• Title/Summary/Keyword: English Study Game

Search Result 54, Processing Time 0.022 seconds

A Case Study on Closed Captions: Focusing on on Netflix (넷플릭스 <오징어 게임> 폐쇄자막 연구)

  • Jeong, Sua;Lee, Jimin
    • The Journal of the Convergence on Culture Technology
    • /
    • v.10 no.2
    • /
    • pp.279-285
    • /
    • 2024
  • This study aims to evaluate the accuracy and completeness of Korean and English closed captions for Netflix's "Squid Game" and to present implications based on the findings. To achieve this, the closed captioning guidelines of the U.S. Federal Communications Commission, DCMP, and the Korea Communications Commission were identified and analyzed. The analysis of the subtitle of the entire "Squid Game" series reveals that, while Korean closed captions accurately present slangs and titles, they present non-existent information in speaker identification. In English closed captions, speaker identification guidelines are well followed, but omissions of slangs and title mistranslations are observed. In terms of completeness, both Korean and English closed captions are found to omit certain audio parts. To address these issues, the study suggests strengthening the QA process, establishing a system to communicate original text problems during translation, and utilizing general English subtitles.

A Study on the Multilingual Speech Recognition for On-line International Game (온라인 다국적 게임을 위한 다국어 혼합 음성 인식에 관한 연구)

  • Kim, Suk-Dong;Kang, Heung-Soon;Woo, In-Sung;Shin, Chwa-Cheul;Yoon, Chun-Duk
    • Journal of Korea Game Society
    • /
    • v.8 no.4
    • /
    • pp.107-114
    • /
    • 2008
  • The requests for speech-recognition for multi-language in field of game and the necessity of multi-language system, which expresses one phonetic model from many different kind of language phonetics, has been increased in field of game industry. Here upon, the research regarding development of multi-national language system which can express speeches, that is consist of various different languages, into only one lexical model is needed. In this paper is basic research for establishing integrated system from multi-language lexical model, and it shows the system which recognize Korean and English speeches into IPA(International Phonetic Alphabet). We focused on finding the IPA model which is satisfied with Korean and English phoneme one simutaneously. As a result, we could get the 90.62% of Korean speech-recognition rate, also 91.71% of English speech-recognition rate.

  • PDF

Copying Theory in Translating Games: Based on the Game 'League of Legends' (게임 번역에서의 외래어 사용에 대하여: 게임 '리그 오브 레전드'를 중심으로)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
    • /
    • v.18 no.1
    • /
    • pp.135-148
    • /
    • 2018
  • In this study, we suggest that Copying Theory suggested by Pym could be effective in translating games. Languages used in games are based on English because of the history of games mainly developed in America. When people are playing games, people pursue effective communication. Because of this, they transform translated words into simple forms or original foreign languages to communicate each other for effective communication, The usage of English in game translation and communication support the idea that Copying strategy could be effective in translating games.

A Study on English Vowel Perception and Production by Native Korean Speakers

  • Han, Yang-Ku
    • Proceedings of the KSPS conference
    • /
    • 2000.07a
    • /
    • pp.332-332
    • /
    • 2000
  • The purpose of this study is to investigate the perception and production of English vowels by native speakers of Korean. In perception test, twelve English vowels /${\ae},{\;}a,{\;}{\Game},{\;}e,{\;}{\varepsilon},{\;}i,{\;}I,{\;}a,{\;}o,{\;}u,{\wedge},{\;}{\mho}$/, as in had, hard, hoard, hayed, head, heed, hid, hod, hoed, whod, Hudd, and hood produced by native speakers of English were used as perception test materials and subjects were asked to identify the vowels. Two different groups of subjects participated in the perception test. One consisted of 90 students who were taking an English phonetics course, and the other consisted of 64 who were not. The results showed that the former did better than the latter m identifYing English vowels, and that vowels in 'head' and 'had' were relatively hard to identify, while vowels in 'hayed', 'hard', and unexpectedly, 'heed' and hid' were easy to perceive. In production test, two native English speakers and 4 native Korean speakers served as subjects. The 4 native Korean speakers were divided into two groups as in the perception test, experienced and inexperienced, depending on whether they were taking an English phonetics course or not. Native English speakers generally showed significant differences both in vowel duration and in FI & F2 values between members of the vowel pairs which are of special interest of this study: /i/ vs. /I/, /${\ae}$/ vs. /$\varepsilon$/, and /u/ vs. and /$\mho$/. There was no significant difference between the two Korean groups. Native Korean speakers showed much difference in neither duration nor FI & F2 values except significant durational difference in /i/ vs. /I/ pair.

  • PDF

Analyses of the Structural Relationships between College Students' Perceived Game Realism, Flow and Learning Satisfaction in Game-Based Learning

  • HUR, Jungeun;LIM, Keol
    • Educational Technology International
    • /
    • v.22 no.2
    • /
    • pp.227-253
    • /
    • 2021
  • Perceived game realism (PGR) has recently emerged as a key concept in explaining the mental processing of digital game playing and the societal impact of digital games. However, few studies have examined its conceptualization and educational effects from an empirical viewpoint, especially in educational games. This study's participants included 292 university students in South Korea. A total of 212 questionnaires were valid and used for the analyses. They learned English expressions using a computer-based educational game and then completed questionnaires on the research variables. We investigated six factors of PGR: simulational realism (SIR), freedom of choice (FRC), perceptual pervasiveness (PEP), social realism (SOR), authenticity (AUT), and character involvement (CAI). We expected the factors to have valid effects on the university students' flow and learning satisfaction after a game-based learning (GBL) experience. Our research results demonstrated a causal relationship between SIR, FRC, CAI, and learning satisfaction. Furthermore, the indirect effects of SIR and CAI on learning satisfaction through flow were statistically significant.

Study on Explicitation Strategy in English-Korean Game Translation A Case Study of 'League of Legends' - (영한 게임 번역에서의 명시화에 관한 고찰 게임 '리그 오브 레전드'를 중심으로 -)

  • Kim, Hong-kyun
    • Journal of Korea Game Society
    • /
    • v.21 no.3
    • /
    • pp.117-132
    • /
    • 2021
  • This paper investigates how information game users needs to play game is offered to game user by applying the notion of explicitation toward translated game texts. By using League of Legends' Character lines, Character Abilities and Equipment Description texts as a case, this paper focused on how 'Insertion(addition)' and 'Replacement' method are applied toward game translation and which information is being explicitated. As a result, this paper found out that translation on Player vs. Player genre game, explicitation occurs by adding or replacing words containing information needed, and information about game control was prioritized among other information related with game universe and culture.

A Study on the Adoption of Characteristics of Educational Game for Edutainment Contents Development - through a Case Study of English Vocabulary Learning Came for Children (에듀테인먼트 컨텐츠 개발을 위한 게임 요인 적용에 관한 연구 - 어린이용 영어 단어 학습 게임 컨텐츠 개발을 중심으로)

  • 박수정;김현정
    • Archives of design research
    • /
    • v.16 no.2
    • /
    • pp.271-280
    • /
    • 2003
  • In digital age, multimedia technology has changed the learning method as a learner-directed way. CD-rom and internet that are major two multimedia learning way, has aimed at edutainment which combine education and entertainment. However, existing educational contents can only induce temporary learning motivation, and are in short of entertaining factors enough to induce continuous and ingenuous learning motivation. Therefore, in order to be used by users efficiently, educational software have to adapt characteristics of educational game more actively. In this paper, adoption method of characteristics of educational game in learning contents is sought and the specific example of adoption is demonstrated by a case study of developing vocabulary learning educational game.

  • PDF

The Use of Persona Based Scenario Method for the Development of Web Board Game for the Pre-elderly

  • Seo, Mi-Ra;Kim, Ae-Kyung
    • International Journal of Contents
    • /
    • v.10 no.2
    • /
    • pp.37-41
    • /
    • 2014
  • This study defined the pre-elderly as middle age people from 50 to 59. Because it is difficult to produce a design to satisfy the pre-elderly without deeply understanding them, their financial and physical characteristics and persona-based scenario method was studied. An experimental study about persona based scenario method was conducted, and as a result, the types of personas found were as follows: 1) Users enjoy the same games online and offline. 2) Users enjoy playing alone on the computer. 3) Users prefer games that end quickly with win or loss. Writing the situation scenario for each type, the pre-elderly's problems and needs occurring while they play web board games were obtained. The obtained user requests were as follows: users would like the level of difficulty to be simpler in the game of baduk; users wanted unlimited credit and refrainment from using English words in go-Stop; and there were simple comments about game screen design.

User Review Analysis of Microtransactions in Freemium Massively Multiplayer Online Role-Playing Games Using Structural Topic Modeling (구조적 토픽모델링을 활용한 무료형 대규모 다중이용자 온라인 롤플레잉 게임의 소액결제에 대한 이용자 리뷰 분석)

  • Cheol Lee;Jae-Eun Chung
    • Human Ecology Research
    • /
    • v.61 no.3
    • /
    • pp.475-492
    • /
    • 2023
  • This study investigated player responses to microtransactions in freemium Massively multiplayer online roleplaying games (MMORPG), specifically focusing on the game LostArk using English language review data. To this end, structural topic modeling was employed and the following six microtransaction-relevant topics were identified: microtransactions, developer issues, real money trade (RMT), random number generator (RNG) upgrade system, game content, and collectibles & adventure. The first four topics were classified as being "not recommended". However, the proportions of microtransaction-related topics were relatively lower than the other topics. Additionally, this study did not extract keywords related to unfairness and unethical issues in previous microtransaction research. The last two topics, game content, and collectibles & adventure were "recommended" topics, indicating positive functions of microtransactions such as enhancing the game experience by purchasing virtual items. Moreover, it was found that players who do not engage in microtransactions can still be satisfied through continuous game content updates. Additionally, an examination of the interaction effect between time and recommendation status revealed that while the frequency with which the six microtransaction-related topics were mentioned increased over time in the reviews, the ratio of recommendations to non-recommendations varied differently. This study contributes to game-related research by revealing players' authentic opinions on microtransactions in freemium MMORPGs, thereby providing practical implications for game companies.

A Study on Players' Desire in Cheating Programs of Online Game - Focused on Shooter Games (온라인 게임의 치팅 프로그램에 나타난 플레이어의 욕망 - 슈팅 장르를 중심으로)

  • Ahn, Jin-Kyoung
    • Journal of Korea Game Society
    • /
    • v.20 no.4
    • /
    • pp.89-100
    • /
    • 2020
  • The purpose of this study is to identify online-game players' desire in cheating programs through Rene Girard's theory of mimetic desire. Cheating programs disrupts the magic circle of the game with denying the lusory attitude that players should have. The cheating players' desires do not go directly to victory, but are mediated by a virtual 'model player' which the rules of the game imply. They are internally mediated, so there is constant conflict in the play. Cheating players' desire to enhance skills by technology is defined as a false desire for transhuman.