• Title/Summary/Keyword: Game Elements

Search Result 444, Processing Time 0.029 seconds

Development of Shoulder Wheel with Adjustable Rotating Speed and Rotating Angle and Application Contents

  • Lee, Jae-Heui;Kim, Jae-Hoon;Chung, Sung-Taek
    • International journal of advanced smart convergence
    • /
    • v.11 no.4
    • /
    • pp.129-140
    • /
    • 2022
  • The purpose of this study to improve the shoulder wheel that is used frequently during shoulder circumduction exercise in a park, to link the shoulder wheel to a game application comprising various shoulder circumduction exercise and shoulder ROM exercise, and to enjoy the game during the exercises. A step motor was added to the shoulder wheel, and the rotating speed and rotating angle, and rotating direction can be controlled. The shoulder height, different for different people, can be controlled as well, so that any user can use this device. The developed application content includes the game elements, to enjoy the repetitive and boring exercise with fun and interest, and the control to adjust the degree of difficulty. This was to help users heighten their desire to rehabilitate by inducing active participation during repetitive shoulder rehabilitation exercise because the game vests users with intrinsic motivation and immersion. If the shoulder wheel and application contents proposed in this study are used, shoulder diseases can be prevented in advance by performing muscle strengthening exercises required in an aging society. This study is expected to contribute to the field of research related to serious games and rehabilitation.

A Study of Trans-media in Fantasy Genre - Focusing on the Game of Thrones - (판타지 장르의 트랜스미디어 연구 -왕좌의 게임(Game of Thrones)을 중심으로-)

  • Jang, Dong-Gon;Kang, Ji-Young
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.173-197
    • /
    • 2017
  • The purpose of this study is to investigate the extensibility of transmedia contents of fantasy genre, and then to examine the characteristics of trans-media contents and analyze how the contents of fantasy genre have become trans-media. The definition and characteristics of the trans-media are distinguished from the existing theories such as One Source Multi Use (OSMU) and Crossmedia. At the same time, this study analyzes the extensibility of the trans-media contents applied to the fantasy genre and it compares with other medias such as novels, videos, games, etc. This shows that the game of the throne was more like to the second order adaptation through video adaptations that succeeded in success compared to the original novels that in expanding into trans-media compared with existing fantasy genre contents represented by the Lord of the Ring. The difference is that although the game of the throne is a fantasy genre content, it does not inherit the existing database genre elements, and it has been found that it has a different aspect from the existing customary form from the role of the character to the whole narrative. The analyzes presented in this study are equally valid for single content, not just for transmedia specific elements.

Drawing up class module elements of originality and convergence and suggesting class modules by combining middle school physical education and STEAM (중학교 체육과 STEAM 융합을 통한 창의·융합 수업 모듈 요소 도출 및 수업 모듈 제시)

  • Hong, Hee-Jung;Lim, Hyun-Joo
    • Journal of Wellness
    • /
    • v.14 no.2
    • /
    • pp.207-223
    • /
    • 2019
  • The purpose This study aimed at proposing class module elements for creativity and convergence and class models for creativity and convergence by integrating content elements by physical activity field(health, challenge, competition, ) for physical education and STEAM. For this, literature review, focus group interview(FGI) and discussions with experts were conducted, and the following study results have been drawn up: First, concerning the class module elements for creativity and convergence, total 11 class module elements in the health field were suggested including detecting risks by posture analysis and analyzing and designing amount of physical activity. Second, total 7 module elements in the challenge field were deduced such as anticipation of obstacles to target achievement and modeling of effective exercise. There were 17 convergence elements in the competition field including game record analysis and creation of game data storage application. Third, total 9 creativity and convergence module elements in the field include modeling of technology improvement for motion and symbolization for motion records. In addition, class modules related to convergence with engineering in the health field, convergence with technology in the challenge field, convergence with art in the competition field and convergence with art and mathematical symbols were proposed.

A Development of Metadata Integration Management System for Serious Game (기능성게임 메타데이터 통합관리시스템 개발)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.4
    • /
    • pp.57-64
    • /
    • 2013
  • During the past 10 years, serious game industry has been growing steadily. But the system which could stably and reliably provide metadata information and quality information related to serious game remained unexploited. Existing systems only support the basic management functions of metadata search centered. Therefore, we have developed an integrated system to manage the quality information of serious game as well as to improve the inconvenient details of the existing systems. And we designed quality evaluation elements and quality information supply-methods, and linked up them to the system. Furthermore, we conducted user's satisfaction assessment survey on the use of the system. The advantage of the system is that the system provide a lot of useful information for general users and developers, and support a tool to manage all information related to serious game by easy and convenient method for managers.

A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
    • /
    • v.18 no.6
    • /
    • pp.419-424
    • /
    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

A Study on User Interface Design of MMORPG Game Based on Affordance: Focused on Comparative Analysis of UI Design according to Platform Differences of (어포던스 기반한 MMORPG 게임의 UI 디자인에 관한 연구: MMORPG Game 의 플랫폼 차이에 따른 UI 디자인의 분석을 중심으로)

  • Choi, Yoo Na;Chun, JiYoon
    • Journal of Digital Contents Society
    • /
    • v.18 no.7
    • /
    • pp.1239-1248
    • /
    • 2017
  • The domestic game market is still on a trend of growth. Particularly, as the demand for mobile games is increased, the mobile version is developed in a growing number of cases even after the launch of the games for PCS. In a bid to search for the effective method of UI design depending on the differences between the platforms, this study analyzed the types of different media in the first place and as the approaches to the UI design based on the affordance concept, implemented on the platform of PCS and implemented on the platform of mobile devices were analyzed as the cases which are the same MMORPG games. Since the differences between the game platforms can cause the variations in the physical size of the screens depending on the environment in which the user interface (UI) is rendered and may often involve the controls implemented by the touch of screens rather than the manipulation based on the keyboard and mouse, they usually give the influences on the direction of UI designs. By analyzing these UI elements based on the affordance concept, it may be possible to find the effective method of UI design in the future.

An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
    • /
    • v.11D no.4
    • /
    • pp.901-906
    • /
    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.

Design and Implementation of a Motivation Model Using Edutainment Strategy on Mobile Learning Environments (에듀테인먼트 전략을 활용한 모바일 학습 환경에서의 동기 모형의 설계 및 구현)

  • Kim, Chang-Gyu;Jun, Woo-Chun
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.1
    • /
    • pp.99-107
    • /
    • 2008
  • Over online education based on wired Internet technologies, due to recent development of various mobile technologies, education based on mobile environment becomes popular. In the meanwhile, the young students are more interested in game-based education that provides more interaction and instant feedback than one-way cramming education. The purpose of this thesis is to develop a new motivation model for mobile environment and apply the model to the elementary school students. The proposed model, based on Keller's motivation model, is designed to increase study effects through motivating students with various game strategies. The proposed motivation model has the following characteristics. First of all, the best game genre can be provided for each study theme in early planning stage. Second, the model can allow students to have more interests in their study activity by providing various edutainment elements. Third, a stage of producing game synopsis and concrete scenario is included in motivation model. The stage enables more complete combination of game and mobile motivation strategies. Finally, the proposed model allows contents developed to be appled in teaching plan without any refinement. That is, the model allows a teaching plan to be extracted from study contents instantly.

  • PDF

Development of Game Programming Education Model 4E for Pre-Service Teachers (예비교사를 위한 게임 프로그래밍 교육모델 4E 개발)

  • Sung, Younghoon
    • Journal of The Korean Association of Information Education
    • /
    • v.23 no.6
    • /
    • pp.561-571
    • /
    • 2019
  • Programming education generally includes problem analysis process, automation through algorithms and programming, and generalization process. It is a good software education method for students in improving computing thinking. However, it was found that beginners had difficulties in understanding instruction usage, writing algorithms, and implementing programming. In this study, we developed a game programming education model and curriculum for programming education of pre-service teachers. The 4E model consisted of empathy, exploration, engagement and evaluation. In addition, it is configured to learn game core elements and core command blocks by each stage. To help the pre-service teachers understand the use of various programming blocks, a three-step teaching and learning method was presented, consisting of example learning, self-game creation, and team-based projects. As a result of applying and verifying the curriculum for 15 weeks, it showed significant results in the 4E model and pre-service teachers' perception of block programming competence and the level of computational thinking on the submitted game project results was also high.

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
    • /
    • v.12 no.1
    • /
    • pp.79-106
    • /
    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

  • PDF