• Title/Summary/Keyword: Game Pattern

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A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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Design of Network-based Game Using the GoF Design Patterns

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.6
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    • pp.742-749
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    • 2006
  • In the network-based game where it uses the Internet infrastructure, the implementation is possible with the various methods. Such Applications are developed in the multi-tired architecture. There are many cases for the server to be separated from the hardware or the software. In this case, a lot of applications make the distributed process possible and are made as the multi-tiered architecture to develop the reusability of the existing software module. Especially, it is mostly general to separate for the case of a database server to a new tier. One of the important points of multi-tiered server side applications is security and because of this, it is difficult to share the related data about the design skill. Using design patterns, it gives help in reusing the existing written-code for the design of the game that needs a lot of money and time. Design Patterns are related to the software reuse. For the development of more efficient games, if well-defined design patterns are provided to the developers, then it would make more easy advanced game API and make possible the framework for the game development based on the API Through the analysis of the general network-based game currently servicing in the Internet, in this paper, we discuss how to implement a business logic tier using database system among the server side architectures. The main objective of this article is to show an efficient APIs(Application Programming Interfaces) design method which can be used to manage the data that must be saved to the database system among the packets that client/server have to be exchange.

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A Study on the Usage Pattern of Auto System and User Recognition in Mobile RPG Game (모바일 RPG 게임에서 오토 시스템 활용 형태와 사용자 인식에 관한 연구)

  • Heo, Chang-Dae;Lee, Jyu-Ri;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.75-78
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    • 2019
  • 본 논문에서는 최근 모바일 RPG 시장의 판도에 영향을 끼치는 매크로(이하 오토 시스템)의 성공 요인과 그 환경적 배경을 연구하여 새로운 게임 경향을 파악하고 그 종류를 크게 3가지로 분류하여 게임의 수익적 관점에서 분석하고자 한다. 또한 그에 따른 유저들의 인식 현황과 플레이 형태를 연구하고 올바른 오토 시스템의 적용 모델과 나아가 바람직한 게임 개발에 대한 방향을 제시한다.

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Abusive Game Deisgn and Introspect Game play through Goffman's frame analysis (프레임 분석을 통한 불쾌한 게임 디자인(Abusive Game Design)과 반성적 게임플레이)

  • Ganbold, Uyanga;Yu, Hui-Beom;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.51-60
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    • 2017
  • The interrelation between abusive game designers and players are revealed and considered as one of the game arts by Miguel Sicart. This study is based on the frame analysis of Ervin Goffman. The player centered game design, in the case of a digital game, is penetrated into the frame, and player's experience and game frame at the same level can be assumed as positive down-keying. Conversely, confusion of the game is experienced by the players and perceptions about the games are required. The term of Miguel Sicart, generated the abusive game design in the view of the game art, considers both common game and design of the game, respectively. Nevertheless, the abusive game design refreshes the reflections of players in a game and presents possibilities of bridging the designs of standard games through the techniques and devices.

Fast Pattern Tracking in Cubemap Video Using Kalman Filter (큐브맵 비디오에서 칼만 필터를 사용한 빠른 패턴 추적)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.43-52
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    • 2020
  • This paper presents a fast pattern tracking method using location prediction in cubemap video for 360-degree VR. A spherical cubemap frame has six face textures and searching a pattern is much slower than a flat image. To overcome the limitation, we propose a method of predicting the location of target pattern using Kalman filter and reducing the search area by considering only textures of predicted location. The experimental results showed that the proposed system is much faster than the previous method of searching all six faces and also gives accurate pattern tracking performance.

Game Based Cockroach Prevention Framework Proposal :Through Citizen Participating Game (시민참여형 게임을 활용한 바퀴벌레 방역 프레임워크 제안)

  • Kim, WooJung;Kang, TaeKoo;Kim, Eu Wang;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.20 no.4
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    • pp.3-10
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    • 2020
  • The purpose of this paper is to make a game design to overcome traditional prevention system. Cases such as recent cockroach floodings in Seoul, which shows difficulties on understanding the appearance pattern of cockroaches and limitations of the quarantine systems are increasing frequently theses days. In particular public sewer systems which is essential for urban development, face problems due to urban sprawl. In order to solve the problem this study proposes a game design building collective intelligence through citizen participation on cockroach prevention problems.

Serious Game Design for Rehabilitation Training with Infrared Ray Pen (적외선 펜을 이용한 재활훈련 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.151-161
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    • 2009
  • In this paper, we propose a serious game which aims to draw the interest of rehabilitants and increase their locomotive ability with an infrared ray(IR) pen interface. The proposed game focuses on providing easy-to-manipulate cognitive rehabilitation environments. In order to achieve the goal, we devised new game interface composed of a Wiimote controller and a IR pen. Moreover, SVM(support vector machine) algorithm was employed for gesture recognition. The proposed game can be successfully utilized not only for rehabilitants but also for aged persons in preventing dementia and promoting their health.

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A Proposal of Gamification Design Elements to prevent Game and Digital Addiction (게임 중독과 디지털 중독 예방을 위한 게이미피케이션 개발 요소 제언)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.95-108
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    • 2019
  • The purpose of this study is to suggest ways to design gamification to improve the game and digital addiction. For the study, 782 of gmaification cases were collected and game mechanics and fun experience were analyzed by 4F process which is to design the effective gamification. To find the specific pattern, apriori algorithm, which is to find associated rules in transaction is applied to the 782 cases. According to the results, 63 of game mechanics associated rules are found. In the fun experience, 37 of associated rules are found. Based on the result, this study suggest the direction of gamification design for game and digital addiction improvement.

An Analysis of Game Strategy and User Behavior Pattern Using Big Data: Focused on Battlegrounds Game (빅데이터를 활용한 게임 전략 및 유저 행동 패턴 분석: 배틀그라운드 게임을 중심으로)

  • Kang, Ha-Na;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.27-36
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    • 2019
  • Approaches to find hidden values using various and enormous amount of data are on the rise. As big data processing becomes easier, companies directly collects data generated from users and analyzes as necessary to produce insights. User-based data are utilized to predict patterns of gameplay, in-game symptom, eventually enhancing gaming. Accordingly, in this study, we tried to analyze the gaming strategy and user activity patterns utilizing Battlegrounds in-game data to detect the in-game hack.

An Empirical Approach for Gamer's Cognitive Model on Game Playing Experience : Towards Difference of Gamers' Expertise in World Warcraft Game (게임플레이 경험에 대한 게이머의 인지적 모형에 관한 실증적 접근 : World of Warcraft 게임에서 게이머의 전문성 차이를 중심으로)

  • Song, Seung-Keun
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.23-33
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    • 2009
  • This study aims to uncover the gamers' cognitive process during the gameplay and explore the differences between groups in the gamers' playing behavior according to their expertise: experts, intermediate players, and novices. To this end, the empirical experiment was conducted in 'World of Warcraft' game which is a good representative of MMO(Massively Multi-player Online) game currently. Verbal protocol and action protocol collected from the empirical experiment were analyzed according to the gamers' expertise. As a result of this study, we found that the different behavior patterns result from standardizing pattern of their actions for experts and forming the learning curves and the specific patterns of action for intermediate game players and novices. While three functional-actions as a collection action concentrates on the early stage of the game for experts, the novices' behavior pattern dispersedly appeared in all seven functional-action, such as search, combat, three type collections, avoid, and communication in the whole gameplay. This study represents the consistency and the difference derived from the comparison analysis between groups according to the expertise. This study is concluded with key implications to support game design guidelines according to experts, intermediate players, and novices. Consequently, the result of this study provides the basic to the development of MMO content for game novices.

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