• Title/Summary/Keyword: On-Line Game

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The analysis of the Knowledge Construction Types in Educational on-line Games On the Basis of the level of the Self-Regulated Learning (자기조절학습 수준에 따른 교육용 온라인게임에서의 지식구성과정 유형 분석 연구)

  • Jung, Jae-Yeob;Kim, Keon-Seok;Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.6 no.3
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    • pp.51-66
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    • 2006
  • According to this recent change of the educational stream, the researcher sought to find the relationship between the level of students' Self-Regulated Learning and the Knowledge Construction Process strategies they use to succeed at an educational on-line game, and attempt to make some suggestions on the design and use of educational on-line games in this study. In conclusion, the change in the education paradigm requires students to pursue and produce contextual knowledge by using various media and learning environments. Some theoretical backgrounds, related to situated learning theory and the use of supporting educational media, are necessary. As contextual educational media, On-line games can be expected to play the role of evoking fresh perspective towards all the aspects of education.

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Using Traditional Costumes in the Design of Game Character Clothing for 'Heungbu and Nolbu 1' Series of On-line Game Tales Runner (전통복식을 응용한 게임 캐릭터 의상 디자인 개발: 테일즈런너의 '흥부와 놀부1' 게임을 중심으로)

  • Cho, Du Na;Kim, Eun Jung
    • Human Ecology Research
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    • v.52 no.4
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    • pp.347-354
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    • 2014
  • 'Heongbu and Nolbu 1' is a series of the on-line game 'Tales Runner.' It is based on a traditional Korean fairy tale. However, the game characters in Heongbu and Nolbu 1 wear casual clothes even though the game is set in the Joseon Dynasty. Therefore, this paper presents proposed game characters clothes based on traditional Korean costumes from the Joseon Dynasty. This work should help inspire gamers and game designers with the beauty of Korean traditional costumes and familiarize them with an aspect of Korean people's identity. A literature review of online games and game characters was carried out, and game characters' clothes were analyzed. The design motifs of historical relics of the Joseon era were evaluated. Three styles, one traditional and two "fusion" styles integrating traditional and modern elements were proposed for each of the 4 characters: Chowon, Ruff, Bada and Abell. The chulrik and jurip were used as design motifs for Chowon. A traditional chulrik, short chulriks and pants are suggested. Second, the dongari and jeonrip were used as design motifs for Ruff. A traditional dongdari, sapok pants, deck pants and a vest are suggested. Third, the jeogori and chima were used as design motifs for Bada. A traditional female hanbok, arm warmers, short-sleeved jeogori and dress are suggested. Fourth, the dang-ui and daeran-chima were used as design motifs for Abell. A traditional dang-ui and daeran-chima, blouse, skirt, jumper and tight Bermuda shorts are suggested. The length, shape and color were converted into new styles, but some traditional elements such as the git and goreum were retained.

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Effect of Korea's Entertainment Culture on the Fashion of the College Students (우리나라 놀이 문화가 대학생 패션에 미친 영향)

  • Yang, A-Rang;Lee, Hyo-Jin
    • The Research Journal of the Costume Culture
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    • v.16 no.1
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    • pp.70-87
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    • 2008
  • The purpose of this study is to examine how the entertainment culture has influenced the fashion of the college students since the year 2000, and to analyze the fashion trends of those who enjoy their entertainment culture. The entertainment culture is, therefore, perceived in the most sensitive way by the college students, who belong to the latter period of their adolescence, while influencing them. Especially recently, the entertainment culture of the college students has emerged as a new symbol of the overall fashion. And its effect on the fashion has become conspicuous. The 21st entertainment culture is comprised of "club culture", which is an off-line fad, and "on-line game culture". The result of this study is as follows: Firstly, the formative way that the so-called "club culture" influenced the fashion of the college students shows that their overall fashion trends are characterized by a 'caports image' and a 'childlike-amusing image'. Secondly, the formative fashion style, influenced by the so-called "on-line game culture", presents a 'post- structural image' by using heterogeneous material in order to introduce a new point of view, and by transforming the creation style and design. And it also presents a 'homosexual image' by crossing the attractiveness of both genders. This study is baseds on the documents study.

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Determination of Multicast Routing Scheme for Traffic Overload in On-Line Game (온라인 게임에서 트래픽 부하 상태에 따른 멀티캐스트 라우팅 방식의 결정)

  • Lee, Kwang-Jae;Doo, Gil-Soo;Seol, Nam-O
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.30-35
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    • 2002
  • The deployment of multicast communication services in the Internet is expected to lead a stable packet transfer even in heavy traffic as in On-Line Game environment. The Core Based Tree scheme among many multicast protocols is the most popular and suggested recently. However, CBT exhibit two major deficiencies such as traffic concentration or poor core placement problem. So, measuring the bottleneck link bandwidth along a path is important for understanding the performance of multicast. We propose not only a definition of CBT's core link state that Steady-State(SS), Normal-State(NS) and Bottleneck State(BS) according to the estimation link speed rate, but also the changeover of multicast routing scheme for traffic overload. In addition, we introduce anycast routing tree, a efficient architecture for construct shard multicast trees.

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The Study of Interaction for On-Line Game Characters (온라인 게임 캐릭터의 상호작용 연구)

  • Lee, Sung-Ug
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.204-207
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    • 2009
  • The multimedia techniques have changed form of media because of digital media technique. It is notable change that this is possible with the interaction of media. The human being present the interaction of the form using by the difference of expression. The treatise proposes the method, which increases the interaction of the On-Line game system. It is analyze that an online game UI and expand by interface. It will be to the offer an opportunity which the parity game for various age gammer.

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Computer-game Activities, Addiction and Aggression of Middle School Boys (남자청소년의 컴퓨터 게임이용과 게임 중독성 및 공격성)

  • Jung, Yu-Jung;Lee, Sook
    • Journal of the Korean Home Economics Association
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    • v.39 no.8
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    • pp.67-80
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    • 2001
  • The purpose of this research was to find the relationships between use of computer games, computer game addiction and middle school boy's aggression. The subjects were 511 boys of 2 middle schools in Kwang-ju, Korea. The method was self-reporting questionnaire. For data analysis, frequency distribution, percentage, Cronbach's u coefficient were estimated. ANOVA, Duncan test, Pearson's coefficient, and multiple regression analysis were used. The major findings of the research are as follows ; First, most boys(91.4%) play computer game more than once in a week. And have over 2 years computer game experience. Second, computer game addiction score and aggression score, in general, tend to be below the mean scores. Third, boys who play computer game activities of high frequency, start play computer game at earner age, spent playing longer times of computer game, and like more on-line game were addicted to the computer game more than who don't. And boys who spent playing long times on computer game were more aggressive than who don't. Fourth, the influencies of computer game activities variables on aggression were not found significantly. But the influencies of computer game addiction were found significantly.'Negative sentiment $.$ sociality' was the most influencial variable on aggression. The influncies of 'Distortion of the reality'and 'Lost of self-control' was followed.

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The Design and Development of On-line Game Characteristic Evaluation System by a Heuristic Evaluation Item (사용성(Heuristics) 평가 항목을 통한 온라인 게임성 평가 시스템 설계 및 구현)

  • Kang, Ki-Ho;Choi, Hwan-Eon;Jung, Chool-Gon;Hong, Soo-Bong
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.63-74
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    • 2009
  • This paper mainly focused on research developing online game characteristic evaluation system based on game characteristic evaluation model design. Online game characteristic evaluation system is a system that evaluates game online in real-time using evaluation elements defined by model design. Game characteristic evaluation system uses heuristic evaluation method, which is used to execute evaluation in four parts, technical element, manage element, social element, and competitive element. To verify objectivity and validity of game characteristic evaluation, assessment was performed by three groups of beginners, intermediates, and professionals to increase the trust. And game characteristic evaluation forum was hosted to collect opinion from diverse classes.

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The Effects of Computer Game Use on Spatial-temporal Capability (컴퓨터게임과 공간인지능력의 상관관계에 대한 연구)

  • Ryu, Seoung-Ho;Kim, Bo-Young
    • Journal of Korea Game Society
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    • v.7 no.2
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    • pp.73-82
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    • 2007
  • This study deals with how computer game affects spatial-temporal capability of game users. Focusing on college students, this study shows almost the same results as 'Mozart effect' by Gordon Shaw's previously famous study for music on spatial-temporal capability. Additionally, in comparison to music and animation, on-line racing game has more positive influence on a specific spatial-temporal capability.

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A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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