• 제목/요약/키워드: communication in game

검색결과 787건 처리시간 0.027초

디지털 게임 기반 학습 방법을 이용한 강사 소개 교육용 게임의 구현 (Implementation of the Educational Game for Learning the Lecturers Information using the Digital Game-based Learning Methodology)

  • 아리아 비스마 와휴타마;완다 구스디야;황민태
    • 한국정보통신학회논문지
    • /
    • 제25권9호
    • /
    • pp.1190-1198
    • /
    • 2021
  • 본 논문에서는 디지털 게임 기반 학습(DGBL) 방법을 사용하여 대학 신입생들이 학과의 강사들 정보와 지도 교과목들에 대해 학습할 수 있는 대화형 강사 소개 게임을 구현한 결과를 제시한다. 이 게임은 강사의 이름, 사진, 지도 교과목 등의 정보들을 퀴즈 게임 형식으로 제공하며, 개발 환경으로는 유니티(Unity)와 PHP를 사용하였다. 게임과 통합 콘텐츠 관리 시스템(CMS, Content Management System) 그리고 데이터베이스 간의 통신은 REST API를 사용하여 이루어지며, CMS는 게임의 내용을 관리하고 각 레벨에 대한 점수와 질문 수, 게임 사용자의 암호, 성능 임계값과 같은 게임의 여러 파라미터들로 구성된다. 개발한 대화형 게임은 통합 CMS를 사용하고 있어 상황 변화에 따라 동적으로 컨텐츠 업데이트가 가능하므로 학과의 변경의 대해 쉽게 적용할 수 있으며, 아울러 다양한 교육용 게임 개발에도 활용할 수가 있다.

VIDEO GAME CULTURE AND INTERACTIVITY -An exploration of digital interactive media through a metaphorical approach to video game culture-

  • 우탁
    • 한국게임학회지
    • /
    • 제6권1호
    • /
    • pp.70-72
    • /
    • 2009
  • This research is focused on defining interaction within the context of digital media and creating a multi cultural definition of interactivity. The concept of multi digital culture and a definition of interaction in digital media have often been overlooked by other researchers and this has caused the emergence of many different notions on this issue. As a result of these varied notions of the concept, public confusion has arisen regarding interactivity. The main purpose of this research is to find a suitable multi definition of interaction through examining local digital culture. In order to analogise multi digital culture, the video game culture is employed as a metaphor to interpret local digital culture. The reason for this is that a specific national culture can be easily identified within the video game culture. Four countries, South Korea, Japan, the U.S. and the UK have been chosen for comparison purposes. Case study, questionnaire and publicly accessible video game related data, such as, video game charts, are used for formalising and analysing unique local digital culture. The Heyri POP UP IMAGE Festival, S. Korea, was also used as a pilot study, with some of the above research methods being employed to analyse South Korean digital culture. In relation to western cases, interview and questionnaire were primarily used. The data from the case countries was carefully compared and analysed and then it became the basis of a theory of multi definition of interaction in digital media. The case study employed the cultural metaphor for this research and in addition video game culture related questionnaires and interviews with experts of interactive art genre, regarding new notions of digital interaction were utilised. The survey was conducted simultaneously in the four different cultural case nations of this research. Twenty respondents from each case nation participated in the survey, in order to investigate firstly, the existence of 'local digital culture' and secondly, the trends and phenomena of 'digital culture' in these four different 'local digital cultural areas'. In terms of interviews with experts of the interactive art genre, these were focused on obtaining their understanding of contemporary digital culture in their research. Using gathered data from the observation of local digital culture, the basic theory of interaction and the terminology of interaction are reformed. Localised definitions of interaction on digital media, control based interaction and communication based interaction are presented, in order to identify a 'locality' in terms of various contemporary digital cultures. As a result of analysing digital culture, new definitions of 'multi definition of digital interaction' were formulated. As mentioned above, 'control' and 'communication' based interaction were initiated, based on 'user to media' relationships. Based on the degree of physical interaction, 'liminal' and 'transitive' interactions were initiated. Less physical digital interaction is named 'liminal' interaction and more physical digital interaction is named' transitive' interaction. These new definitions of interaction were applied to the real world examples of uses of digital interaction, such as, digital interactive installation artworks and video games. The newly defined meaning of digital interaction can be applied to analysing digital interactive installation artworks and possibly indicate their future development and the prospects of future electronic games. Three leading digital interactive artists were selected for this analysis and their works were studied in terms of the implementation of 'multi definition of digital interaction'. Throughout these processes, the meaning of 'communication' in digital interactive media was emphasised. Many of the selected artists' digital installations were focused on 'communication' or 'interaction between each user through digital media', rather than the concept of 'control' in digital interaction, otherwise termed, 'communication with digital media'. In their artworks, interaction between each audience was digitally engaged within the physical interactive environment which was created by the digital media. Both the audience's action and all the reaction throughout the interaction between the audiences, triggered the digital media' s reaction. This audience-audience-media interaction is the key to understanding the concept of 'communication' in physical digital media and it is the main interactive concept upon which the selected digital interactive installation artists for this research and many other artists from similar fields, are concentrating their efforts. In the case of the video game, a similar trend was noticed to that of digital interactive installations. Based on this research's 'multi definition of digital interaction', the video game has evolved from the early stage of being conventional game, which was focused on control based interaction, to the on-line game which was focused on communication based interaction, to physical interactive games, such as, Nintendo Wii, which are focused on more physical interaction and finally, the ubiquitous interactive game, which is mainly concentrated on the concept of 'communication' in physical digital interaction. It is possible that this evolution of the video game concept of interaction is comparable to the progress of digital interactive artworks. This view is based on the fact that both genres show evidence that they are developing in the direction of the concept of 'communication', in terms of physical digital interaction. The important emphasis of this research's results is 'locality' and 'communication' in physical digital interaction. The existence of different digital culture trends, which were assessed by the 'multi definition of digital interaction', can explain the concept of 'locality' in digital interaction. This meaning of 'locality' may assist in understanding contemporary digital culture and can reduce possible misunderstanding as regards 'local' digital culture. In the application of the concept of digital interaction to the field of either artworks or video games, it is possible to form the opinion that an innovative concept of physical digital interaction is 'communication' within this context. This concept and its applications can improve the potential of both digital interactive culture and technology.

  • PDF

청소년의 게임 과몰입 영향요인에 관한 연구 : 학교급(초·중·고)에 따른 차이를 중심으로 (A study on the determinants of game over-flow in adolescents : Focusing on differences according to the level of school)

  • 곽은아;최진호
    • 한국게임학회 논문지
    • /
    • 제20권1호
    • /
    • pp.33-46
    • /
    • 2020
  • 이 연구는 청소년의 게임 과몰입에 영향을 미치는 요인들이 학교급(초·중·고)에 따라 어떠한 차이가 있는지 살펴보고자 했다. 이를 위해 한국콘텐츠진흥원의 게임이용자패널 데이터를 활용했으며, 내적요인(개인적 특성), 외적요인(환경적 특성), 게임이용 심리변인을 통합적으로 고려했다. 분석결과, 내적요인 중 고독감, 자기통제, 게임이용 심리변인 중 게임리더십, 게임규범성, 게임효능감은 모든 집단에서 공통적으로 게임 과몰입에 영향을 주었으며, 학교급에 따라 게임 과몰입에 영향을 주는 요인들이 차별적인 것으로 확인됐다. 이러한 결과는 청소년의 게임 과몰입에 관한 정책을 수립하거나 프로그램을 개발하는 데 도움을 줄 수 있을 것이다.

Optimal Power Control in Cooperative Relay Networks Based on a Differential Game

  • Xu, Haitao;Zhou, Xianwei
    • ETRI Journal
    • /
    • 제36권2호
    • /
    • pp.280-285
    • /
    • 2014
  • In this paper, the optimal power control problem in a cooperative relay network is investigated and a new power control scheme is proposed based on a non-cooperative differential game. Optimal power allocated to each node for a relay is formulated using the Nash equilibrium in this paper, considering both the throughput and energy efficiency together. It is proved that the non-cooperative differential game algorithm is applicable and the optimal power level can be achieved.

컴퓨터게임 제작을 위한 프로토타입에 관한 연구 (A Study on the Prototyping for Developing Computer Game)

  • 탁화은;김성곤
    • 디자인학연구
    • /
    • 제17권4호
    • /
    • pp.129-140
    • /
    • 2004
  • 게임 개발은 상당히 혼란스럽고 예측하기 힘든 과정으로 이루어져 있다. 경쟁력 있는 게임 개발을 위해서는 게임 개발 기간은 단축되어야 하며 개발 비용 또한 줄어야 한다. 이를 위해서 게임 제작 과정에서 게임 개발 기간과 제작 비용을 줄이기 위해서 기획자, 프로그래머, 그래픽 디자이너, 그리고 투자자의 상호이해 및 의사소통을 원활히 하는 도구로서 프로토타입일 필요하다. 본 연구에서는 팀원들의 커뮤니케이션과 피드백 도구로서 프로토타입이 실제 제작 단계에서 어떻게 사용되어지는가에 대한 구체적인 사례들을 제시하였다. 게임 컨텐츠 종류에 따른 프로토타입의 특징을, 게임 기획 단계에서 피드백을 받기 위해 짝되어지는 프로토타입을, 제임 제작 단계에서 주요 요소가 협력하여 개발될 수 있는 도구로서의 프로토타입을 제시하였다.

  • PDF

연주체험 기능성 게임 (Serious Game for Experience of Music Performance)

  • 정찬용;강나원
    • 한국게임학회 논문지
    • /
    • 제15권2호
    • /
    • pp.115-122
    • /
    • 2015
  • 이 논문에서는 악기 연주를 전혀 못하는 사용자들에게 연주 경험을 가능하도록 해주는 연주체험 기능성 게임을 제안한다. 연주를 어렵게 만드는 선율을 사용자의 연주 제스처에 맞춰 조율해 주는 악보 조정 알고리즘을 사용함으로써 이 게임은 표준 악보에 기반을 둔 음악을 대리하여 연주한다. 이 연주는 사용자가 재현하는 제스처 기호를 에이전트가 해석함으로써 구현되는 것으로 양자 간의 이러한 상호작용을 퍼스의 커뮤니케이션 모델을 통해 이해한다.

Best Practices on Improving the Virtual Reality (VR) Content Development Process with EPIC's Unreal Engine

  • Kong, Ji Hoon;Kim, Ki Du;Kim, R. Young Chul
    • International Journal of Advanced Culture Technology
    • /
    • 제9권4호
    • /
    • pp.417-423
    • /
    • 2021
  • Recently, in the Game industries, they are increasing to use of game engines to reduce the development cost of 3D content and software. In particular, Unreal Engine provides a blueprint visual scripting function that enables software production without programming (coding). Although High-end video content can be produced, the problem is that content development is complicated and requires advanced manpower. To solve this problem, we propose an optimized VR game context process. This is because 1) a Blueprint visual script is used, 2) VR games with various interactions can be produced, 3) Non-majors in the software field (or groups) can develop advanced content. In various related industries such as defense, medical care, manufacturing, and construction, we may easily develop any game content without programming with our refined VR rhythm action game development process. We expect to reduce the development cost with the process advantages in the game industries.

Researching Visual Immersion Elements in VR Game <Half-Life: Alyx>

  • Chenghao Wang;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권2호
    • /
    • pp.181-186
    • /
    • 2023
  • With the development of VR technology, the visual immersion of VR games has been greatly enhanced nowadays. There has been an issue that has been troubling players in previous VR games, which is motion sickness. Therefore, VR games have been limited in terms of game mechanics, game duration, and game scale, greatly reducing the immersive experience of visual immersion. However, <Half-Life: Alyx> is different from previous VR games in that players can actually perform spatial displacement in the game scene, rather than being fixed in one place for 360-degree observation and interaction. At the same time, compared to traditional games, VR games no longer need to rely on screens, and the complete visual immersion enhances the fun and playability of the game. This research focuses on the VR game <Half-Life: Alyx> to explore its immersive factors in terms of visual perception. Through in-depth analysis of elements such as color, texture mapping, lighting, etc. in VR games, it was found that the game creates a strong sense of visual immersion in these aspects. Through analysis, it is helpful to gain a deeper understanding of the factors that contribute to visual immersion in VR games, which has certain reference value for game developers and related professionals.

A Study Based on Alienation Theory to Analyze Different Modes in Meta- Fictional Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
    • /
    • 제15권4호
    • /
    • pp.185-190
    • /
    • 2023
  • With the continuous development of the game field, the subdivision of game types is becoming more and more precise. There are also more and more games that draw on some achievements in other fields in their game design. Among them are meta-fiction games based on metafiction. This article will explore whether the combination of a meta-fiction game and a side-scrolling game with a unique visual experience is appropriate. If the side-scrolling game is the external form of the game, then the meta-fiction game is the internal content core of the game. The degree of fit between the external form and the internal core will undoubtedly determine the lower limit and upper limit of the game quality. Based on alienation theory, this article takes several highly rated side-scrolling games on the market as examples to conduct a theoretical analysis on the compatibility of side-scrolling games and metafiction games. The analysis results suggest that compared to first-person games, side-scrolling games with a unique third-person perspective have the best compatibility with meta-games.

Spectrum Allocation based on Auction in Overlay Cognitive Radio Network

  • Jiang, Wenhao;Feng, Wenjiang;Yu, Yang
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • 제9권9호
    • /
    • pp.3312-3334
    • /
    • 2015
  • In this paper, a mechanism for spectrum allocation in overlay cognitive radio networks is proposed. In overlay cognitive radio networks, the secondary users (SUs) must first sense the activity of primary users (PUs) to identify unoccupied spectrum bands. Based on their different contributions for the spectrum sensing, the SUs get payoffs that are computed by the fusion center (FC). The unoccupied bands will be auctioned and SUs are asked to bid using payoffs they earned or saved. Coalitions are allowed to form among SUs because each SU may only need a portion of the bands. We formulate the coalition forming process as a coalition forming game and analyze it by game theory. In the coalition formation game, debtor-creditor relationship may occur among the SUs because of their limited payoff storage. A debtor asks a creditor for payoff help, and in return provides the creditor with a portion of transmission time to relay data for the creditor. The negotiations between debtors and creditors can be modeled as a Bayesian game because they lack complete information of each other, and the equilibria of the game is investigated. Theoretical analysis and numerical results show that the proposed auction yields data rate improvement and certain fairness among all SUs.