• Title/Summary/Keyword: Game Contents Service

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The Development of Basic Skill Program and e-Learning Contents ; self-development capability for Vocational High School Students (직업기초능력 프로그램 및 e-Learning 콘텐츠 개발 연구 -전문계고생의 자기개발능력을 중심으로-)

  • Byun, Sook-Young;Lee, Soo-Kyoung
    • Journal of Digital Contents Society
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    • v.11 no.3
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    • pp.349-356
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    • 2010
  • This study was to develop improving vocational basic skill program and content which are basic of instruction-learning ability for the vocational education substantiality. To pursue this goal, 'self-development capability' among vocational basic skills was developed through the research methodology and procedure. The interpersonal relation capability was selected as one of vocational basic skill areas when it was more effective by e-learning contents through literature review, expert conference etc. The self-development capability can be self-control and development under performing business tasks. In this study, self-development capability was programmed a interpersonal scheme, a cooperative capability, a leadership capability, a conflict management, negotiation capability, and a customer service capability. Especially this program was developed as a form of e-Learning contents focusing on improving problem solving under real case using multimedia strategies such as movies, simulation, game.

Metaverse and the Evolution of Food and Retail Industry

  • CHA, Seong-Soo
    • The Korean Journal of Food & Health Convergence
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    • v.8 no.2
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    • pp.1-6
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    • 2022
  • Purpose: This study aims to examine the opportunities in the food industry in the context of non-fungible tokens (NFTs) and the metaverse. The metaverse expands offline experiences into a virtual space and provides users with the advantage of overcoming the limitations of physical space. Research design, data and methodology: With the development of various contents based on advanced technology, the metaverse is becoming popular among the MZ generation (comprising millennials and Gen Zs), who are skilled at navigating digital platforms. Moreover, the previously entertainment game focused service has expanded to the business field after COVID-19; activities on the metaverse are now making space for economic value creation. I examined the recent global trends in the context of NFTs and the metaverse as well as the existing cases in Korea. Results: Globally, gaming and performance platforms such as Roblox, Fortnite etc. are still concentrated in the entertainment industry. However, as shown by ZEPETO and ifland in Korea there are many opportunities in the retail and food industries. Conclusions: We analyzed the ecosystems of the retail and food and beverage sectors, where the metaverse will be useful in the future, and have suggested the implications of the opportunities provided by the metaverse.

The Design and Development of a Onchain Game for Scalability Verification of Blockchain Platform (블록체인 플랫폼의 성능 및 확장성 검증을 위한 온체인 게임 설계 및 개발)

  • Jang, Kwang-Soo;Lee, Ook
    • Journal of Digital Convergence
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    • v.18 no.10
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    • pp.253-263
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    • 2020
  • Since the birth of the Ethereum in 2015, various decentralized applications (DApp) based on blockchain smart contract technology have appeared. However, CryptoKitty's case showed instability in terms of performance and scalability in real-world service environments. To solve this, a blockchain platform that developed a high transaction per second (TPS) has appeared, but there have been no environments and services to test it. Therefore, this paper intends to design and develop a game that can record the contents of all games on the chain and verify the performance and scalability of the blockchain platform through oversized transactions. The developed game generated a total of 6.3 million blocks and 8.9 million transactions through by 682 and verified the improved performance and scalability of the existing platform. Additionally, the maximum TPS was measured at 1,309 during the test period. In the future, it is expected that performance and scalability can be compared in a realistic environment through the method presented in this paper.

Development of Quest-Based Mobile STEAM Content for Scientific Experiments in Middle Schools (중학교 과학실험을 위한 퀘스트 기반 모바일 STEAM 콘텐츠 개발)

  • Lee, Hyunju;Kim, Yuri;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.88-98
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    • 2019
  • As the 2015 revised curriculum is being implemented from 2018, efforts are being made to cultivate scientific literacy among students in the field of science. Scientific experiments help students to develop their interest in Science and their scientific attitudes. Learning through experimentation rather than learning scientific facts increases learners' understanding, and can be remembered longer. Therefore, experiments in Science subject are very important. However, in middle schools, scientific experiments are not performed due to the lack of time, budget and experimental material. In this research, we analyze middle school science textbooks, conduct questionnaires for students of science pre-service teachers, select the most important science experiments, and develop a mobile App to simulate and experience scientific experiments with the App. The proposed App is developed in a game format using quest-based learning methods to gain learning enhancement. It is also made using Unity. In this paper, after developing the app, we propose the direction of STEAM contents development through analyzing the difference from existing apps and the feedback from users.

Cable/Wireless Integrated Server for WiBro Contents (와이브로 컨텐츠를 위한 유/무선 통합 서버)

  • Kim, Bae-Hyun;Heo, Jin-Kyoung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.73-78
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    • 2009
  • We researched economic efficiency and possibility of game portal service based PDA/Smart phone by popularize of next generation portable internet WiBro. PDA/Smart phone are difficult to equal level content service with PC, because of it has low CPU and memory than PC. This paper are implemented paper of integrated server of Cable or Wireless for WiBro contents. In this research, we implemented and show test result of CP killer contents in PDA. It can apply to WiBro portable internet and has required many functions in integrated server for cable or wireless. CP Killer contents for WiBro portable internet is developed by PC server base on Window XP. It can accept next generation wireless LAN, portable internet and ubiquitous issues. We expect activation of commercial use that WiBro contents and server trading.

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A Study on the Linkage Method between Emergency Simulation Model and Other Models (비상대비 시뮬레이션 모델의 타 모델 연동방안 연구)

  • Bang, Sang-Ho;Lee, Seung-Lyong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.301-313
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    • 2020
  • This study is a study on the interlocking method between emergency preparedness simulation model and military exercise war game model. The national emergency preparedness government exercises are being carried out by a message exercise and technology development for simulation models is being carried out to create a situation similar to the actual practice. In order to create a situation similar to the actual war, the military situation must be reflected and to do so, a link with the military exercise war game model is needed. The military exercise war game model applies HLA/RTI, which is a standardized interlocking method for various models such as Taegeuk JOS, and it is necessary to apply HLA/RTI linkage method to link with these military exercise war game models. In addition, since the emergency preparedness simulation model requires limited information such as enemy location and enemy attack situation on major facilities in the military exercise model, a method of interlocking that can select and link information is required. Therefore, in this study, the interlocking interface design plan is presented in order to selectively link the interlocking method and information between the emergency preparedness simulation model and the military exercise war game model. The main functions of interlocking interface include federation synchronization, storage and recovery, object management service, time management, and data filtering functions.

Design and Implementation of Game Server using the Efficient Load Balancing Technology based on CPU Utilization (게임서버의 CPU 사용율 기반 효율적인 부하균등화 기술의 설계 및 구현)

  • Myung, Won-Shig;Han, Jun-Tak
    • Journal of Korea Game Society
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    • v.4 no.4
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    • pp.11-18
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    • 2004
  • The on-line games in the past were played by only two persons exchanging data based on one-to-one connections, whereas recent ones (e.g. MMORPG: Massively Multi-player Online Role-playings Game) enable tens of thousands of people to be connected simultaneously. Specifically, Korea has established an excellent network infrastructure that can't be found anywhere in the world. Almost every household has a high-speed Internet access. What made this possible was, in part, high density of population that has accelerated the formation of good Internet infrastructure. However, this rapid increase in the use of on-line games may lead to surging traffics exceeding the limited Internet communication capacity so that the connection to the games is unstable or the server fails. expanding the servers though this measure is very costly could solve this problem. To deal with this problem, the present study proposes the load distribution technology that connects in the form of local clustering the game servers divided by their contents used in each on-line game reduces the loads of specific servers using the load balancer, and enhances performance of sewer for their efficient operation. In this paper, a cluster system is proposed where each Game server in the system has different contents service and loads are distributed efficiently using the game server resource information such as CPU utilization. Game sewers having different contents are mutually connected and managed with a network file system to maintain information consistency required to support resource information updates, deletions, and additions. Simulation studies show that our method performs better than other traditional methods. In terms of response time, our method shows shorter latency than RR (Round Robin) and LC (Least Connection) by about 12%, 10% respectively.

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Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
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    • v.22 no.4
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    • pp.106-117
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    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.

The Analysis for Key Factors of Social Network in aspect of Technology and Service (소셜네트워크의 핵심요인 분석 : 기술과 서비스 측면을 중심으로)

  • Byoun, Tae-Woon;Song, Seung-Keun
    • Management & Information Systems Review
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    • v.29 no.4
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    • pp.89-108
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    • 2010
  • Social Network Service(SNS) indicates the service to promote mutual friendship built in online focused on social relation between people. While a demand and concern of the service gets higher now more than ever, there are a lack of the approach in aspect of both technology and service still. 'Facebook' is the most famous in the world and the biggest in user number among various social network service. We investigate the key factors of 'Facebook' based on the side of approach both technology and service. We observe the behavior of users who have rich experience on using the social network service to find it. The result of this study reveals that an asynchronous method related to the technology drive to improve a sociality in social media. Furthermore, we find that openness connected with the technology force to intent the closed attribute in service through user observation. It is the unique qualities social media holds. The successful social network service can be expected if social media are developed to concern these factors.

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Highlight Detection in Personal Broadcasting by Analysing Chat Traffic : Game Contests as a Test Case (채팅 트래픽 분석을 통한 개인방송 하이라이트 검출 : 게임 콘텐츠를 중심으로)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.218-226
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    • 2018
  • As the number of personal broadcasting contents is rapidly increasing, the demand for a service that provides highlights is growing. A highlight, a collection of interesting scenes, can improve the quality of viewing experience. In this paper, we propose a method to automatically detect highlights using only chat traffic information. We also propose evaluation methods the effectiveness of using chat traffic in highlight detection. We apply the detection algorithm to game broadcasting, which has larger audience, and demonstrate its performance.