• Title/Summary/Keyword: Game Memory

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A Study on Improvement Direction of Onboarding Process Design for Elevating Early User Experience of Online Games (온라인 게임의 초반 사용자 경험 향상을 위한 진입 과정 디자인 개선 방향 연구)

  • Yang, Seung Hee;Yoo, Seung Hun
    • Design Convergence Study
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    • v.18 no.4
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    • pp.1-15
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    • 2019
  • As the game industry is steadily becoming the spotlight industry, the importance of user experience design in game industry is increasing. This study tried to approach game from the viewpoint of user experience design and aimed to analyze the onboarding process focusing on user accessibility and retention in an online game. First, through literature review, onboarding process was devided into three stages. Then each stages were analyzed into experience design, game design elements to derive the key UX factors. Second, based on the UX elements, the game experience and cognitive element analysis frame was presented. With this frame, five domestic online games were qualitatively analyzed and cognitive elements of each game's onboarding process were derived. Key cognitive factors in each stages were, selective attention in the discovery stage, working memory and active learning in the learning stage, and participation and motivation in the immersion stage. Finally, improvement direction were presented, focusing on the key cognitive factors. These studies highlight the importance of the user entry process in online games and suggests improvements to lower entry barriers.

Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality (가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발)

  • Kim, Min-jeong;Kim, Young-june;Oh, Ha-hyun;Lee, Chung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.308-311
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    • 2021
  • This paper describes the development of a functional game for preventing dementia for the elderly based on virtual reality. The game was developed using the Unity 3D engine to create a fishing spot, a virtual reality space. In consideration of the fact that the object of the game is an elderly person relatively unfamiliar with the virtual reality, the number of operation buttons is minimized and the sense of resistance and fatigue are reduced by an intuitive game configuration. In addition, the game was designed to give people a sense of accomplishment with a score system after the game, and to encourage them to participate in the game Overall, the developed game consists of main, interface, stage, score, TTS, tutorials, and ending credit. Each category stage is divided into three stages and realized in one integrated environment, and VRHMD can be used to games that enhance memory, attention, and judgment.

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Design and Implementation of Virtualization Based Distributed Game Server for Mobile Social Network Game (모바일 소셜 네크워크 게임을 위한 가상화 기반 분산 게임서버의 설계 및 구현)

  • Lee, Wonjin;Lee, Taekkyun;Kim, Kangseok;Hong, Manpyo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2013.05a
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    • pp.117-120
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    • 2013
  • 스마트폰의 보급으로 모바일 소셜 네트워크 게임(SNG: Social Network Game)을 즐기는 사용자들이 증가하고 있다. 그러나, SNG의 특성에 맞는 자원 활용률을 고려한 효율적인 게임서버에 대한 연구는 매우 부족한 실정이다. 본 논문은 가상화 기반으로 SNG게임서버를 설계 및 구현한다. 또한 가상화 기반 분산 게임서버의 CPU 사용률과 Memory 사용량을 분석하여 게임서버의 자원 활용률을 보인다. 이를 토대로 SNG게임서버 환경구축의 기반지식을 제공한다.

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
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    • v.9 no.1
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    • pp.196-202
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    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

A Study on the Principle the Games that deeply imprinted in Human Perception and Memory (게임이 인간의 인식과 기억 속에 깊게 각인되는 원리에 관한 연구)

  • Kwak, Hyon-A;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.535-538
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    • 2020
  • 지나가는 사람들에게 '게임이란 무엇인가?' 라는 질문을 던져보자. 대다수의 사람들은 '경쟁해서 이기는 것', '목적을 이루고 성취감을 얻는 것'과 비슷한 대답을 내놓는다. 이와 같이 인간의 인식 속에 박혀 있는 '게임'이라는 키워드는 최종적으로 자신이 승리하는 인식으로 존재해 있다. 즉, 나 스스로가 선택한 행동에 의해 무언가의 목적을 이룬다는 것이다. 사람들의 인식 속에 깊게 박히는 것이 '훌륭한 게임'의 기준이 된다면 그 게임은 결론적으로 '몰입'과 '성취'가 얼마나 부각되는지에 따라 결정될 것이다. 이에 본 논문에서는 게임 몰입자들이 어째서 늘 새로운 자극을 찾아 게임을 향유하는지, 대체 어떤 면에서 만족감을 느끼는지, 또 그들이 추구하는 자극은 어디서 오는지 조사함으로써 게임이 사람들에게 각인되는 조건을 제시해본다.

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Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.

Measurement of Rhythmic Similarity for Auditory Memory Game (청각 기억 게임을 위한 리듬 유사도 측정 기술)

  • Kim, Ju-Wan;Lee, Se-Won;Park, Ho-Chong
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.3
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    • pp.136-141
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    • 2011
  • In this paper, a method for measuring rhythmic similarity between two sound signals for auditory memory game is proposed. The proposed method analyzes energy fluctuation, the temporal duration of energy peak, the timbre of two signals, and detects beat positions for each signal. Then, it determines the rhythm vector after compensating a difference in tempo and the number of beats between two signals. Finally, a method for rhythmic similarity measurement is defined as a function of the dissimilarity between two rhythm vectors and a difference in the number of beats. The rhythmic similarity measured by the proposed method and that by the subjective listening test are compared, and the correlation of 0.86 between two results is achieved.

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
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    • v.26 no.2
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    • pp.87-122
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    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.