• Title/Summary/Keyword: Mobile gaming

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Android Real Target Porting Application Software Development (안드로이드 리얼 타깃 포팅 응용 소프트웨어 개발)

  • Hong, Seon Hack;Nam Gung, Il Joo
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.3
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    • pp.1-10
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    • 2011
  • In this paper, we implemented the Android NDK porting application with Eclipse(JDK) ADT and TinyOS 2.0. TinyOS and Cygwin are component based embedded system and an Open-source basis for interfacing with sensor application from H-mote. Cygwin is a collection of tools for using the Linux environment for commercially released with x86 32 bit and 64 bit versions of Windows. TinyOS-2. x is a component based embedded OS by UC Berkeley and is an Open-source OS designed for interfacing the sensor application with specific C-language. The results of Android porting experiment are described to show the improvement of sensor interfacing functionality under the PXA320 embedded RTOS platform. We will further more develop the software programming of Android porting under Embedded platform and enhance the functionality of the Android SDK with mobile gaming and kernel programming under sensor interfacing activity.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

An Analysis of Market Trend and Profitability Model for Mobile Social Game : A Case Study of Japanese Mobile Social Game (모바일 소셜게임의 시장동향 및 수익모델 분석 - 일본 모바일 소셜게임을 중심으로 -)

  • Kim, Han-Gook
    • Journal of Korea Entertainment Industry Association
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    • v.6 no.4
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    • pp.82-92
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    • 2012
  • Recently people who enjoy social game via mobile devices significantly are increasing depending on the rapid adoption of smart phones and the development of the network such as LTE. Most of them are enjoying the casual gaming mobile social games that you are able to play easily, but social issues like health problems due to long play time are emerging. The users, however, do not last long because of the simplicity of the game, and there are few people who actually buy game items even though they play it long time. This study has been conducted aiming to overcome such difficulties. This study suggests ways to generate constantly revenue avoiding short-term box-office after the release of mobile social games based on the analysis for market trend and profitability of the mobile social game. In addition, by applying profitability model analyzed to Japan's most successful game practices, this paper suggests the concrete methods about the commitment of the users. For summarizing the main achievements of this paper, providing the latest market information about mobile social games, analysis of profitability, practical implications for the commitment of the users are presented.

The Effect of Mobile Network Social Gamers' Altruism on Continuous Usage Intention: The Mediating Effect of Social Relational Capital (모바일 소셜 네트워크 게임 사용자의 이타주의적 행위가 게임 지속성에 미치는 영향: 사회 관계적 자본의 매개효과를 중심으로)

  • Chae, Seong Wook;Kang, Youn Jung
    • The Journal of Information Systems
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    • v.25 no.1
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    • pp.201-223
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    • 2016
  • Purpose As social network games (SNG) enjoy rapid growth in the market and become a major sector of the gaming industry, it is of great interest to examine the how users continuously use SNG. In SNG, the users' social interaction is the most prominent advantage of the social network, as well as the entertainment afforded by the game. This study explores the relationship between altruism, which is considered the most prominent characteristic of SNS, and the continuance usage intention, as well as the moderating role of social capital. Based on social capital theory and organizational citizenship behavior, this research model considers social bonding and bridging that are divided by social capital. Design/methodology/approach An AMOS analysis based on survey data from 223 SNG users indicated that SNG with greater altruism enhance social capital (social bonding, social bridging), which is related to the user's satisfaction and the continuance intention of SNG. Findings Social bonding is positively related to the user's satisfaction with SNG. In other words, social bridging positively affects the continuous usage intention of SNG. These findings help managers in developing and implementing altruistic relationships and social capital for continuous usage of SNG.

Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management (게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델)

  • Paik, Sihyun;Wen, Zhezhu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.

Research on Secure Keypads for Mobile Devices with Stretchable Displays (스트레처블 디스플레이가 적용된 모바일 기기의 보안 키패드 연구)

  • Dongmin Choi
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.3
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    • pp.885-890
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    • 2024
  • This study proposes a secure keypad structure that can adapt to screen changes in mobile devices equipped with stretchable display. For this purpose, we compared and analyzed the authentication methods applied to current rigid form factor smartphones with those applied to rollable and bendable display based smartphones, which are the previous stages of stretchable display. Based on the results of this analysis, we identified potential user convenience and security safety issues that may arise in the form factor structure for smart wallets, multitasking, screen expansion and media viewing, and gaming and entertainment applications where stretchable displays will be applied, then proposed a security keypad structure for these form factors. Our keypad structure provides enhanced user convenience and security compared to the structures applied in the smartphone environment based on the conventional rigid display form factor and rollable, bendable display form factor.

A Study for Factors Influencing the Usage Increase and Decrease of Mobile Data Service: Based on The Two Factor Theory (모바일 데이터 서비스 사용량 증감에 영향을 미치는 요인들에 관한 연구: 이요인 이론(Two Factor Theory)을 바탕으로)

  • Lee, Sang-Hoon;Kim, Il-Kyung;Lee, Ho-Geun;Park, Hyun-Jee
    • Asia pacific journal of information systems
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    • v.17 no.2
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    • pp.97-122
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    • 2007
  • Conventional networking and telecommunications infrastructure characterized by wires, fixed location, and inflexibility is giving way to mobile technologies. Numerous research reports point to the ultimate domination of wireless communication. With the increasing prevalence of advanced cell-phones, various mobile data services (hereafter MDS) are gaining popularity. Although cellular networks were originally introduced for voice communications, statistics indicate that data services are replacing the matured voice service as the growth engine for telecom service providers. For example, SK Telecom, the Korea's largest mobile service provider, reported that 25.6% of revenue and 28.5% of profit came from MDS in 2006 and the share is growing. Statistics also indicate that, in 2006, the average revenue per user (ARPU) for voice didn't change but MDS grew seven percents from the previous year, further highlighting its growth potential. MDS is defined "as an assortment of digital data services that can be accessed using a mobile device over a wide geographic area." A variety of MDS have been deployed, with a few reaching the status of killer applications. Many of them need to access the Internet through the cellular-phone infrastructure. In the past, when the cellular network didn't have acceptable bandwidth for data services, SMS (short messaging service) dominated MDS. Now, Internet-ready, next-generation cell-phones are driving rich digital data services into the fabric of everyday life, These include news on various topics, Internet search, mapping and location-based information, mobile banking and gaming, downloading (i.e., screen savers), multimedia streaming, and various communication services (i.e., email, short messaging, messenger, and chaffing). The huge economic stake MDS has on its stakeholders warrants focused research to understand associated dynamics behind its adoption. Lyytinen and Yoo(2002) pointed out the limitation of traditional adoption models in explaining the rapid diffusion of innovations such as P2P or mobile services. Also, despite the increasing popularity of MDS, unexpected drop in its usage is observed among some people. Intrigued by these observations, an exploratory study was conducted to examine decision factors of MDS usage. Data analysis revealed that the increase and decrease of MDS use was influenced by different forces. The findings of the exploratory study triggered our confirmatory research effort to validate the uni-directionality of studied factors in affecting MDS usage. This differs from extant studies of IS/IT adoption that are largely grounded on the assumption of bi-directionality of explanatory variables in determining the level of dependent variables (i.e., user satisfaction, service usage). The research goal is, therefore, to examine if increase and decrease in the usage of MDS are explained by two separate groups of variables pertaining to information quality and system quality. For this, we investigate following research questions: (1) Does the information quality of MDS increase service usage?; (2) Does the system quality of MDS decrease service usage?; and (3) Does user motivation for subscribing MDS moderate the effect information and system quality have on service usage? The research questions and subsequent analysis are grounded on the two factor theory pioneered by Hertzberg et al(1959). To answer the research questions, in the first, an exploratory study based on 378 survey responses was conducted to learn about important decision factors of MDS usage. It revealed discrepancy between the influencing forces of usage increase and those of usage decrease. Based on the findings from the exploratory study and the two-factor theory, we postulated information quality as the motivator and system quality as the de-motivator (or hygiene) of MDS. Then, a confirmative study was undertaken on their respective role in encouraging and discouraging the usage of mobile data service.

MPEG Omnidirectional Media Format (OMAF) for 360 Media (360 미디어를 위한 MPEG Omnidirectional Media Format (OMAF) 표준 기술)

  • Oh, Sejin
    • Journal of Broadcast Engineering
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    • v.22 no.5
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    • pp.600-607
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    • 2017
  • Virtual Reality (VR) has lately gained significant attention primarily driven by the recent market availability of consumer devices, such as mobile phone-based Head Mounted Displays (HMDs). Apart from classic gaming use cases, the delivery of $360^{\circ}$ video is considered as another major application and is expected to be ubiquitous in the near future. However, the delivery and decoding of high-resolution $360^{\circ}$ videos in desirable quality is a challenging task due to network limitations and constraints on available end device decoding and processing. In this paper, we focus on aspects of $360^{\circ}$ video streaming and provide an overview and discussion of possible solutions as well as considerations for future VR video streaming applications. This paper mainly focuses on the status of the standardization activities, Omnidirectional MediA Format (OMAF), to support interoperable $360^{\circ}$ video streaming services. More concretely, MPEG's ongoing work for OMA aims at harmonization of VR video platforms and applications. The paper also discusses the integration in MPEG Dynamic Adaptive Streaming over HTTP (MPEG-DASH), which is considered as $360^{\circ}$ video streaming services with OMAF content. In context of the general OMAF service architecture.

A Study on Security Consideration and Utilization of Domestic Encryption Algorithm for Developing Secure Smartphone Applications (안전한 스마트폰 애플리케이션 개발을 위한 보안 고려사항 및 국산암호알고리즘 적용 방안 연구)

  • Kim, Jee Yeon;Jeon, Woong Ryul;Lee, Young Sook;Kim, Mi Joo;Jung, Hyun Chul;Won, Dong Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.51-61
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    • 2011
  • A smartphone is a mobile phone that offers more advanced computing ability and connectivity than a contemporary basic feature phone. Unlike feature phone, a smartphone allows the user to install and run more advanced applications based on a specific platform. Smartphones run complete operating system software providing a platform for application developers. A smartphone will become the default computing method for many point activities in the not-too-distant future, such as e-mail, online shopping, gaming, and even video entertainment. For smartphone that contains sensitive information and access the Internet, security is a major issue. In the 1980s, security issues were hardly noticed; however, security is a major issue for users today, which includes smart phones. Because security is much more difficult to address once deployment and implementation are underway, it should be considered from the beginning. Recently our government recognized the importance of smartphone security and published several safety tips for using the smartphone. However, theses tips are user-oriented measures. Maintaining the security of a smartphone involves the active participation of the user. Although it is a important users understand and take full advantage of the facilities afforded by smarphone, it is more important developers distribute the secure smartphone application through the market. In this paper we describe some scenarios in which user is invaded his/her privacy by smartphone stolen, lost, misplaced or infected with virus. Then we suggest the security considerations for securing smartphone applications in respect with developers. We also suggest the methods applying domestic encryption algorithms such as SEED, HIGHT and ARIA in developing secure applications. This suggested security considerations may be used by developers as well as users (especially organizations) interested in enhancing security to related security incidents for current and future use of smartphones.

Touch-based Gaming System using Augmented Reality Technology (증강현실 기술을 이용한 터치기반 게임 시스템)

  • Lee, Jae-Young;Kwon, Jun-Sik
    • Journal of Digital Contents Society
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    • v.15 no.1
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    • pp.69-76
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    • 2014
  • In this study, by using the control technique of the user using augmented reality technology, to provide a game system touch-based. The augmented reality technology, can be advantageously used vehicle is easily recognized as a technique for synthesizing (images, video, text) object of the virtual image of the real world. Augmented reality technology has been studied to make the application in various fields. Studies of natural marker-based marker and base are underway, but there is no sense of incongruity in reality research natural marker-based and has been studied much. By using the augmented reality technology natural marker-based In this paper, we implemented a game system. The system also has the advantage that can be absorbed in the game by using the techniques of the interaction through a user's touch. Touch interface-based, are available as well as user environments, even in mobile devices such as smart-phone and touch pad.