• Title, Summary, Keyword: 체감형 게임

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Prospects of Characteristics Factors on Serious Game through Application Case Study Analysis (응용분야 사례 분석을 통한 기능성 게임의 특성요인 전망)

  • Choi, Woo-Seok
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.409-416
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    • 2017
  • The game market has not only grown in size of the 10 trillion won but also the form and function of game use. Serious game combines the educational purpose and the fun of the game and develops it so that contents such as national defense. In this study, we analyze the cases of five application areas for the activation of serious games, and develop factors that the serious game should have, we want to see what the characteristics are and how important it is. The results of analysis show that it was analyzed that most serious games of application field were developed as 'experiential games' such as education, learning, experience, and simulation. This means that it is very effective to develop a serious game in consideration of the characteristics that a potential user should prefer a sensible game as well as a clear goal of a serious game in game development.

A Study on the Development of a Sensory Gate-Ball Game for the Aged People (노인을 위한 체감형 게이트볼 게임 개발에 관한 연구)

  • Kim, Jung-A;Kang, Kyung-Kyu;Li, Xianji;Ming, Shi-Hua;Kim, Dong-Ho
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.13-21
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    • 2007
  • Recently, medical advances have been increasing the size of the aged population. With rapidly developing technology, computers are now essential parts in our daily life, and the number of the aged people using computers is also increasing continuously. But user interfaces and contents for the aged people have not yet been developed actively. In this paper, we present a 3D sensory gate-ball game which can be played by the aged people easily. This study is based on 3D graphics and uses a realistic gate-ball stick and balls as interfaces, so it can improve both physical and metal health of the aged people. Because our game is a sensory game, it is easy to play in house without an outdoor playground. In addition, the game provides many interesting situation so that it can raise the participation and interest of the aged people.

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Measurement of Group Average for the Evaluation of Attention Improvement for a Tangible Game (체감형 게임에서 주의력 측정 변인에 대한 집단 평균 측정)

  • Roh, Chang Hyun;Lee, Wan Bok
    • Journal of Digital Convergence
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    • v.11 no.11
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    • pp.717-723
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    • 2013
  • It has been reported that more than 10 percent of Korean elementary students are classified into ADHD (Attention Deficit / Hyperactivity Disorder). Major treatment of ADHD is medication. However, medication brings various kinds of side effects. Therefore, we need a way to improve attention leve, and lead children to voluntarily participate in it. With this purpose, we tried to develop a 3D tangible game to improve the children's attention level. To measure the level of attention enhancement, firstly we measured both the group average and the standard deviation of the measurement variables from the raw data gathered during the game play time. The measured value can be effectively used to measure the level of attention improvement of the children who might need treatment.

Adaptive screen archery system for user and installation environment (사용자 및 설치 환경에 적응적인 스크린 양궁 시스템)

  • Choi, Moo-kang;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.71-78
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    • 2018
  • Screen-based games often go to many places to install. In this case, there may be a change in the sensor or a difficulty in installation due to a difference in space configuration. Also, it is meaningful to experience the same thing as a real game, but there are cases where it is necessary to control the degree of difficulty to make it feel more fun. In this paper In the process of developing a screen archery game, which is a sensible game similar to screen golf, we will introduce a technique that facilitates installation according to changes in space. And we will explain how to control game difficulty automatically according to user's skill. And we will show you the results of the experiment.

The Optimal Aiming Point that is Available in Shooting Game based a Bodily Sensation Type Arcade : Focused on Interactive Ride Gun (체감형 아케이드 기반 슈팅 게임에서 적용가능한 최적의 조준점 : 인터렉티브 라이드 건(Interactive Ride Gun)을 중심으로)

  • Choi, Yong-seok;Joo, Woo-seok
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • pp.531-532
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    • 2014
  • The visibility of the aiming point used in shooting game based on the present interactive gun ride is too low. This research tries to improve the visibility to apply the aiming point used in FPS(Fisrt Person Shooting) game to interactive gun shooting game in order to overcome the problem of an existing bodily sensation type arcade game. This research try to investigate the effective visibility through the experiment that 20's college students took part in. We identify the optimal aiming point from the results of this experiment. We will determine the compatability to use in the real commercial game to apply it to the ride based shooting game.

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A Study of the Physical Experience Using Serious Game Design Traffic Safety Education for Children applied using 3D Depth Gesture Recognition Technology (3차원 동작인식기술을 적용한 어린이 교통안전교육 체감형 기능성 게임디자인 연구)

  • Jang, Chang-Ik
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.5-14
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    • 2012
  • The purpose of this paper is to demonstrate how three-dimensional gesture recognition technology, in children's traffic safety programs, can be an effective solution for instructing children in the safest ways to interact with traffic. In terms of traffic accidents, walking unaccompanied is the most dangerous traffic related activity for children. By using a three-dimensional serous game training program that implements gesture recognition, more accurate real life scenarios can be implemented in existing children's traffic training programs. The implementation of this technology will increase the possibility of changing the habits and attitudes of children, which in turn will lower the amount of walking related traffic accidents in children.

Using a realistic experiential content extraction system designed for the object's rotation (현실감 있는 체감형 콘텐츠 사용을 위한 객체의 회전각 추출 시스템 설계)

  • Kang, maeng-kwan;Kim, ki-hyun;Park, hyun-woo;Yun, tae-soo
    • Proceedings of the Korea Contents Association Conference
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    • pp.303-304
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    • 2012
  • 본 논문에서는 사용자가 보다 현실감 있는 체감형 콘텐츠 사용을 위해 빠르게 움직이는 객체의 운동 요소 추출에 있어서 객체의 움직이는 방향과 거리, 각도 등 중요한 요소인 회전각을 추출하는 방법을 제안한다. 빠르게 회전을 하는 객체에 특징점 생성을 위하여 마커 제작을 제안하고 접목하며 패턴 인식을 통하여 마커의 특징점을 추출하도록 한다. 추출된 특징점은 제안하는 POSIT 알고리즘을 통하여 특징점을 분석하여 회전하는 객체의 회전각을 추출 할 수 있도록 하였다. 본 시스템은 향후 보다 다양한 콘텐츠에 접목함으로 인하여 체감형 콘텐츠를 사용함에 있어서 객체의 회전각을 추출할 수 있는 인식 디바이스로써 활용이 가능하다.

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Development of a Chair-Type Controller (의자형 게임컨트롤러 개발)

  • Oh, Seong-Suk;Jung, Hyun-Wook;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.47-55
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    • 2010
  • In this research, a chair type game controller has been developed. We implement pressure sensors on a chair so that user's whole body movements can be signalized. The signals linked to a game system. This process occurs a meaningful exercise effect. Because users can play exergame setting on the chair type game controller, it is reduces risk of physical injury such as falling down and the Joint pressure compared existing exergame controllers. Based on the advantages of seating, elderly and obese can be provided appropriate exergame.

Development of a Roller-Coaster Motion Simulator Based on Human-Ergonomics Type Washout Filter (감성 워시아웃 필터를 적용한 Gimbal형 롤러코스터 게임용 모션 시뮬레이터 개발)

  • 오중석;안재준;윤석준;신영기;남양희
    • Proceedings of the Korea Society for Simulation Conference
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    • pp.109-114
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    • 2002
  • 현재 게임시장에서는 사용자가 직접 게임을 체험하는 체감형 게임기가 활발히 개발되고 있다. 대다수의 제품들은 운동을 재현하기 위하여 6개의 축으로 이루어진 Stewart 형의 모션 플랫폼을 사용하고 있다. 본 연구개발에서 시도되고 있는 게임기는 모션이 가미된 콘솔형 아케이드 시뮬레이션 게임기에 해당되는데, 인간의 감성인자중 운동감성에 바탕을 둔 운동 재현을 고려하여 워시아웃(Washout) 알고리즘을 적용하였고, 일반적으로 6개의 축으로 구현하는 운동 자유도를 짐발(Gimbal)형으로 재현하고자 하였다. 또한 실시간 스케줄러와 H/W 입출력 및 통신 드라이버에 대한 개발을 수행하였으며, 게임용 실시간 시뮬레이션에 적합한 정확도와 실시간성을 유지하도록 롤러코스터 상에서 이루어지는 차량운동이 모델링 되었다. 특히, 연구사례를 찾기 어려운 짐발형 운동판에 대한 워시아웃 필터를 시뮬레이터 탑승자의 감성공학적 특성을 반영할 수 있도록 설계하였다.

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