• Title/Summary/Keyword: card games

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Implementation of Trump Card Detection and Identification using Template Matching (템플릿 매칭을 이용한 트럼프 카드 검출 및 인식 구현)

  • Lee, Yong-Hwan;Kim, Youngseop
    • Journal of the Semiconductor & Display Technology
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    • v.19 no.4
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    • pp.112-115
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    • 2020
  • Trump cards are used in variable games in households such as poker and blackjack. In many cases, it is able to be helpful to algorithmically identify the playing cards from camera views. In this paper, we provide an approach that detects and identifies the playing card using template matching scheme, and evaluate the results of the provided implementation. For ideal cases, the implemented system provides a 100% success rate for card identification correct. However, non-ideal case of perspective distortion is estimated with 70% success ratio. This work aims to evaluate the effectiveness of augmented reality user interface for an entertainment application like playing card games.

Prototyping a NFC based TCG and its Convenience Analysis (NFC 기반의 TCG 프로토타입 개발과 편의성 분석)

  • Ha, Joung-Min;Cho, Sung Hyun;Kang, Sin-Jin
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.39-48
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    • 2015
  • In this paper, we developed a board game prototype, which is a trading card game (TCG) based on near field communication (NFC), in order to compare the convenience between an analog style board game and its corresponding digitalized board game based on NFC. Especially we try to maintain the advantages of an analog style board game such as social fellowship and communication skill in developing its corresponding digitalized TCG game. 20 players participated in our experiments, and each team consists of 2 payers. After they play an analog card game and its corresponding digitalized card game, they answer our survey questionnaires. We can confirm that the NFC TCG offers more convenience to players than its corresponding analog card game according to survey results.

The research of Trading card game and proposal of Trading card game "Legend of the animal trainer" (트레이딩 카드 게임 조사 및 동물을 주제로 한 트레이딩 카드 게임 '전설의 조련사' 제안)

  • Li, Xuanxin;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.12 no.11
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    • pp.557-564
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    • 2014
  • In general, board games are just want to buy a pair of board games to play, but in recent years, a new type of the game - Trading card game (TCG) by the vast number of players, Trading card game with its own custom personal hand gameplay and diversified combination tactics when the game is won a high popularity. And there are a few long Trading card game popularity will continue on to now, the growing popularity of such as the board game market needs will continue to continue.

Evaluation of a Parent Training Program for Promoting Filipino Young Children's Number Sense with Number Card Games

  • Cheung, Sum Kwing;McBride-Chang, Catherine
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.1
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    • pp.39-49
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    • 2015
  • Not all parents are skilled in scaffolding their young children's numeracy learning. The present study investigated the effectiveness of a parent training program in promoting Filipino young children's number sense via card game playing at home. Participants were 161 young children and their parents; families were of a relatively low socioeconomic status. During the 10-week intervention period, parents in the experimental group received training on how to use number game cards to help their children acquire various numeracy concepts; parents in the control group received no special instructions. Children in the experimental group showed greater improvements in their performance on six number sense tasks (namely numeral identification, object counting, rote counting, missing number, numerical magnitude comparison, and addition) over the intervention period than did children in the control group. Findings of the present study suggest that providing simple training to parents on strategies for fostering their young children's number sense at home is important for giving children a good early start in basic number knowledge.

Generation of AI Agent in Imperfect Information Card Games Using MCTS Algorithm: Focused on Hearthstone (MCTS 기법을 활용한 불완전 정보 카드 게임에서의 인공지능 에이전트 생성 : 하스스톤을 중심으로)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.79-90
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    • 2016
  • Recently, many researchers have paid attention to the improved generation of AI agent in the area of game industry. Monte-Carlo Tree Search(MCTS) is one of the algorithms to search an optimal solution through random search with perfect information, and it is suitable for the purpose of calculating an approximate value to the solution of an equation which cannot be expressed explicitly. Games in Trading Card Game(TCG) genre such as the heartstone has imperfect information because the cards and play of an opponent are not predictable. In this study, MCTS is suggested in imperfect information card games so as to generate AI agents. In addition, the practicality of MCTS algorithm is verified by applying to heartstone game which is currently used.

RTTC System through Fusion of Dynamic and Static Game Elements (동적·정적 게임 요소의 퓨전을 통한 RTTC 시스템 )

  • Chang-Jo, Sung;Kyung-Soo, Park;Seo-Hyun, Kim;Chae-Lim, Lee;Ji-Hye, Huh;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.183-189
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    • 2023
  • Most of the games in the RTS genre, including games such as Starcraft and LOL, which are considered the most successful works in E-sports, have become increasingly uniform and boring. In order to make more changes in a uniform and boring system, I thought it could be solved through a combination of genres that have been fully developed and verified, so I tried to present a new game paradigm. To this end, let's focus on the genres of RTS andt TCG among the popular game genres and present a new paradigm by combining the dynamic and static features of these two genres. The new Real-Time Trading Card (RTTC) genre of game system proposed in this paper refers to a new type of game system that fuses the dynamic and static elements of the game. This mixed genre can be a new paradigm for games that can satisfy both gamers and viewers by minimizing the uniformity of the game while adding the randomness of cards to the characteristics of RTS called real-time warfare.

Contactless Smart Card as a Cache for Geocaching

  • Burda, Karel
    • International Journal of Computer Science & Network Security
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    • v.21 no.7
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    • pp.205-210
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    • 2021
  • In this paper, the possibility of using a contactless smart card as a cache for geocaching is analyzed. Geocaching is an outdoor game in which players search for hidden boxes, or caches based on geographical coordinates. The problems with this game are the possibility of players cheating and the need to maintain the caches. And then there is the problem of the ignorant public accidentally discovering a cache and considering it an explosive device. This paper proposes a concept for a possible solution to the above problems by replacing the boxes with conventional contactless smart cards. Also, this concept makes geocaching more attractive by using various games. This paper proposes a system architecture as well as the cryptographic protocol required for secure communication between the player's smartphone and the card.

Applications of Variable Indexed Colors for Game Development of Mobile Devices (모바일 기기용 게임 개발을 위한 가변 인덱스 컬러 응용)

  • Jung, Jong-Pi;Kim, Chee-Hoon
    • The Journal of the Korea Contents Association
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    • v.8 no.11
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    • pp.49-56
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    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents the new possibility of variable indexed color palettes to overcome the low hardware capacities.

Application of variable indexed colors for game development of portable (hand-held) devices (가변 인덱스 컬러를 이용한 뉴 미디어 기기용 게임 제작 방법)

  • Jung, Jong-Pil;Kim, Chee-Hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.131-134
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    • 2008
  • Most games based on PCs or consoles at present show vivid special effects and brilliance sceneries. However, the other games running on mobiles and portable devices can not show magnificent scenes because of low hardware specifications such as slow CPU, old graphics card and battery capacity. These games relatively prefer light and casual contents that do not need tremendous calculation. It is very important to keep minimum of game graphics quality in those games. Thus this research presents that the new possibility of variable indexed color palettes to overcome the low hardware capacities.

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A Study on how to Create Diversity in Deck Building Games : Focused on 'Magic The Gathering Arena' (덱 빌딩 게임에서 다양성을 만드는 방법에 관한 연구 : '매직: 더 개더링 아레나'를 중심으로)

  • Kim, Jung-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.463-466
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    • 2020
  • TCG는 Trading Card Game의 약자로 수집과 게임을 목적으로 디자인된 카드게임을 일컫는다. TCG는 1993년 미국의 수학자인 리처드 가필드(Richard Garfield)가 만든 '매직: 더 개더링'(Magic: The Gathering)을 시작으로 '스펠파이어'(Spellfire), '일루미나티'(Illuminati)와 같은 다양한 게임으로 이어지며 하나의 독자적인 장르로 자리매김하게 되었다. TCG는 전략적 게임 디자인을 통한 독자적 장르의 재미도 가지고 있지만, 수집 요소가 가진 장점으로 인해 많은 타 장르 게임에서 혼합되어 사용되고 있다. 본 논문에서는 최초의 TCG인 '매직: 더 개더링'의 분석을 통해 다양한 덱을 만들어내는 방법에 대해 연구하고 나아가 타 장르 활용 방안에 대하여 제시하고자 한다.

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