer, Psy: Gangnam Style and Gentleman as a single case study. Utilizing Google Trends as a source of information, this study examined how each song's recognition among American music fans was different based on radio spins on Top 40 commercial radio stations. This article sheds new light on radio, which has been neglected due to the media paradigm shift, and presents how radio programmers are part of a complicated gatekeeping process which ultimately decides which songs are to gain popularity.

  • PDF