• Title/Summary/Keyword: History Game

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Implementation of Game Interface using Human Head Motion Recognition (사람의 머리 모션 인식을 이용한 게임 인터페이스 구현)

  • Lee, Samual;Lee, Chang Woo
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.9-14
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    • 2014
  • Recently, various contents using human motion are developed in computer vision and game industries. If we try to apply human motion to application programs and contents, users can experience a sense of immersion getting into it so that the users feel a high level of satisfaction from the contents. In this research, we analyze human head motion using images captured from an webcam and then we apply the result of motion recognition to a game without special devices as an interface. The proposed method, first, segments human head region using an image composed of MHI(Motion History Image) and the result of skin color detection, and then we calculate the direction and distance by the MHI sequence. In experiments, the proposed method for human head motion recognition was tested for controlling a game player. From the experimental results we proved that the proposed method can make a gammer feel more immersed into the game. Furthermore, we expect the proposed method can be an interface of a serious game for medical or rehabilitation purposes.

Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

Mathematical Study on the Removal of the Go Stones (바둑돌 줍기에 관한 수학적 연구)

  • Lee, Gwang Yeon;Cho, Seong Hoon;Yang, Seung Bum
    • Journal for History of Mathematics
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    • v.25 no.4
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    • pp.101-119
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    • 2012
  • The removal of the Go Stones is a game that anyone can play through simple rules. It is not only an interesting game but also a mathematical game that requires comprehensive knowledge of several mathematical theories. Through analyzing the rules and theories of this game, students can get a new mathematical perspective and recognize something that they didn't realize as important before. Furthermore, this game is given to students as a mathematical problem unconsciously. This helps them get a mathematical approach to understanding the actual concept of the problem as well as the basic principle of the problem.

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

A Study for properties of Spline to 3D game modeling (3D 게임 모델링을 위한 Spline 특성 연구)

  • Cho, Hyung-Ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.433-436
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    • 2012
  • Today due to the development of technology, 3D graphics have become an essential element of the game graphic. When game companies create a game using 3D graphics, game users can enjoy a better game graphics like photo-realistic live action than 2D game graphics. And because the game companies have many advantages in creating games which are easy to deal with many basic effects and special effects, in video game business field, 3D game have become the mainstream. This paper will inquire the characteristics of 2D spline which is basic to various kinds of 3D modeling necessary to making 3D game graphics, compare and analyze the merits and demerits of each kind of spline and find out its development history.

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Design and Implementation of a RPG edugame for Learning of History in Elementary School (초등학교 역사학습을 위한 RPG 에듀게임의 설계 및 구현)

  • Hong, Ki-Cheon;Chin, Sang-Deok
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.327-340
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    • 2006
  • EduGame is suitable to create interesting and self-directed education environment. This paper develops edugame applicable to learning of History centered on Goguryeo history in elementary school. It is named to 'Bukbeol'. The main theme is that we must let elementary students to have a correct understanding about Goguryeo history. It is time to consider that China distorts Goguryeo history. To implement this game we have to consider the interesting elements in contexts and technology in order to overcome the formal combination of education and amusement. Bukbeol is developed with RPG making 2003(RPGツワ一ル2003) made by Enterbrain company in Japan. And this edugame is applied to students to investigate the degree of satisfaction. Results show the possibility for the study of history and necessity of graphic interface.

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Stock investment with a redistribution model of the history-dependent Parrondo game (과거의존 파론도 게임의 재분배 모형을 이용한 주식 투자)

  • Jin, Geonjoo;Lee, Jiyeon
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.4
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    • pp.781-790
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    • 2015
  • The Parrondo paradox is the counter-intuitive phenomenon: when we combine two losing games we can win the game or when we combine two winning games we can lose the game. In this paper, we assume that an investor adopts the rule of the history-dependent Parrondo game for investment in the stock market. Using the KRX (Korea Exchange) data from 2012 to 2014, we found the Parrondo paradox in the stock trading: the redistribution of profits among accounts can turn the decrease of the expected cumulative profit into the increase of the expected cumulative profit. We also found that the opposite case, namely the reverse Parrondo effect, can happen in the stock trading.

Construction Method and Mathematics Educational Aspect of the Wooden Die for Drinking Game(14-face Die) (목제주령구(木製酒令具)의 제작기법 및 수학교육적 의미)

  • Lee Kang-Sup
    • Journal for History of Mathematics
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    • v.19 no.3
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    • pp.43-56
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    • 2006
  • This paper aims to introduce a construction method for the 'Wooden Die for Drinking Game' and to find some geometrical structures and mathematics educational viewpoints. As the results, we get two methods which are eventually same with Figure 5 and Figure 6-3. We proved the ground that classical probability of this Die's each side showing up is one out of fourteen and introduced few other empirical probabilities with Table 1 to Table 3. Also, some Chinese characters were corrected and re-interpreted. In fact, 象人打鼻 changed to 衆人打鼻, and 醜物 is interpreted as 'ugly animal' such as frog, toad, earthworm or pine caterpillar.

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Analysis of Indwelling Concepts of Mathematics in Korean Childhood Traditional Plays (한국 아동의 전통놀이에 내재된 수학의 개념 분석)

  • Kye, Young Hee;Ha, Yeon Hee;Kweon, Mee Ryang
    • Journal for History of Mathematics
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    • v.31 no.2
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    • pp.93-108
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    • 2018
  • In Nuri curriculum, Korean traditional culture has presented by 'Our country's plays and arts'. Games in the traditional play culture for children include ones such as tangram, top-spinning game, game of slap-match, sabangchigi. In this paper, we analyse concepts of mathematics in Korean childhood traditional plays. In detail, we show that number concepts, geometric space sense, measure calculation ability and problem-solving capability through 15 Korean traditional games.

Probability research of Wooden Die for Drinking Game as ethnic custom mathematics (민속수학과 목제주령구의 확률 연구)

  • Wang, Moon-Ok;Seo, Jung-Choul;Lim, In-Kyoung
    • Journal for History of Mathematics
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    • v.18 no.4
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    • pp.67-84
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    • 2005
  • In this paper, We make mathematics be more interesting and have students participate in class actively through studying the cultural value of mathematics and the ethnic custom mathematics. For studying probability of the usage of Wooden Die for Drinking Game as ethnic custom mathematics which was used in the United Shilla. We study how to apply our methods to our current school curriculum

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