• Title/Summary/Keyword: serious game

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EcoBlog: 4d Spatial Framework for Ecological Virtual Community (EcoBlog: 생태학적 가상 커뮤니티 구현을 위한 4 차원 공간 프레임워크)

  • Lertlakkhanakul, Jumphon;Bae, Nu-Ri;Choi, Jin-Won;Chun, Chung-Yoon
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.937-944
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    • 2006
  • Although people's anxiety about the environmental problem has been getting higher, they are not provided good quality of knowledge about the environment. Based on this situation, Ecoblog can be a new type of online community to educate the public in ecological knowledge. Especially, Ecoblog can be utilized as a method of "preventive education", and it will contribute to reduce great amounts of environmental budget to restore contaminated environment to previous condition. Ecoblog also utilizes the concept of blog which user can create and append their site with chosen themes. A weblog or a blog is a non-commercial webpage regularly updated through the use of a blogging software which allows the user to "publish" kinds of amalgamations of text and graphics to the page as posts. The technology offered in Ecoblog is utilizing the concept of 4D place and game metaphor in order to provide users the sense of participation, interaction and immersion among them and the growing community. Thus, it requires applying the CAAD technology by implementing semantically well-defined building data model as a core database to create a 4D virtual community. This research focuses on defining a 4d spatial framework suitable for developing an online ecological community. Through our study, the state-of-the-art of online community has been studied at the first step. Second, the scenario of using EcoBlog described with content, visualization and navigation are defined based on the critical features derived at the first step. Finally, a 4d spatial framework composed of semantic building data model, content and rule database is constructed to propose factors that are necessary to establish an ecological virtual community. In conclusion, our framework could enhance the comprehension and interaction between users and virtual buildings in the ecological community by integrating the concept of game design, 4D CAD and semantic data model. Such framework can be applied to any online community for an educational purpose.

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Hybrid-clustering game Algorithm for Resource Allocation in Macro-Femto HetNet

  • Ye, Fang;Dai, Jing;Li, Yibing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.4
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    • pp.1638-1654
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    • 2018
  • The heterogeneous network (HetNet) has been one of the key technologies in Long Term Evolution-Advanced (LTE-A) with growing capacity and coverage demands. However, the introduction of femtocells has brought serious co-layer interference and cross-layer interference, which has been a major factor affecting system throughput. It is generally acknowledged that the resource allocation has significant impact on suppressing interference and improving the system performance. In this paper, we propose a hybrid-clustering algorithm based on the $Mat{\acute{e}}rn$ hard-core process (MHP) to restrain two kinds of co-channel interference in the HetNet. As the impracticality of the hexagonal grid model and the homogeneous Poisson point process model whose points distribute completely randomly to establish the system model. The HetNet model based on the MHP is adopted to satisfy the negative correlation distribution of base stations in this paper. Base on the system model, the spectrum sharing problem with restricted spectrum resources is further analyzed. On the basis of location information and the interference relation of base stations, a hybrid clustering method, which takes into accounts the fairness of two types of base stations is firstly proposed. Then, auction mechanism is discussed to achieve the spectrum sharing inside each cluster, avoiding the spectrum resource waste. Through combining the clustering theory and auction mechanism, the proposed novel algorithm can be applied to restrain the cross-layer interference and co-layer interference of HetNet, which has a high density of base stations. Simulation results show that spectral efficiency and system throughput increase to a certain degree.

A Case Study of Museum Gamification in Korea and abroad (국내외 박물관의 게이미피케이션 사례 연구)

  • Son, So-Hee;Min, Seo-Yun;Lee, Dong-Eun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.109-120
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    • 2018
  • Gamification is an important technology for the museum experience in the future, but there is a lack in both its application and academic studies in Korea. Therefore this study targets the technical strategies of museum gamification by studying domestic and international cases. For this purpose, this study analyzes and compares the cases as personalization, and audience interaction of museum experience and sees how the structure of the digital program affects the museum experience in detail by applying MDA framework to the comparisons. For visitors' active interaction with the museums, gamification should be designed in a way to contribute to visual expression of self identity, utilization of the museum space, constructivist learning free from limit on space and time, and interaction with other people.

A Study on the Development of a Sensory 3D Gate-Ball Game for the Silver Generation (실버세대를 위한 체감형 3D 게이트볼 게임 개발에 관한 연구)

  • Kang, Im-Chul;Joo, Jae-Hong;Kim, Beom-Seok;Yang, Yong-Dae;Lee, Hyun-Cheol
    • Journal of Korea Multimedia Society
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    • v.12 no.4
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    • pp.572-582
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    • 2009
  • Recently, portion of the aged population has been increased, and aging became the biggest issue that we will be facing in the future. As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests the Sensory 3D Gate-Ball game for silver generation's leisure and health maintaining along with the easy-to-use interface.

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Hangul Serious Game for Childhood using Whole Language Approach (총체적 교수법을 이용한 유아용 한글 기능성 게임 설계)

  • Zo, Bo-Ro;Kim, Soo-Kyun
    • The Journal of the Korea Contents Association
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    • v.16 no.2
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    • pp.449-455
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    • 2016
  • Times have changed and using smart phones is common to everyone, regardless of men and women of all ages. Especially, making educational applications is on a rising trend. This report aims to build a program, which makes young children easily meet and learn Hangul anytime, anywhere, to keep pace with the change and trend. As everyone knows, young children's Hangul learning process is changing with smart phone generalization. Young children usually learned Hangul based on paper books but now times have changed, instead, smart phones can be used to learn Hangul anytime, anywhere, and this trend is seen everywhere easily. This report explains how to build smart phone applications to make it easier to learn and understand educational Hangul plays.

Research about The Present Situation Relating Online Game Problems (온라인 게임 관련 문제의 현황에 관한 연구)

  • Kim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.299-305
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    • 2007
  • This thesis will show the preparation of politic alternative plan about reaction through studying the domestic and overseas research trend and theories about online games analyzing the related problems. Online games have been already placed as the major culture trend in our society and produced the economic wealth as the major theme of 'Korean trend hot wind', including improvement of our foreign confidence. And the investments in online games and related industry are expected to be great Blue Ocean to us to have relatively deficient endowed resources. But with these beneficial effects, many unexpected reactions have happened and often published by medias, and they will be expected to be serious. So, it is to establish the united solution system of disputes related to online games which are spread in each law. Through this, we must draw prevention effects and use that as the evidence of rational judgements. And we must make the base to give online games the opportunity of upgrading to national strategic industry and try to conduct the research in various fields between academic organizations.

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Daily Life of the People of Kashgaria at the End of the 19th Century: Evidence of Russian Traveler M.V. Pevtsov

  • MUSTAFAYEV, Shahin
    • Acta Via Serica
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    • v.7 no.1
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    • pp.1-28
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    • 2022
  • The province of the People's Republic of China, the Xinjiang Uygur Autonomous Region has historically been known under various names - Eastern Turkestan, Chinese Turkestan, Kashgaria, etc. In the early 19th century this region was one of the least explored in Western scholarship and for the influence over which the so-called 'Great Game', geopolitical rivalry between Great Britain and the Russian Empire, gradually unfolded. This rivalry was one of the significant factors stimulating increased interest in an in-depth and comprehensive study of the geography, nature, and population of Kashgaria. Accordingly, in the second half of the 19th to early 20th centuries, several expeditions were organized that pursued serious academic goals alongside military, diplomatic, and commercial purposes. One of these expeditions, organized by the Imperial Russian Geographical Society, was the so-called 'Tibetan expedition' led by a talented scientist and military figure M.V. Pevtsov in 1889-90. The expedition followed the routes of Eastern Turkestan, the northern outskirts of the Tibetan Plateau, and Dzungaria studying this vast region's geography, topography, nature, climate, and population. The results of this investigation were presented by M.V. Pevtsov in a detailed and comprehensive report published in St. Petersburg in 1895. An important part of this narrative is the so-called "Ethnographic Essay of Kashgaria," which reflects the author's observations and thoughts on this region's ethnic composition, religious beliefs, language, customs, and rituals. This article offers insights and analysis of the content of Pevtsov's report, which provides valuable information about the daily life of the population of Kashgaria at the end of the 19th century to an English-speaking audience.

Game Theoretical Analysis of Economic Gab-Jil (경제적 갑질에 대한 게임이론적 분석)

  • Yang, Chae-Yeol
    • Korean small business review
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    • v.41 no.3
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    • pp.95-106
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    • 2019
  • The Economic Gab-Jil, where the stronger are forcing the weaker to sacrifice, is not only a serious social problem, but also it exhausts the vitality of the national economy. Especially, the issue of 'cost reduction (CR) of delivery price' in automobile industry, and the issue of 'tolls' and 'retaliating' in the franchise business are becoming more controversial. This paper suggests some measures to rectify the problems by an analysis using a game-theoretic model. One of the ways to change the 'bad equilibrium', where economic Gab-Jil is prevalent, to the 'good equiblium' is to strengthen the bargaining power of the weak by legal and institutional measures. It is also a more market-friendly system that is self-enforcing, where the regulation is automatically enforced by the incentives of the participants, without relying solely on the enforcement power of regulatory or supervisory bodies

Effect of Internet Game Overflow on Suicidal Ideation among Adolescents: Analysis of the Mediating Effect of Depressive Mood (인터넷 게임 과몰입이 청소년의 자살생각에 미치는 영향: 우울감의 매개효과 분석)

  • Min, Dakyung;Lee, Hanna;Song, In Han
    • Journal of Digital Convergence
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    • v.12 no.9
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    • pp.445-454
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    • 2014
  • It has been argued that internet game overflow (IGO) causes negative effects on mental health among adolescents. Especially, suicide has been known as one of the most serious mental health problems in Korea. This study is to examine the effect of IGO on suicidal ideation among adolescents, and to examine the relationship among IGO, depressive mood, and suicidal ideation by analyzing the mediating effect of depressive mood in the relationship between IGO and suicidal ideation. For this purpose, we analyzed the 2012 dataset from the Korea Children and Youth Mental Health Promotion Study (N=8,745) by the National Youth Policy Institute. The results showed that, first, about 5.6% of adolescents were included in the risky group depending on the criteria of the measurement. Second, IGO has a statistically significant effect on suicide ideation when considering the two variables only. Third, however, as depressive mood was found to have a complete mediating effect in the relationship between IGO and suicidal ideation, IGO increases suicidal ideation by increasing depressive mood. As policy and practice implications, the necessity of intervention to reduce IGO and mental health problems among adolescents was discussed.

3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.