• Title/Summary/Keyword: Game Play

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Development of the Educational Android Application using Location Based Service (위치기반서비스를 활용한 안드로이드 퀴즈 애플리케이션 구현)

  • Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.24 no.3
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    • pp.416-423
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    • 2012
  • Smartphone and Tablet PC has become a popular. So, various location-based service applications are being made in the field of advertising, games, and search. However, the location-based services application is lacking in the field of education. Therefore, this study proposes a Location-based service application for Tablet PC, which can be take advantage in school. The application was designed with these considerations in mind. First, the application to increase the participation of the students take the form of play. Second, participating students are influencing each other. Third, through the promotion of the cycle has allowed long-term operations. This application will be used usefully in an environment that students use a individual Tablet PC through the spread of e-textbooks.

A Study on Nurturing Korean Star Character by Analysis of Nintendo Super Mario Character Transition - Focusing on Robot Taekwon V - (닌텐도 '슈퍼마리오' 캐릭터 변천 분석에 따른 한국형 스타캐릭터 육성에 관한 연구 - 로봇태권 V를 중심으로 -)

  • Tak, Yeon-Suk
    • Journal of Korea Multimedia Society
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    • v.22 no.3
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    • pp.395-402
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    • 2019
  • Star characters play a key role in the background of contents that secure global competitiveness. In this study, we study the growth factors and transitional forms of Nintendo Super Mario Bros. and suggest the direction of nurturing Korean star characters. As a result of the analysis of Super Mario Bros., it was possible to derive the growth factors of Originality, repeatability, Continuity, Pertain, and Star Fame and the transition result of step development method. Robot Taekwon V was presented as a reference model while Korean game characters with global competitiveness were excavated. Robot Taekwon V, which combines the features of friendly, unique, symbolism, and narrative, could be used to present a development model of the type of jump development. In the jump development model, character development and Upbringing, diversification of genre, pioneering of new markets combined with new technology, and fostering of characters through linkage with other industries were presented.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

Designing the Museum Gamification System

  • Jeon, Se-won;Moon, Seok-Jae;Ryu, Gi-Hwan
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.2
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    • pp.219-224
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    • 2022
  • We identified the correlation between museums, gamification, and viewers based on the results of keyword correlation analysis, designing the museum gamification system. By applying gamification to the museum through big data CONCOR analysis, it was found that viewers had fun watching it through direct experiences and experiences. In this study, we propose a system that directly selects the story desired by the viewer and serves the game suitable for the theme of the museum they visited. In addition, the system proposed in this paper organized a story algorithm so that viewers can directly select the difficulty level based on the story and play personalized games. We collected existing museum information and designed to enable games of various stories suitable for the museum's theme, and based on this, it was applied to the museum gamification app. Moreover, in order to further enhance the immersion of museum viewing. We have been designed and applied based on Virtual Reality (VR).

Integer and fractional quantum Hall effect in graphene heterostructure

  • Youngwook Kim
    • Progress in Superconductivity and Cryogenics
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    • v.25 no.1
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    • pp.1-5
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    • 2023
  • The study of two-dimensional electron systems with extraordinarily low levels of disorder was, for a long time, the exclusive privilege of the epitaxial thin film research community. However, the successful isolation of graphene by mechanical exfoliation has truly disrupted this field. Furthermore, the assembly of heterostructures consisting of several layers of different 2D materials in arbitrary order by exploiting van der Waals forces has been a game-changer in the field of low-dimensional physics. This technique can be generalized to the large class of strictly 2D materials and offers unprecedented parameters to play with in order to tune electronic and other properties. It has led to a paradigm shift in the field of 2D condensed matter physics with bright prospects. In this review article, we discuss three device fabrication techniques towards high mobility devices: suspended structures, dry transfer, and pick-up transfer methods. We also address state-of-the-art device structures, which are fabricated by the van der Waals pick-up transfer method. Finally, we briefly introduce correlated ground states in the fractional quantum Hall regime.

A Study on User Perception of Starter Pack in Mobile Games (모바일 게임의 스타터 팩에 대한 사용자 인식 연구)

  • Heo, Chang-Dae;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.497-499
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    • 2020
  • 모바일 게임에서의 스타터 팩이란 신규 유저들이 부분유료화 모바일 게임들을 처음 시작하면 쉽게 접할 수 있는 첫 과금요소 중 하나다. 본 논문은 부분유료화 모바일 게임에서의 스타터 팩을 경험해 본 유저들 대상으로 스타터 팩에 대한 인식을 분석하며 게임 개발팀 및 유저들의 입장에서의 서로 윈윈효과를 위해 스타터 팩 기획 구성을 어떻게 해야 하는지에 대한 향후 방향성을 제시한다.

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A comparative study on the structural relation of component factors influencing professional sport team brand equity (프로스포츠팀 브랜드 자산 구성요인 간 구조관계 비교)

  • Lee, Gun-Hee
    • Journal of Wellness
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    • v.6 no.1
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    • pp.51-61
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    • 2011
  • The purpose of this study was to identify the component factors of professional sport team brand equity and to empirically examine factors composed of it's brand equity. The subjects of this study was the group that spectator professional sport game. For those sheet, judged to be insincere and to be unsuitable for the purpose of this study, and were missing questions excluded. SPSS 13.0 for window statistics package and AMOS 5.0 for window statistics package were used for data analysis. The goodness of the model was confirmed by data analysis and then the hypotheses testing were conducted. The findings are as follows: Firstly, brand associations(rivalry, commitment, play, socialization, success, history) have a significant effect on brand loyalty. But brand mark didn't have a significant effect on brand loyalty. Secondly, brand awareness(identification, internalization) have a significant effect on brand loyalty.

A COMPARATIVE ANALYSIS OF MOTHER-CHILD PLAY BETWEEN AUTISTIC AND NORMAL GROUPS FOR PROMOTING THE AUTISTIC CHILDREN'S SYNCHRONIZED BEHAVIORS (자폐적인 아동의 일치적 애착 행동 증진을 위한 정상군/자폐군 모-아놀이의 비교 분석)

  • Im, Sook-Bin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.76-90
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    • 1999
  • This study was performed 1) to compare the nature of the synchronized behaviors in mother-child plays between autistic and normal groups quantitatively and qualitatively and 2) to identify the behavioral data to improve synchrony. The subjects were consisted of 20 mother-child pairs, 10 for each autistic group(AG) and normal group(NG). The developmental age of two groups was under 24 months old and equally matched. Data were collected by video-taped mother-child free play and analyzed with Wilcoxon Rank Sign(Sum) Test, Spearman Correlation Coefficient, Scheffe's Test, and Content Analysis. The score on synchronized behaviors of AG was significantly lower than that of NG(p<.05). As time progressed, the difference was much higher between the 2 groups. And the structure of motherchild plays in AG was poor and most of the interactions were discontinued as 1 or 2 episodes. On the other hand, mother-child plays in NG were enriched and became somewhat like game or play. The score of mother's growth-fostering nurturing behaviors showed positive relation to synchrony and much highly related to the group of 16 months-old or above. Mother's laughing and patting responses and pausing to get the child's initiative were especially related highly to synchronized behaviors. In conclusion, these mother's growth-fostering nurturing behaviors should be stressed at the mother-child interactions and also well structured therapeutic play with considering in children's developmental level should be given.

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The Regional Distribution of Ssireum(Traditional Wrestling) in South and North Korea (남북한 씨름의 지역적 분포)

  • Kwak, Nak-hyun
    • (The)Study of the Eastern Classic
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    • no.72
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    • pp.299-327
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    • 2018
  • The objective of this study is to examine the regional distribution of Ssireum(Traditional Wrestling) of South and North Korea in the Japanese colonial era. The conclusions of this study are as follows. First, the "Joseon ui hyangto orak(Folk play in Joseon)" showed the record of performing 272 times of Ssireum in 226 regions of the whole nation. Second, the Ssireum of South Korea could be divided into five regions. Seoul/Gyeonggi-do performed Ssireum the most in Dano, Baekjung, and Chuseok while Chungcheong-do performed Ssireum in Baekjung and Chuseok. Jeolla-do and Gyeongsang-do performed Ssireum in Chuseok while Gangwon-do performed Ssireum in Dano and Chuseok. Third, the Ssireum of North Korea could be divided into three regions. All the Hwanghae-do, Pyeongan-do, and Hamgyeong-do performed Ssireum the most in Dano. Fourth, as the period when Ssireum was held the most in the whole nation, Dano, Baekjung, and Chuseok could be pointed out. Ssireum has the characteristics of large-scale play between village communities or regions, instead of individual game. Thus, the Ssireum that was played as a sport event under certain rules for a long time was settled down as a folk play of regional festivals such as Dano, Baekjung, and Chuseok. Fifth, as a folk play and a representative play of seasonal customs, Ssireum was distributed in the whole nation and handed down till today under the regional deviation of South and North Korea. Sixth, the unidentified regions of South Korea that did not perform Ssireum were six places including five dos such as Gapyeong Gyeonggi-do, Boseong Jeollanam-do, Jeju-do, Gunwi and Cheongsong Gyeongsanbuk-do, and Inje Gangwon-do. The regions of North Korea were six places including three dos such as Pyeongyang, Yangdeok, Gangdong, and Gaecheon of Pyeongannam-do, Bakcheon Pyeonganbuk-do, and Dancheon Hamgyeongnam-do. Total 12 places in eight regions were included. Seventh, the number of total items of play names presented in the "Joseon ui hyangto orak(Folk play in Joseon)" was about 6,400 types. Out of them, about 1,300 types were the items including how to play while about 5,100 types were the items presenting the play names only without explanations. Especially, in case of Ssireum, the periods of the lunar calendar were only specified in each region. Unfortunately, it was not possible to check the contents about the actual performance methods and types of Ssireum as they were omitted.

A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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