• Title/Summary/Keyword: 퍼즐게임

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A Recognition of Traffic Safety Signs Using Numerical Value Information of Pixel (픽셀 수치 정보를 이용한 교통안전 표지판 인식)

  • Sohn, Young-Sun;Sin, Il-Sik;Park, Sang-Yeol
    • Proceedings of the Korean Institute of Intelligent Systems Conference
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    • 2007.04a
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    • pp.29-32
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    • 2007
  • 본 논문에서는 게임에 사용되는 원리를 역으로 적용하여 교통안전 표지판을 인식하는 시스템을 구현하였다. 본 시스템에 사용된 게임은 제작자가 (x, y)좌표에 제공하는 수치를 보고 메쉬에 표시하면 제작자가 의도한 임의의 물체의 모형이 표현되는 게임이다. 입력된 영상으로부터 교통안전 표지판 영상을 분리한 후, 표지판을 구성하는 색상과 형태에 상기의 퍼즐게임을 이용하여 교통안전 표지판으로 인식되면 해당 표지판과 내용을 문자로 출력하는 시스템을 구현하였으며 흑백 영상 처리 및 세선화과정 없는 인식으로 처리 속도가 빠르며, 기존 시스템 보다 좋은 인식률을 얻을 수 있었다.

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소환대전 큐이

  • Jeong, Dong-Jin
    • Digital Contents
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    • no.10 s.161
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    • pp.91-93
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    • 2006
  • 국내 온라인게임 시장의 흥행 키워드인 'FPs'가 진화하고 있다. 액션ㆍ퍼즐ㆍ소환ㆍ메카닉 등 소재가 다양해지면서 온라인게임 시장의 트랜드를 주도하고 있는 것. 이번에 소개하는 소환대전 <큐이>역시 진화하는 FPS의 새로운 전형을 보여주고 있다.

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Development of AR-based Coding Puzzle Mobile Application Using Command Placement Recognition (명령어 배치 인식을 활용한 AR 코딩퍼즐 모바일앱 개발)

  • Seo, Beomjoo;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.35-44
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    • 2020
  • In this study, we propose a reliable command placement recognition algorithm using tangible commands blocks developed for our coding puzzle platform, and present its performance measurement results on an Augmented Reality testbed environment. As a result, it can recognize up to 30 tangible blocks simultaneously and their placements within 5 seconds reliably. It is successfully ported to an existing coding puzzle mobile app and can operate an IoT attached robot via bluetooth connected mobile app.

The relationship between PC educational puzzle game and early childhood intelligence development (PC 교육용 퍼즐 게임과 유아 지능 발달의 관계)

  • Shi, Han;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.281-284
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    • 2021
  • The importance of early childhood education has increased and early childhood education has become an important part of the education industry. Scientific and rational early childhood education can effectively promote the development of children's intelligence and is very important for the development of physical and mental health. As a rich and diverse game, educational games have been widely used not only to improve children's sense of cooperation and thinking, but also to help children develop awareness of competition and rules. Stability and personality formation stimulate young children's brain development and expect children's intellectual improvement.

UX Device Analysis Of Match 3 Puzzle Games For Color Blindness People (색각이상자를 위한 매치3 퍼즐 게임 UX장치 분석)

  • Kim, won-jae;Yoo, jae-soo
    • Proceedings of the Korea Contents Association Conference
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    • 2019.05a
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    • pp.449-450
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    • 2019
  • 전 세계 인구 중 약 4.5%의 사람들은 유사한 색의 구분을 하지 못하는 색각이상자이다. 이들은 보통 95.5%를 고려한 디자인 속에서 살고 있으며, 많은 불편을 겪고 있다. 이는 게임에서도 쉽게 찾아볼 수 있는 현상이며, 특히 같은 색의 블록들을 찾아야하는 매치3 게임에서는 원활한 게임 진행 자체가 힘들게 된다. 본 논문에서는 색각이상자들이 매치 3 게임을 하며 겪는 경험에 대한 이해와 그 이해를 바탕으로 기존 게임들이 적용한 UX장치들에 대해 분석한다.

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A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
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    • v.14 no.3
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    • pp.567-581
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    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

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An Implementation of Education Puzzle for Cooperative Learning System Based on SDG(Single Display Groupware) (SDG(Single Display Groupware) 기반의 협동학습 교육퍼즐 시스템 구현에 관한 연구)

  • Kim, Myung-Gwan;Park, Han-Jin
    • The Journal of Korean Association of Computer Education
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    • v.11 no.6
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    • pp.95-102
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    • 2008
  • In this paper through the implementation of cooperative learning using SDG, education puzzle actually applies to computer training. SDG(Single Display Groupware) which one computer display have a multi-input devices can work as a collaborative system. Learners are performing together through SDG-based cooperative learning system. SDG cooperative learning with a multi-input device is superior to traditional learning with individual. We have implementation of the puzzle game with this fact. This system through effective education and raising their children's education participation rate will be able to do.

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A Proposal on an Edu-Game Mechanism for Effectively Knowledge by using Hierarchical Configuration (계층적 지식전달을 위한 효과적인 에듀게임 체계제안)

  • Park, Eun-Young;Park, Young-Ho;Hwang, Sin-Hee
    • The Journal of the Korea Contents Association
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    • v.8 no.2
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    • pp.83-90
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    • 2008
  • An on-line game is growing of very fast through characters of the interactive Computing and internet environment. In addition, an edu-game combing the advantages of the game and the education increase gradually. The paper proposes an edu-game system for providing knowledge through the hierarchical structure. The system differs from existing ones that combine a game and an on-line education. There are three different goals as follows. First, the paper proposes three-level of knowledge hierarchies. The method enables users to understand more easy and systematic and interesting education. Second, the graphic interface of a puzzle type is able to contact more conveniently and it provides beauties and functionalities. Third, Among them, specifically the knowledge hierarchy is not forced to users and the method also can study in detail and users can enjoy systematically e-education by using the general type of a puzzle game.

A Recognition of Traffic Safety Signs Using Japanese Puzzle (Japanese Puzzle을 이용한 교통안전 표지판 인식)

  • Sohn, Young-Sun
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.3
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    • pp.416-421
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    • 2008
  • This paper realizes a system that recognizes traffic safety signs by applying the principle used for game in reverse. The game used for this paper is one that expresses the shape of temporary objects intended by the maker when the maker sees the numerical image provided on (x, y) coordinates and then expresses it on the mesh. After separating the traffic safety sign image from the input image, the system is realized by outputting the content of the sign into letters by recognizing the forms and colors constituting the sign using the puzzle game above. Our system has fast process time and better rate of recognition than the existing system with black-and-white image processing and recognition without any penciling progress.

1996으로 1에서 100까지 만들기 과제 적용에 관한 연구

  • Kim, Sang-Ryong
    • Proceedings of the Korea Society of Elementary Mathematics Education
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    • 2010.08a
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    • pp.1-12
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    • 2010
  • 초등학교 6학년을 대상으로 6회 총 120분 동안 1996을 활용해서 1에서 100까지 수를 만들게 하는 활동을 한 결과를 제시하고 분석하였다. 이 퍼즐 과제 활동은 아이들의 수학적 사고를 많이 향상시켰으며, 수학적 성향을 강화시켰다. 특히, 이 과제에서 아이들은 협동의 이점을 알게 되었고 수학적 의사소통의 중요성도 경험하는 계기가 되었다. 무엇보다도 지수, 제곱근, 가우스 함수의 아이디어가 먼저 제시되고, 후속학습이 일어났다. 계산기가 어떻게 활용되어야 하는지에 대한 아이디어도 제공했다.

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