• Title/Summary/Keyword: 퍼즐

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Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

An RFID Distance Bounding Protocol Based on Cryptographic Puzzles Providing Strong Privacy and Computational Efficiency (강한 프라이버시와 연산 효율성을 제공하는 암호 퍼즐 기반 RFID 경계 결정 프로토콜)

  • Ahn, Hae-Soon;Yoon, Eun-Jun;Nam, In-Gil
    • The KIPS Transactions:PartC
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    • v.19C no.1
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    • pp.9-18
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    • 2012
  • In 2010, Pedro et al. proposed RFID distance bounding protocol based on WSBC cryptographic puzzle. This paper points out that Pedro et al.'s protocol not only is vulnerable to tag privacy invasion attack and location tracking attack because an attacker can easily obtain the secret key(ID) of a legal tag from the intercepted messages between the reader and the tag, but also requires heavy computation by performing symmetric key operations of the resource limited passive tag and many communication rounds between the reader and the tag. Moreover, to resolve the security weakness and the computation/communication efficiency problems, this paper also present a new RFID distance bounding protocol based on WSBC cryptographic puzzle that can provide strong security and high efficiency. As a result, the proposed protocol not only provides computational and communicational efficiency because it requires secure one-way hash function for the passive tag and it reduces communication rounds, but also provides strong security because both tag and reader use secure one-way hash function to protect their exchanging messages.

The Analysis of the Successful Factor of in Japanese Mobile Game (일본 모바일 게임 <퍼즐 앤 드래곤>의 성공요인 분석)

  • Baek, Jae-Yong;Kim, Young-Jae
    • Cartoon and Animation Studies
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    • s.40
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    • pp.367-395
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    • 2015
  • Mobile games have taken 80% of the market sales in smart device application industry that is highly regarded as one of the fast growing pool of cultural content after the distribution of smart devices. One of the most successful mobile games after the smart device's appearance is . created by Gung-ho Online entertainment under Softbank Japan, has gained the sales revenue of one trillion dollars after its release in 2012, just after one year of its exposure to the market. The game also has been the top rank by Worldwide Mobile Game Revenues for 2years achieving 40 million downloads worldwide in 2015. However, there is no place for a Korean game in world mobile game sales ranks yet. Even though the mobile game industry has been expanding every year, Korean games are losing its places in the market. Therefore, the analysis of a successful game such as is vital for diagnosing Korea's game content and its lack of direction. This study utilizes K. Masanao's Matrix for Creating Profit System for analyzing 's factors for its success. First, the game has incorporated puzzle and RPG contents for creating a new genre, which led various age groups to play the game. Second, the developers have applied 'limited time' in-game festivals and collaborations between the game and famous contents such as God Festival and Character Draw system to increase the profit revenue. Third, the company communicated with on and off line players to seek their needs for developing the game's better development. Consequently, the three success factors of deduced from this study not only reflect the related researches and academic values, but also contribute for the search in finding better ways to developing game contents for Korean mobile game industry.

Binary Backtracking Algorithm for Sudoku (스도쿠 퍼즐을 위한 이진역추적 알고리즘)

  • Lee, Sang-Un
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.4
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    • pp.155-161
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    • 2017
  • This paper suggests polynomial time solution algorithm for Sudoku puzzle problem. This problem has been known NP (non-deterministic polynomial time)-complete. The proposed algorithm set the initial value of blank cells to value range of [$1,2,{\cdots},9$]. Then the candidate set values in blank cells deleted by preassigned clue in row, column, and block. We apply the basic rules of Stuart, and proposes two additional rules. Finally we apply binary backtracking(BBT) technique. For the experimental Sudoku puzzle with various categories of solution, the BBT algorithm can be obtain all of given Sudoku puzzle regardless of any types of solution.

Development of an Augmented Reality Puzzle Game Detecting Hand Posture Using HSV Color Space in Real Time (HSV 컬러 영역을 이용한 실시간 손동작 검출 증강현실 퍼즐 게임 개발)

  • Kim, Minhyuk;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.79-86
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    • 2014
  • There have been many trials for development of games using augmented reality. This paper presents a 2D puzzle game system using HSV color space to detect hand posture from an input image by smart device's cameras in real time. The developed game in this paper brings smart devices and the computer vision closer. Also this game can be a new interactive technology utilizing both the mobility of smart devices and the tangible interactivity of virtual reality in education and entertainment environments.

A Recognition of the Printed Alphabet by Using Nonogram Puzzle (노노그램 퍼즐을 이용한 인쇄체 영문자 인식)

  • Sohn, Young-Sun;Kim, Bo-Sung
    • Journal of the Korean Institute of Intelligent Systems
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    • v.18 no.4
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    • pp.451-455
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    • 2008
  • In this paper we embody a system that recognizes the printed alphabet of two font types (Batang, Dodum) inputted by a black-and-white CCD camera and converts it into an editable text form. The image of the inputted printed sentences is binarized, then the rows of each sentence are separated through the vertical projection using the Histogram method, and the height of the characters are normalized to 48 pixels. With the reverse application of the basic principle of the Nonogram puzzle to the individual normalized character, the character is covered with the pixel-based squares, representing the characteristics of the character as the numerical information of the Nonogram puzzle in order to recognize the character through the comparison with the standard pattern information. The test of 2609 characters of font type Batang and 1475 characters of font type Dodum yielded a 100% recognition rate.

Optimized Encoding of Sudoku Puzzle for SAT Solvers (SAT 처리기를 위한 수도쿠 퍼즐의 최적화된 인코딩)

  • Kwon, Gi-Hwon
    • Journal of KIISE:Software and Applications
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    • v.34 no.7
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    • pp.616-624
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    • 2007
  • Sudoku can be regarded as a SAT problem. Various encodings are known for encoding Sudoku as a Conjunctive Normal Form (CNF) formula, which is the standard input for most SAT solvers. Using these encodings for large Sudoku, however, generates too many clauses, which impede the performance of state-of-the-art SAT solvers. This paper presents an optimized CNF encodings of Sudoku to deal with large instances of the puzzle. We use fixed cells in Sudoku to remove redundant clauses during the encoding phase. This results in reducing the number of clauses and a significant speedup in the SAT solving time.

Development of Puzzle Game Contents combining Tangram and Tetris Blocks (칠교놀이와 테트리스 블록을 융합한 퍼즐게임 콘텐츠 개발)

  • Lee, Jun- Hyeok;Jin, Hwa-Su;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.10a
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    • pp.364-365
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    • 2021
  • In this paper, we study and develop content for a puzzle game that can be enjoyed lightly with appropriate rules us ing Chilgyo-Nori blocks and Tetris blocks. We plan and develop puzzle games with low entry barriers and high revisit rates from the perspective of client indie game developers who are away from mass-produced games that additionally r equire specific items in a specific game section by focusing on the commercialization of game contents. The implement ed game promotes the creativity of users based on the possibility of creating more 2D designs than the existing Chilgy o-nori by using the Tetris block and the Chilgyo-nori block at the same time.

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Algorithm for Candidate Clue Decision based on Magic Rule in Kakuro Puzzle (가꾸로 퍼즐에 관한 마법 규칙 기반 실마리 후보 결정 알고리즘)

  • Sang-Un Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.103-108
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    • 2024
  • Kakuro puzzles are NP-complete problems where no way to solve puzzles in polynomial time is known. Until now, a brute-force search method or a linear programming method has been applied to substitute all possible cases. This paper finds a magic rule, a rule for box sizes and unfilled numbers according to sum clues. Based on the magic rule, numbers that cannot enter empty cells were deleted from the box for row and column sum clues. Next, numbers that cannot enter the box were deleted based on the sum clue value. Finally, cells with only a single number were confirmed as clues. As a result of applying the proposed algorithm to seven benchmarking experimental data, it was shown that solutions could be obtained for all problems.

94회 과학퍼즐

  • Korean Federation of Science and Technology Societies
    • The Science & Technology
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    • no.6 s.445
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    • pp.112-112
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    • 2006
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