• Title/Summary/Keyword: 게임사용성

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Development and Application of an Evaluation Tool for Serious Games (기능성 게임 평가 도구 개발 및 적용)

  • Jung, Hana;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.401-412
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    • 2014
  • The main purpose of this research is to develop and apply an evaluation tool of serious games for science learning. To develop the evaluation tool, probing references and analyzing previously generated evaluation tools and softwares were carried out. After that, 17 experts in elementary science education appraised serious games, 'milc & seereal', made by Gwacheon National Science Museum with the evaluation tool. The findings on the characteristics of good serious games from assessments are as follows; The learning objects of the games are coincident with national science curriculum, they strongly stimulate the students' motivation, the interfaces are neat and pretty useful for users to get informations, games are easy to maintain, inexpensive, and moral. When we develop or select serious games for science class, the strengths of good games should be considered.

A Component storage Design Supporting formalization of Game Engine Development Process (게임엔진 개발 공정의 정형화를 지원하는 컴포넌트 저장소의 설계)

  • Song, Eui-Cheol
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.35-41
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    • 2003
  • There arose problems of double investment about the game engine part when a lot of game software similar to the property and procedure processed in the game engine develop new game without the reference or reuse in the other games. In particular, using various software development processes is one of main problems of double investment when the enterprises for the game software development develop games now Accordingly, because it does not make standardization of process about the game engine, it does not understand and reuse products created in process of the other software development process in development now. Accordingly, the newly analyzed and designed software was big problems with the present game software about the game engine process similar to the other game software when the enterprises for any game software develop a special game. For solving these problems, this study is to suggest the process improvement about the game engine development, analysis of structure and relation, classification and combination method by the class and module, implementation of storage, and processor model in order to apply the development method based on the component.

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Flower card puzzle game system use internet and flower card puzzle game (인터넷을 이용한 화투패 퍼즐게임 시스템 및 그 화투패 퍼즐게임 방법)

  • Seo, Min-Cheol
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.118-124
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    • 2006
  • 현재 온라인 게임 시장은 매년 성장하고 있다. 그 중에서도 기존의 MMORPG 나 ACTION, STRATEGY SIMULATION 등과 같은 게임시장과는 별개적으로 차별화 되고 보편화 된 게임 유저층을 가진 캐주얼 게임 시장이 전체 게임 시장 속에서 큰 비중을 차지하면서 자리매김하고 있음에도 불구하고 더 이상의 차별화 된 캐주얼 게임이 제작되지 않고 있는 것이 사실이다. 이에 본 논문은 고스톱 게임으로 대표되는 기존의 카드 게임이 가진 룰과 게임 성을 훼손하지 않으면서도 기존의 고스톱 게임과 변별되는 새로운 형태의, 화투패를 이용한 퍼즐게임을 캐주얼 게임이 캐주얼 게임이 갖추어야 할 게임 디자인 요소와 새로운 게임을 만들어 내는 게임 디자인 개발 방법을 사용하여 제안하고자 한다.

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A Study of the Relationship Analysis between Mobile Application by Using An Association Rules (연관성 규칙을 이용한 모바일 앱 간 관계 분석에 관한 연구 - 모바일 게임 앱을 중심으로)

  • Shin, Yong-Jae;Yim, Myung-Seong
    • Journal of the Korea Convergence Society
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    • v.3 no.2
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    • pp.19-26
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    • 2012
  • In accordance with the advent of smartphone and the growth of the Mobile App market, the Mobile game industry is being reorganized. So, This study is to be know the association rules between mobile game apps and mobile apps. Accordingly, To promote the Mobile Game App based on advertisement effectiveness that can be obtained from the characteristics of the game by finding out what to investigate.

A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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Intelligent Real-time Game Characters using Genetic Algorithms (유전자 알고리즘을 사용한 지능적인 실시간 게임 캐릭터)

  • Tae-Hong Ahn;Sung-Kwan Kang;Sang-Kyu Lee;U-Jung Kim;Hong-Ki Kim
    • Journal of the Korea Computer Industry Society
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    • v.2 no.10
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    • pp.1309-1316
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    • 2001
  • In the majority of todays animation and computer games, the behaviours of characters are controlled by pre-defined game logic or pre-generated motion. As game developers strive for richer and more interactive games, they often encounter limitations with this approach. This paper attempts to construct a game model using Genetic Algorithms (GAs) in order to produce more intelligent and compelling computer games. Based on learning ability, the use of GAs will enable the characters to continually evolve, providing a changing and dynamic game environment. A real-time game was implemented to investigate the performance and limitations of the system.

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Implementation of Web Game System using Multi Modal Interfaces (멀티모달 인터페이스를 사용한 웹 게임 시스템의 구현)

  • Lee, Jun;Ahn, Young-Seok;Kim, Jee-In;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.127-137
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    • 2009
  • Web Game provides computer games through a web browser, and have several benefits. First, we can access the game through web browser easily if we are connected to the internet environment. Second, usually we don't need much space of a game data for downloading it into a local disk. Nowadays, an industry area of Web Game has a chance to grow through advancements of mobile computing technologies and an age of Web 2.0. This study proposes a Web Game system that users can apply to manipulate the game with multimodal interfaces and mobile devices for intuitive interactions. In this study, multi modal interfaces are used to efficient control the game, and both ordinary computers and mobile devices are applied to the game scenarios. The proposed system is evaluated in both performance and user acceptability in comparison with previous approaches. The proposed system reduces total clear time and numbers of errors of the experiment in a mobile device. It can also provide good satisfactions of users.

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Research on the Game Elements and Mechanism that Affect the Game Overindulgence and Addiction (게임 과몰입과 중독에 영향을 미치는 게임 요소와 메커니즘 연구)

  • Yun, Chan;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.131-142
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    • 2018
  • As the gaming industry grows, the need to understand and study on game Addiction and overindulgence have also grown. For this object, in this study, the author first studied how game elements and game mechanisms were categorized by using previous studies. As a result, game elements are divided into three elements that compose visual, competitive, and probability elements. And the game mechanisms that establish three elements were grouped into subcategories. Risk of competitive and visual element that effect on overindulgence is depended on what mechanism has used. But, in the probability element, Gambling mechanism must be viewed in terms of addiction, not overindulgence.

언명을 기반으로 한 멀티미디어 객체의 시공간 동기화 모델

  • Seong, Hae-Gyeong
    • 한국게임학회지
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    • v.6 no.1
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    • pp.55-57
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    • 2009
  • 멀티미디어 정보 표현에 있어서 서로 다른 미디어간의 동기화를 효과적으로 처리하는 것이 아주 중요하다. 멀티미디어 특성이 적용된 게임 개발에 있어서 각각의 시각 객체들이 시간 경과에 따라 공간 영역에서 동시에 움직여야 하므로 게임에서 필요한 멀티미디어적인 게임 요소들을 게임 운용상에 적절히 배치시키기 위해서는 게임 장면을 통한 시간과 공간 개념의 동기화가 필요하고 게임 객체 자신이 가지고 있는 시공간 특성이 논리적으로 설계되어 게임을 운용시켜야 한다. 따라서 멀티미디어 시스템에서 혼합된 형태의 미디어로 구성된 데이터의 표현을 위해서는 객체가 나타내는 상대적인 위치와 상대적인 시간을 나타내 주는 공간 합성과 시간 합성을 명시할 수 있는 정형화된 표현 연구가 요구된다. 간(刊)기존 연구들은 대부분 시간적 동기화와 공간적 동기화 각각에 대한 표현에 많이 치우쳐 있으므로 시간과 공간이 통합된 미디어들의 동기화 표현에 대한 연구가 필요하다. 시공간이 통합되지 않는 기존의 멀티미디어 표현법을 게임 개발에 적용할 때에는 게임에 사용되는 미디어 객체간의 원활한 동기화 표현이 쉽지 않다. 이러한 문제를 해결하기 위하여 게임 시나리오 스케치에서 나타난 게임 객체들의 시공간 개념이 적절히 표현될 수 있는 정형적 연구가 필요하다. 간(刊)본 논문에서는 시간 개념과 공간 개념이 통합된 형태의 시공간 동기화를 표현하기 위하여 명세 단계에서 멀티미디어 데이터가 시간 및 공간 개념을 적절히 변형하여 표현될 수 있도록 시간 및 공간 동기화가 통합된 새로운 표현법을 제안한다. 이를 위하여 게임 요소들의 시간적, 공간적 동기화를 표현하기 위한 방법을 언명으로 정의하고 시공간 관계성에 대한 확장을 제시한다. 간(刊)본 논문이 제안하는 언명 기반 멀티미디어 객체의 시공간 동기화 모델(an Assertion-based Multimedia objects Spatio-TEmporal Synchronization model : AMSTES)는 시간과 공간 모두에 적용되는 게임 객체들의 시공간 동기화 표현 방법과 이를 이용하여 실제 실행 가능한 코드 생성을 위한 시공간 공식을 제공한다.

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