• Title/Summary/Keyword: Game tool

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A Study on the Design and Analysis of a Mobile Game (모바일게임의 분석과 설계에 대한 연구)

  • Woo, Won-Taek
    • Journal of Korea Society of Industrial Information Systems
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    • v.12 no.2
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    • pp.1-15
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    • 2007
  • The purpose of this study is to design and develop a mobile game using J2ME, which is currently the most popular choice for game development to understand the process of mobile game development and to develop methods that address weaknesses of J2ME. The development was done with the Eclipse IDE(Integrated Development Environment) tool to simplify mobile game development by removing the need for complex commands and installation processes which are intrinsic to the DOS command Batch file arid J2ME Wireless Toolkit when used for the implementation of java mobile games. Literature was also reviewed on mobile game environments, the structures of J2ME Platform, and past research on mobile games, to investigate which parts of J2ME are important to the characteristics of mobile game development and how to implement these important parts when developing.

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Multiplatform Game Development using Wire and Wireless Communication (멀티플랫폼 유무선 연동게임 개발)

  • Kang, Youn-Jun;Park, Dong-Gyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.4
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    • pp.828-834
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    • 2009
  • To get a better profit, standalone mobile game market shifts network-based mobile game. Currently, most of the game platform are separated into mobile to mobile, desktop to desktop, and console to console. Multi platform network game has a diverse problems including consistency control, object management technique, and bandwidth inconsistency. n this paper, we will introduce a multi-platform arcade game "Push-Push", which is played on desktop to mobile environment. The game guarantees realtime play between heterogeneous machine users and game item sharing between two platforms. e will focus n the issues of the 3rd generation multi platform games and propose some techniques or solving these problems. Our server database is implemented on MS SQL database, also the desktop programming tool is Visual Basic, and WIPI(Wireless Internet Platform or Interoperability) as a mobile platform.

Implementation and Design of Metadata and Quality Evaluation Management Systems for Educational Serious Game (교육용기능성게임을 위한 메타데이터와 품질평가 관리 시스템의 설계 및 구현)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.4
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    • pp.1020-1027
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    • 2013
  • Today, Educational serious games are occupying a large portion of the serious game market but there is a lack of the quality evaluation systems for providing useful quality evaluation information about educational serious game to user or developer. Although the existing metadata management system for serious game is developed, the system had not provided a function to manage the quality evaluation information for educational serious game. Therefor the development of quality evaluation management system of educational serious game is a very important challenge. We proposed design of the system for managing a metadata and a quality evaluation for educational serious game. The advantage of our system is that the system provide a lot of reliable useful information for general users and developers, and support an easy and convenient tool to manage the metadata and quality information to managers.

The effects of economy education through MMORPG (온라인 게임을 통한 아동 경제 학습 효과 분석)

  • Wi, John-H.;Oh, Na-Ra;Kim, Yang-Eun
    • Journal of Korea Game Society
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    • v.5 no.4
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    • pp.13-22
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    • 2005
  • The research is a study on the effects of MMORPG (Massively Multi-player Online Role Playing Game) utilized in educational program. We investigated the possibilities of online game as an educational tool, especially in the field of economy education. Students have been taught market, price, profit, scarcity of goods etc., and then they played an online game we provided. Students manufactured cyber goods and also sold or bought various materials to maximize their profits. A experimental group was compared with a control group on measures of economic self-efficacy, motivation for economic learning, and attitude for economic learning, economic self-efficacy and motivation for economic leaning scales consist of 2 factors and attitude for economic leaning consists of 1 factor. Participants were 5th grade elementary school students(experimental group: 154, control group: 158). After the experiment, students' self-efficacy and motivations for economy learning have increased significantly. It has been found that students understand more easily the difficult economic terms such as' inflation', 'price setting', 'scarcity of goods etc. Their motivations for economy learning also increased significantly. This result indicates that online games have the potentiality that can be utilized as an educational tool.

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Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.59-65
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    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

The Effect of G-Learning Towards a Student's Affective Domain in Math Subject (수학 교과에서 G러닝이 학습자의 정의적 영역에 미치는 영향)

  • Wi, Jong-Hyun;Cho, Doo-Young
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.37-45
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    • 2010
  • The purpose of this paper is to analyze a positive educational effect of G learning(online game based learning). G learning has become an effective learning tool for constructivism based learning. Therefore, the paper developed G learning 'SKY math' and applied it to the elementary students. Through the analysis, the fact has been found that students' attitude and confidence for Math changed positively.

Analysis of Metaverse Business Model and Ecosystem (메타버스 비즈니스 모델 및 생태계 분석)

  • Seok, W.H.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.81-91
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    • 2021
  • Recently, discussions on Metaverse, which represents the transcendent world, have been dominant for some time. Cases related to the Metaverse are introduced through various media and are continuously attracting attention as the next generation of the Internet. This study reviews the business model and the ecosystem overview, focusing on service cases related to the Metaverse. The widely used business models include content production and sales, media brokerage fee, and marketing fee. The Metaverse ecosystem is formed around games, with major players in game production, authoring tool & support SW, intelligent cloud service, and game platform expected to lead the market. Results show that a strategy to secure the leadership of the Metaverse, such as the business model expansion conditions, a strategy to foster a game-oriented Metaverse ecosystem, and technology development for the realization of the ultra-realistic Metaverse, is necessary.

The Application and Developement of 3D GUI Tool Frame for the Mobile Devices (Mobile Device를 위한 3D GUI Tool Frame 개발 및 적용)

  • Song, Young-Han;Lee, Kyung-Sook
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.635-641
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    • 2009
  • 본 논문에서는 다양한 휴대형 단말기기의 플랫폼 친화적이며 컨텐츠 개발의 신속성, 확장성 및 용이성이 고려된 3D 컨텐츠 플랫폼 엔진과 Application Frame 기술을 Convergence하였으며, Mobile Device에 탑재 가능한 3D 그래픽 사용자 인터페이스(GUI)의 시제품을 제작 및 응용하고, Mobile Game 등 컨텐츠의 개발을 효과적으로 빠르고 쉽게 구현할 수 있는데 필요한 3D GUI 객체(widget) 및 툴킷을 포함하는 Frame을 표준화 하는데 기본이 되는 연구를 하였다.

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The Effects and Process of the Politics Instruction Utilizing an Online Game, 'Goonzu' (온라인게임 '군주'를 활용한 초등학교 정치수업 수행 및 효과)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.83-93
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    • 2009
  • The politics instruction, where utilizing an online game named 'Goonzu' as an instructional tool had been implemented to students from four classes of 5th grade during ten weeks. Four teachers participated in teaching the students and constructed curriculum by playing 'Goonzu' and analyzing the regular elemental school Politics curriculum before implementation. To verify effectiveness of the instruction, the survey, asking students' efficacy, interest and their cognitive changes of main elements that students considered when they elected their representatives, was conducted. Moreover opinions about this instruction from the students and the teachers were gathered through the forms of interview and short essay. As the results of this research, students' efficacy toward doing politic activities was significantly increased. However, m case of students' interests to this instruction, there was no significant difference despite of increase of the mean. Also, students put more weight on intrinsic e1ements(daigency, responsibility) of the representative in online election than offline election and the students, who took the course, stressed intrinsic elements more than other students.

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A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.