• Title/Summary/Keyword: Mobile Game Programming

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A Study on Mobile Game Programming based on GVM (GVM기반의 모바일게임 프로그래밍)

  • 백현옥;김재훈;남윤성;이재욱;조태경
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.5 no.4
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    • pp.292-297
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    • 2004
  • This paper is demonstrated about VM that means a circumstance where a application is no dependence of hardware and GVM which is selected by SKT as flatform, thus we developted portris-mobile game based on GVM. this game was embodied(actualized or given to actualized form) by Mobile C and process procedure of Event Drivnen type game that is a characteristic of Mobile C is showed by flowchart.

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A Study of Applying Extreme Programming Method in Mobile Game Development Environment

  • Seo, Yeung-Su;Jung, Hun;Park, Hae-Woo;Yu, Chun-Gun;Lee, Jun-Hyuk;Kang, Byung-Wook
    • 한국정보컨버전스학회:학술대회논문집
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    • 2008.06a
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    • pp.59-62
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    • 2008
  • When performing a project, the most important thing is building a result with planned quality within development period. Particularly, if the project is delayed or has no good quality in the case of the mobile game development project which is sensitive to the release time and quality, it is immediately connected to the failure of the project. Extreme Programming is a methodology that divides the development cycle into smaller units for reducing the risk factor of the project in which the development period is important. In this paper, we suggest the Expanded Extreme Programming for mobile game development environment in which the development period and quality are important

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Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

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.

Design and Implementation of Digital Game-based Contents Management System for Package Tour Application (패키지 투어 애플리케이션을 위한 디지털 게임 기반 콘텐츠 관리 시스템의 설계 및 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.6
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    • pp.872-880
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    • 2022
  • This paper present a design and implementation of a Contents Management System (CMS) to be integrated into a game that uses a Digital Game-based Learning (DGBL) approach for helping tourists learn about tourism spots as a part of the Package Tour Application. In terms of design, this paper shows a system architecture that consists of a database to store the game's content such as tourism spot information, score and question configuration, score history, et cetera, a web application to manage the content and a Rest API to delivers the content to the mobile game. Meanwhile, in terms of implementation, MySQL database and PHP programming language are used. Moreover, a time response performance evaluation is conducted which resulted in between 0.77 s to 1.4 s from CMS to the database. Once successfully integrated with the game, the CMS will allow the game to be played on multiple tours simultaneously, without having to rebuild the game for every package tour group.

Mobile Game Programming Using GVM and MobileC (GVM과 MobileC를 이용한 모바일 게임 프로그래밍)

  • Kim, Pil-Jin;Nam, Dong-Geun;Oh, Se-Man
    • Proceedings of the Korea Information Processing Society Conference
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    • 2002.04a
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    • pp.163-166
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    • 2002
  • 컴퓨터 게임의 발달은 오프라인 PC 게임에서 인터넷의 보급으로 인해 온라인 게임으로 발전하였다. 그 후 인터넷 환경은 유선 환경뿐만 아니라 무선 환경에서도 무선 단말기를 이용하여 게임 서비스가 가능한 수준에 이르렀다. 그러나 적은 메모리와 낮은 수준의 처리능력을 가지고 있는 제한적인 모바일 환경의 특성으로 유선 인터넷에서와 같이 멀티미디어를 포함한 다양한 형태의 정보제공 및 인터렉티브한 모바일 게임이 어려운 현실이다. 본 논문에서는 WAP(Wireless Application Protocol)을 기반으로 하여 다운로드 솔루션을 채택한 GVM(General Virtual Machine) 상에서 실행될 수 있는 모바일 게임을 설계하고 MobileC 언어를 사용하여 제작하였다. 또한, 모바일 게임을 설계하고 제작하는 과정을 통해서 단말기의 제한적인 실행환경에서 최대한의 효과를 나타낼 수 있는 개발 모델을 제시하고자 한다. GVM은 무선 단말기 상에서 동적인 응용프로그램을 실행할 수 있는 가상기계 플랫폼이다.

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Avoidance obstacles using A* algorithm in the Eyebot (A*를 이용한 장애물 회피)

  • 정현룡;김영배
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2003.06a
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    • pp.468-471
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    • 2003
  • The A* algorithm is usually used in game programming, mainly because it is fast in finding a optimal path to goal. In this paper. This algorithm was utilized for path finding, HIMM(Histogramic In-Motion Mapping) method is used in map-building. Map is updated continuously with range data sampled by PSD sensors From the map, A* algorithm finds a optimal path and sends subsequently the most suitable point to the Eyebot. A* algorithm has been tested on the Eyebot in various unknown maps of unknown and proved to work well. It could escape the local minimum, also.

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Realtime Fire Simulation and Rendering on Mobile Environment (모바일 환경에서 불꽃의 실시간 시뮬레이션과 렌더링)

  • Woo, Sang-Hyuk;Jo, Mi-Ri-Na;Park, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.10 no.7
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    • pp.934-943
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    • 2007
  • This paper presents a real-time fire simulation on the mobile phone using stable fluid animation techniques. Stable and fast fluid simulation methods are developed in PC and console games, but fluid simulation and interactive fluid models require too much system resources for applying on mobile environment. We studied and implemented physics-based models for fluids like fire and smoke effects using billboard and stable fluids simulation method on mobile 3D system. The mobile platform of our system is WIPI, which is the standard mobile platform in Korea, also we adopted NF3D API for our 3D programming API. We implemented real-time fire simulation and added it in mobile 3D game, "Rupee Story".

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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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NC Soft's Entertainment Expansion Strategy : Focusing on Exploration and Exploitation (엔씨소프트의 엔터테인먼트 확장 전략 : 탐험과 활용을 중심으로)

  • Kwon, Sang-Jib
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.3
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    • pp.1-11
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    • 2021
  • NC Soft will continue to dream of an entertainment innovation world where customers are connected through game and contents. NC Soft images an expansion in entertainment industry which open doors to the future of enjoy break through innovative online game and creative AI & IT technologies, focused on new business opportunities that are solely NC's own. This study starts with the implication on why focusing on exploration innovation and exploitation strategy at the same time in NC Soft is so challenging. NC Soft manages to their online & mobile gaming competencies in the long term and achieves their sustainable growth by incremental innovation (e.g. game planning, game programming, and graphic design). Also, for innovative success, pursuing exploration strategy is essential. NC Soft have built a strategic alliance spanning K-POP, digital contents platform, movie, and animation, sharing the connectivity of entertainment domains with major contents corporations. The findings of this study would also beneficial to entertainment and contents corporation executives and could provide some road-map on managing the dual challenges of exploration and exploitation implementations.