• Title/Summary/Keyword: games with a purpose

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A Study on analysis component and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소 분석 및 개선방안에 관한 연구 - 사용자 인터페이스 디자인 요소 중심으로 -)

  • Sung, Kyung;Kim, Hyo-Suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.955-960
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    • 2008
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

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Influence of Cellular Phone Videos and Games on Dry Eye Syndrome in University Students (스마트폰의 동영상과 게임 사용이 대학생의 안구건조에 미치는 영향)

  • Park, Jeong Sook;Choi, Mi Jung;Ma, Ji Eun;Moon, Ji Hyun;Moon, Hyo Jeong
    • Research in Community and Public Health Nursing
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    • v.25 no.1
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    • pp.12-23
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    • 2014
  • Purpose: The purpose of this study is to investigate influence of cellular phone videos and games on dry eye syndrome in university students. Methods: A randomized comparison group pre-post design is used. Sixty university students were randomly assigned to either a video or a game group. Frequencies of blinking, dry eye symptoms scores and amounts of tears were measured. Thirty subjects watched cellular phone video programmes and the other 30 subjects played cellular phone games for 61 minutes. In addition, frequencies of blinking were measured three times during treatment, once immediately after a treatment and twice at an interval of 20 minutes after subsequent treatments. Results: Post-test scores of frequencies of blinking significantly decreased, dry eye symptoms scores including amounts of tears significantly increased greater than pre-test scores in both groups. But there were no significant differences between the groups. Frequencies of blinking were significantly different with respect to the time spent using cellular phone. In both groups, the lowest frequencies of blinking were shown after 40 minutes of cellular phone use. Conclusion: This study shows that using cellular phone has negative influence on dry eye syndrome and eyes require a resting period after cellular phone use over 40 minutes.

The Effects of Virtual Reality Games in Posture Correction Exercise on the Posture and Balance of Patients with Forward Head Posture

  • Son, Ho-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.11-21
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    • 2020
  • PURPOSE: This study examined the effects of posture improvement exercise using virtual reality programs on the posture and balance of patients with forward head postures. METHODS: Thirty men and women in their 20 s, who had a forward head posture, were divided randomly into a group with posture correction exercise and a group with posture correction exercise combined with virtual reality programs. The posture correction exercise was composed of squats, XCO training, and chin-tuck exercise. In contrast, exercise with virtual reality games involved the Hot Squat, Climbey, and Baskhead programs while wearing a headset. Both groups performed the exercises 15 min a day, three times per week, for four weeks. The balance ability, distance between the acromion and earlobe, and neck joint range of motion were assessed before and after the exercises. RESULTS: Both groups showed significant reductions in the distance between the acromion and the earlobe, along with significant improvements in the range of joint motion. The group that performed the virtual reality exercises showed a significant increase in the limit of stability. Both groups showed a significant decrease in the sway length. In contrast, the group given the virtual reality exercises showed a significant reduction in the sway speed while standing with their eyes closed. CONCLUSION: Exercise applying virtual reality programs can be used in clinical and home programs to correct the postures of individuals with a forward head posture because they can trigger interest in inducing active participation.

A Study on Factors of Reuse of Edutainment Contents - In the Context on Educational of Games - (에듀테인먼트 콘텐츠 재이용 요인에 관한 연구 - 교육용 게임을 중심으로 -)

  • Lee, Ji-Hun;Kim, Hyun-Soo
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.99-112
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    • 2010
  • The game for education should newly be newly recognized in the view of user and development to bring out the particularity of game for education combined with educational factors and interest is needed. This study is conducted to concretely look at the effects of factors to reuse edutainment contents and educational games on reusing of the service, and examine characteristic difference between the factors and the degree of importance and weight. In addition, by structurally analyzing the factors the influence of reuse factors of game for education can be observed to propose methods to activated industry of game for education. The purpose of this research is to propose marketable method to increase the rate of reuse and to sustain consistent use of game for education.

Component analysis and reformative plan for Educational On-Line Game - especially on the User Interface Design elements - (교육용 온라인 게임의 구성요소분석 및 개선방안 -사용자 인터페이스 디자인 요소 중심으로-)

  • Kim, Hyo-Suk;Sung, Kyung
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.1
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    • pp.199-205
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    • 2009
  • Supporting the interactive relation between gamer and computer, and offering the game world information, the user interface in online games plays an important role for a gamer to lead game into the intended direction. The purpose of this study is to analyse a currently utilized online game with educational implications and to analyse its user interface design elements, in order to suggest the strategy how to reformative educational online games.

Enhanced MCTS Algorithm for Generating AI Agents in General Video Games (일반적인 비디오 게임의 AI 에이전트 생성을 위한 개선된 MCTS 알고리즘)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • The Journal of Information Systems
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    • v.25 no.4
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    • pp.23-36
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    • 2016
  • Purpose Recently, many researchers have paid much attention to the Artificial Intelligence fields of GVGP, PCG. The paper suggests that the improved MCTS algorithm to apply for the framework can generate better AI agent. Design/methodology/approach As noted, the MCTS generate magnificent performance without an advanced training and in turn, fit applying to the field of GVGP which does not need prior knowledge. The improved and modified MCTS shows that the survival rate is increased interestingly and the search can be done in a significant way. The study was done with 2 different sets. Findings The results showed that the 10 training set which was not given any prior knowledge and the other training set which played a role as validation set generated better performance than the existed MCTS algorithm. Besed upon the results, the further study was suggested.

A Study on the Present Condition and the plasticity of Practical Korean Costume (생활한복 현황 및 디자인의 조형성에 관한 연구)

  • 안현숙
    • Journal of the Korea Fashion and Costume Design Association
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    • v.4 no.2
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    • pp.85-102
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    • 2002
  • This research surveys the forming process of Practical Korean Costume and its social factors and examines Hanbok reformation. The international mode of '86 Seoul Asian Games and '88 Seoul Olympic Games in the 1980's called for the modernization of Hanbok. It is necessary for us to inherit modernized Hanbok which is endowed with the traditional beauty. The purpose of this research is to develop Practical Korean Costume design for focused on functionality as well as on keeping the traditional beauty This study consist of theoretical study and positive study. Theoretical study has the esthetic characteristics(structure characteristic, formative characteristic and the characteristic of color). Grounded upon survey on brands, I have suggested designs that maintain Hanbok's superiority and functionality to fit modern life. Most of Practical Korean Costume shops could not fractionalize customer. So it need to subdivide and specialize customer and investment to improvement of design. Practical Korean Costume will have to be made to maintain dignity by using high quality materials and a coordinate goods will have to be developed.

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Why do People Play P2E (Play-to-Earn) Games?: Focusing on Outcome Expectation and Social Influence (P2E(Play-to-Earn) 게임 지속이용의도에 대한 연구)

  • Jang, Moonkyoung
    • Knowledge Management Research
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    • v.23 no.3
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    • pp.23-44
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    • 2022
  • With the development of blockchain technology, play-to-earn (P2E) games, one of the decentralized applications (dApps), are receiving great social attention. P2E games are positively evaluated as areas with high growth potential based on blockchain technology, and at the same time, they are negatively evaluated as speculative as people can cash P2E game items in the form of cryptocurrency. In this situation, the purpose of this study is to investigate factors affecting the intention to use P2E games. Along with the discussion of hedonic system adoption, we consider the factors with perceived enjoyment, economic incentive, and social influence. In order to verify our research model, data were collected from 350 adults with P2E game experience or recognition, and a structural equation model was carried out. The analysis results find that perceived enjoyment and subjective norm have a significant positive effect on the intention to use P2E games, and economic incentive does not have a significant effect. In addition, peer influence and external influence have a significant positive effect on subjective norm. Drawing on these findings, we present several academic and practical implications for future research.

An Analysis on Achievement-assessing Style for Serious Game (기능성게임의 성취도 평가 유형 분석)

  • Yoon, Seon-Jeong
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.15-24
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    • 2012
  • Serious games are purposive game. So game-developers want to achieve the desired purposes, and game-users also want to play to achieve the goals of playing games. The function of achievement-assessing is an important area of serious game. In this study, achievement-assessing style was defined as three types, that is, 'all-in-one', 'complex', and 'separation'. Accordingly, we analyzed which type of serious games use which type of achievement-assessing style. As a result, the survey shows that those who want to play game itself preferred 'all-in-one' above all, and those who want to stick to the purpose of game preferred 'separation' or 'complex'. In addition, the investigation of preference of achievement-assessing function shows that users, as a whole, preferred 'all-in-one'. We hope this study will be useful data to design of achievement-assessing function which achieve the purpose of game and provide users with higher satisfaction.

A study of Communication System between each Game Characters (게임캐릭터의 실시간 대화시스템에 대한 고찰)

  • Choi Sam-Ha;Kim Kyung-Sik
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.39-46
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    • 2005
  • Communication is an element of the story-telling in processing of the game as well as basic role of information exchange. In case of communication-based adventure games which are processed through communication, the communication is playing the role beyond its basic role up to providing a limited information on quests and solutions in Massively Multiplay Online Role Playing Game(MMORPG). Even though the communication is one of most important element for absorbtion into game, current communications with Non Playable Characters in games are just monotonous event-driven method following pattern based on prepared game scenario. In this research, we have analyzed natural language processing systems which are being used in the area of Artificial Intelligence for the purpose of more realistic communications in games, and have studied methods to apply these communications on games.

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