• Title/Summary/Keyword: game application

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A Functional Game Application for Korean Words Learning Based on Smartphone Environments

  • Choi, YoungMee
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.259-264
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    • 2019
  • In this paper, the prototyping process for developing syllable-initial consonant-based game 'Korean Guards' is described. Users may effectively learn Korean words using alphabetically sequential approaches, but the easiness of access bestowed on the smart environments and game algorithms could be fully utilized for the functional advantages for educational purposes. This functional game is developed on Android OS and the prototypical outcome is shown.

An iPhone Game Application Development Methodology for WIPI Developer (위피 개발자를 위한 아이폰 게임 애플리케이션 개발 방법론)

  • Yu, Hyun-Seong;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.139-150
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    • 2009
  • The abolition of WIPI installation duty makes domestic WIPI developers get a chance to enter into smartphone development environment. Specially, iPhone has a big possibility for a new game application market but traditional domestic WIPI developers have difficulties to get in because there are no standard game development methodology. Therefore, a method is necessary to develop iPhone game application effectively for traditional domestic WIPI developers. In this paper, we compare and analyze development methodology of WIPI and iPhone application and suggest a new methodology for iPhone application development with adaptation of WIPI architectures. Using this methodology, traditional domestic WIPI developers can develop iPhone game applications with ease.

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

  • Viet, Doan Quang;Choi, Chang Yeol
    • International Journal of Contents
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    • v.8 no.4
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    • pp.42-49
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    • 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.

Samsung Smart TV Board-game Application development (삼성 스마트 TV 보드 게임 Application 개발)

  • Lee, Chang-Yeon;Kim, Woosaeng
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.622-624
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    • 2013
  • TV is Device best known to everyone. Showing off a smart TV in the TV industry has recently become a new blue ocean in the TV market. As with other smart devices, smart TV is also an important factor is a very important application. In this paper, by using the Samsung SDK to application of Web-based that can be used in smart TV environment of Samsung, we have developed a board game that has been created based on JAVA SCRIPT, CSS, and HTML. Rules of the game of the board game format using the dice is easy, this application is a four-person game that also men and women of all ages who enjoy.

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

Development of a Game Application Based on iOS (iOS 기반 게임 앱 개발)

  • Kang, Seongjae;Hwang, Soyoung;Yu, Donghui
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.10a
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    • pp.403-404
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    • 2012
  • This paper proposes development of a game application playing on smartphones. Game applications occupy an important classification among many applications on mobile platform. The proposed game application is developed on the iPhone and benchmarks Fortress based on PC platforms.

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A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
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    • 2007.11a
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    • pp.644-646
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    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

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A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.133-143
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    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

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Game Traffic Classification Using Statistical Characteristics at the Transport Layer

  • Han, Young-Tae;Park, Hong-Shik
    • ETRI Journal
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    • v.32 no.1
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    • pp.22-32
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    • 2010
  • The pervasive game environments have activated explosive growth of the Internet over recent decades. Thus, understanding Internet traffic characteristics and precise classification have become important issues in network management, resource provisioning, and game application development. Naturally, much attention has been given to analyzing and modeling game traffic. Little research, however, has been undertaken on the classification of game traffic. In this paper, we perform an interpretive traffic analysis of popular game applications at the transport layer and propose a new classification method based on a simple decision tree, called an alternative decision tree (ADT), which utilizes the statistical traffic characteristics of game applications. Experimental results show that ADT precisely classifies game traffic from other application traffic types with limited traffic features and a small number of packets, while maintaining low complexity by utilizing a simple decision tree.