• Title/Summary/Keyword: Game-type Learning

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Automation of Decision-Making in the Game "Ecopoly" for Education on Relationship between Environment and Economy

  • Komuro, Tatsuya;Shinozaki, Ayano;Kim, Aramu;Doyo, Daisuke;Matsumoto, Toshiyuki
    • Industrial Engineering and Management Systems
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    • v.11 no.1
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    • pp.123-132
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    • 2012
  • Recently, global environmental problems have become serious due to human economic activities. Therefore, in order to build a sustainable society in which human economic activities coexist with nature, it is important to promote and enhance environmental education. As a preceding study, a board and computer game of "Ecopoly," which is the game for education on global environmental problems, were developed. This study further aims to develop algorithms which make decisions in Ecopoly, to automate decision-makings of opponents using the algorithms, and to develop the environmental educational game "Ecopoly V" which enables self-learning. In order to develop the algorithms, the board game of Ecopoly was played, and each player's decision-makings at the all points at which players make a decision were observed and analyzed. From the analyses, it became clear that the decision-makings were distinguished by 3 characteristics; Ecology type, Economy type, and Balance type. Based on the characteristics, the factors and standard values of each decision-making were made clear. Algorithms were developed based on the factors and standard values. Ecopoly V was developed by incorporating the algorithms into the computer game of Ecopoly. Experimental testing of the game was conducted and the validity of the game was verified.

A Study on Analysis of Type of Tutorial for Serious Game (기능성 게임의 튜토리얼 유형 분석에 관한 연구)

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.25-32
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    • 2012
  • In recently, one of the most interests is a field related with serious game. Most game users perform the first for the executing of tutorial before they use a serious game for the first time. But in most case, developers do not recognize importance of tutorial and they do not consider the type of user preference tutorial and make tutorials only as developer's intentions. In our study, we carry out investigation and analysis about type of providing tutorials in representative serious games. Also, we do a survey of users' preferences for types of tutorials. If developers use the result of our study and we can expect more convenient and good quality of tutorial development.

Opponent Move Prediction of a Real-time Strategy Game Using a Multi-label Classification Based on Machine Learning (기계학습 기반 다중 레이블 분류를 이용한 실시간 전략 게임에서의 상대 행동 예측)

  • Shin, Seung-Soo;Cho, Dong-Hee;Kim, Yong-Hyuk
    • Journal of the Korea Convergence Society
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    • v.11 no.10
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    • pp.45-51
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    • 2020
  • Recently, many games provide data related to the users' game play, and there have been a few studies that predict opponent move by combining machine learning methods. This study predicts opponent move using match data of a real-time strategy game named ClashRoyale and a multi-label classification based on machine learning. In the initial experiment, binary card properties, binary card coordinates, and normalized time information are input, and card type and card coordinates are predicted using random forest and multi-layer perceptron. Subsequently, experiments were conducted sequentially using the next three data preprocessing methods. First, some property information of the input data were transformed. Next, input data were converted to nested form considering the consecutive card input system. Finally, input data were predicted by dividing into the early and the latter according to the normalized time information. As a result, the best preprocessing step was shown about 2.6% improvement in card type and about 1.8% improvement in card coordinates when nested data divided into the early.

A Study on Development of Learning Type AI Game using Genetic Algorithms (유전알고리즘을 이용한 학습형 AI 게임 개발에 관한 연구)

  • Park, JongMin;Kim, JuJin;Park, JunHo;Lee, JongSung;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.598-601
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    • 2016
  • 최근 알파고로 인해 인공지능의 인기가 급부상하고 있고 '머신러닝'의 가능성과 위상을 널리 알려 컴퓨터 및 여러 분야에서 연구단계를 넘어 실용화, 상업화 될 가능성을 확인 시켜주었다. 본 연구는 전망 있는 인공지능산업에 발맞춰 비록 '알파고' 같은 고성능 완벽한 인공지능이 아니지만 랜덤 상태의 초기에서 한 최적의 해를 찾기 위한 도구로서, 유전알고리즘(genetic algorithms)을 사용하여 목표 값에는 최대한 수렴하도록 하는 학습형 AI 게임을 개발하였다. 본 연구에서 개발한 게임은 향후 각각의 다양한 개성을 가진 양산형 인공지능 게임개발에 응용되리가 사료된다.

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A Study on The Improvement of Mobile Coloring Book Game Interface (모바일 컬러링 북 게임 인터페이스 개선방향 연구)

  • Lee, Jun-Hee;Jung, Hyung-Won
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.109-118
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    • 2019
  • This paper shows the need to study the commercialized color book game screen composition and manipulation interface type in order to enhance the utilization of the serious game mobile coloring book game, which is utilized from the learning of color sense in modern people and children to the hobby life of adults or old people. For the healing of modern people, we are going to look at the design configuration of game screen interfaces in simple and fun mobile coloring book games, and propose a new way to improve interface design that improves uncomfortable design by organizing and analyzing basic interface UI design types.

A Study on the Learning Effect of Serious Game for Diet education in Type II Diabetes (제2형 당뇨환자 식이교육 기능성 게임의 학습효과)

  • Kim, Yu-Jeong;Ahn, Tae-Hong
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.121-130
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    • 2016
  • The purpose of this study was to develop the customized diet education game (Roly-Poly 160) for type II diabetes and to test its effectiveness. The diet education game for type II diabetic is composed of three kinds of modules as Meal self-management, Card Game, and Quiz Game. Meal self-management was developed to manage the dietary information of each day and to observe changes in the 12-month period. Card game is to find a changed card based on the recommended meal menu during a limited time and Quiz game is to learn knowledge while solving the quizzes about diet. Data was collected from September 28th to October 28th, 2016 at C hospital and G hospital in G district, and 5 times for 1 hour for every 30 people with type II diabetes who applied for diabetic diet education. Knowledge of diabetes and 2 hour postprandial blood glucose were measured repeatedly before and after the experiment. After the Roly-Poly 160 experiment, the knowledge of type II diabetes was statistically significantly increased (p = 0.04), and the fasting blood glucose and the 2 hour postprandial blood glucose decreased statistically decreased (p <.05) and Roly-Poly 160 game clinical efficacy was verified.

Types and Characterization of Online Game vs. G-learning Content (온라인게임과 G-러닝 콘텐츠 유형 및 특성 분석)

  • Bae, Jae-Hwan;Ok, Soo-Yol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2010.05a
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    • pp.621-625
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    • 2010
  • Currently most of the educational content to learners to provide more learning opportunities despite the inevitable in terms of its content and format have not only due to the limitations and problems, this alternative to the creation of a new generation of educational content, research is required urgently. In this paper, G-learning content, online games and through the analysis of the type and characteristics is to overcome this problem.

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Game-type as Metaverse System for Problem Based Learning Classes

  • Sung-Jun, Park
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.211-221
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    • 2023
  • After COVID-19, various metaverse platforms for online lectures are being provided. Most of the classrooms are tiered type, and they are divided into intensive classrooms and open classrooms depending on the shape of the classrooms. Intensive classrooms provide a one-sided lecture format, so there are many difficulties in conducting communication-based classes that carry out team missions like PBL classes. In this study, we propose a metaverse classroom that applies the functions of a multiplayer online role-playing game (MMORPG), one of the game genres suitable for PBL classes. The proposed system provides various interaction techniques for PBL classes. We evaluated user satisfaction when this was applied to actual classes. As a result of the evaluation, it was found that users preferred text and voice chatting more than video chatting and solving missions like games was very helpful in online classes.

A Level System Design for Achievement-assessing of Serious Game (기능성게임의 성취도 평가를 위한 레벨시스템 설계)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.9
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    • pp.2038-2044
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    • 2011
  • Serious games are selected by users according to the original goals such as education, treatment, training and so on. Therefore, those type of games are evaluated inside and outside the game about whether the goals are archived or not. Among quality test elements of serious game, assessment is about whether, in games, ability to verify goal achievement is included or not. In this paper, we examined the achievement-assessing function of serious game through several cases. Furthermore, to utilize for developing serious games for English learning, we designed a level system which achievement-assessing function is applied to. In this level system, we used 'competition and reward' as the core elements of game, and designed the system through simulation of which grades are level-designed along the user's English proficiency level based on notice of MEST(Ministry of Education, Science and Technology). This paper is expected to be useful reference for designing English learning game containing achievement assessing function.

Analysis of Applications for Preschoolers' Korean Vocabulary Learning: Focusing on Tablet PC Applications (유아의 한국어 어휘학습용 어플리케이션 분석: 태블릿 PC 어플리케이션을 중심으로)

  • Sung, Mi Young
    • Human Ecology Research
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    • v.53 no.2
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    • pp.219-228
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    • 2015
  • This study evaluated the content of Korean vocabulary learning applications with a focus on tablet PC applications. We analyzed 51 Korean vocabulary learning applications. The instruments in this study were developed based on Yoo et al. (2012)' Vocabulary Learning Game Application Evaluation Criteria and Hyun et al. (2013)' Educational Application Evaluation Criteria. Data were analyzed using a t-test and one-way analysis of variance. The main results are as follows. First, each criteria's score was fairly good; the ease of use had the highest scores and the amusement had the lowest scores. Second, there was a significant difference in the interaction by vocabulary teaching approach. Applications based on a whole language-teaching method had higher scores than applications based on a phonics instructional teaching method inducing more operation and with immediate feedback. Third, there was significant difference in the sum of score and each criteria of developmental appropriateness, educational values, amusement, function and interaction by type of learning. Applications of combining type had higher scores in every criteria except for ease of use than applications of description type. These findings provide a preliminary evidence that the systematic Korean vocabulary learning application facilitates preschoolers' vocabulary learning.