• Title/Summary/Keyword: farm game

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An Analysis on the Space Characteristics of SNS Farm Game Based on Smart Phone Platform (스마트폰 플랫폼 기반 SNS 농장경영게임의 공간성격분석)

  • Lee, Young-Soo
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.89-96
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    • 2010
  • To identify characteristics of social network farm game based on smart phone platform, this study analyzed how social network play experience connects with the space of farm game. The play experience of social network farm game based on smart phone platform is mainly composed of three modules for cultivating, placing environment, extending space. This study categorized space for external perspective space, internal perspective space, symbolic design space according to space experience theory and researched play experience in these spaces. In farm game players perceive space by fixed point of view, and make their own space a standard unit for reinterpreting and rearranging modules. In this process the space played subjective role not only background to bring co-work play is essential in social network game.

A Study on the Implementation of Smart Farm Environment Control System Using Unity and Photon (Unity와 Photon을 활용한 스마트 팜 환경 제어 시스템 구현에 관한 연구)

  • Jung, Hyeon Ji;Lee, Wan Bum
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.1
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    • pp.104-107
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    • 2021
  • Unity programs are largely recognized as game development tools. However, it has many functions built in, so it can be applied to various fields as well as game development. Therefore, in this paper, we propose a smart farm environmental control program using Unity and Photon. The proposed program has vast compatibility that is not limited to specific devices, and it is very easy to build network systems for remote control. In addition, the proposed programs were installed on various devices such as pc and smartphones, making it easy to control the smart farm environment system. Through experiments, it was confirmed that data transmission and reception between Windows and Android, other operating system environments, and that smart farm systems were operating normally.

Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

Analysis of Educational Elements of Educational Online Games - Focused on Real Farm Games - (교육용 온라인 게임의 교육적 요소 분석 - 레알팜 게임을 중심으로 -)

  • Jung, Mi-A;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.173-180
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    • 2020
  • According to KISA, many people play smartphone games. stress relieving, time is the reason to beat. Attempts to combine mobile games and education in the Korean game market are continuing. Studies have shown that using commercial games for education can be effective. Also, researches for activation educational games are increasing. Creating educational games requires a lot of time and money. Due to the nature of mobile games, the service is often terminated without updating. If you are able to acquire a naturally educational part while playing mobile games, you will see the effect of one pair of fun and education, both at once. We analyzed the education factors of the game with 'Real Farm' which is a simulation farm game. We focused on analyzing information acquisition and utilization part through indirect experience which is characteristic of simulation and examined educational factors based on design elements of educational game. This can signal the positive aspects of the game and the educational content of existing games. If you use smartphones as a pedagogy, you can expect a positive perception of games and an increase in the average life expectancy of mobile games.

Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

NPC Modeling of Plants for Farm Simulation Game (농장 시뮬레이션을 위한 농작물 NPC 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.939-948
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    • 2020
  • There are many studies to incorporate virtual reality technology into agricultural education. Interest in virtual reality is increasing not only for direct education such as agricultural machinery education but also for indirect education using games. A key technology in virtual reality is to model objects to feel as real as they are. Plants grown on a farm are equally affected by the environment of the farm. Plants also have their independent characteristics. In this paper, we propose a method to model plants in three dimensions in NPC form by reflecting these characteristics. The proposed method implements how individual plants reflect common weather and farm characteristics, and their unique characteristics. Implementation results show that the proposed method is simple but expresses the plants very realistically.

A Design and Implementation of Animals Farm Game Based on Kinect (Kinect 기반의 동물농장 게임 설계 및 구현)

  • Park, Jin Yang;Lee, Ki-Tae;Park, Chan-Young;Kim, Min Soo;Jang, In-Ho
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.01a
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    • pp.155-156
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    • 2014
  • 본 논문에서는 키넥트 기반의 동물농장 게임을 설계하고 구현한다. 이 게임은 다양한 동물과 울음소리를 이용하여 유아의 지능 및 신체 발달을 목적으로 하는 유아 교육용 게임이다. 다양한 동물 이미지는 랜덤하게 화면에 출력되고, 플레이어는 화면에 출력된 동물 이미지를 순서대로 터치함으로써 점수를 획득하도록 구현한다. 또한 화면에 출력된 동물 이미지를 터치하면 해당 동물의 울음소리를 출력하도록 구현한다. 플레이어의 동작은 키넥트를 이용하여 인지한 플레이어의 스켈리톤 정보를 전송 받아 이용한다.

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Weekend Farm-linked Smart TV Content for Family Leisure Activity (가족 여가 활용을 위한 주말농장 연계형 스마트TV 콘텐츠 제안)

  • Heo, Sun-Joo;Choe, Jong-Hoon
    • The Journal of the Korea Contents Association
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    • v.12 no.4
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    • pp.86-94
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    • 2012
  • With enforcement of five-day workweek system, leisure time for family has increased. However, there is imbalance between demand and supply of leisure because of the absence of proper way for spending leisure time with family. On the other hand, TV, which has been playing an important role as a media for family, shows new possibility of interaction with advent of Smart TV. With this tendency, now it could be an appropriate time for researching the healthy way to spend leisure time on weekend with family. Therefore this paper aims to propose a family farming contents called 'Our Farm', which links on-line and off-line. To firm up necessity and appropriateness of this paper, I analyzed existing thesis and games for family and did FGI(Focus Group Interview) with a family. In this research, I proposed the picture UI based on results of investigation.

DEER FARMING IN KOREA : ON-FARM SURVEY IN KYUNG-KEE AND CHUNG-BUK PROVINCES

  • Kwak, W.S.;Kim, K.H.;Kim, C.W.;Jeon, B.T.;Lee, S.M.
    • Asian-Australasian Journal of Animal Sciences
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    • v.7 no.3
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    • pp.347-355
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    • 1994
  • Thirty farmers, representing three major deer counties in Kyung-Kee province and 50 farmers scattered in Chung-Buk province were interviewed to determine the current status of the Korean deer industry. Items surveyed were general information, farmed deer breeds. farm facilities, feeding and nutrition, hygiene and disorder incidence, velvetting, income sources, products and their sale, management problems and herd size control. The 888 deer farmed in Kyung-Kee province included spotted deer (Cervus nippon. 69.4%), red deer (Cervus elaphus, 6.1%), wapiti (Cervus elaphus canadensis, 12.2%), spotted $\times$ red deer hybrids (6.2%), red deer $\times$ wapiti hybrids (4.6%). and fallow deer (Dama dama, 1.5%). Poor information on feeding was evidenced by wide variation among farms of daily feed supply and ratios of forage to concentrate, and poor nutritional considerations according to physiological status of deer. Hygiene needed more attention. The incidence of diseases and disorders was high: enteritis (73.3% in Kyung-Kee province), fractures (60.0%), and dystocia (56.7%). The major source of farm income was velvet antler and its blood. To improve productive efficiency, attention should be given to improving farm facilities, simplified product marketing, developing standard feeding system, and economic grazing system.

Smart Farm Metabus game for Settlement Process of Returning Farmers (귀농인들의 정착 과정을 위한 스마트팜 메타버스 게임)

  • Ko-Eun, Lee;Yoon-seop, Kim;Yeong-Seong, Moon;Hyo-Taek, Lim;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.93-100
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    • 2023
  • In this paper, the purpose of this study is to melt the process of returning to farming through games and settle down in a stable manner to ensure that there are no more prospective young farmers who wish to return to farming but cannot proceed with their dreams due to various barriers of reality. The game was designed to develop in the order of fields, greenhouses, automation systems, and smart farms, and to grow the crops they want at the early level, and added a community system to highlight that rural areas are community life, not individualistic life. Support benefits or information provided by local governments or governments were inserted into the community system so that prospective farmers could naturally access the information.