• 제목/요약/키워드: Department of Game

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Development of a Computer Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tasuya;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • 제10권4호
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    • pp.264-271
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    • 2011
  • It is necessary for humans who have been facing environmental problems to build a sustainable society in which economic activities coexist with nature. To realize such goals, it is essential to promote and enhance environmental education, and to raise global awareness of environmental issues. As a preceding study, a board game "Ecopoly" based on the Kyoto protocol and the estate dealings game, was developed and the validity of environmental education was verified. This study further aims to develop a computer game "Ecopoly", based on the board game which enables us to learn the relationship between environmental problems and economic activities, and to learn more about environmental problems. This computer game enables to concentrate on it by automatic complicated calculations, and to get a higher visual effect compared with the board game. Experimental testing of the game was conducted with 13 college student subjects, and the validity of the game was verified.

초등학교 고학년 아동의 컴퓨터 게임 양상과 정서 및 행동 특성 (Pattern of Computer Game Play and Emotional and Behavioral Characteristics in Upper Grade Elementary School Children)

  • 이자영;박태원;이문숙;조은정;정영철;황익근;양종철;정상근;정애자;은홍배
    • 대한불안의학회지
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    • 제4권2호
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    • pp.135-141
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    • 2008
  • Objective : The purpose of this study was to investigate the relationship between the pattern of computer game play and emotional and behavioral characteristics of 5th and 6th grade elementary school children in Jeonju city. Methods : Fifth and sixth graders from two elementary schools (N=413, M=214, F=199) were chosen to participate in this study. The participants completed self-report questionnaires designed by the authors, and were also evaluated based on a computer game addiction scale, state-trait anxiety inventory for children, children's depression inventory and Piers-Harris children's self-esteem scale. The parents of the participants determined the disruptive behavior rating scale of the participants. Results : Positive links were reported between the pattern of computer game play (years of computer game experience, average length of each computer game play session, average time spent on computer game play per day, and average frequency of computer game play per week) and scores of computer game addiction scale. In addition, significant correlation was found between the internalized problems of children (trait anxiety, state anxiety, depression, and self-esteem), and computer game addiction scale score, among both sexes (p<0.01). There were significant correlations between game addiction scale score and inattention (p<0.01) as well as total attention deficit hyperactivity disorder (ADHD) score (p<0.05) in girls. Conclusion : Our findings suggest that computer game addiction is related to symptoms of internalizing, particularly to the trait anxiety. Significant positive correlations between game addiction scale score and externalized behavioral problems were found only in girls.

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Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • 제11권1호
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

흑백게임의 역사와 수학적 모델링 (History of mathematical modeling on the Black-Out Game)

  • 김덕선;류창우;송영무;이상구
    • 한국수학사학회지
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    • 제22권1호
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    • pp.53-74
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    • 2009
  • 흑백게임은 흑 또는 백색의 돌이 가득 찬 일정한 크기의 바둑판 위에서 하는 게임으로, 하나의 돌을 클릭하면 자기 자신과 자신의 위, 아래, 왼쪽, 오른쪽의 버튼의 색이 모두 같이 변하는 규칙을 가지고, 선택적으로 돌을 골라 클릭하여 바둑판 위의 모든 돌이 한 가지 색으로 통일되면 이기는 게임이다. 이는 컴퓨터게임의 형태로도 소개되어 규칙에 따라 버튼을 선택적으로 누름으로서 모든 버튼을 하나의 색으로 통일하는 게임으로 잘 알려져 있다. 이 단순한 게임 안에는 다양한 수학적 모델링 이론이 포함되어 있고, 많은 사람들이 흑백게임의 일반적인 승리전략을 얻기 위하여 다양한 시도를 해왔다. 이 과정에서, 흑백게임은 다양한 이름을 가지게 되었고, 외국에서는 Blackout, Lights Out, Merlin Game, ${\sigma}$+Game등 다양한 이름으로 불리며, 현재도 활발하게 연구가 진행되고 있다. 본 연구는 흑백게임의 발전과정과 국내외 연구결과를 분석하며, 기존의 미해결 문제에 대한 답을 제공하고, 교육적 활용에 대하여 연구한다.

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A System Algorithm for Recommending User-Customized Games

  • Son, So-hui;Lee, Im-kyeong;Huh, Jun-ho
    • Journal of Multimedia Information System
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    • 제4권3호
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    • pp.145-150
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    • 2017
  • Recently, game companies are having difficulties in exactly figuring out the right consumer groups for their games. To solve this problem, a system algorithm which recommends user-customized games based on the user information entered has been proposed in this study. Game developers will be able to clearly determine the consumer group(s) of both on and off-line games through accumulated data while consumers can find the game they desire. It is expected that the gaming culture will advance further with the proposed algorithm.

Study on the Correlation Between the Imbalance of Muscle Strength and the Score of EMG-Biofeedback Game at Ankle Joint in Healthy Adults

  • Ko, Yu-Min;Park, Seol;Lim, Chang-Hun;Lee, Woo-Jin;Park, Ji-Won
    • The Journal of Korean Physical Therapy
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    • 제27권6호
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    • pp.386-391
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    • 2015
  • Purpose: This study investigated whether the strength imbalance between two muscles can affect the score of EMG based biofeedback game, and whether the EMG based biofeedback game score can be used as predictable indicator of the degree of muscle balance alternating the conventional strength measuring equipment. Methods: 40 participated in this study. Biodex was used to measure the peak torque/weight in order to calculate the muscle strength balance index between plantar flexor and dorsiflexor of ankle joint. And muscle balance index (MBI) was calculated. The EMG biofeedback game scores of dorsiflexor and plantar flexor were acquired, so that the EMG electrodes were attached at tibialis anterior and gastrocnemius. The relationship between the game score and the muscle balance index were analyzed. Results: There was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the peak torque/weight of plantar flexor (r=-0.70). And there was negative correlation between the muscle balance index between plantar flexor and dorsiflexor and the game score of plantar flexor (r=-0.83). Conclusion: The EMG biofeedback game score had significant relationship with muscle imbalance at ankle joint, so it seems that the game score can be used for predicting the degree of muscle imbalance as a parameter.

An Efficient Interruption Handling for 3D Games based on Android Platform

  • Viet, Doan Quang;Choi, Chang Yeol
    • International Journal of Contents
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    • 제8권4호
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    • pp.42-49
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    • 2012
  • Recently the unprecedented progress of Android platform and Google Play has brought more opportunities for individual mobile game developers. When playing an Android 3D game, users can accidentally hit HOME Key or BACK Key or receive an incoming message. Subsequently, another screen will appear on top and make the game application lose focus, or the operating system pause that game. These interruption events may also lead to the loss of game information or the game runs out of user control if that game cannot catch interruption events itself and resume at the exact time. As same as other mobile platforms, Android platform also provides Activity Lifecycle methods to help the game application control interruption problems. However, these methods are not adequate to solve all the interruption events. By implementing ANDCube game, we examine most of the possible interruption cases and propose some solutions to help Android game developers avoid some common interruption cases. Concurrently, we show the ways how a game application can catch all unavoidable interruption events and effectively resume from interruption to obtain a high quality game.

게임 논리 이식성 향상을 위한 프레임워크 구현 (Framework Implementation for Improvement of Game Logic Portability)

  • 김석현;이면재
    • 한국산학기술학회논문지
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    • 제10권11호
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    • pp.3155-3162
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    • 2009
  • 게임 산업이 성장하면서 더욱 새롭고 다채로운 내용을 담고 있는 게임에 대한 요구가 커지고 있다. 그러나 현재 이를 지원하기 위한 소프트웨어 프레임워크는 존재하지 않는다. 3D 엔진이나 물리엔진과 같이 게임을 위한 특정 기술 분야의 미들웨어는 상당히 성숙한 단계에 와있으나 게임논리의 흐름을 위한 프레임워크는 거의 찾아볼 수 없다. 본 논문에서는 게임논리의 설계 및 구현을 위한 소프트웨어 프레임워크로서 게임논리엔진을 제안하고, 프로토타입을 구현한다. 제안된 게임논리엔진에 의해 다양한 장르의 게임을 위한 논리 흐름을 쉽게 기술하고 조합할 수 있다.

A Study on Puzzle Game-based Learning Content for Understanding Mandala

  • Lim, Sooyeon;Kim, Youngduk;Kim, Kyungdeok
    • International Journal of Advanced Culture Technology
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    • 제8권2호
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    • pp.34-41
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    • 2020
  • This study proposes the development of 'Mandala 37', a puzzle game based content that learns the principles of 37 Honored Ones within the Diamond World Mandala. The proposed game is a new type of learning content that combines the development process of 37 Honored Ones with the characteristics of the puzzle game. It aims to increase the understanding of Buddhist content by inducing learners' interest and increasing their concentration. Learners can learn and understand the principles of the emergence of 37 Honored Ones naturally through the rules of the game. This study introduces the implementation process of the proposed game and explains how learners perceive the principle of 37 Honored Ones within the Diamond World Mandala through the game.

Research of the Influences of Doujin Culture in Game Operation

  • Xu, Qingqing;Kwon, Kije
    • International journal of advanced smart convergence
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    • 제11권3호
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    • pp.85-92
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    • 2022
  • Known as "The Ninth Form of Art", video game is a form of hypermedia art rising in response to the rapid development of modern technology, with millions of fans worldwide. From the perspective of the game market, those games that have high stickiness and a long operating cycle usually have abundant doujin works. As a spontaneous behavior of the players, doujin culture reflects the players' feelings towards and perception of the games, and it reacts upon the original game while relying on it, exerting a far-reaching influence on the operation of game products. We try to analyze the influences of doujin culture on game operation performance, hoping to provide game operators with some useful ideas.