• Title/Summary/Keyword: Smartphone games

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A Design and Development of Korean Traditional Board Game on Android Environment (안드로이드 환경에서 한국전통 보드게임 설계 및 개발)

  • Kim, Yang-Jib;Kang, Seung-Woo;Song, Teuk-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2294-2300
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    • 2013
  • As smartphones have become widely used, topics of smartphone become a hot research subject in IT technologies. Many applications have been developed for the smartphone and the application market has become more and more increasing. However here are few studies or application developments on Korea's traditional games. In this paper we developed Korea's traditional board game Gonu. People who are young or old can play the game. We expect that many applications which related with Korean culture are developed on the smartphone environment.

The Hedonic Effects of Smartphone Vibrations in Mobile Gaming for Male Users

  • Choe, Pilsung;Liao, Chen;Schumacher, Dennis
    • Journal of the Ergonomics Society of Korea
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    • v.32 no.4
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    • pp.363-370
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    • 2013
  • Objective: This study investigates the influences of vibrations on hedonic satisfaction based on four kinds of perceptions (perceived ease of use, perceived usefulness, perceived enjoyment, cognitive concentration) when mobile gaming. Background: As mobile gaming is becoming more and more popular for smartphone users, they might want to have more hedonic satisfaction instead of focusing on traditional usability criteria such as efficiency, effectiveness, and satisfaction. Method: We conducted a human-factors experiment with 35 male subjects to evaluate hedonic satisfaction in the mobile game configured by 7 vibration types having different levels of intensity and length. Results: The results revealed that the use of vibration significantly increases the perceived ease of use, perceived usefulness, and cognitive concentration. In addition, the intensity of vibration makes differences of perceived usefulness and cognitive concentration. Conclusion: Vibration can be effectively used to improve hedonic satisfaction of smartphone users in mobile gaming when they are not allowed to turn the sound effects on. Application: This study helps game designers effectively provide vibration feedback of mobile games for smartphone users.

A Study on Smartphone Addiction and Mental Health Trend Improvement in Koreans (한국인의 스마트폰 중독과 정신건강 경향 개선에 관한 연구)

  • Choi, Do-Hyeon
    • Journal of Convergence for Information Technology
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    • v.9 no.11
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    • pp.22-27
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    • 2019
  • Along with the universalization of smartphones, smartphone addiction is becoming a physical and mental social problem. The purpose of this study was to investigate the relevance of the problems caused by addiction in 300 adolescents, adults and the elderly. The results showed that the use of SNS and messenger were most related to the negative factors such as health problems, depression, antisocial, schizophrenia, lower self-esteem, and lower social expectation. In addition, games and videos were analyzed to have relatively low negative problems. Focusing on the high addiction rate, the researcher further analyzed the preference for problem solution and discussed the improvement measures for smartphone addiction reduction.

Augmented Reality based Low Power Consuming Smartphone Control Scheme

  • Chung, Jong-Moon;Ha, Taeyoung;Jo, Sung-Woong;Kyong, Taehyun;Park, So-Yun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.10
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    • pp.5168-5181
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    • 2017
  • The popularity of augmented reality (AR) applications and games are in high demand. Currently, the best common platform to implement AR services is on a smartphone, as online games, navigators, personal assistants, travel guides are among the most popular applications of smartphones. However, the power consumption of an AR application is extremely high, and therefore, highly adaptable and dynamic low power control schemes must be used. Dynamic voltage and frequency scaling (DVFS) schemes are widely used in smartphones to minimize the energy consumption by controlling the device's operational frequency and voltage. DVFS schemes can sometimes lead to longer response times, which can result in a significant problem for AR applications. In this paper, an AR response time monitor is used to observe the time interval between the AR image input and device's reaction time, in order to enable improved operational frequency and AR application process priority control. Based on the proposed response time monitor and the characteristics of the Linux kernel's completely fair scheduler (CFS) (which is the default scheduler of Android based smartphones), a response time step control (RSC) scheme is proposed which adaptively adjusts the CPU frequency and interactive application's priority. The experimental results show that RSC can reduce the energy consumption up to 10.41% compared to the ondemand governor while reliably satisfying the response time performance limit of interactive applications on a smartphone.

The Evolution of Smartphone Game System through Auto Play System (자동 전투 시스템을 통해 본 스마트폰 게임 시스템의 진화)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.27-34
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    • 2016
  • New game systems have emerged with the rapid growth of Korea smartphone game industry. Especially auto battle system introduced in RPG which is the most popular genre, which has brought a significant change in the understanding of the computer games. To understand this change, it is necessary to look at what circumstances did emerge auto battle system. What is important here is the smart phone as the technical apparatus which defines the presence of a smart phone game, and the use pattern of the smart phone. the technical device and Its use pattern are affecting the activity of the user how to play the game, game developers are to create the game system according to this play style. By examining the appearance and growth of this auto battle system, we can confirm that the micro changes in the game system, reflect changes in the present form of a computer game. This fact will widen the understanding of the history of computer games.

A exploratory study for Influential factors of smartphone over-dependence in elder and older Group (장·노년층의 스마트폰 과의존 영향요인에 대한 탐색적 연구)

  • Bae, Sung-Man;Koh, Young-Sam
    • Journal of Digital Convergence
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    • v.15 no.7
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    • pp.111-121
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    • 2017
  • Smartphone use has become a part of everyday life, not only for adolescents but also for elderly and older people. Thus, this study explored the effect of demographic variables, the amount of smartphone usage, type of smartphone use and psychosocial variables on smartphone dependence of the elder group. We analyzed the data of 5627 (50s and 60s) of the Internet overdependence survey data of the Korea Information Society Agency in 2016. As a result of hierarchical multiple regression analysis, More frequency of smartphone use of weekday and weekend, and usage time of smartphone of weekday were related to greater smartphone dependence. More smartphone use for information seeking and games were associated with greater smartphone dependence. And, as loneliness and anxiety increased, smartphone dependence increased, while smartphone dependence decreased, as social capital increased. Through this study, it is necessary to understand characteristics related to smartphone dependence of elder and older group, and to use this knowledge to solve their smartphone dependence. Future studies also need to identify the causal relationship between predictors of smartphone dependence in elderly and older people.

Methods for Swing Recognition and Shuttle Cock's Trajectory Calculation in a Tangible Badminton Game (체감형 배드민턴 게임을 위한 스윙 인식과 셔틀콕 궤적 계산 방법)

  • Kim, Sangchul
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.67-76
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    • 2014
  • Recently there have been many interests on tangible sport games that can recognize the motions of players. In this paper, we propose essential technologies required for tangible games, which are methods for swing motion recognition and the calculation of shuttle cock's trajectory. When a user carries out a badminton swing while holding a smartphone with his hand, the motion signal generated by smartphone-embedded acceleration sensors is transformed into a feature vector through a Daubechies filter, and then its swing type is recognized using a k-NN based method. The method for swing motion presented herein provides an advantage in a way that a player can enjoy tangible games without purchasing a commercial motion controller. Since a badminton shuttle cock has a particular flight trajectory due to the nature of its shape, it is not easy to calculate the trajectory of the shuttle cock using simple physics rules about force and velocity. In this paper, we propose a method for calculating the flight trajectory of a badminton shuttle cock in which the wind effect is considered.

The Differences in Smartphone Addiction Symptom between Highly Addicted and Non-addicted College Students (스마트폰 고중독 대학생과 비중독 대학생의 중독증후군 차이)

  • Im, Kyungja;Suh, Namrye;Byun, Juna
    • Journal of the Korean Society of School Health
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    • v.27 no.3
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    • pp.189-195
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    • 2014
  • Purpose: This survey was to investigate the differences in smartphone addiction symptoms by the level of addiction among college students in S. Korea. Methods: Two hundred and thirteen university students survey data was collected from December 5th to 9th of 2011 using Smartphone Addiction Scale. 25.3% (n=54) of total respondents were categorized as highly addicted and 28.17% (n=60) were as non-addicted group. Results: There were significant differences in total addiction symptom scores, daily life disorders, loss of self control, pathological concentration, and compulsive symptoms between two groups. There were significantly differences in total addiction symptoms, daily life disorders, loss of self control, pathological concentration, and compulsive symptoms between two groups. Highly addicted group were significantly higher in total addiction symptom scores (3.26 times), daily life disorders (4.96 times), loss of self control (3.07 times), pathological concentration (3.07 times), and compulsive symptoms (2.86 times) compared to non-addicted one. Highly addicted group had significantly higher daily usages of smartphone and were more satisfied with smartphone than non-addicted group. The purpose to use was related to academic works rather than games or entertainment. However satisfaction on academic achievement was very low. Conclusion: The smartphone addicted symptoms related to academic works were significantly high in highly addicted college students so that it disturbed their daily life and psycho-social health in general. It is clear that the highly addicted college students need urgent distinctive interventions such as creative academic guides.

Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.