• Title/Summary/Keyword: Serious Application

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Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

A Study on Characteristics of Serious Game User through Implementation of Mobile Sequence Game (모바일 수열 게임 개발을 통한 기능성 게임 사용자의 특성에 관한 연구)

  • Hong, Min;Lee, Hwa-Min
    • The KIPS Transactions:PartA
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    • v.19A no.3
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    • pp.155-160
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    • 2012
  • This paper designed a smartphone application with sequence problems which users can improve their learning ability and this application is implemented as serious game which is designed for the special purposes of education with entertainment and game-like fun at anytime and anywhere during the spare time. Also to prove learning effects through sequence of number application under ubiquitous environment which is popular these days, the proposed serious game which has various types of sequence questions is implemented based on the iphone and android environments. User characteristics and learning effects which are based on game record of proposed application are analyzed according to socio-demographic characteristics.

A Study on the Serious Games Design Framework via Potential Outcomes - Focused on Construal Level Interventions

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
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    • v.10 no.4
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    • pp.53-62
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    • 2014
  • Although many studies have considered the outcomes and impacts of serious games, little is known about the factors which affect a user's perception or interpretation in games during the process of decision making from theoretical perspectives. This study aimed to explore the process of user perception from the perspective of construal level theory, and to suggest a theoretical design approach for the development of effective serious games. In the current study, cognitive and affective learning outcomes were articulated through literature review and synthesized into a series of assumptions with persuasive and educational aspects in serious games. Serious games reflect the potential of the game mechanism for changing players' perception, and helping with knowledge acquisition of the users. The potential to use construal level theory for effective serious games interventions was suggested, and a Serious Games Design Framework was proposed via potential outcomes from recent advanced research. Finally, implications of the application of the suggested model with various-related purposes and directions for future research were discussed. The model could be useful not only for game researchers and designers, but also for game marketers in attracting potential consumers.

Problems and Countermeasures in the Construction Industry Application of the Serious Accident Punishment Act (중대재해처벌법의 건설업 적용 문제점 및 대응방안)

  • Jung, Joong-Sup;Seo, Jun-Hyeok;Lee, Dong-Hyung
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.45 no.2
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    • pp.37-47
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    • 2022
  • The Act on the Punishment of Serious Accidents to Prevent Large-scale Disasters, including Ferry Sewol and Taean Thermal Power Plant, passed the National Assembly on January 8, 2021, and has been in effect since January 27, 2022. However, the law, in which the representative of the headquarters is unlimitedly responsible for each worker's accident, is somewhat unreasonable at a time when a company owns dozens to hundreds of construction sites due to the nature of the construction industry. I agree with the purpose of enacting the law to reduce chronic serious accidents at construction sites, but it is necessary to carefully reconsider the implementation of the law in that punishment alone cannot achieve industrial safety. Previous studies focused on revising the Occupational Safety and Health Act, but there are few studies on the impact on the construction industry after the implementation of the Serious Accident Act. Therefore, this study attempts to derive problems related to the application of the Serious Accident Act and present improvement measures. To this end, after analyzing previous studies, SWOT analysis was performed by applying the Delphi method to derive strengths, weaknesses, opportunities, and threats. In addition, the results of two surveys of safety experts such as public institutions, academia, and companies were reflected, and its countermeasures were presented as follows. S/O strategy: establishing on-site execution capabilities of health and safety management system; W/O strategy: expanding legal and system execution checks; S/T strategy: establishing a risk response system; W/T strategy: expanding consulting by external specialized institutions

Games Application Methodology for History Education: Case Study of Developing a Serious Game for History Education (역사교육에 대한 게임 활용 방안: 기능성 게임 개발사례를 중심으로)

  • Jung, ChanYong
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.29-38
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    • 2018
  • Although computer games seem to be efficient tools for facilitating and supporting situated learning in Europe, GBL(game based learning) is less likely in Korea. The objectives of this paper are to address the causes of the problem and evaluate a serious game for history GBL. We review various cases of history GBL projects in European School Net, commercial games and serious games which are related to history. We draw a demand of our game's structural type, learning criterion, basic model of instruction, and executable prototype from the analysis results. Scene management educators pursue and dependencies of turning points in the history are critical differentiator. An evaluation team of educators, learners, and edu-game managers evaluates that the prototype is suitable model for application in history instruction.

A Study on Serious Game Application of Disabled Sports (장애인스포츠 적용을 위한 기능성 게임에 관한 연구)

  • Kang, Seungae;Kang, Sunyoung;Kim, Hyuncheol
    • Convergence Security Journal
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    • v.13 no.4
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    • pp.61-68
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    • 2013
  • Compared to the past, the number of disabled people in Korea is continuing to increase. As for the scope of the disability, it is expanding as well since it now includes all types of illnesses, car accidents, complications resulting from aging, industrial accidents and others accidents. Attempts are made in terms of applying sports game method that grafts IT technology in order to ensure that the disabled people participate continually in sports. While casting away the notion of play which was the role of a game in the past, new roles and domains were developed. In fact, serious game genre is what leads this change. Because serious game is leading the game industry fast, centered on education, sports, fitness and medical use, its market value can be considered very significant since it can be both fund and effective as it targets the disabled who cannot enjoy sports easily in reality. Accordingly, this research seeks to present the direction for the application of serious game for the disabled people by analyzing the current situation pertaining to the integrated and converged cases applied to the field of sports for the disabled when it comes to the serious game that uses contents based on the IT technology.

Psychological Effects of Gamification on Young Learners: Focusing on a Serious Game for English Phoneme Discrimination (기능성게임을 활용한 게이미피케이션 영어 발음 학습이 초등학생의 정의적 영역에 미치는 영향)

  • Lee, Sun-Young;Park, Joo-Hyun;Choi, Jung-Hye Fran
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.111-122
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    • 2019
  • This study investigated the psychological effects of using a serious game with young learners in the English classroom compared with those of a dictionary application. A tablet PC-based serious game was created for the training of English phoneme discrimination for Korean 6th graders, and its psychological effects were measured using a paper-based survey and face-to-face interviews. The overall results revealed that the serious game had more positive psychological effects on young learners than the dictionary app. These findings provide supporting empirical evidence for using serious games in English classrooms.

A developed Serious Game for Rehabilitation Training (Wiimote를 이용한 재활환자용 기능성 게임 콘텐츠 설계)

  • Ok, Soo-Yol;Kam, Dal-Hyun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.10a
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    • pp.709-710
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    • 2009
  • Current Serious games for medical treatment and rehabilitation are not usually suitable for actual patients because of the inconvenient user interfaces. The disabled or rehabilitants have limited ability to control the game contents. Therefore, it is very important to develop proper interfaces for such serious games. In this paper, we propose a serious game that utilizes the Nintendo wiimote controller and pattern recognition techniques. We also show the possibility of such contents for the future application to actual rehabilitation.

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Application of Neural Network for Damage Diagnosis of Marine Engine Cylinder Liner (선박 엔진의 실린더 라이너의 손상 진단을 위한 신경회로망의 적용)

  • Cho, Yonsang;Koo, Hyunhoo;Park, Junhong;Park, Heungsik
    • Tribology and Lubricants
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    • v.30 no.6
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    • pp.356-363
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    • 2014
  • Marine diesel engines operate in environments in which damage easily occurs from corrosion. Recently, damage to cylinder liners has increased from corrosion wear caused by increased engine power. This damage can cause serious problems in the economy. Thus, many researchers have treated and studied damaged cylinder liners. However, a method is necessary for real-time monitoring of damage to cylinder liners during operation of the engine, before serious damage can occur. This study carries out reciprocating friction and wear tests on a cast iron specimen under various corrosion atmospheres and verifies the variations of friction coefficient and friction surface. Additionally, the friction coefficient and friction status are predicted by using a neural network that learns the vibration and frequency spectrum data from an acceleration sensor. According to our conclusions, amplitude is distributed highly at high frequencies, and values of standard deviation and kurtosis are high when damage to the friction surface is serious. The accuracy rate of the friction coefficient predicted by the neural network is over 80% of the real measured value without NaCl, and application of the neural network is very effective for diagnosing the friction condition and damage to the cylinder liner.

Study on the Application of the Serious Accidents Punishment Act in Construction Sites and Practical Improvement Measures for Legal Deficiencies

  • Wonpyo Hong;Taekeun Oh
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.396-405
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    • 2024
  • This study analyzed the practical issues in the Serious Accident Punishment Act (SAPA) for construction sites and proposed measures to improve provisions that are detached from reality. The Act aims to prevent major accidents across various industries, with a particular emphasis on the construction sector. While the Act's intention is commendable, several significant legal flaws have emerged during its implementation. These issues were critically analyzed and strategic recommendations were proposed. Key issues include ambiguous legal definitions, the differential impact of the law on small and large businesses, and the increased administrative and managerial burdens. This study proposed specific measures to enhance the clarity of legal terminology and technology, balance the responsibilities between small and large businesses, and streamline administrative processes. Additionally, methods for effectively revising the regulations and reasonably complying with them on-site were proposed. By addressing these issues, we aim to improve the effectiveness of the law, ensure fair application, and ultimately create a safer working environment in the construction industry. The recommendations are expected to serve as valuable resources for future revisions and improvements to SAPA and contribute to the broader goal of sustainable industrial safety and development.