• Title/Summary/Keyword: functional games

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A Research for Functional Game based on AR Smartcare : Focusing on infant and child safety education (AR기반의 스마트케어를 위한 기능성게임 연구 : 영유아 안전교육을 중심으로)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.25-36
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    • 2019
  • Outdoor play for young children can promote the development of physical development, emotional development, and creativity development. However, due to safety accidents that occur in outdoor play, outdoor play is not progressed sufficiently. In this paper, we have developed smart functional educational games for AR education which can be easily used in early childhood education. In order to maximize the educational effect of the developed game and to provide customized education on the field, we conducted a focus group interview with a group of in - service child care teachers in the game design stage. Through this, we developed a functional game with AR system and verified the educational effect.

Development of Functional Fishing Field Game for the Elderly Based on Virtual Reality (가상현실 기반 고령자를 위한 기능성 낚시터 게임 개발)

  • Kim, Min-jeong;Kim, Young-june;Oh, Ha-hyun;Lee, Chung-ho
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2021.05a
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    • pp.308-311
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    • 2021
  • This paper describes the development of a functional game for preventing dementia for the elderly based on virtual reality. The game was developed using the Unity 3D engine to create a fishing spot, a virtual reality space. In consideration of the fact that the object of the game is an elderly person relatively unfamiliar with the virtual reality, the number of operation buttons is minimized and the sense of resistance and fatigue are reduced by an intuitive game configuration. In addition, the game was designed to give people a sense of accomplishment with a score system after the game, and to encourage them to participate in the game Overall, the developed game consists of main, interface, stage, score, TTS, tutorials, and ending credit. Each category stage is divided into three stages and realized in one integrated environment, and VRHMD can be used to games that enhance memory, attention, and judgment.

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Analysis on Efficiency for the Quality Elevation of Edu-Game Contents on Mobile Platforms (모바일 플랫폼의 에듀게임 콘텐츠 품질향상을 위한 효율성 분석)

  • Ahn, Kyung-Whan;Hwang, Myung-Cheol
    • The Journal of the Korea institute of electronic communication sciences
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    • v.4 no.2
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    • pp.136-142
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    • 2009
  • Today, as a core industry of high value added contents, the field of game received great influences as a complex cultural technical industry of multimedia and such. Users of Mobile Web2.0 will now choose the well-made contents and this has become stronger in relation to the technical advancements of mobile platforms such as the Wibro and HSDPA. Accordingly since the year 2006, the Korea Game Industry Agency has begun a public subscription for functional games to elevate the necessity of changes in social recognition for edu-games. Although the current investment effects of edu-games are being valued relatively low in comparison to the scale, outcome and the transparency of the game industry, the created effects of the value added is very high when compared to other industries. The purpose of this study is placed in the political propositions for the edu-game investments necessary in the quality expansions of edu-game contents.

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Study on the Fabric Trend in Hi-Tech Functional Active Sportswear (하이테크 기능성 액티브 스포츠웨어의 소재경향에 관한 연구)

  • Baik Cheon-Eui;Kim So-Young
    • Journal of the Korea Fashion and Costume Design Association
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    • v.7 no.1
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    • pp.55-63
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    • 2005
  • The outcome of modem sports events are reliant on not only the athletic ability and technology of individual players but their sportswear proterties. State-of-the-Hitech sportswear has started to be introduced in the 1950s, and in addition to the athletic capability of players, sportswear is one of the primary factors to affect the results of sports games, as a wide variety of Hi-Tech functional materials have come out since the 1990s. The purpose of this study was to development into the concept of active sportswear, to sort out hitech functional product lines in this field, to look into sports stars and Hi-Tech functional sports brands, and finally to identify the major characteristics of recent active sportswear. The result of this study were as follows: 1. There were largely four characteristics in recent functional sportswear materials: fast-drying cooling, minimized resistance, ultralight comfortableness, and water vapor permeable/waterproof function. 2. Besides the athletic capability and technology of players, Hi-Tech functional products are one of the major factors to determine the outcome of modem sports events. Functional synthetic fiber is preferred, instead of cotton, since the former is easier to manage and retains humidity better. 3. The major features of recent trend in active sportswear products are, functional, diversity and value. That is, those products are functional, since they are easy to manage and retain proper humidity, and they are for multipurpose, since they are fashionable and practical at the same time. And they are valuable, being expensive but appropriate for the movement of the body and having a high quality.

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Design of a Smart TV Service System for Daily Life Notification (스마트 TV 생활 알리미 서비스 시스템 설계)

  • Choi, Jong Myung;Im, Do Yeon;Park, Kyung Woo;Oh, Soo Lyul
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.8 no.3
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    • pp.23-31
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    • 2012
  • With the advance of Smart TV technologies, TV watchers can enjoy the Internet and games while watching TV programs. Besides retrieving with some keywords in the Internet, people may want to access local information such as notifications from town, messages from children's schools, shopping information from local marts, and even reminder messages for visiting from hospitals while watching TV without using web-browser. In this paper, we introduce the daily life notification service scenarios and its functional and non-functional requirements. Furthermore, we also propose a system that provides the notification services, consists of smart TV apps and server systems. We also introduce the system architecture and the component design of the system. Our work will help smart TV service developers because this paper will give them some service scenarios, requirements, and system architecture and its component design.

A Case Study of Combining Two Cross-platform Development Frameworks for Storybook Mobile App

  • Beomjoo Seo
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.12
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    • pp.3345-3363
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    • 2023
  • Developers often use cross-platform frameworks to create mobile apps that can run on multiple platforms with minimal code changes. However, these frameworks may not suit all the needs of a specific app, so developers may also use native APIs to add platform-specific features. This method eventually dilutes the advantages of cross-platform development methodology that aims to reduce development costs and time, and often leads to a decision to return back to the original native mobile development methodology. In this study, we explore a different approach: combining different cross-platform tools to develop a storybook mobile app that meets various requirements. We have demonstrated that integrating two cross-platform solutions can be used reliably to develop complex mobile applications. However, we also report that this approach can introduce unforeseen issues such as sandbox redundancy, unexpected functional burdens, and redundant permission requests. Despite these challenges, we believe that combining two cross-platform solutions can be applied to a variety of functional and performance requirements, enabling the development of more sophisticated mobile applications at lower costs and with shorter development timelines than traditional mobile app development methodologies.

A Study on the Promotion of Global Competitiveness of Korean Game Industry through Activation of Arcade Game business (아케이드 게임비즈니스의 활성화를 통한 한국 게임산업의 글로벌 경쟁력 증진 방안에 관한 연구)

  • Kim, Young-Wook;Jang, Young-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.6
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    • pp.289-295
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    • 2013
  • Arcade game up until early 2000 had been highly influential and profitable industry that occupied most of the market share for the Korean domestic game industry. However, extensive and yet tightened restrictions were imposed to the industry in 2006 due to the problems of speculative games such as winning rate manipulation, serious addictiveness, and etc. This resulted in damaging healthy arcade game business and eventually caused it seemingly impossible to comeback up until now. This study is to address the current arcade game industry in Korea along with the best practices in other countries to come up with propositions for the comeback of domestic arcade game industry and improvement of competitiveness. Ultimately it is to develop diversification and flexibility and to induce new business opportunities in the domestic arcade game industry by proposing the ways to convert the bad perception and introduction of functional games.

A Study on the effect of coding education and improvement of learning achievement using educational game (기능성 게임을 활용한 코딩교육의 효과 및 학습 성취도 향상을 위한 연구)

  • Kim, Nayoung
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.161-168
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    • 2017
  • This study introduces coding education using functional game and the effect of game quality on learning achievement. The purpose of this study is to analyze the effect of the difference of game quality on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, it is meaningful to consider the effect of quality improvement of educational games on learning and we suggest that when designing an educational game, game performance and quality should be considered carefully.

Empirical Study on Female Characters in Team based Battle Games Preferred by Female Gamers (팀 기반 전투형 게임에서 여성 게이머가 선호하는 여성 캐릭터에 대한 실증적 조사 연구)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.3
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    • pp.403-411
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    • 2021
  • While there is no apparent gender difference on the number of game players and playing time in market survey especially if the age group is under 30, there still exists a strong gender stereotype on female characters with sexual objectification especially in team based battle games. Furthermore, there seldom exists any research on female gamers in this genre. In this paper, we investigate the preference of female characters and reasons of their choice among female gamers with Overwatch and Cypers which are recognized as having enough female players. In Overwatch with 231 responses, subjects prefer 'girl-crush' characters such as non-sexual Ana who age is in 60s. However, in Cypers that does not have female warrior character, subjects' preference is more affected by appearance but those characters with less functional ability are not frequently used in playing. Such practical avatar choice is often discovered among male players thus there is no gender difference in this case.

ON A ROBUST DESIGN OF TIME-VARYING SYSTEM WITH BOUNDED DISTURBANCE

  • Suzumura, Fumihiro;Xu, Hau;Mizukami, Koichi
    • 제어로봇시스템학회:학술대회논문집
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    • 1990.10b
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    • pp.852-857
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    • 1990
  • The purpose of this paper is to design a robust controller for a class of time-varying systems with bounded disturbance described by the differential equation. The robust desiging method proposed in this paper, called "incentive design method" is different from developed designing methods in the past, and has following properties. The robust control law designed by this method can guarantee a certain value of the cost functional no matter how the disturbance vary within the given bounds. Here, the certain value of the cost functional may not be a saddle-point value, but is the value selected by a system designer. Therefore, the bounded disturbance has at least no bad effect on the value of the cost functional during finite interval of time. The method is based on the theory of incentive differential games. In addition, the form of control law is constructed by the system designer ahead of time. A numerical illustrative example is given in this paper. It is shown from this derivation and this numerical example that the approach developed in this paper is effective and feasible for some practical control problem.l problem.

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