• Title/Summary/Keyword: develop game

Search Result 490, Processing Time 0.027 seconds

A Study on the Game Criticism: Meta-analytical Approach to Game Critiques (게임비평에 대한 연구 : 게임비평 텍스트의 메타분석적 접근)

  • Jeon, Gyongran
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.19-30
    • /
    • 2013
  • Digital games have become a major part of the modern popular culture, but little attention has been paid to understanding the textuality of games and what the game texts have the cultural meanings. As the games develop, however, the academic and journalistic game critiques and reviews that try to understand and to deconstruct the game texts are on the rise. This study explores how the game criticism characterizes the game texts, creates and shapes the understanding of games. The finding shows that game criticism is rich and varied in terms of themes and approaches covered, more generally, games criticism can also help preserve game history by focusing on the distinctive game textuality, forms and meanings, and by contextualizing the links and cultural meanings that exist between games and between games and the cultural context.

An Improvement of the Method of Transition Tile in the Texture Splatting for Game Terrain (텍스쳐 스플레팅 방식에서의 게임 지형 표현을 위한 전이타일의 표현 방법 개선)

  • Jung, Jong-Pil;Kim, Chee-Hoon
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.57-64
    • /
    • 2010
  • Method of making For the improved game industry, this society was permitted as an incorporated association for spearhead of game society from Ministry of Culture & Tourism on February 14, 2001 with a sense of duty and a strong will toward a powerful game country. This society has objectives of academic research and distributions on creations of game contents, technologies of game producing and developments of game cultures. We will develop the game culture and industry through an industry-academic cooperations by each expert field, and spread out academic activities for cultivation of policy, technology, education, etc of the game industry in the future.

The Effects of Elementary Students' Perception of the Game Programming Using KODU (KODU 기반의 게임 프로그래밍에 대한 초등학생들의 인식 변화)

  • Jeong, Youngsik;Yu, Jeongsu
    • Journal of The Korean Association of Information Education
    • /
    • v.18 no.3
    • /
    • pp.453-460
    • /
    • 2014
  • In this study, we develop a teaching and learning model for elementary students on game programming using KODU. The developed model consists of four steps: introducing the game programming, making the game, playing the game, and modifying the game. After teaching the students, we conduct a survey to gather their opinions on the game making tool and activities. The results show that the students are satisfied with KODU and prefer make a game to play a game. Game programming educating with KODU can keep elementary students from game addiction while increasing confidence in their studies.

A Study on Online Game Testing Process with Users Participating in the Process (사용자 참여 기반의 온라인 게임 평가 프로세스 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
    • /
    • v.9 no.6
    • /
    • pp.11-20
    • /
    • 2009
  • When an online game is considered as a commercial product, now an online game should arouse the consumer's purchase desires as a service item. Most of all, the contents of an online game are important, but, on the other hand, beyond the online game services, it is also important to improve the accessibility of online games, which are developed through the specific testing processes. That is, it is necessary to develop comprehensive and systematic game testing processes considering even the aspects of the usability of the online games on the basis of the qualitative and measureable game tests. Therefore, this study is intended to suggest the proper scopes of the online game testing processes in a view that an online game is a commercial product.

  • PDF

A Study of Mathematical Game and Puzzles With Learners (학습자와 함께 하는 수학게임 및 퍼즐 활용에 관한 연구)

  • Kim, Sang-Lyong
    • Journal of Elementary Mathematics Education in Korea
    • /
    • v.14 no.3
    • /
    • pp.567-581
    • /
    • 2010
  • The basic direction of mathematical education for a 21st century is focused on helping student to understand mathematics and develop their problem solving abilities, mathematical dispositions and mathematical thinking. Elementary mathematics teachers should help students make sense of mathematics, confident of their ability, and make learning environment comfortable for students to participate in. The best way is to provide chances to play a game for students, considering educational value of game and new directions for mathematical education. Therefore I would like to develop an mathematical game to conform mathematical ideas, and apply it, as well as strengthen students' mathematical disposition such as confidence, flexibility, interest and curiosity to improve quality of mathematical education. If students are helped to be interested in mathematics through mathematical games, they regard mathematics as interesting and challengeable subject to let themselves think many ways.

  • PDF

Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
    • /
    • v.8 no.6
    • /
    • pp.478-482
    • /
    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

Development of Curling Game based on Android Mobile Platform (안드로이드 기반의 컬링 게임 개발)

  • Cho, Jae Hyeon;Ko, Se Hwan;Kim, Youn Hee;Lim, Hae Chull
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.6 no.3
    • /
    • pp.169-177
    • /
    • 2010
  • As expectations about success of smart phones that install Android, an open mobile platform which was developed by Google, are increasing, the development of applications based on the Android has attracted a lot of interest. Especially, game applications have been well received by users. In this paper, we develop an application based on the Android for curling which was adopted as a competitive sport in the Winter Olympic Games. Curling is a sport game played by two teams. The rules of the game are simple, but it is an intelligent one that requires various strategies for victory. In this paper, the curling game based on the Android provides functions, such as pitching, sweeping, collision, and foul handling, that are required in real curling game by using technologies, such as touch screen or accelerometer sensor.

A Framework for Processing Brain Waves Used in a Brain-computer Interface

  • Sung, Yun-Sick;Cho, Kyun-Geun;Um, Ky-Hyun
    • Journal of Information Processing Systems
    • /
    • v.8 no.2
    • /
    • pp.315-330
    • /
    • 2012
  • Recently, methodologies for developing brain-computer interface (BCI) games using the BCI have been actively researched. The existing general framework for processing brain waves does not provide the functions required to develop BCI games. Thus, developing BCI games is difficult and requires a large amount of time. Effective BCI game development requires a BCI game framework. Therefore the BCI game framework should provide the functions to generate discrete values, events, and converted waves considering the difference between the brain waves of users and the BCIs of those. In this paper, BCI game frameworks for processing brain waves for BCI games are proposed. A variety of processes for converting brain waves to apply the measured brain waves to the games are also proposed. In an experiment the frameworks proposed were applied to a BCI game for visual perception training. Furthermore, it was verified that the time required for BCI game development was reduced when the framework proposed in the experiment was applied.

A Non-Oriented DEA Game Cross Efficiency Model for Supplier Selection (비방향 DEA 게임 교차효율성을 이용한 공급업체 선정방법)

  • Lim, Sungmook
    • Journal of Korean Society of Industrial and Systems Engineering
    • /
    • v.38 no.2
    • /
    • pp.108-119
    • /
    • 2015
  • This study intends to propose a non-oriented DEA based game cross-efficiency approach for supplier selection. With a discussion on the choice of DEA models and approaches that are most appropriate for supplier selection, we propose a game cross efficiency model based upon the non-oriented variable returns-to-scale RAM DEA by adapting the existing game cross efficiency model based upon the oriented constant returns-to-scale CCR DEA. We develop the RAM game cross efficiency model and a convergent iterative solution procedure to find the best game cross efficiency scores that constitute a Nash equilibrium. We illustrate the proposed model with two data sets of supplier selection, and demonstrate that significantly different results are obtained when compared with the existing approaches.

A Study on Developing the Teacher Education Program for Mathematical Excellence

  • Kim, Soo-Hwan
    • Research in Mathematical Education
    • /
    • v.7 no.4
    • /
    • pp.235-246
    • /
    • 2003
  • To develop the content and form of the teacher education program for mathematical excellence, we reviewed several teacher education programs. CGI is an excellent model for teacher education program for mathematical excellence. We developed the 12 teacher education programs based on mathematical tasks developed for the gifted children and have applied them to teacher education. It is not so difficult to develop more programs, because we have made a lot of tasks for the gifted in mathematics for 8 years. Wooden Die for Drinking Game which is one of 12 programs is introduced in this article.

  • PDF