• Title/Summary/Keyword: GameSolving

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An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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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 App. game based on smart phone. 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 exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

A Component storage Design Supporting formalization of Game Engine Development Process (게임엔진 개발 공정의 정형화를 지원하는 컴포넌트 저장소의 설계)

  • Song, Eui-Cheol
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.35-41
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    • 2003
  • There arose problems of double investment about the game engine part when a lot of game software similar to the property and procedure processed in the game engine develop new game without the reference or reuse in the other games. In particular, using various software development processes is one of main problems of double investment when the enterprises for the game software development develop games now Accordingly, because it does not make standardization of process about the game engine, it does not understand and reuse products created in process of the other software development process in development now. Accordingly, the newly analyzed and designed software was big problems with the present game software about the game engine process similar to the other game software when the enterprises for any game software develop a special game. For solving these problems, this study is to suggest the process improvement about the game engine development, analysis of structure and relation, classification and combination method by the class and module, implementation of storage, and processor model in order to apply the development method based on the component.

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Development of an Algorithm-Based Learning Content for Improve in Creative Problem-Solving Abilities (창의적 문제해결능력 신장을 위한 알고리즘 기반 학습 콘텐츠 개발)

  • Kim, Eun-Gil;Hyun, Dong-Lim;Kim, Jong-Hoon
    • Journal of Fisheries and Marine Sciences Education
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    • v.23 no.1
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    • pp.105-115
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    • 2011
  • Education is focused on how to nurture creative problem-solving skills talent in rapidly changing information society. The algorithm education of computer science is effective in improvement of students' logical thinking and problem solving capability. However, the algorithm education is very difficult to teach in elementary students level. Because it is difficult to understand abstract characteristic of algorithm. Therefore we developed educational contents based on the principle of the algorithm for improve students' logical thinking and problem-solving capability in this study. And educational contents contain interesting elements of the game. So, students will be interested in algorithm learning and participate actively through developed educational contents. Furthermore, students' creative problem-solving capability may improve through algorithm learning.

Types of Gameplay Mechanics in Human Computation Games (휴먼 컴퓨테이션 게임의 플레이 메카닉 유형 연구)

  • Jung, Jae-Eun;Nam, Yang-Hee
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.157-170
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    • 2015
  • A Human Computation Game(HCG) is designed to solve difficult problems that cannot be dealt with computers with a large number of individuals' voluntary participations. Most existing relative studies focus on building more efficient system for problem solving, or the individual cases on the development of certain HCGs. However, a game is fully completed by the players who play it. Therefore, additional research is needed to annalize the ludic elements of HCGs, which induce people to play them voluntarily. We studied the purposes, tasks, and the game mechanics of 31 HCGs, then suggested how to design more enjoyable HCGs.

Matrix Game with Z-numbers

  • Bandyopadhyay, Sibasis;Raha, Swapan;Nayak, Prasun Kumar
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.15 no.1
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    • pp.60-71
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    • 2015
  • In this paper, a matrix game is considered in which the elements are represented as Z-numbers. The objective is to formalize the human capability for solving decision-making problems in uncertain situations. A ranking method of Z-numbers is proposed and used to define pure and mixed strategies. These strategies are then applied to find the optimal solution to the game problem with an induced pay off matrix using a min max, max min algorithm and the multi-section technique. Numerical examples are given in support of the proposed method.

Development of Quiz Solving System using DDR Game (DDR게임을 활용한 퀴즈풀이 학습시스템 개발)

  • Jeon, Hyeon-seo;Yun, Chan-young;Um, Tae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.383-386
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    • 2018
  • Interesting and focused learners are attracting more and more interesting and efficient learning methods. Research on game-based learning that converges information and communication technology in accordance with this trend is being attempted. I want to take advantage of the characteristics of the game that enhance the concentration. However, if you play a game, you may get less exercise. Therefore, in this paper, we have designed and implemented a system that improves fitness and improves the performance by using Dance Dance Revolution (DDR) to fuse games and sports.

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A Solution Method of a Three-Player Game for Application to an Electric Power Market (전력시장 해석을 위한 3연 참여 게임의 해법 연구)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.52 no.6
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    • pp.347-353
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    • 2003
  • In models of imperfect competition of deregulated electricity markets, the key task is to find the Nash equilibrium(NE). The approaches for finding the NE have had two major bottlenecks: computation of mixed strategy equilibrium and treatment of multi-player games. This paper proposes a payoff matrix approach that resolves these bottlenecks. The proposed method can efficiently find a mixed strategy equilibrium in a multi-player game. The formulation of the m condition for a three-player game is introduced and a basic computation scheme of solving nonlinear equalities and checking inequalities is proposed. In order to relieve the inevitable burden of searching the subspace of payoffs, several techniques are adopted in this paper. Two example application problems arising from electricity markets and involving a Cournot and a Bertrand model, respectively, are investigated for verifying the proposed method.

A Study of an Education Network Simulation Game for Democratic Citizenship Education (민주 시민 교육을 위한 교육용 네트웍 시뮬레이션 게임에 관한 기초 연구)

  • Koo, Jung-Mo;Park, Jong-O;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.2
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    • pp.13-20
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    • 2001
  • To solve modern social problems, it is important that improve the democratic citizenship quality of people. This quality includes the rational and democratic problem-solving capacity, decision-making capacity, democratic skills and attitudes such as human dignity, dialogue, compromise. To use an educational network simulation game that has the merits of game, simulatio and network will help children to improve the democratic citizenship educaiton. This study explorers the structure, flow, system, database, interface and teaching-learning tool for this educational network simulation game.

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Methods for Solving the Game against Nature with Vector Payoffs (벡터이득 대자연게임의 해법)

  • Kim Yeo-Geun
    • Journal of the military operations research society of Korea
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    • v.9 no.2
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    • pp.61-68
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    • 1983
  • The traditional theories of games are based on an assumption that the payoffs have a single dimension. In reality, any alternative is likely to imply more than one payoff. This paper deals with the game against nature with vector payoffs. The purpose of this paper is to develop methods for finding the practical optimal strategy in the game against nature with vector payoffs. Under the assumption that a prior probability over the stats of nature is given, this paper shows that a practical optimal strategy in this game can be obtained by applying a entropy method in order to assess the payoff weight and by employing the concept of compromise solutions in order to reduce the non-dominated solutions. When subjective payoff weights are unknown as well as known, these methods can be used. A numerical example is given.

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Stragies developing serious game for children safety education (아동기 안전교육을 위한 기능성게임 개발전략)

  • choi, Eun-young;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.191-192
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    • 2016
  • The purrpose of this study is to develop safety education program to prevent child accident using serious game. Specially children need systematic education program specially cognition of accident. Serious game has entertain and education, and it can make game stage using storytelling about variable accident situation. Using serious gmae for preventing accident, it includes useful subjects such as safety education, prevent strategies, crisis management, problem solving accomplishment.

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