• Title/Summary/Keyword: Mobile Game Interface

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Game Programming of Digital Television Using OSD Middleware (OSD를 이용한 DTV용 게임 설계 및 구현)

  • Kim, Se-Young;Kim, Jang-Hyeon;Kim, Dae-Jin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.1
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    • pp.249-256
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    • 2011
  • Since various applications is converged in digital televisions, playing game on DTV will be available in the immediate future. Game programming of DTV is more difficult than that of PC in a viewpoint of game development. Since TV use very simple remote controller as user interface, mapping type, choice type, and one-button type are used among mobile game user interfaces. In addition, we suggest to use text class, numeral class, bitmap class, and shape class of DTV OSD middleware which is proven software, instead of developing new DTV-oriented game engine. The proposed interfaces can be applied in various game situations and allow intuitive and fast operations. By using OSD middleware, game actions can be subdivided into state structures, OSD objects can be used as game objects, and events and actions of remote controller keys are easily defined.

Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

Development of a Mobile Game for Smart Education of Rebar Work (철근공사 스마트 학습을 위한 모바일 게임 개발)

  • Park, U-Yeol
    • Journal of the Korea Institute of Building Construction
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    • v.22 no.2
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    • pp.219-228
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    • 2022
  • In this study, to improve educational motivation and learning outcomes, a mobile app using game elements was developed, and the effect of its application in rebar work education was analyzed. Using the 4F(Figure out-Focus-Fun design-Finalize) process, which is a game development model, a mobile learning app for rebar work was developed that considers the characteristics of college students familiar with smartphone use, and the app was developed in a manner that utilizes game mechanics such as learning missions and points to stimulate a learner's interest and improve educational motivation. The results show that the proposed app for rebar work is positively evaluated in terms of interface style, perceived usefulness, perceived ease of use, perceived enjoyment, attitude toward using, and intention to use. Therefore, it can be concluded that using the learning game app for rebar work in classes can contribute to improving a learner's performance in various aspects.

A Usability Testing of a Hybrid Mobile Reading Game for Children With Reading Disabilities (읽기장애아동을 위한 하이브리드 모바일 읽기 게임의 사용성 검사)

  • Shin, Mikyung;Park, Eunhye;Hong, Ki-Hyung;Lee, Joohyun;Park, Hyewon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.314-326
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    • 2018
  • The purpose of this study was to evaluate the usability of a hybrid mobile reading game among 14 parents of children with reading disabilities. The reading game consisted of six steps according to the process of reading (familiarizing with consonants and vowels, acquiring whole words, combining consonants and vowels, reading words, phonological rules, reading fluency). In this study, parents experienced steps one through three of the reading-game app and evaluated the general design features and Universal Design for Learning on a five-point scale. Regarding the general design features, parents rated usability (18 items in total) as high in the following order: interactive design, instructional design, and interface design. Regarding the Universal Design for Learning (9 items in total), parents evaluated usability as high in the following order: providing multiple means of representation, providing multiple means of action and expression, and providing multiple means of engagement. Lastly, suggestions for the improvement of the app, practical implications, and suggestions for future research are discussed.

Design of an OLED Controller to Display Realtime Moving Pictures on Mobile Display (실시간 동영상 구현을 위한 모바일용 OLED 제어기 설계)

  • Cho, Young-Sung;Lee, Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • v.9 no.2
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    • pp.877-880
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    • 2005
  • As DMB, 3D game, Internet and movie is serviced for the recent mobile devices, high resolution display devices beyond VGA become used. Implementation of real-time moving pictures of 30렌 by software programming is difficult because the performance of mobile processors is not so high. The full frame moving picture can be supported by using specific hardware. In this paper, an OLED controller that is consists of flash memory controller and OLED interface is proposed for real-time moving picture on mobile displays. The proposed OLED controller is implemented in FPGA and the performance is evaluated.

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A Study on HCI Application based on Human Body Motion in Flight Game (활강 게임의 인체동작 기반 HCI 적용 연구)

  • Lim, Dohee;Baek, Jongwoo;Choi, Jiyoung;Jung, Heokyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.320-322
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    • 2021
  • With the development of wireless Internet technology and the expansion of the game market, various forms of games are being developed that are mounted on various platforms, including mobile platforms. In this environment, ensuring the immersion of the game user's perspective will secure the game's competitiveness, so it is necessary to increase the immersion by satisfying each area presented by the Human Computer Interaction (HCI) theory. To this end, this high school implemented downhill games and experimented with kiosks by applying an interface that recognizes the human body's movements as a way to secure freedom and immersion of game users.

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A Study on the User Context Awareness based on the Smart Phone (스마트 폰 기반의 사용자 상황인지 플랫폼에 관한 연구)

  • Kim, Kee-Baek;Jang, Won-Seok;Choi, Jae-Wan;Lim, Chul-Su;Choi, Jong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.4
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    • pp.109-119
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    • 2012
  • As it is developing and growing up the mobile telecommunication, commercial mobile, and the application on it, the smart phone is attracting public attention techniques, hereafter. In this paper, we can make the context-awareness platform to supply users with the interface for their appropriate contexts using the smart phone. Therefore, we use the sensors in the smart phone, and the values from them are analyzed. As a result, we can estimate the user's contexts, such as the sitting and standing, movement, the lights, positions, locations, etc. In addition, we happen the suitable events from them for users. Therefore, we can provide the perspective interfaces for them. In addition, to prove the more efficiency of the proposed platform, we implemented the shooting game, and could know that the performance is the more advanced than the others. The proposed algorithm can be used for the mobile environments, which high efficiency is required such as the game, or the implementation of mobile applications which are more efficient to the user interfaces, etc.

Implementation of a Client Display Interface for Mobile Devices via Serial Transfer (모바일 직렬 전송방식의 클라이언트 디스플레이 인터페이스 구현)

  • Park Sang-Woo;Lee Yong-Hwan
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2006.05a
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    • pp.522-525
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    • 2006
  • Recently, mobile devices support multi-functions such as 3D game, wireless internet, moving pictures, DMB, GPS, and PMP. Bigger size of display device is indispensable to support these functions and higher speed of the interface is needed. However, conventional parallel interfaces between processor and display nodule are not competent enough for that high speed transfers. High-speed serial interface is beginning to appear as an alternative for parallel interface. The advantages of the serial interface are high bandwidth, small number of interconnections, low-power consumption, and good quality of electro-magnetic interference. In this paper, we implement serial interface and use it for a display module. LVDS is used for PHY layer and a defined packet is used for link layer. The feature of the implemented serial interface is the reduced number of interconnections with enough bandwidth.

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gABC: A Text Entry Framework using Gamepad (gABC: 게임패드를 이용한 문자 입력 방법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.67-76
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    • 2007
  • As the performance of game consoles is so highly progressed that services such as internet browsing become available on the consoles, the need for text input schemes on game consoles is rapidly raised. In this paper, we present a text input method of alphabet characters and several symbols using a gamepad, which is a widely used input device for most game consoles. Just like other text input methods using gamepad, our method allows users to enter texts by manipulating the gamepad with a user interface displayed on the screen of the console. A key idea of this paper is to present the user interface that is similar to the $4{\times}3$ keypad on mobile phones. The motivation of this idea is a principle that the experience of using a text input tool can be transferred to another tool that has similar interface. Another motivation is that the keyboard-based interface is too complex to be easily manipulated by simple input from a keypad, which is four orthogonal directions and several fire signals. Since most of keys on keypad of $4{\times}3$ keys are represented by a combination of two orthogonal directions, users feel easier in entering texts using keypad-based interface. We prove this argument in this paper by a user test of ten subjects. After about two experiment sessions, subjects reach 13 WPM in average, which proves that the proposed text input method enables much faster text input than the existing keyboard-based text input methods.

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Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.