• Title/Summary/Keyword: 체험형게임

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An exhibition case study applying game design elements in the design of immersive display exhibition (몰입형 디스플레이 기반 체험전시 디자인에서의 게임기획 요소 적용 사례 연구)

  • Kim, Na-Young
    • Journal of Digital Convergence
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    • v.19 no.12
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    • pp.435-441
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    • 2021
  • In recent years, with thedevelopment of digital media technology immersive experiential exhibitions that provide realistic and realistic exhibition experiences to the audience are increasing In this study, the representative cases of these immersiveexperiential exhibitions were analyzed with a focus on the elements of the exhibition design. We also introduced the exhibition case of 'A Hero's Adventure' which was held and operated by applying game design elements to thethe directing planning of an immersive experience exhibition. In addition, the effects and utilization methods of the exhibition that applied game planning elements such as challenges goals conflicts rules and wins and losses were considered.

An Analysis of the Preference for Physical Interactive Game Console by Domestic Game Users_focus on Nintendo Wii (체감형 콘솔에 대한 국내 게임유저들의 선호도 분석_닌텐도 위(Wii)를 중심으로)

  • Chang, Hee
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.21-27
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    • 2010
  • This paper is an analysis of the domestic game users preference for physical interactive game consol-Nintendo Wii. The on-line game is the biggest share in korean game market and the 20's is the laregest generation in domestic game users. We conducted the surveys and group discussion to find out how the 20's game users prefer the new console and new type games. I hope the result of survey will assist the development of new game console and new game type.

The Formation of New Game Generation in Game-Extended Space : Focused on the Experience Game (게임-확장공간에서의 '게임적 신인류'의 형성 : 체감형 게임을 중심으로)

  • Kim, Jae-Young;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.3-13
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    • 2010
  • This paper focuses on the sequences between game performance, game experience, game generation. Present-day the game has powerful effects to form new human species as game generation. Especially, the experience game is important because it could have one of the most powerful effect by characteristics of own interface. First of all, this paper analyzes a experience of the experience game and researches the game-extended space. Secondly, We create concept of 'new game generation' in order to explain new human species on the experience game. So we can reveal the social meaning of accelerated present state by the experience game through this new analysis.

Design and Development of Virtual Reality Exergame using Smart mat and Camera Sensor (스마트매트와 카메라 센서를 이용한 가상현실 체험형 운동게임 시스템 설계 및 구현)

  • Seo, Duck Hee;Park, Kyung Shin;Kim, Dong Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.12
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    • pp.2297-2304
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    • 2016
  • In this study, we designed and developed the virtual reality Exergame using the smart mat and the camera sensor for exercises in indoor environments. For detecting the gestures of a upper body of users, the KINECT camera based the gesture recognition algorithm used angles between user's joint information system was adopted, and the smart mat system including a LED equipment and Bluetooth communication module was developed for user's stepping data during the exercises that requires the gestures and stepping of users. Finally, the integrated virtual reality Exergame system was implement along with the Unity 3D engine and different kinds of user' virtual avatar characters with entertainment game contents such as displaying gesture guideline and a scoring function. Therefore, the designed system will useful for elders who need to improve cognitive ability and sense of balance or general users want to improve exercise ability and the indoor circumstances such home or wellness centers.

Gesture Recognition based on Motion Inertial Sensors for Interactive Game Contents (체험형 게임콘텐츠를 위한 움직임 관성센서 기반의 제스처 인식)

  • Jung, Young-Kee;Cha, Byung-Rae
    • Journal of Advanced Navigation Technology
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    • v.13 no.2
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    • pp.262-271
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    • 2009
  • The purpose of this study was to propose the method to recognize gestures based on inertia sensor which recognizes the movements of the user using inertia sensor and lets the user enjoy the game by comparing the recognized movements with the pre-defined movements for the game contents production. Additionally, it was tried to provide users with various data entry methods by letting them wear small controllers using three-axis accelerator sensor. Users can proceed the game by moving according to the action list printed on the screen. They can proceed the experiential games according to the accuracy and timing of their movements. If they use multiple small wireless controllers together wearing them on the major parts of hands and feet and utilize the proposed methods, they will be more interested in the game and be absorbed in it.

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Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

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
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    • v.23 no.1
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    • pp.45-52
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    • 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.

Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.