• Title/Summary/Keyword: 게임 융합

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Effects of Adolescents' Game Addiction on Depression: Moderating Effect of Self-control (청소년의 온라인 게임 중독이 우울증에 미치는 영향: 자기통제의 조절효과 검증)

  • Kim, Song-Hee;Hwang, Sun-Hwan
    • Journal of the Korea Convergence Society
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    • v.11 no.6
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    • pp.383-391
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    • 2020
  • The purpose of this study was to identify the moderating effect of self-control in the relationship between online game addiction and depression among adolescents exposed to the online game environment. A total of 378 respondents who are high school students in K Metropolitan City were selected for the current study. The process macro program developed by Andrew F. Hayes was used to analyze for the moderating effect and the SPSS 25.0 program was used for frequency, descriptive statistics, and correlation analysis. The results showed that online game addiction in adolescents had a significant positive effect on depression and self-control had a negative effect on depression, and self-control had a moderating effect on the relationship between online game addiction and depression in adolescents. The higher the online game addiction among adolescents, the higher the depression, and the influence depends on the level of self-control.

A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.

An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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A Study on the Application of Artificial Intelligence Technology for Efficient Game Quality Assurance (효율적인 게임 품질 보증을 위한 인공지능 기술 적용에 관한 연구)

  • Hyo-Nam Kim
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.145-147
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    • 2023
  • 요즘은 모든 산업에서 인공지능(Artificial Intelligence : AI) 채택을 빠르게 진행하고 있으며, 디지털 기술과 산업 기술이 융합된 인공지능 분야가 강화되고 여러 서비스 사업 혁신이 이루어지면서 여러 산업의 시장 성장을 견인하는 것으로 나타났다. 특히 게임 산업과 관련한 게임업계에서는 인공지능 관련 전문 지식을 확보하기 위한 투자가 활발하게 이어짐에 따라 발전과 경쟁력 확보를 위한 움직임들이 지속될 것으로 전망된다. 본 논문에서는 게임개발 기술에 인공지능(AI) 기술 접목이 집중되고 있는 상황에서 개발하고 있는 게임에 대한 품질을 보증하고 관리하기 위한 AI 기반의 게임 QA(Quality Assurance) 기술 적용을 위한 방법들에 대해서 제시하고자 한다.

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Utilizing AI for Communication Services between Users: Focused on Gaming (AI 와 사용자간의 소통 서비스 활용: 게임을 중심으로)

  • Hyo-Jeong Park;Hyeon -Yeong Che;Kyoung-Mi Lee;Youn-Lea Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.1057-1058
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    • 2023
  • 이 논문은 인공지능 기술 GPT 를 게임과 융합한 서비스 "페어리테일"에 대해 다룬다. 페어리테일은 게임 스크립트와 엔딩을 인공지능을 활용하여 자동 생성하는 게임으로, 사용자는 사용자가 입력한 데이터에 맞춰 생성된 스토리를 경험할 수 있다. 논문에서는 이 게임의 AI 활용 방법과 AI 가 게임 산업에 미칠 수 있는 영향을 다루며, 생성 및 창작이 가능한 인공지능은 게임 산업에 다방면으로 활용될 잠재력이 강하다는 점을 강조한다. 최종적으로는 AI 의 발전이 게임 업계에 미칠 수 있는 영향을 탐구하고자 한다.

Tablet PC based Convergence Educational Serious Game for Children (태블릿 PC 기반의 융합형 아동 교육용 기능성 게임)

  • Ko, Jeong-Won;Lee, Ji-Won;Kim, Mi-Hye;Jung, Hye-Kyung;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.59-68
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    • 2014
  • As the prevalence of mobile platforms, expanding digital content production and also increasing interest about the serious game. However, existing educational serious games are short of application of educational function and lower effectiveness that not linked with off-line education. In this paper, we developed an educational serious game 'Rice-Mimi Adventure' for children based Tablet PC. The Games are designed five steps by four elements that storytelling, playing, music and cooking. Specially, players interaction between characters should be increase their own concentration and interest. For the effectiveness verification that linked education of on/off-line, experiment to 126 students of 3,4th grade in Choenan. A result shows positive data that on/off-line linked education using Tablet PC and effectiveness of game contents applied design factors. For this work, we should find effective class and teaching method using digital contents in off-line education for children.

Implementation of Finger-Gesture Game Controller using CAMShift and Double Circle Tracing Method (CAMShift와 이중 원형 추적법을 이용한 손 동작 게임 컨트롤러 구현)

  • Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.15 no.2
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    • pp.42-47
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    • 2014
  • A finger-gesture game controller using the single camera is implemented in this paper, which is based on the recognition of the number of fingers and the index finger moving direction. Proposed method uses the CAMShift algorithm to trace the end-point of index finger effectively. The number of finger is recognized by using a double circle tracing method. Then, HSI color mode transformation is performed for the CAMShift algorithm, and YCbCr color model is used in the double circle tracing method. Also, all processing tasks are implemented by using the Intel OpenCV library and C++ language. In order to evaluate the performance of the proposed method, we developed a shooting game simulator and validated the proposed method. The proposed method showed the average recognition ratio of more than 90% for each of the game command-mode.

Implementation of Arduino Air Mouse for Sniper Simulator Game (저격 시뮬레이터 게임을 위한 아두이노 에어 마우스 구현)

  • Jang, Myeong-Soo;Sim, Young-Hoon;Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.2
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    • pp.61-66
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    • 2016
  • With the recent introduction of HMD devices, there is a growing interest in simulator games that are difficult to experience directly like a FPS, racing game. However, because these gaming require a large volume consol and a additive user manipulating devices for the more reality experience, most of these games are very expensive. Therefore, we propose the Arduino Air Mouse for a sniper simulator game, which maximizes realism and can be enjoyed with small volume and low cost devices. The implemented Arduino Air Mouse uses an acceleration sensor and gyro sensor. Specially, after this device was tested in the a sniper simulator game that is applied the ballistics in the Unity3D environment, the implemented game showed more reality.

Recommender System Design with Item2vec and LSTM (Item2vec과 LSTM을 사용한 추천 시스템 설계)

  • Minsu Cha;Jiyoung Woo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.145-146
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    • 2023
  • 본 논문에서는 최대 규모의 게임 플랫폼인 Steam에서 수집한 유저 정보 데이터 셋에 Item2vec과 LSTM을 사용하여 추천 시스템을 구현한다. 수집한 유저 정보 데이터 셋에 Item2vec을 적용하여 각각의 유저들이 보유하고 있는 고유한 Appid들을 200차원의 벡터로 변환한다. 그 후 데이터 셋을 기간에 따라 4단계의 시퀀스로 나눈 후 LSTM을 사용하여 유저별로 최대 5가지의 추천 리스트를 생성한다. 유저 정보 데이터 셋은 액티브한 유저 정보를 얻기 위해 Steam 게임 리뷰 항목에서 리뷰를 남긴 유저들의 데이터를 api를 사용해 수집했으며 LSTM을 사용한 실험의 성능 평가 지표는 RMSE를 사용했고 이때의 성능은 0.1357을 얻을 수 있었다.

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Convergence between Dance and Computer Game (무용과 컴퓨터 게임 컨버전스 특성 연구)

  • Lee, Jeesun
    • Journal of Digital Contents Society
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    • v.14 no.4
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    • pp.493-503
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    • 2013
  • Through everyday life to an art work creation, the computer technology is using intimately and infiltrated deeply in the digital era. Particularly dissemination and miniaturization of the computer cause remarkable development of computer and mobile game industry. Its popularity in general is reaching to the art field. This study contemplate the aesthetic changes and characteristics in game and dance convergence investigating the concept of art game and dance game as a new art form.