It is a necessity to localize various elements when one tries to introduce any games developed from foreign cultures and languages. This whole process is called "localization (l10n)" which inevitably includes translation tasks. In this process, one should convert multiple unique elements into the required cultural and linguistic environments. This paper provides actual localization cases of "puns" appear in an adventure game, which is especially difficult; also it presents several typical types of translations for the puns that professional translators try. By this observation, this paper discusses some characteristics of game, as a medium, which are different from those of traditional media and proper approaches to translate "puns."
Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.
International journal of advanced smart convergence
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v.12
no.4
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pp.328-333
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2023
Breaking the fourth wall is a very popular concept right now, and depictions of breaking the barrier between virtuality and reality are often used in game advertising. In VR games, game manufacturers describe the experience after breaking the fourth wall as an experiencer who will be completely immersed in the virtual world, as if they are actually living in the virtual world. At the same time, research in the field of traditional drama also shows that breaking the fourth wall can also bring a sense of alienation to the player, allowing the experiencer to clearly realize that he and the character are in a completely different world, and to conduct aesthetic criticism of related works of art.So why there are two completely different feelings after breaking the fourth wall will be the content of this article. This article will focus on the theoretical analysis of the relationship between two different cognitions and two completely different cognitions after breaking the fourth wall. Finally, it will be analyzed from three directions: game perspective, game art style, and different world views of the game. Finally, it was concluded that when players break the fourth wall in the game, these three factors will cause the experiencer to have two completely different cognitions.
Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
International Journal of Advanced Culture Technology
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v.12
no.3
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pp.419-426
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2024
Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.
Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.
In Korea, software education is implemented from elementary school. As a representative software education tool for elementary schools, various chess games reconstructed based on the rules of Western chess games are being used. On the other hand, Yutnori, one of our traditional games, also includes elements of software education, so research on this is needed. Therefore, in this study, a Yutnori program based on computational thinking using an educational programming language, Entry, and a turtle robot was developed and its validity verified. As a result of the validity verification, the CVR value was higher than 0.7 in the degree of agreement with the subject achievement standard (3 questions), the appropriateness of learning materials (4 questions), and the possibility of class application (3 questions). Therefore, it could be judged that the learning program developed in this study has a high level of agreement with the subject achievement standards, appropriate learning materials, and high possibility of being applied to classes. In order to generalize this content in the future, the effectiveness will need to be verified, and experimental research will be needed to understand this.
The Journal of the Institute of Internet, Broadcasting and Communication
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v.24
no.5
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pp.47-52
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2024
This study defined three elements of game ability and effectiveness that functional games must have in a cross-media environment where one content is distributed through various media through previous research. We sought to reveal the impact of each element on the relevant content and cross-media content, as well as the impact when cross-media content is used in parallel. To this end, a case of digital content using a picture book and a smartphone app targeting traditional craft learning was produced by itself, and the results of its use were collected as a questionnaire. As a result, the effectiveness of the three effectiveness factors of functional games was confirmed, and the relationship between the cross-media environment and content was revealed, revealing the positive possibility of using cross-media.
This study evaluates the effect of structured debriefing for a business simulation game for university students. The program provides an authentic learning experience of real-world business management by allowing learners to make decisions related to R&D, marketing, production, and finance through a business simulation game, and check the results in real time. In 2022, University A and B each ran a business simulation game-based program as an extra-curricular activity. University A conducted a traditional instructor-led debriefing where the instructor explained the summarized process and results, while University B implemented a structured debriefing which had been developed based on Gibbs' and 3D models. To assess the effect of the structured debriefing compared to the traditional instructor-led debriefing, business knowledge and entrepreneurship competencies were measured three times. Repeated measures ANOVA was used to test for the differences between the two groups and to examine interaction effects between group and time. The structured debriefing group achieved statistically significantly higher academic scores than the traditional instructor-led debriefing group at the post-test and in 2 weeks. There was no statistically significant difference between the groups in terms of entrepreneurship competencies. There was no interaction effect between group and time, both in academic achievement and in entrepreneurship competencies. In conclusion, the simulation game-based program integrated with the structured debriefing session is more likely to have a stronger impact on academic achievement and its retention.
Journal of the Korean Institute of Traditional Landscape Architecture
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v.29
no.3
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pp.134-146
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2011
Gyeokgu is a group ball game transmitted into the Joseon Dynasty period as acquiring a great vogue among the royal palace and people in Goryeo Dynasty after being introduced into the country from China. This research aimed through historical investigation to look into the form in which the Goryeo dynasty's kings enjoyed Gyeokgu game, and the historical-spatial signification and the locational characteristics of Gujeong(the ground where play Gyeokgu) which is the courtyard where Gyeokgu game was held centering around the Goryeo dynasty's palace where Gyeokgu was prosperous most. We researched and analyzed the data for research after extracting the records related to Gyeokgu from three historical data of the true records of the Goryeo Dynasty. Upon investigation, twelve among 34 kings of the past generations were concerned with Gyeokgu in Gyeokgu game participation form, and 46 times were recorded in historical records in total. In the participation form, kings participated personally in 9 times among 46 Gyeokgu games, and viewed games in case of 37 times. Among these kings, the 18th generation king Uijong was recorded most as 17 times(36.9%) in Gyeokgu records. Places where Gyeokgu were held were 25 places in total including royal palace, detached palace, Lu-jeong, Buddhist temple, private residences, markets and streets, other outside of the royal court and so on, and 46 time-Gyeokgu games in total were held in these places. 21 time(45.6%)-Gyeokgu games were held in only 5 detached place among these places. So, detached palace were used most for Gyeokgu games. In particular, Gyeokgu games were held most in Suchanggung palace and Jangwonjeong palace among these detached palaces, and all these things were recorded during the reign of King Uijong. Gyeokgu game which was prevalent by the end of the Goryeo Dynasty showed a progression to a national festival which kings, personally coming into streets or Jeoja(an archaic word for "market"), enjoyed with the crowd.
This article examined that the historical changes and current significance of the Jaedam(재담) and the Xiangsheng(相聲), one of the traditional Korean and Chinese language games. Both Korean Jaedam and Chinese Xiangsheng are representative language games and traditional performing arts for laughing. The origin of the Jaedam can be traced back to Uheui(우희). Uheui has been called Changyouxi in China, Bae Woo-hee, and Jo Hee in Korea. Uheui is the most traditional language game and a variety of performances were derived from its spreading and inheriting process. Among them, Korean Jaedam and Chinese Xiangsheng can be said to be a piece of art that has successfully inherited Uheui tradition. From the late 18th century, Korean Jaedam were established as independent performance arts, and became highly active in many performance by professional joker Park Chun-jae and other performers. With the development of gramophone record in the early 20th century, the Jaedam was mainly made on the theater stage and radio. At this time, the new performance art of 'Mandam(만담)' was derived from the Jaedam, which focused more on satire current events and criticizing the social situation. Mandam has been popular for a long time and then extinct in the 21st century. The jaedam have been handed down only in the Korean traditional performance so far. Meanwhile, Chinese Xiangsheng, which was built in the mid-19th century, a bit later than Korean Jaedam, was initially considered to be a vulgar art of the lower class, but finally became popular in the early 20th century. In the mid-20th century, Xiangsheng was transformed into a new character, which mainly deals with social praise and edification of the masses. But since 'New Xiangsheng' does not focous on a satire on social conditions, the humor has been reduced. In the early 21st century, Xiangsheng was on the verge of extinction just like Mandam, but through the efforts of young actors to revive tradition, another reformation of this art was made to return to tradition and small theater. Currently, the 'traditional Xiangsheng', which has returned to tradition, is once again receiving the love and support of the Chinese audience. Korean Jaedam and Chinese Xiangsheng have many similarities in terms of history and recruitment, but they are now in different fates. There is also a great deal in common ground in terms of the content and form of the two arts. In the case of Xiangsheng, it is one of the traditional folk art forms which is still loved by the Chinese people and has become one of the most important traditional performances. On the other hand, in Korea, Jaedam as independent performance arts has disappeared and now only can be seen in traditional performances such as 'Korean mask theater'. The fact that Korean Jaedam and Chinese Xiangsheng have undergone similar changes in their spreading and inheriting process, while Korean Jaedam have disappeared and Chinese Xiangsheng is well preserved. The reason can be confirmed through the main idea of this article.
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