• Title/Summary/Keyword: GameSolving

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Creative Ideation Using a Structured Approach - Focused on a Comparative Results of SIT and BS (구조화된 접근법을 이용한 창의적 발상에 관한 연구 - SIT와 BS의 결과비교를 중심으로)

  • Chung, Won-il;Kim, Kwang-Pil;SONG, HAEGEUN
    • Journal of Engineering Education Research
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    • v.22 no.4
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    • pp.3-11
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    • 2019
  • The purpose of this study is to introduce a modified CPS(Creativity Problem Solving) procedure as a new method for comparative analysis of creative techniques such as SIT(Systematic Inventive Thinking) and Brainstorming(BS) techniques. For this, a new sports game is employed as a case study. The results show that the ideas from SIT are more creative in terms of originality and practicality than those of BS. Several considerations for effective practical use of the proposed method are discussed in this study.

Solving canyon pathing problem on RTS game (RTS 게임의 협곡에서 일어나는 패싱 알고리즘의 문제와 해결)

  • 이한혁;이만재
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04a
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    • pp.698-700
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    • 2000
  • 원활한 RTS 게임의 진행을 위해서 경로 찾기의 역할은 절대적이다. 경로 찾기는 게임 유닛의 진행이나 행동에 따라 무한 발생하며 게임의 특성에 따라 변하기 쉽기 때문에 유연해야 한다. 이는 게임의 자유도를 높이는데 중요한 요소가 된다. 그러나 경로 찾기는 맵의 속성이나 환경 또는 사용자의요구에 따라 행동 패턴들이 무한 발생하므로 체계적 알고리즘을 만들기가 어려워 많은 문제를 일으킨다. 기존의 게임에서는 알고리즘이 맵 상의 협곡에서 속성 처리를 제대로 하지 못하였다. 본 논문에서는 대기모드의 추가를 통한 해결에 방안을 제시 한다.

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Limitations and Challenges of Game Regulatory Law and Policy in Korea (현행 게임규제정책의 한계와 과제 : 합리적인 규제를 위한 고려사항)

  • Kwon, Hun-Yeong
    • Journal of Information Technology Services
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    • v.13 no.3
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    • pp.149-164
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    • 2014
  • The laws and policies governing Korea's game regulations are becoming more and more topics for debate as we enter the Age of Internet. The nature of the basis for Internet regulations and policies are not rooted in freedom of speech or fundamental values of democracy, but rather focused on solving real-world problems such as protection of the youth. Furthermore, the reality is that regulatory devices for keeping the social order such as regulating gambling are being applied directly to games without consideration on the characteristics of Internet gaming, raising concerns that the expansion of constitutional values and innovative empowerment inherent to the Internet are being weakened. The Geun-Hye Park Administration which succeeded Myung-Bak Lee's Administration, even went so far as to implement the so-called "Shutdown Policy", which prohibits access to Internet games during pre-defined time zones and also instigated a time zone selection rule. In order to curb the gambling nature of Internet games, government-led policies such as the mandatory personal identification and prohibition of player selection or in other words mandatory random player selection are being implemented. These institutions can inhibit freedom of speech, which is the basis of democracy, violate the right of equality through unreasonable discrimination between domestic and foreign service providers, and infringe upon the principles of administrative law, such as laws, due process in policies, and balance in among policies and governmental bodies. Going forward, if Korea's Internet game regulations and polices is to develop in a rational manner, regulatory frameworks will need to be designed to protect the nature of the Internet and its innovative values that enable the realization of constitutional values; for example, the Internet acting as the "catalytic media for freedom of expression as a fundamental human right ", which has already been acknowledged by the Korea's Constitutional Court. At the same time, transparent procedures should be put into place that will allow diverse participation of stakeholders including game service providers, game users, the youth and parents in the legislation and enforcement process of regulatory institutions; policies will also need to be transformed to enable not only regulatory laws but also self-regulation system to be established. And in this process, scientific and empirical analysis on the expected effects before introducing regulations and the results of enforcing regulations after being introduced will need to be strengthened.

The Effects of Children's Forest Math Game Activities on Their Understanding of Number and Space Concept (유아의 숲 체험 수학놀이 활동이 수와 공간 개념 이해에 미치는 효과)

  • Kang, Young-Sik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.11
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    • pp.473-480
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    • 2018
  • This study is intended to look into the effects of children's forest math game activities on their understanding of number and space concept. To achieve this, an evaluation was carried out to 20 4-year-old children in each group - experimental group and control group - by an evaluation sheet after forest math game activities during a total of 16 sessions 4 times a week for 4 weeks. The findings are as follows. First, children's forest math game activities had an effect on their understanding of number and space concept. Second, the difference between experimental group and control group showed that the experimental group received higher evaluation in the classifying and order finding items than the control group. It was confirmed that classifying and order finding in the forest math game were factors to help children's mathematical problem-understanding abilities. This implies that their forest math game activities have a positive effect on their mathematical problem-understanding abilities. Consequently, active forest math game activities for children are needed to help them understand the concept of number in the process of classifying task objects and solving tasks in order.

A Study on the Image Search System using Mobile Internet (사례 기반 추론법을 이용한 오델로 게임 개발에 관한 연구)

  • Song, Eun-Jee
    • Journal of Digital Contents Society
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    • v.12 no.2
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    • pp.217-223
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    • 2011
  • AI(Artificial Intelligence) refers to the area of computer engineering and IT technology that focuses on the methodology and creation of intelligent agents. The Othello game is often produced with AI, since it is played with relatively simple rules on a board and on a limited space of 8 rows and 8 columns. Previous algorithms take longer time than desirable and often fail to face new circumstances, as they search for all the possible cases and rules. In order to solve this crucial weakness, we propose that a CBR algorithm be applied to Orthello. Case-Based Reasoning(CBR), is the process of solving new problems based on the solutions of the past similar problems. We can apply this process to Othello and expedite the process of computer reasoning for a solution to new cases based on the data from accumulated past cases. Then, these new solutions are dynamically added to the set of past cases so that it becomes harder for players(users) to be able to read the pattern. The proposed system in which a CBR algorithm is applied to the Othello game makes the computation process faster and the game harder to play.

2D Game Image Color Synthesis System Using Convolutional Neural Network (컨볼루션 인공신경망을 이용한 2차원 게임 이미지 색상 합성 시스템)

  • Hong, Seung Jin;Kang, Shin Jin;Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.89-98
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    • 2018
  • The recent Neural Network technique has shown good performance in content generation such as image generation in addition to the conventional classification problem and clustering problem solving. In this study, we propose an image generation method using artificial neural network as a next generation content creation technique. The proposed artificial neural network model receives two images and combines them into a new image by taking color from one image and shape from the other image. This model is made up of Convolutional Neural Network, which has two encoders for extracting color and shape from images, and a decoder for taking all the values of each encoder and generating a combination image. The result of this work can be applied to various 2D image generation and modification works in game development process at low cost.

A Cooperation Strategy of Multi-agents in Real-Time Dynamic Environments (실시간 동적인 환경에서 다중 에이전트의 협동 기법)

  • Yoo, Han-Ha;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.13-22
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    • 2006
  • Games such as sports, RTS, RPG, which teams of players play, require advanced artificial intelligence technology for team management. The existing artificial intelligence enables an intelligent agent to have the autonomy solving problem by itself, but to lack interaction and cooperation between agents. This paper presents "Level Unified Approach Method" with effective role allocation and autonomy in multiagent system. This method allots sub-goals to agents using role information to accomplish a global goal. Each agent makes a decision and takes actions by itself in dynamic environments. Global goal of Team coordinates to allocated role in tactics approach. Each agent leads interactive cooperation by sharing state information with another using Databoard, As each agent has planning capacity, an agent takes appropriate actions for playing allocated roles in dynamic environments. This cooperation and interactive operation between agents causes a collision problem, so it approaches at tactics side for controlling this problem. Our experimental result shows that "Level Unified Approach Method" has better performance than existing rental approach method or de-centralized approach method.

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A Study of Gameplay based on Affordance (행동유도성 기반의 게임플레이에 관한 연구)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.170-171
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects 'World of Warcraft' as MMORPG(Massively Multiplayer Online Role Playing Game). Five expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that learning, utilization, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

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Case Study on Using Gamification as an Effective Marketing Strategy (효과적 마케팅 전략으로서 게이미피케이션 활용 사례 연구)

  • Doo, Kyungil
    • Journal of Digital Convergence
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    • v.18 no.2
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    • pp.395-401
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    • 2020
  • With the popularization of smartphones and the development of digital technologies, new concepts that maximize interactive communication have begun to appear in marketing strategies. One of them is the gamification marketing strategy that combines games with marketing that induces customer interest and voluntary participation. Gamification is a compound word of 'game' and '-fication', and marketing cases using game formats are being implemented in various fields. Therefore, this study will identify the implications of the usage of gamification that has become a trend, and analyze the gamification techniques and factors shown in various cases to suggest the direction of gamification as an effective marketing strategy. Companies are actively using gamification in their marketing strategies in a variety of forms and apply gamification techniques such as challenge, competition, accomplishment, reward, and relationship. As a result of the case analysis, important factors commonly identified in the gamification techniques used in marketing are 'Accomplishment' and 'Rreward'. Using various products and benefits obtained through solving a given mission or task as game elements, it was found to be an effective strategy to induce consumers' interest and participation and to promote consumption by encouraging consumers' immersion.

Relationship with Visualization and Immersion in Virtual Reality Games (가상현실 게임에서의 시각화와 몰입도의 상관관계)

  • Choi, Min Soo;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.121-128
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    • 2018
  • Virtual reality is a technology that enables users to implement environments that are separate from the real world, and immersion is an important factor in implementing separate environments. However, a variety of studies have been conducted to solve this problem as the lack of awareness of the surrounding environment can lead to an unstable virtual reality game environment. Most studies are focused on solving problems through visualization. On the other hand, because visualizations are generally information that is not relevant to the space of virtual reality, research is needed on the effect of the degree of immersion in virtual reality to which they are applied. The guidelines are necessary because there are differences in individual tendencies and the factors that influence the immersion. In order to solve these two problems, we are going to conduct experiments on two systems: a survey based on the immersion tendency and a visualized communication of information about the surrounding environment. Through these results, we will measure the immersion of individuals and identify the impact of visualizations on virtual reality games by dividing them by their propensity to do so to present guidelines on the creation of virtual reality game environments based on the individual's tendency to engage in immersion.