• Title/Summary/Keyword: Level Difficulty Design

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A Study on the Level Difficulty Design of Match 3 Puzzle Game (매치3 퍼즐 게임의 레벨 난이도 설계에 관한 연구)

  • Youm, Dong-Hyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.307-308
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    • 2019
  • 매치3 퍼즐 게임은 모바일 게임에서 많이 출시되고 있으며 많은 사람들이 즐기고 있는 장르이다. 또한 유사한 규칙과 형태를 가진 게임들이 지속적으로 출시 예정에 있다. 본 논문에서는 매치3 퍼즐 게임이 많은 레벨로 구성되어 있는 점에 비추어 매치3 퍼즐 게임의 레벨을 설계하는 방법에 대해서 후속 연구의 방향성을 제시한다.

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Effects of Motivational Design on Curriculum Organization Tasks on Learners' Subjects Interest and Task Difficulty Recognition in PBL (PBL수업에서 교육과정 편성 과제에 대한 동기 설계가 학습자의 교과흥미와 과제난이도 인식에 미치는 영향)

  • Lee, Eun-Chul
    • The Journal of the Korea Contents Association
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    • v.20 no.1
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    • pp.334-344
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    • 2020
  • This study explored students' subject interests and task difficulty recognition levels changed when they provided tasks with Keller's ARCS motivation design in PBL(Problem Based Learning) class. This study participant were 79 college students majoring in teaching profession. Experimental and comparative groups were formed for the study. Primary PBLs were conducted to measure prior levels of subject interest and task difficulty recognition. Secondary PBLs were performed to verify the effectiveness of the ARCS motivation design task. The experimental group performed the tasks that reflected the ARCS motivation design. Collected data were analyzed using ANCOVA. As a result, the experimental group had a higher level of subject interest and a lower level of task difficulty recognition.

An Automated Wave Generation Technique in Tower Defense Games Based on a Genetic Algorithm (유전자 알고리즘을 사용한 타워 디펜스 공격대의 자동 구성 기법)

  • Cho, Sung-Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.19-28
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    • 2011
  • Level design is one of the important factors in tower defense game development. The difficulty of tower defense game depends on its wave design. In general, it requires a lot of manual labor to generate well-balanced waves with fun. In this paper, we propose a new automated wave generation system by using a genetic algorithm. With our system, a game designer can easily generate an optimized wave by designating the difficulty level in the initial stage of game design. Our system can be useful in reducing the trial-errors in the initial level design process of tower defense game development.

A Design for the Personalized Difficulty Level Metric based on Learning State (학습 상태에 기반한 맞춤형 난이도 측정을 위한 척도 설계)

  • Jung, Woosung
    • Journal of the Korea Convergence Society
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    • v.11 no.3
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    • pp.67-75
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    • 2020
  • The 'level of difficulty' is one of the major factors for learners when selecting learning contents. However, the criteria for the difficulty level is mostly defined by the contents providers. This approach does not support the personalized education which should consider the abilities and environments of various learners. In this research, the knowledge of the learners and contents were formalized and generalized to resolve the issue, and object models, including a metric for personalized difficulty level, were designed in order to be applied for experiments. And then, based on 100 contents for music education and 20 learners, we performed simulations with an implemented tool to validate our approach. The experimental results showed that our method can calculate the personalized difficulty levels considering the similarities between the knowledges from the learning state and the contents. Our approach can be effectively applied to the on-line learning management system which contains easy access to the learning state and contents data.

Difficulty Control of a Scrolling-Shooter Game Using Fuzzy Reasoning (퍼지이론을 이용한 슈팅게임 난이도 조절)

  • Park, Chang Hoon;Seo, Jinseok
    • Journal of Korea Multimedia Society
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    • v.20 no.8
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    • pp.1464-1471
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    • 2017
  • One of the important factors in game design is difficulty adjustment. An appropriate level of difficulty makes users have a sense of challenge and interest. However, the adjustment of difficulty takes a lot of time and effort, because of its ambiguity. To solve the problem, we propose a difficulty control method using a fuzzy theory. In this paper, a simple demonstration is exemplified to verify the effectiveness of our method. Experimental results show that the difficulty of the game changes according to the user's skill.

Measurement Method of User's Gameplay Skill Level in a Computer Game (컴퓨터게임에서 유저의 게임플레이 숙련도 측정 방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.23-34
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    • 2012
  • Computer games should keep user's immersion for fun. Flow can be occured on the balance of user's game skill level and the difficulty level of the challenges by an immersion theory. Computer games can make automatic control of the challenge difficulty level but user's game skill makes difficult to know instantly its level on gameplay because the skill is decided by game goals, user tendency, or user experience. In this paper, we proposed a method of measurement of user's gameplay skill level that we can know the skill level instantly on gameplay. The proposed methods require to be implemented in the stages of the design and implementation of the computer game to be used. Computer games can keep continuously the balance of user's game skill level and the difficulty level of the challenges in order to occur flow immersion by using the proposed measurement method and automatic control methods of the difficulty of game challenges.

A Study on the Influence of Personal Characteristics of Youth Employment on the Preparation for Turnover: Focused on the adjustment effect of experience in failing to get jobs

  • KIM, Jong-Jin;UM, Kyung-Ho
    • The Journal of Industrial Distribution & Business
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    • v.11 no.7
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    • pp.19-28
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    • 2020
  • Purpose: In this study, we would like to confirm that the transfer of young workers may be a means of enhancing their internal satisfaction, not to get a better job, by setting work-related characteristics that are highly relevant to job-related factors. Research design, data, and methodology: In this study, preparation for turnover was set as dependent variables to identify factors related to the turnover of young people, and the type of business, employment type, debt status, job satisfaction, job difficulty compared to education level, job difficulty, job degree, job major agreement, debt status, and other demographic social characteristics were selected as independent variables. Results: The characteristics related to personal criteria in job-seeking process were significant in the form of business, employment type, job satisfaction, work difficulty compared to the level of education, work difficulty compared to the level of technology, job major matching, and debt status. Conclusions: This study confirmed that young people's turnover may not simply be a means to get a better job, but to increase satisfaction in the internal aspects of their jobs, and that for young people, a job is an important development process that represents their identity and needs to be approached from a life-cycle perspective.

A Scheduling and Control System for a Ship Accommodation Design Process (선박 거주구 설계 일정관리 시스템)

  • Kim, J.J.;Kwon, O.H.
    • Journal of the Society of Naval Architects of Korea
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    • v.33 no.4
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    • pp.124-132
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    • 1996
  • This paper discusses a scheduling system effective for producing optimum load distribution in ship design process with particular reference to an accommodation design. Through various analysis of the factors influencing the effectiveness of design process control, it was possible to formulate an algorithm of producing an optimum design schedule. Basic manhours far the ship to be planned by multiplying a difficulty level coefficient for the standard manhours for each design activity is preset, and is converted into manhours for the ship to be planned by multiplying a difficulty level coefficient for the ship. A relation matrix of the design activities is employed in representing the network of the activities. The computerized system showed very effective in producing a design schedule of leveled work load on which particular characteristics of a ship to be planned are properly reflected.

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Landscape Drawing as a Text: Practical and Theoretical Approach (텍스트로서의 조경드로잉 - 읽기의 틀과 실제 -)

  • 이광빈;조정송
    • Journal of the Korean Institute of Landscape Architecture
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    • v.27 no.1
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    • pp.54-63
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    • 1999
  • The Landscape drawing is used as main media in landscape design process like the language in daily life for human. Designers input many intentions and meaningful words in design process through landscape drawing. The common purpose of landscape drawing is to represent reality effectively, even though it has variable visual forms and materiality. The representation in landscape drawing in metaphorical as well as visual and functional. But current tendency is inclined to use landscape drawing in a functional aspect for visual representation and the landscape drawing is utilized straight-forwardly rather than metaphorically for clear communication. Such recognition on landscape drawing results from the difficulty to accept the symbolic aspect of the drawing. The difficulty makes the utilization and the interpretation of landscape drawing stay at conventional level in following visible factors. For the sake of solving the difficulty this study considers landscape drawing as the text that contains readable objects and symbolic words. This study presents layer-methods for reading a landscape drawing as a text; situational and contextural reading, iconological reading and reading the subject of drawing.

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THE EXTENSION OF THREE-WAY BALANCED MULTI-LEVEL ROTATION SAMPLING DESIGNS

  • Kim, K.W.;Park, Y.S.;Lee, D.H.
    • Journal of the Korean Statistical Society
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    • v.35 no.4
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    • pp.343-353
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    • 2006
  • The two-way balanced one-level rotation design, $r_1^m-r_2^{m-1}$, and the three-way balanced multi-level rotation design, $r_1^m(\iota)-r_1^{m-1}$, were discussed (Park et al., 2001, 2003). Although these rotation designs enjoy balancing properties, they have a restriction of $r_2=c{\cdot}r_1$ (c should be a integer value) which interferes with applying these designs freely to various situations. To overcome this difficulty, we extend the $r_1^m(\iota)-r_1^{m-1}$ design to new one under the most general rotation system. The new multi-level rotation design also satisfies tree-way balancing which is done on interview time, rotation group and recall time. We present the rule and rotation algorithm which guarantee the three-way balancing. In particular, we specify the necessary condition for the extended three-way balanced multi-level rotation sampling design.