• Title/Summary/Keyword: Game ability

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Development of a board game-based gamification learning model for training on the principles of artificial intelligence learning in elementary courses (초등과정 인공지능 학습원리 이해를 위한 보드게임 기반 게이미피케이션 교육 실증)

  • Kim, Jinsu;Park, Namje
    • Journal of The Korean Association of Information Education
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    • v.23 no.3
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    • pp.229-235
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    • 2019
  • By combining the elements of the game or game in education, it improves the interest of the students and improves academic achievement by creating an environment where they can participate directly. We propose a curriculum that can learn the core principles of the elementary curriculum through fusion. The proposed curriculum helps students to understand the principles of the elementary curriculum by learning the artificial intelligence method in board game form. Learning methods that incorporate such elements of the game will enable learners to learn the principles of IT so that they can develop their ability to understand objects from various perspectives and enhance their thinking skills. It is expected that the elementary artificial intelligence curriculum that incorporates the proposed gamification will contribute to the development of the information science curriculum, which has been highlighted recently from the 2015 curriculum.

Development and Effect of the Creative Problem Solving Capacity Education Program for University Freshmen Using Game component (게임적 요소를 활용한 대학 신입생의 창의적 문제해결 교육 프로그램 개발 및 효과)

  • Jeon, Shin-young;Park, Joo-Hee
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.139-150
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    • 2021
  • This study analyzed the effectiveness by developing an online program to enhance collaborative problem-solving capabilities for college freshmen using gamification. According to the research results, the operational model of the online program for enhancing collaborative problem-solving capabilities using gamification was presented in five stages: 1 preparation, 2 team building, 3 assessment, 4 feedback, and 5 achievement sharing. The results of the "pre-test" and post T-test of creative problem-solving capabilities, the variables related to creative problem-solving skills, academic challenge, creative thinking ability, and convergence value creation have been significantly improved. What should be discussed in the future is the need to experience collaborative problem solving process online, and to develop game design and platform that can discuss and communicate.

Design and Implementation of Serious Games for Dementia Prevention and Brain Training (치매 예방과 두뇌 훈련을 위한 기능성 게임 설계 및 구현)

  • Young-Ho Lee
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.5
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    • pp.89-95
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    • 2024
  • As the world's population ages, the incidence of dementia is increasing, and the psychological and economic burden on patients and their families is becoming a major social issue. As a result, various solutions are being sought to prevent dementia. In this study, we designed and implemented a serious game consisting of three types of mini-games aimed at effective dementia prevention, and improved the limitations of existing dementia prevention serious games as follows. Firstly, by implementing the game in a 3D environment, we were able to provide users with an enhanced play environment and experience. Secondly, by implementing three different mini-games to choose from, we were able to provide users with a variety of fun and experiences, as well as a variety of brain training. Third, by providing game content that can train not only spatial or visual cognitive abilities, but also visual and auditory cognitive abilities in combination, we have improved the efficacy of improving users' cognitive ability and memory. Fourth, we made it more accessible to users by supporting cross-platform play on PC or mobile devices.

A game theory approach for efficient power control and interference management in two-tier femtocell networks based on local gain

  • Al-Gumaei, Y. A.;Noordin, K. A.;Reza, A. W.;Dimyati, K.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2530-2547
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    • 2015
  • In the recent years, femtocell technology has received a considerable attention due to the ability to provide an efficient indoor wireless coverage as well as enhanced capacity. However, under the spectrum sharing between femtocell user equipment (FUEs) and the owner of spectrum macrocell user equipment (MUEs), both may experience higher uplink interference to each other. This paper proposes a novel distributed power control algorithm for the interference management in two-tier femtocell networks. Due to the assignment of licensed radio frequency to the outdoor macrocell users, the access priority of MUEs should be higher than FUEs. In addition, the quality of service (QoS) of MUEs that is expressed in the target signal-to-interference-plus-noise ratio (SINR) must always be achieved. On the other hand, we consider an efficient QoS provisioning cost function for the low-tier FUEs. The proposed algorithm requires only local information and converges even in cases where the frontiers of available power serve the target SINRs impossible. The advantage of the algorithm is the ability to implement in a distributed manner. Simulation results show that the proposed algorithm based on our cost function provides effective resource allocation and substantial power saving as compared to the traditional algorithms.

A Case Study for successful game media franchise : The maple story (성공한 Game 원 소스 멀티 유즈 사례에 관한 연구 (메이플 스토리를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.172-174
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    • 2013
  • Today, one of the most important reasons that Media franchise becomes a core part in the visual contents is that they can create added value and profit optimization easily with main source contents. For succeeding in media franchise, outstanding main contents develop and planning ability which can graft main contents onto other genres are required. This paper will analyze media franchise success cases, with The Maple story as the center, will inquire How he succeed in Korea contents market, and will suggest pointing spot of Korea style media franchise. planning ability and several other causes.

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Strategic Coalition for Improving Generalization Ability of Multi-agent with Evolutionary Learning (진화학습을 이용한 다중에이전트의 일반화 성능향상을 위한 전략적 연합)

  • 양승룡;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.2
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    • pp.101-110
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    • 2004
  • In dynamic systems, such as social and economic systems, complex interactions emerge among its members. In that case, their behaviors become adaptive according to Changing environment. In many cases, an individual's behaviors can be modeled by a stimulus-response system in a dynamic environment. In this paper, we use the Iterated Prisoner's Dilemma (IPD) game, which is simple yet capable of dealing with complex problems, to model the dynamic systems. We propose strategic coalition consisting of many agents and simulate their emergence in a co-evolutionary learning environment. Also we introduce the concept of confidence for agents in a coalition and show how such confidences help to improve the generalization ability of the whole coalition. Experimental results are presented to demonstrate that co-evolutionary learning with coalitions and confidence allows better performing strategies that generalize well.

A study on the taping techniques of functional golf inner-wear for improving golf swing trajectory & shot distance (골프 스윙궤적 및 비거리 향상을 위한 기능성 골프 이너웨어의 테이핑 기법 연구)

  • Jungwoo Kim
    • The Research Journal of the Costume Culture
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    • v.32 no.1
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    • pp.58-69
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    • 2024
  • The purpose of this study was to develop the Functional golf inner-wear by preventing the injuries and enhancing the performance of the Golf swing by checking the influence of the wearing of the functional golf inner-wear considering golf characteristics on the Swing trajectory and Shot distance. Functional inner-wear effective for golf swing was manufactured using the sports taping method. Changes in driver and iron swing before and after wearing the functional golf inner-wear manufactured in this way were measured using trackman equipment. Measurement variables were limited to Club Speed, Attack Angle, Club Path, Ball Speed, Smash Factor, and Priority. Before and after wearing functional golf inner-wear, there were statistically significant differences in driver club speed, iron club speed, driver etch angle, iron club pass, driver ball speed, driver smash factor, iron smash factor, driver carry, iron carry, and right shoulder joint proprioceptive sensory ability. As a result, functional golf inner-wear is effective for ball speed, impact, and carry by increasing club speed and efficient swing. Future research will focus on the development of functional golf that can improve the swing ability in a short game that plays an important role in the golf game through various sports taping grafting technique, textile, special material, film, Research on functional golf inner-wear.

A Study on Game Development for Enter Literacy Evaluation (진학소양평가 게임 시스템 개발에 관한 연구)

  • Jeon, Joong Yang;Kwon, Do Soon
    • Information Systems Review
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    • v.16 no.2
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    • pp.61-76
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    • 2014
  • Recently, students have raised negative awareness of the test because of school records and irrational difficulty level of the College Scholastic Ability Test. They go so far as to commit suicide because of failure in entering school. It becomes a social problem and it is rising more and more interested in entering school. The educational game was created based on considering this social environment. Namely, students can enter university as playing online or mobile game through Enter Literacy Assessment game service. The Enter Literacy Assessment game service provides various tests which are math, english, science or essay that real university wants through online or mobile game. For this, general concept about Enter Literacy Assessment game service and characteristic establishment and limitation of existing research should be understood. The research refers to relationship between Self-Determination Theory which is the representative theory related with psychological desire of human intrinsic and Enter Literacy Assessment game service. Therefore, development of Enter Literacy assessment Serious Game is a new opportunity factor to take two dominants which are secure of university competitive power and excellent personnel and challenge for development of serious game.

A Control Method for designing Object Interactions in 3D Game (3차원 게임에서 객체들의 상호 작용을 디자인하기 위한 제어 기법)

  • 김기현;김상욱
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.322-331
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    • 2003
  • As the complexity of a 3D game is increased by various factors of the game scenario, it has a problem for controlling the interrelation of the game objects. Therefore, a game system has a necessity of the coordination of the responses of the game objects. Also, it is necessary to control the behaviors of animations of the game objects in terms of the game scenario. To produce realistic game simulations, a system has to include a structure for designing the interactions among the game objects. This paper presents a method that designs the dynamic control mechanism for the interaction of the game objects in the game scenario. For the method, we suggest a game agent system as a framework that is based on intelligent agents who can make decisions using specific rules. Game agent systems are used in order to manage environment data, to simulate the game objects, to control interactions among game objects, and to support visual authoring interface that ran define a various interrelations of the game objects. These techniques can process the autonomy level of the game objects and the associated collision avoidance method, etc. Also, it is possible to make the coherent decision-making ability of the game objects about a change of the scene. In this paper, the rule-based behavior control was designed to guide the simulation of the game objects. The rules are pre-defined by the user using visual interface for designing their interaction. The Agent State Decision Network, which is composed of the visual elements, is able to pass the information and infers the current state of the game objects. All of such methods can monitor and check a variation of motion state between game objects in real time. Finally, we present a validation of the control method together with a simple case-study example. In this paper, we design and implement the supervised classification systems for high resolution satellite images. The systems support various interfaces and statistical data of training samples so that we can select the most effective training data. In addition, the efficient extension of new classification algorithms and satellite image formats are applied easily through the modularized systems. The classifiers are considered the characteristics of spectral bands from the selected training data. They provide various supervised classification algorithms which include Parallelepiped, Minimum distance, Mahalanobis distance, Maximum likelihood and Fuzzy theory. We used IKONOS images for the input and verified the systems for the classification of high resolution satellite images.

A Study on the Improvement of Concentration through Serious Games (기능성 게임을 통한 집중력 향상에 관한 연구)

  • Cho, Seung-Ju;Yoon, Hyung-Sup
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.27-35
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    • 2011
  • Concentration is one of the most important factor in learning ability. It is important to improve concentration for learning ability. Most digital kids have been accustomed to addictive media like games since childhood, so traditional methods of teaching and learning has been difficult to give interests for them. Therefore introducing a new teaching methods was inevitable for students with low concentration. This is an experiment to prove the hypothesis that the concentration training by certain serious game would be helpful for improving students' concentration. Not only some serious games but also meditation by music was effective to improve concentration in the experiment. Average people is hard to immerge in meditation. but some serious games involve fun factors like curiosity, challenges, competitions and rewards. Games are not more negative to young people, will be helpful to society in various forms.