• Title/Summary/Keyword: Game program

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A Study on Gamification Consumer Perception Analysis Using Big Data

  • Se-won Jeon;Youn Ju Ahn;Gi-Hwan Ryu
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.332-337
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    • 2023
  • The purpose of the study was to analyze consumers' perceptions of gamification. Based on the analyzed data, we would like to provide data by systematically organizing the concept, game elements, and mechanisms of gamification. Recently, gamification can be easily found around medical care, corporate marketing, and education. This study collected keywords from social media portal sites Naver, Daum, and Google from 2018 to 2023 using TEXTOM, a social media analysis tool. In this study, data were analyzed using text mining, semantic network analysis, and CONCOR analysis methods. Based on the collected data, we looked at the relevance and clusters related to gamification. The clusters were divided into a total of four clusters: 'Awareness of Gamification', 'Gamification Program', 'Future Technology of Gamification', and 'Use of Gamification'. Through social media analysis, we want to investigate and identify consumers' perceptions of gamification use, and check market and consumer perceptions to make up for the shortcomings. Through this, we intend to develop a plan to utilize gamification.

Design of Music Player Application System based on Android (안드로이드 기반의 뮤직 플레이어 어플리케이션 시스템 설계)

  • Ryu, Chang-Su;Lee, Myung-Hwan;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.5
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    • pp.1237-1242
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    • 2014
  • The functions of playing musics and multimedia have become essential in one device as a smart phone since the smart phone appeared. It is very convenient, but it contains controversial arguments about sound quality, so many smart phone users use the music player application. By using these music applications, people start to think about the relationship between music playing and sound quality. However, those applications are not perfect, so it is hard to choose a good application. This thesis is about the advantages of the sound quality of music player applications that are currently sold in Android Market through RightMark Audio Analyzer program, and plans to suggest android music player application system design by analyzing applications by covering disadvantages of these applications.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.449-455
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    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

A Situational Training System for the food serving in the restaurant based on the Argumented Reality (증강 현실 기반 음식점 서빙 상황훈련 시스템)

  • Jung, Kwang-Il;Kim, Sung-Jin;Kim, Boo-Nyon;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.135-142
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    • 2009
  • Nowadays, many interface devices or training systems for the disabled are being developed and introduced with the recent development in IT technology but only few training systems for the developmental disabled are introduced. In this paper, we present a situation training system based on the argumented reality in order to help the developmental disabled to increase their management level of capability to the certain situation. Our system is specifically based on the food serving in the restaurant. This maker-based system provides trainees to safely experience various different situations and take the training session under any circumstances. The trainees for this program are able to look around with the HMD on, take the training easily by following the voice instruction, and try situational scenario.

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A Meta Analysis of the Effects of Physical Activity Programs in the Elderly with Disabilities (장애노인 신체활동 프로그램 효과에 대한 메타분석)

  • Kim, Kyungjin
    • Journal of the Korea Convergence Society
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    • v.9 no.7
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    • pp.301-308
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    • 2018
  • The study conducted a meta analysis to identify the effects of physical activity programs for the elderly with disabilities. The 14 out of 177 studies, fulfilled the process and requirement, were selected for the Hedges'g, funnel plot, forest plot, Egger's regression test, trim-and-fill, fail-safe N. There were three conclusions based on the results. First, the physical activity was effective for the elderly with disabilities and showed good effects on the psychomotor, cognitive, and affective domains. Second, the physical activity programs of fundamental exercise skill, game and sport, and fitness exercise showed positive effects on the psychomotor, cognitive, and affective domains in the elderly with disabilities. Third, the fundamental exercise skill for the psychomotor domain, the game and sport for the cognitive domain, and the fitness exercise for the affective domain were the most effective for the elderly with disabilities.

The Academic Effect of G-learning Method on the Motivation of Mathematics of Elementary School Students (G러닝 프로그램의 초등학교 수학교육에서의 효과 - 외재적/내재적 학습동기 향상을 중심으로)

  • Kim, Tae-Yeon;Wi, Jung-Hyun;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.43-51
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    • 2012
  • The purpose of this study is to find out whether G-learning method can raise students' academic motivation of the mathematics in elementary school. The subjects were 687 students in the same school. They were divided into two groups, control group and experimental group. Written tests were taken before and after the semester to evaluate the students' motivation of the mathematics. According to the results, the participation in G-learning program improved their academic achievements of mathematics. Experimental group showed statistically significant improvement in intrinsic motivation. On the contrary, control group showed statistically significant improvement in extrinsic motivation. This means that G-learning method make students study mathematics on their own initiative.

Suggestion of Emotional Expression with Human Character in 3D Animation using Layering Method (레이어링을 사용한 3D 애니메이션 인간형 캐릭터의 감정 표현 방법 제안)

  • Kim, Joo-Chan;Suk, Hae-Jung
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.1-17
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    • 2015
  • In domestic game market, the video game market is getting smaller and also decreasing funds and high level developers. So we need the software that can help us to make more realistic and high quality contents by non-expert developer in poor environments. In this paper, we selected global studio's animations which were scored good evaluation by public and critics as a well-made emotional expression that can convey the emotion properly. We selected movements that express emotions from the animation scripts by using Ekman's 6 basic emotions and Greimas' dynamic predicate, and then we had analyzed and categorized with the data. We also analyzed the movements for which data we needed to create specific movements to express emotions by using 'Animation Layer' that used in Unity's blending process. And suggest concept of the program that to create the emotional expression movements by using those analyzed data.

A Study on eye-tracking software design and development for e-sports viewing on the web (e 스포츠 웹 시청 연구를 위한 시선 분석도구 설계 및 개발)

  • Ko, Eunji;Choi, SunYoung
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.121-132
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    • 2015
  • This study suggests a design for an analytical software program and method for multitasking e-sports viewing through the web using an eye tracking device. To fulfill this task, we designed a Window of Interest (WOI) to measure and record visually on a screen wherever numerous multitasking activities occur. In addition, we developed an OBS (Opensource Broadcaster Software) plug-in that records and streams participant viewing behavior patterns in real time. The purpose of this study is as follows. First, unlike existing tools that limit web interface recording to still images, the developed tool can record dynamically via media such as videos. Second, when several windows are processed on a screen, the tool can accurately record the gaze positions of the participants. Lastly, the tool can enhance the objective validity of the data as it can be implemented in natural situations. Therefore, this study can trace natural viewing patterns and behavior as we do not create artificial experimental environments and stimuli.

A Study on the VR Simulation Program for the Sport of Realistic Trees (운동경기 VR Simulation을 위한 나무 사실감 연구 "가상현실 나무의 그림자와 거리감을 중심으로")

  • Shin, Hwa-Hyun;Park, Dea-Woo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.378-382
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    • 2010
  • Horseback riding, shooting, golf and other sports that make up the visuals, the background graphics in the game is an important factor influencing the outcome. But they need to play directly from the site is limited, and sports simulation games and the realistic representation of real-time operation since the fall of the background. In this paper, to overcome the limitations in the field for the game by converting pictures 3d graphic modeling. z-depth by using a special technique for expressing the perspective of the analysis of the sport and VR (virtual reality) simulation to study the background to the development. In this study, background realistic VR implementation of sport Journal of Sports Science and will contribute to the development.

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