• Title/Summary/Keyword: 게임 개발자 체험

Search Result 32, Processing Time 0.027 seconds

Development of Game Developer Career Experience Program using Scratch (스크래치를 활용한 게임 개발자 진로체험 프로그램 개발)

  • Kim, Soohwan;Kim, Sanghong
    • The Journal of Korean Association of Computer Education
    • /
    • v.23 no.1
    • /
    • pp.45-52
    • /
    • 2020
  • The purpose of this study is to develop a game developer career experience program that promotes student participation and to verify its effectiveness. The game developer career experience education program currently operated by Job World is composed of passive course, which makes students less interesting and only passive activities are possible. In this study, we improved the existing coursework type program to experience actual game development using scratch to promote learner participation. Scratch can be created and shared, giving students the opportunity to create their own work. Therefore, this study developed the game developer career experience education program using scratch and verified its effect. Two Delphi tests were conducted to develop the training program and one expert council was held. In addition, pilot classes were conducted from 22 elementary school students and 30 middle school students, and the satisfaction test was conducted. As a result, the developed educational program showed positive results in terms of help, satisfaction, effectiveness, and awareness.

A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences (노안 체험용 VR게임 개발과 체험 효과 분석)

  • Kim, KyungSik;Lee, YoonJung
    • Journal of Korea Game Society
    • /
    • v.19 no.2
    • /
    • pp.123-134
    • /
    • 2019
  • This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.

A study on how to reduce Cybersickness in Virtual Reality Game Development (VR 게임 개발에서 사이버 멀미를 줄이는 방법에 관한 연구)

  • Jung, Geun-Su;Bang, Jung-Won
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.01a
    • /
    • pp.155-158
    • /
    • 2018
  • VR기기를 착용하고 주변 시야가 차단된 상태로 일정 시간 사용하면, 다소 편차는 있지만 누구에게나 사이버 멀미 현상이 쉽게 일어날 수 있다는 문제점이 VR 관련 콘텐츠 개발자 및 사용자들에게 대두되고 있다. 이 문제를 현시점에서는 완전히 해결할 수는 없지만, 일반적으로 VR 게임을 개발할 때 사전에 숙지해야 할 중요한 부분 중 하나이다. 따라서 사용자가 VR 게임을 체험하기 전에 사이버 멀미를 예방하기 위해, 미리 개발 과정에서부터 사이버 멀미가 일어날 수 있는 변수를 최대한 줄이며 개발하는 여러 가지 방안에 대해 연구하였다. 본 논문에서는 먼저 고려해야 할 사항으로 사이버 멀미 현상이 일어나는 원인을 분석하고, 이를 예방할 수 있는 방법을 모색하여 상용 엔진인 Unity3D를 이용한 VR 게임 개발에 실제로 적용하였다.

  • PDF

Development of a Roller-Coaster Motion Simulator Based on Human-Ergonomics Type Washout Filter (감성 워시아웃 필터를 적용한 Gimbal형 롤러코스터 게임용 모션 시뮬레이터 개발)

  • 오중석;안재준;윤석준;신영기;남양희
    • Proceedings of the Korea Society for Simulation Conference
    • /
    • 2002.05a
    • /
    • pp.109-114
    • /
    • 2002
  • 현재 게임시장에서는 사용자가 직접 게임을 체험하는 체감형 게임기가 활발히 개발되고 있다. 대다수의 제품들은 운동을 재현하기 위하여 6개의 축으로 이루어진 Stewart 형의 모션 플랫폼을 사용하고 있다. 본 연구개발에서 시도되고 있는 게임기는 모션이 가미된 콘솔형 아케이드 시뮬레이션 게임기에 해당되는데, 인간의 감성인자중 운동감성에 바탕을 둔 운동 재현을 고려하여 워시아웃(Washout) 알고리즘을 적용하였고, 일반적으로 6개의 축으로 구현하는 운동 자유도를 짐발(Gimbal)형으로 재현하고자 하였다. 또한 실시간 스케줄러와 H/W 입출력 및 통신 드라이버에 대한 개발을 수행하였으며, 게임용 실시간 시뮬레이션에 적합한 정확도와 실시간성을 유지하도록 롤러코스터 상에서 이루어지는 차량운동이 모델링 되었다. 특히, 연구사례를 찾기 어려운 짐발형 운동판에 대한 워시아웃 필터를 시뮬레이터 탑승자의 감성공학적 특성을 반영할 수 있도록 설계하였다.

  • PDF

Development of a Virtual Reality Application for Helping Self-Directed Learning - Focused on Nonspecific Immunity Learning (자기 주도 학습을 돕는 가상현실 앱 개발 : 1차 방어 작용 학습 중심으로)

  • Kim, Yuri;Lee, Hyunju;Park, Chan Jung
    • Proceedings of The KACE
    • /
    • 2018.08a
    • /
    • pp.41-44
    • /
    • 2018
  • 최근 가상현실의 시대가 다시 각광 받고 있는 시점에서 콘텐츠 확산을 위해 노력하는 것은 의미를 가진다. 본 연구에서는 중학교 과학에서 항상성과 몸의 조절 중 1차 면역 반응을 학습하는데 도움을 줄 수 있는 VR 학습 콘텐츠를 개발하였다. VR 게임으로 구현하여 학습자가 직접 몸속에 들어가 1차 면역 반응을 체험하도록 개발하였다. 학습자의 흥미를 높이기 위해 게임이라는 컨텐츠를 이용하여 학습자가 게임을 하며 학습할 수 있어 자기주도적 학습이 가능하다. 또한 최근 디지털 교과서에서 VR/AR 콘텐츠가 제공되기 시작하여 가상현실 기술의 교육적 활용 가능성을 높이고자 하였다.

  • PDF

Development of Projector Calibration Mapping Technology for Physically Interactive Sport Game (체감형 스포츠 게임을 위한 프로젝터 캘리브레이션 매핑 기술 개발)

  • Gil, Young-Ik;Seo, Hye-Ran;Lee, Hyeon-Ju;Ko, Il-Ju
    • Journal of Korea Game Society
    • /
    • v.19 no.5
    • /
    • pp.39-52
    • /
    • 2019
  • Recently many studies has been conducted for interactive game to contents immersion through visual stimuli. Among them, Multi-Plane Image tech is suitable for projecting video in wide views, but it is difficult to perform calibration and mapping tasks for viewing separately. In this paper, we developed a calibration mapping applies to the field archery game space in the form of CAVE. As a result, we maintained the resolution confirmed the space through the video without distortion and expect to be applicable to the fields requiring presence, such as training contents.

Analysis of the Needs of Middle and Elder Generation on Serious Game for the Elderly (노인용 기능성 게임개발을 위한 중노년층의 수요분석)

  • Lee, Yoon-Jung;Ahn, Joon-Hee;Lim, Kyunq-Choon
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.10
    • /
    • pp.75-101
    • /
    • 2009
  • The purpose of this article is to analyze the needs of middle and elder generation about serious game for the elderly. The results of this study are; (1) elder generation prefers leisure activities such as mountain climbing, yoga, golf, walking and travel, etc., for health, interest, the development for oneself and relieving stress; (2) they don't prefer game activity for leisure, but prefer to use serious game for health, simulation, medical treatment and sports than middle generation; (3) elder generation has various characteristics and needs so that we should consider their demographical variables when we research and develop serious game contents for the elderly.

Designing and Evaluating Convergence Education by Applying Crayon Physics to Strength and Motion (크레용 피직스를 힘과 운동에 적용한 융합교육 설계 및 평가)

  • Kim, Mi-yeon;Jeon, Mi-yeon;Kim, Eui-jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2013.05a
    • /
    • pp.417-420
    • /
    • 2013
  • Teaching and learning through games which arouses interest in learning not only lessens a burden of a learner but also labors for Academic Achievement. and for the sake of enhancing convergence of thinking and problem solving abilities as well as raising interest and understanding in science and technology, Steam teaching which is mainly made of research and experimental activities is emphasized on. This paper which makes use of crayon physics has developed Steam program it was mainly applied to science for the first year of junior high school [strength and motion] which for learners of each team is made of four steps eight time in total. At each step learners can understand principle of strength and motion, especially at the step of finding principle of science through games can personally solve the game in cooperation with the leaners of a team and find principle of strength and motion which is to be applied to solving the game. By personally designing and making new games learners can enhance the ability of convergence of thinking. It is expected that the program developed in this paper can enhance imaginativeness of thinking and interest in science which lead to affirmative changes.

  • PDF

Impact of the Characteristics of ICT Convergence Sports Game Device on Game Satisfaction and Intention to Reuse (ICT융합 스포츠 게임기기의 특성이 만족도 및 재사용의도에 미치는 영향력 분석)

  • Han, Seung-Gyun;Choi, Moon-Jong;Ahn, Hyun-Sook
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.11
    • /
    • pp.796-805
    • /
    • 2016
  • This study aimed to investigate the influence of the various factors ICT Convergence of Sports Game device on user satisfaction and intention to reuse. For this goal, based on the review of literature and the Extended Technology Acceptance Model, a research model was constructed that consists of playfulness, usefulness, convenience. The proposed model is analyzed to target 271 customers in Daegu National Science Museum experienced ICT Convergence Sports Game Device using Smart Partial Least Square(PLS) 2.0. The result of hypothesis testing are as follows. First, Playfulness, Usefulness, Convenience showed positively significant impact on Game satisfaction. Second, Game satisfaction positively influenced Reuse Intention. Thus, based on the results of the study, ICT Convergence of Sports Game Device seems to help in the development of a contents.

Design and Implementation of Interactive Game based on Embedded System (내장형 시스템 기반 체험형 게임의 설계 및 구현)

  • Lee, Woosik;Jung, Hoejung;Heo, Hojin;Kim, Namgi
    • Journal of Internet Computing and Services
    • /
    • v.18 no.4
    • /
    • pp.43-50
    • /
    • 2017
  • Embedded System includes touch, GPS, motion, and acceleration sensor, and can communicate with neighbor devices using wireless communication. Because Arduino with embedded system provides good environment for development and application, developers, engineers, designers, as well as artists, students have a great interest. They utilize Arduino in the robot, home appliances, fashion, culture and so on. In this paper, we design and implement a game using Arduino with embedded system which recognizes the human movement by moving away from one-dimensional game of the existing touch method. Implemented embedded system game measures gyro-sensor to recognize human movement and detects the attack success of the opponent by using touch sensor. Moreover, health of the game player is updated in the real time through the android phone-based database. In this paper, implemented embedded system-based game provides GUI screen of android phone. It is possible to select watching mode and competition mode. Also, it has low energy consumption and easy to expand because it send and receive data packet through recent Bluetooth communication.