• Title/Summary/Keyword: serious game

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Development and Application of an Evaluation Tool for Serious Games (기능성 게임 평가 도구 개발 및 적용)

  • Jung, Hana;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.3
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    • pp.401-412
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    • 2014
  • The main purpose of this research is to develop and apply an evaluation tool of serious games for science learning. To develop the evaluation tool, probing references and analyzing previously generated evaluation tools and softwares were carried out. After that, 17 experts in elementary science education appraised serious games, 'milc & seereal', made by Gwacheon National Science Museum with the evaluation tool. The findings on the characteristics of good serious games from assessments are as follows; The learning objects of the games are coincident with national science curriculum, they strongly stimulate the students' motivation, the interfaces are neat and pretty useful for users to get informations, games are easy to maintain, inexpensive, and moral. When we develop or select serious games for science class, the strengths of good games should be considered.

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • v.13 no.3
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.

Relation with the academic achievement and motivation variables on Educational serious game (모바일 교육용게임에서 학업성취와 동기변인과의 관계)

  • Choi, Eun-young;Choi, Hun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.05a
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    • pp.463-464
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    • 2015
  • The purpose of this study is examine the relation with the academic motivation variable, cognitive style and the academic achievement, and guide to strategies of Mobile game learning development. Based on cognitive theory, the academic motivation variable has more related with academic achievement. As a result, internal motivation variables has highly positive correlation on academic self efficacy.

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The Development of Brain Health Care Game Applications to prevent Digital Dementia

  • Cho, Young-Ju;Kim, Hye-Suk;Kim, Jin-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.12
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    • pp.51-58
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    • 2016
  • Recently, with various developments made to smart-phones and other digital devices in the IoT environment, modern people tend to pursue comfort in their own lifestyles. These environment has helped us to obtain any information or data in despite of location and time. But it has caused them to be overly reliant on digital devices in doing any kind of daily work, trusting the digital devices more than oneself. As a result of this over reliance, modern people's memorizing and calculating ability have deteriorated critically. This symptom is known as the Digital Dementia. In this paper, we study the phenomenon of digital dementia caused by smart-phones, and we suggest a method of developing "memorize the phone number" game applications in IoT environment to the problem of digital dementia. Test results show that, through the use of application, not only the users were able to have fun memorizing the numbers, but also, to show improvement in their memorizing ability. Thus, we expect that the application suggested above will help in preventing digital dementia and maintain brain health.

3D Online Marshmallow Simulation Game for Target Value Design

  • Kim, Suryeon;Mainardi, Pete;Jeong, H. David;Rybkowski, Zofia;Seo, Jinsil Hwaryoung
    • International conference on construction engineering and project management
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    • 2022.06a
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    • pp.661-668
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    • 2022
  • Various lean design and construction methods such as target value design, pull planning, value stream mapping have successfully transformed the commercial building construction industry into achieving improved productivity, higher design and construction quality, and meeting the target values of construction projects. Considering the significant advantages of lean, the accelerated dissemination and adoption of lean methods and tools for construction is highly desirable. Currently, the lean design and construction body of knowledge is imparted primarily through publications and conferences. However, one of the most effective ways to impart this soft knowledge is through getting students and trainees involved in hands-on participatory games, which can quickly help them truly understand the concept and apply it to real-world problems. The COVID-19 Pandemic has raised an urgent need of developing virtual games that can be played simultaneously from various locations over the Internet, but these virtual games should be as effective as in-person games. This research develops an online 3D simulation game for Target Value Design that is as effective as in-person games or possibly better in terms of knowledge capture and retention and enjoyable environment and experience. The virtual game is tested on volunteers using feedback from pre-and post- simulation surveys to evaluate its efficacy.

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The Online Game Coined Profanity Filtering System by using Semi-Global Alignment (반 전역 정렬을 이용한 온라인 게임 변형 욕설 필터링 시스템)

  • Yoon, Tai-Jin;Cho, Hwan-Gue
    • The Journal of the Korea Contents Association
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    • v.9 no.12
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    • pp.113-120
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    • 2009
  • Currently the verbal abuse in text message over on-line game is so serious. However we do not have any effective policy or technical tools yet. Till now in order to cope with this problem, the online game service providers have accumulated a set of forbidden words and applied this list on the textual word used in on-line game, which is called 'Swear filter'. But young on-line game players easily avoid this filtering method by coining another words which is not kept in the list. Especially Korean is very easy to make new variations of a vulgar word. In this paper, we propose one smart filtering algorithm to identify newly coined profanities. Important features of our method include the canonical form transformation of coined profanities, semi-global alignment between in the level of consonant and vowel units. For experiment, we have collected more than 1000 newly coined vulgar words in on-line gaming sites and tested these word against our methods. where our system have successfully filtered more than 90% of those newly coined vulgar words.

Effectiveness of G-learning Contents as an Educational Tool : The Analysis of G-learning Math in Elementary School (학습 도구로서 G러닝 콘텐츠의 활용과 학습 효과 분석 -초등학교 수학 교과 적용을 중심으로-)

  • Wi, Jong-Hyun;Song, In-Su
    • Journal of Korea Game Society
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    • v.11 no.3
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    • pp.55-62
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    • 2011
  • G-learning, based on online game, virtual reality activities and communities, is considered as a fresh, differentiated idea at learning which drives learners' interest and attention. The paper is to analyzed effectiveness of G-learning at the mathematics classes in elementary school. Fourth, fifth and sixth grade students in Seoul are selected as an experimental groups and their achievement scores are measured. The difference between G learning group and textbook group was significant. This result shows that G-learning has a positive effect on learning.

A Study on the Relationship between Psychophysiological Experience and Negative Attitude in Smoking Serious Games (흡연 기능성 게임에서 심리생리학적 경험과 흡연의 부정적 태도와의 관계에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.189-198
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    • 2017
  • The purpose of this study is to investigate the relationship between smoking attitudes and psychophysiological variables and to find out whether smoking cessation activities can be helpful for smoking cessation. We set up Negative Attitudes experience as a dependent variable. Several factors including Psychological Resistance, Psychological Distress and brainwave(Left brain ${\theta}$, Right Brain ${\theta}$) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, psychological resistance had negative influences on negative attitudes toward smoking in smoking simulation game and psychological distress had positive effect. And left brain ${\theta}$ had negative influences on negative attitudes toward smoking in smoking simulation game and right brain ${\theta}$ had positive effect.

Service model strategy for the Promoting of game industry (게임 산업 육성을 위한 서비스모델 전략)

  • Kwon, Hyeog-In;Park, Jeoung-Eun;Joo, Hi-Yeob;Choi, Yong-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.4
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    • pp.1589-1596
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    • 2011
  • Through the convergence of the games industry value creation is possible regions. It typically appears as a Serious Game. Education, medical, defense such as industry and convergence are creating greater added value. The government also identified the importance of the games industry, and the budget set, game development, support business, human resources development policy, along with business and industry to industry to solve the social problems of regulatory policy and operations are being announced. However, by accessing it from a different perspective on the continued growth of the industry's problems is thought to act as. Thus, policymakers in government positions and in fact industry to conduct business in the private sector to reflect both the position of the design of a new development approach is needed. In this study examines the current game industry development policies, as well as activities at corporate level and industry level, the activities of national at the same time that the service should consider using a model with an integrated perspective of the games industry development policy is proposed.

Analysis of EEG Signals for Attention Training Game Contents (주의력 훈련 게임 콘텐츠에 대한 EEG 신호 분석)

  • Kang, Sung-Ho;Park, Jung-Hyun;Shin, Sung-Wook;Chung, Sung-Taek
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.19 no.3
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    • pp.83-90
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    • 2019
  • Recently, the need to prevent or treat cognitive impairment in older adults has been arising. In particular, they tried to diagnose MCI as an early stage of Alzheimer's disease and to delay the progression to dementia through training cognitive function. Most of cognitive function training have been manufactured to game contents which related to several cognitive function, and it needs to be verified quantitatively whether subjects are paying attention to cognitive function training. Thus in this study, we measured and analyzed EEG signals while performing attention training game contents. As an analysis method, we utilized CI, which shows how much they are focusing on, and RI, which shows how stable they are. The result of this study can be seen that all the subjects' CI were increased, which means that the subjects performed game contents with concentration.