• Title/Summary/Keyword: 한국형 게임

Search Result 957, Processing Time 0.037 seconds

Developing & Applying a Template-based Game-type Learning Contents Authoring Tool (템플릿 기반 게임형 학습콘텐츠 저작 도구의 구현 및 적용)

  • Kim, Hye Sun;Kim, Cheol Min;Kim, Seong Baeg
    • The Journal of Korean Association of Computer Education
    • /
    • v.10 no.1
    • /
    • pp.41-53
    • /
    • 2007
  • Recently, there has been much research to improve immersiveness and learning achievement using the edutainment that combines learning with game. However, from the viewpoint of instructors, there has been little research to solve technical difficulties and to reduce the authoring time in tailoring a game-type learning content. Therefore, in this paper, we propose an authoring tool, which enable instructors to tailor game-type learning contents reflecting their own preferences in spite of no backgrounds of technical skills. The authoring tool proposed has key features to hide authoring handicaps and reduce authoring time by providing the overall template for customized game-type learning contents based on template concept. To evaluate the effectiveness of the authoring tool, we applied it to teachers and elementary school students. From the evaluation, the result represented that instructors can make their own learning contents without being aware of technical problems within a short time. Also, the result showed that the learning achievement degree and immersive depth of students have been significantly improved.

  • PDF

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.

Creative Evolution of Digital Leisure Culture, Serious Games (디지털 레저 문화의 창의적 진화, 시리어스 게임)

  • Lee, Hye Rim;Jeong, Eui Jun
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.12
    • /
    • pp.48-61
    • /
    • 2013
  • At the dawn of a new digital era, people's way of spending their leisure time and leisure activity preferences changed. Accordingly, Leisure culture is in the midst of change, such as watching movie and performance, enjoy golf etc. Due to its nature as an interactive medium, the digital game offers uniquely different approaches to the leisure activity. Leisure as state of mind is much more subjective in that it considers the individual's perception of an activity. In that regard, we used the digital games for leisure activity. Digital games are powerful environments for fun, including functional nature. For that reason digital leisure culture keep creative evolving. This paper proposes a serious games as a branch of digital games that meaningful digital leisure, and introduced the concept of serious games for a serious purpose other than pure entertainment. Many recent studies have identified the benefits of using serious games in a variety of purposes. Games technology is fun and entertaining for people of all ages. Ultimately, serious games become meaningful and valuable performance tools as the Digital Leisure Culture.

The Comparison of EEG Changes in Performing EEG Biofeedback Game and Ordinary Computer Game (EEG를 이용한 바이오피드백 게임과 일반 컴퓨터 게임 수행에 따른 뇌파 비교)

  • 민윤기;이강희;이방형;민변찬
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
    • /
    • 2000.04a
    • /
    • pp.53-57
    • /
    • 2000
  • 본 연구는 일반 컴퓨터 게임과 뇌파를 이용한 바이오피드백 게임의 수행에 따른 뇌파의 변화를 비교하고자 하였다. 두 가지 게임을 수행하는 동안 수행 전반기와 후반기로 나누어 뇌파를 측정한 결과, 전반적으로 뇌파 게임은 수행 전반기에 비해 후반기에 slow alpha파가 증가하였고, 이와는 반대로 컴퓨터 게임은 전반기에 비해 후반기로 갈수록 fast beta파가 증가하였다. 특히 이러한 변화는 F3, F2, 그리고 T4 부위에서 두드러지게 관찰되었다. 후속 연구는 다양한 컴퓨터 게임들을 비교할 필요가 있다.

  • PDF

How Do People Experience Changes and Growths of the Self in On-line Game World? (온라인 게임 세계 속에서 게임 사용자들은 시간이 흐름에 따라 자신의 모습에서 어떠한 변화와 성장을 경험하는가?)

  • Do, Young-Yim;Whang, Sang-Min
    • 한국HCI학회:학술대회논문집
    • /
    • 2009.02a
    • /
    • pp.1208-1217
    • /
    • 2009
  • This research was conducted in an attempt to understand changes and growths of the self in on-line game world. Q methodology was used to investigate players in Mabinogi, which is an on-line game(MMORPG). Based on 57 behavior statements, Players distributed their changing experiences from when they were novices in on-line game world to the current state. In early start phase, they recognized that on-line game world was different from the reality. And they perceived their experiences in on-line game as separated from the real ones. However, as they spend more time in on-line game world, they began to realized that on-line game world is as real as the world because they function as an individual living in a society in both the game and the real world. They felt and learned that in on-line game life, they also need to follow the rules and order. In addition, trust and politeness were essential in order to live with other players. As time passed, the players realized that on-line game experiences have the same meanings and values as the real life ones. 3 types of self-changing patterns were found : Achievement change, Control change, and Relation change. The behavior patterns of the 3 types were then compared to Identify similarities and differences amongst them in psychological meanings and values in the on-line game life. This result illustrates that on-line game world can be defined as new behavioral setting or developmental context established by digital technology. In this new setting, people can experiment and understand their behavior patterns and also experience changes and growths of the self.

  • PDF

A Study on the Learning Effect of Serious Game for Diet education in Type II Diabetes (제2형 당뇨환자 식이교육 기능성 게임의 학습효과)

  • Kim, Yu-Jeong;Ahn, Tae-Hong
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.121-130
    • /
    • 2016
  • The purpose of this study was to develop the customized diet education game (Roly-Poly 160) for type II diabetes and to test its effectiveness. The diet education game for type II diabetic is composed of three kinds of modules as Meal self-management, Card Game, and Quiz Game. Meal self-management was developed to manage the dietary information of each day and to observe changes in the 12-month period. Card game is to find a changed card based on the recommended meal menu during a limited time and Quiz game is to learn knowledge while solving the quizzes about diet. Data was collected from September 28th to October 28th, 2016 at C hospital and G hospital in G district, and 5 times for 1 hour for every 30 people with type II diabetes who applied for diabetic diet education. Knowledge of diabetes and 2 hour postprandial blood glucose were measured repeatedly before and after the experiment. After the Roly-Poly 160 experiment, the knowledge of type II diabetes was statistically significantly increased (p = 0.04), and the fasting blood glucose and the 2 hour postprandial blood glucose decreased statistically decreased (p <.05) and Roly-Poly 160 game clinical efficacy was verified.

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
    • /
    • v.20 no.12
    • /
    • pp.2297-2304
    • /
    • 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.

Empirical Study on Female Characters in Team based Battle Games Preferred by Female Gamers (팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.25 no.3
    • /
    • pp.403-411
    • /
    • 2021
  • While there is no apparent gender difference on the number of game players and playing time in market survey especially if the age group is under 30, there still exists a strong gender stereotype on female characters with sexual objectification especially in team based battle games. Furthermore, there seldom exists any research on female gamers in this genre. In this paper, we investigate the preference of female characters and reasons of their choice among female gamers with Overwatch and Cypers which are recognized as having enough female players. In Overwatch with 231 responses, subjects prefer 'girl-crush' characters such as non-sexual Ana who age is in 60s. However, in Cypers that does not have female warrior character, subjects' preference is more affected by appearance but those characters with less functional ability are not frequently used in playing. Such practical avatar choice is often discovered among male players thus there is no gender difference in this case.

Control Architecture for Implementing Intelligent Non-Player Characters in Online Computer Games (온라인 컴퓨터 게임에서 지능형 NPC 구현을 위한 제어구조)

  • 이경록;김인철;이재호
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.04b
    • /
    • pp.277-279
    • /
    • 2002
  • 본 논문에서는 온라인 컴퓨터 게임에서 지능형 NPC가 수행할 수 있는 역할과 이러한 지능형 NPC를 구현하기 위해 요구되는 제어구조의 특성을 살펴본다. 그리고 종래에 사용되던 NPC 제어 방법들과 이들이 갖는 문제점들을 살펴보고 새로운 대안으로서 NPC 제어를 위해 UH-PRS의 적용을 제안한다. 따라서 본 논문에서는 UM-PRS에 대한 간략한 소개와 NPC 제어구조에 적합한 UM-PRS의 특성을 설명한다. 또 본 논문에서는 대표적인 롤플레잉(role-playing) 게임인 Ultima Online에 서 개발중인 Umtimabot의 설계를 통해 U7-PRS의 적용가능성과 효과를 알아본다.

  • PDF

Making of Online Game in Intelligent Development Studio (지능형 개발 스튜디오 환경에서의 온라인 게임 제작)

  • Kim, Dong-Wan;Kwon, Ji-An;Park, Yong-Sung;Youn, Chan-Hyun
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2012.04a
    • /
    • pp.230-231
    • /
    • 2012
  • 지능형 응용 개발 스튜디오의 어플리케이션 디자이너와 블록 에디터를 활용하면, 개발 언어에 대한 지식이 없거나 개발 경험이 없는 사람도 코드 작성 없이 간단히 Drag&Drop으로 기능을 개발 할 수 있다. 본 연구에서는 지능형 스튜디오 환경에서 간단한 온라인 게임을 시험적으로 제작하고 평가한다.