• Title/Summary/Keyword: multimedia game

Search Result 631, Processing Time 0.028 seconds

The Development of Multimedia Nutrition Education Program for Preschoolers (미취학 아동의 영양교육을 위한 멀티미디어 개발에 관한 연구)

  • Oh Yu-Jin;Kim Dong-Sik
    • Korean Journal of Community Nutrition
    • /
    • v.11 no.3
    • /
    • pp.338-345
    • /
    • 2006
  • The purpose of this study was to design an interactive multimedia nutrition education program for preschoolers. Computer technology provides the opportunity to explore new and creative methods of delivering nutrition education to pre-schoolers. If this method is effective, more preschoolers can be reached with accurate and consistent nutrition education with less time and teaching staff. This program is a computer-based multimedia nutrition education program for pre-schoolers based on the Dick and Carey (Dick & Carey 2001) model of instructional design which includes analysis, design, development, and evaluation. The overall instructional goal was based on the needs of the target population. The needs assessment was a self-administered survey distributed to 1,426 parents of preschoolers, focusing on the need for preschoolers' nutrition education. The results of the survey indicated that parents wanted their children to learn reasons for eating nutritious food. Therefore, a program titled 'Nutrition Exploration' was developed with the instructional goal of teaching preschoolers the 5 Food Groups. To achieve this goal, the preschoolers were engaged in a game. They could earn colored jewels by completing the game in five sessions. The story line was that people living in a peaceful kingdom become sick after they lose the jewels. The learner takes an adventurous journey through five different countries to retrieve the jewels. These countries are 'Giwoon nahrah' (foods containing carbohydrates, such as rice and potatoes), 'Sangsang nahrah' (foods that are rich in vitamins and minerals, such as vegetables and fruits), 'Sooksook nahrah' (calcium-con-taming products such as milk), 'Teunteun nahrah' (protein-containing foods such as meat and fish) , and 'Gakeum nahrah' (products with high sugar and fat content, such as instant foods and soda). The learner who obtains five jewels in five different countries can save the kingdom. For the program to be effective and efficient, the multimedia had to be easy for the preschooler to enter, use, and exit. The verbal instructions enhanced child autonomy, and the program was developmentally appropriate so that the young child could easily manipulate the software. This research provides the basis for the continued development of computer-based nutrition education materials.

A Case Study of Simulation Game Development based on SNS Environment: Planet (SNS 기반 육성시뮬레이션 게임 개발 사례 : 행성)

  • Kim, JiHye;Park, HyeonChan;Mun, Seung-Gwan;Yun, Min-Seok;Kim, Yeong-Hwi;Kim, YeonSuk;Choi, YoungMee;Noh, WoongGi;Choo, MoonWon
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2011.11a
    • /
    • pp.1422-1425
    • /
    • 2011
  • 본 논문에서 소개하는 '행성' 게임은 소셜 네트워크 접속자들이 주어진 공간과 자원으로 상품을 생산하거나 가공하고 교환함으로써 더 많은 상품을 생산해내는 물물교류 개념을 기본으로 한다. 새로운 행성에 정착한 인간들의 수렵과 채집, 육성, 가공, 건축을 위한 각자의 역할에 따른 생산과 소비, 그리고 상호간의 거래를 위한 의사소통 행위를 통하여 게임적인 재미와 동시에 경영과 유통과 관련된 경제활동의 기본적인 개념을 습득할 수 있게 하였다. 현재까지의 프로토타이핑 과정과 앞으로의 연구과제를 제시하고자 한다.

An Interactive Knowledge-based Planning System (인터렉티브 지식베이스 기반의 계획시스템)

  • Jeon, Hyoung-Bae;Han, Eun-Ji;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
    • /
    • v.9 no.3
    • /
    • pp.139-150
    • /
    • 2009
  • This paper attempts to investigate the establishment of an interactive knowledge base for action planning by virtual agents and an interactive knowledge-based planning system. A fixed knowledge base is unable to properly handle a change in circumstances because fixed planning is only available under a fixed knowledge base. Therefore, this paper proposes the establishment of an interactive knowledge base which is applicable to diverse environments and an artificial intelligence planning system in which an interactive knowledge base is available. The interactive knowledge base proposed in this paper consists of motivation, behavior, object and action. The association relationship between knowledge base and its input is set using an automation tool. With this tool, a user can easily add to or amend the components of the knowledge base. With this knowledge base, a character plans all action items and chooses one of them to take an action. Since a new action can be applicable by updating the knowledge base even when the character environment changes, it is very useful for virtual reality content developers. This paper has established a relationship between scalable interactive knowledge base components and other components and proposes a convenient input tool and a planning system algorithm effective for an interactive knowledge base. The results of this study have been verified through testing in a virtual environment ('virtual library').

  • PDF

Analysis on Attitudes of Different Individuals toward On-line Game Portal Sites (개인의 특성이 온라인 게임 포털 사이트에 대한 태도에 미치는 영향에 관한 분석)

  • Lee, Eun-Ah;Kim, Eun-Jung;Jung, Jai-Jin;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.4
    • /
    • pp.583-590
    • /
    • 2009
  • For entertaining information system such as online games that value pleasures, characteristics of individuals can be very important factor. In this study, the influence of individuals' characteristics on the emotional and perceptive attitudes toward portal sites was analyzed with statistical method through surveys using Technology Acceptance Model suggested by Davis et al. (1989). As a result of the study, it was found that the influence that the influence of game's characteristics have on the perceived accessibility has significant influence on the emotions about game portal site, which means familiarity is influential Detailed assumptions on the influence of game portal site on the perceived accessibility showed that familarity and achievement mavenism are all influential. It showed that the perceived accessibility about game portal site has significant influence on the perceived pleasure. Also, it was found that the perceived pleasure about game portal site has influence on cognitive attitude but the perceived accessibility has no influence on cognitive attitude. Also, the influence of the perceived pleasure and the perceived accessibility about game portal site on emotional attitude and the influence of the perceived pleasure on cognitive attitude were studied. As a result, it was found that the perceived pleasure and the perceived accessibility have influence on emotional attitude.

  • PDF

Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
    • /
    • v.15 no.11
    • /
    • pp.1384-1390
    • /
    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

A Study on The Proposal for Game Contents and The Game Factor's Abstraction Suited to The Character by Kid Age (아동의 연령별 특징에 적합한 게임요소의 추출과 새로운 게임 컨텐츠 제안에 관한 연구)

  • 김기영;정재욱
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.141-150
    • /
    • 2003
  • In 21 century, Game industry became one field of the cultural content industries. Also, It is one of the most important technologies as a Multimedia, 3-D sound, virtual reality field, and character industry and its scale and effect are getting big. But Korea still lags behind America and Japan in developing game. For that, many support business progressed. However, Special importance〔emphasis〕 is attached to the developing of software engines. In the mean time, The game market of children(under 8) is the biggest one, which form over 30% of all the markets in the PC game market of America. The Children's game, which has both entertaining and educating, is a content-concerned industry. So with a short period of the developing time, they make a high value added. In this paper, 1 study the existing computer games and propose for game contents and the game factor's abstraction suited to the character by kid age. It is concluded that 'Asports', 'Asim,' 'U.J RPG', 'S+RPG' are beneficial to the child growth on each stage, through serveys analysis of protocol, and research of the cjaracters of the growth on the each age.

  • PDF

A Study on the Web-Game (웹(Web)게임에 관한 연구)

  • 현준;김경식
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2002.11b
    • /
    • pp.526-529
    • /
    • 2002
  • 게임 제작의 발전으로 더욱 더 현란한 그래픽, 탄탄한 시나리오, 웅장한 사운드의 게임들과 혼자가 아닌 여러 명이 동시에 같이 즐길 수 있는 게임들이 점차 적으로 늘고 있어 단순한 퍼슬 게임이나 혼자 하는 Standalone방식의 게임들이 점점 서있을 자리를 잃어가고 있다. 이 논문에서는 웹(Web)게임의 장점을 연구하여 복잡해지고, 조작에 있어 어려움이 있는 게임을 처음 게임을 접하는 사람과 게임에 적응력이 늦는 사람, 컴퓨터를 잘 모르는 사람에게 쉽게 게임을 접할 수 있게 하고 광고 홍보나 교육적인 면을 게임에 삽입하여 게임과 광고 홍보 효과, 게임과 교육을 동시에 얻을 수 있는 웹(Web) 게임 제작 방법에 대해 연구하였다.

  • PDF

A Design of an Authoring Tool for the Action Game (액션게임 저작도구의 설계)

  • 심재원;이상정
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2001.06a
    • /
    • pp.429-432
    • /
    • 2001
  • 본 논문에서는 일반 사용자가 게임 시나리오를 구성하고 동작 환경을 정의하여 액션게임을 제작할 수 있는 액션게임 저작도구를 설계 제안한다. 제안된 저작도구는 2명 또는 2팀이 서로의 대전 상대와 격투를 벌설 승패를 겨루는 대전격투게임을 사용자가 정의하고 제작 가능하게 해준다. 본 논문에서 개발하는 게임 저작도구는 IBM PC 호환 기종, Windows 9$\times$ OS 환경에서 구동되고, 2D 형태의 대전 격투게임을 지원한다.

  • PDF

Design of A Graphic Game Engine Using Object Oriented Technology (객체지향기법을 이용한 게임 그랙픽엔진 설계)

  • 조승욱;하수철
    • Proceedings of the Korea Multimedia Society Conference
    • /
    • 2003.11b
    • /
    • pp.647-650
    • /
    • 2003
  • 게임이 대중화되고 발전함에 따라 게임을 개발하는 방법 또한 발전하고 있다. 특히 게임엔진은 이제 게임을 개발할 때 필수적인 요소로 등장한다. 게임 엔진이란, 게임을 개발할 때 게임의 하부에서 처리할 수 있는 모든 일을 처리하는 API의 모임이라고 말할 수 있다. 본 논문에서는 구조의 파악이 쉬운 잘 설계된 엔진을 제작하기 위한 방법으로서 클래스 기반의 객체 지향 기법을 이용해 설계하는 방법을 제안한다. 게임엔진에 포함되는 가장 기본적인 그래픽 엔진을 소프트웨어 설계 있어서 현재 가장 강력하고 가장 많이 사용되는 모델링 도구인 UML을 이용해서 학습이 쉽고 구조파악이 쉬운 엔진을 설계한다.

  • PDF

Interactive rope skipping game for early child (유아를 위한 체감형 줄넘기 게임 개발)

  • Won, Hye-min;Lee, Kyoung-Mi
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2010.05a
    • /
    • pp.58-60
    • /
    • 2010
  • 지금까지 유아 대상의 체감형 게임을 개발하려는 여러 시도가 있었으나 사용자의 행동체계가 완성되었다는 가정하에 만들어져 정형화된 동작을 하지 않고 자유롭게 움직이는 유아의 동작을 인식하는데 부족하다는 문제점을 가지고 있었다. 또 유아의 감성에 맞춘 콘텐츠나 디자인을 이용하기 보다는 성인의 감각에 맞추어 개발된 것들이 많았다. 본 논문에서는 유아를 위한 체감형 줄넘기 게임 개발과정을 소개함으로써 유아의 동작 특징을 활용한 체감형 게임 개발에 필요한 요소들을 제안하려한다.

  • PDF