• Title/Summary/Keyword: 게임놀이

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Development of Digital Games Based on Historical Material and its Design Components - With History Based Games of 5 Countries (역사소재 기반 디지털게임의 발전과정 및 기획요소 연구 - 동.서양 5개국의 역사소재 게임을 중심으로)

  • Moon, Man-Ki;Kim, Tae-Yong
    • Journal of Broadcast Engineering
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    • v.12 no.5
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    • pp.460-479
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    • 2007
  • When culture took large part in industrial area, every country has tried to utilize own cultural contents for educational or commercial purpose and the various cultures and histories are recognized as a main concept or subject so that a number of scholars who study history increase. In video game field, special characteristics of interface that audiences participate in the game to complete story-telling is considered as efficient material for learning process. As observed above, it is important to analyze the games that every country makes and export to the world in which the video games is understood as a play of human in general. This Paper has firstly analyzed the most favorite historical games developed in Korea, the USA, Japan, Taiwan and Germany from 1980 to 2005 and secondly, compared that wars and historical origin appears in game scenario, a world view and background story and finally after point out the preferable era and genre of the countries then propose the promising way of design for historical video games. In the process of analysis of a view and heroes in historical games, we compared the real persons, the real historical events and novel in which 11.8% only employed the real persons in 8 out of 68 games. Also the real history and background story are appeared in 37 games which is 54.4% of them. We discovered that the main material that is popular for each country is the historical backing rather than real persons where the favorite historical background is chosen at which they are proud of; 3-Throne era with strong ancient Gogurye for Korea, the 1st and 2nd World Wars and the Independence War for the USA, the tide of war around Middle age for Japan, ancient history of Europe for Germany. The favorite age for video games is Ancient times with 37 games for 54.4%, Middle Age with 7 games fer 10.3%, the prehistoric age with 5 games for 7.35%, remote age with 1 for 1.47%, while current historical games favor Ancient or Modern Age.

A Study on the Attitude toward Online Game-based Edutainment (온라인게임 기반 에듀테인먼트에 관한 태도 연구)

  • Park, Seong-Taek;Kwon, Hye-Young;Kim, Tae-Ung;Jang, Woo-Jung
    • Journal of Digital Convergence
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    • v.10 no.3
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    • pp.251-263
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    • 2012
  • Edutainment refers to the form of entertainment designed to educate as well as to amuse. It typically seeks to instruct its audience by embedding messages or educational contents in some familiar form of entertainment such as computer games, films, websites, multimedia software, etc. The purpose of this study is to identify the determinants of attitude toward online game-based edutainment. This study proposes the attitude, fun, usefulness, social interaction, challenge, and educational story as major research variables, and collected the survey responses from game players having experiences with online game-based edutainment. Factor analysis confirmed that 19 questions can be categorized into 6 factors : attitude, fun, usefulness, social interaction, challenge, and educational story. Regression analysis shows that fun, usefulness and educational story significantly and directly affect the attitude toward these edutainment games, and that educational story influences the level of usefulness. In addition, challenge and social interaction were found to have significant impact on fun. In conclusion, the wider implications of the findings for utilizing online game-based edutainment are provided.

Dynamic Process of Collective Internet Rumor Based on Play Theory (놀이이론 기반의 인터넷 루머의 집합적 확산자에 관한 연구)

  • Chang, Yong Ho;Park, Lyoung Joo
    • Korean System Dynamics Review
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    • v.14 no.4
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    • pp.5-35
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    • 2013
  • The study examines the play theory based internet rumor process by using simulating tools, Vensim, which offer a new theoretical basis from which to explore complex adaptive social system. Internet rumor is not a simple linear diffusion process, but a complex interaction behavior between the actors of production and diffusion. Rumor actors consist of two type of diffusion, which is rumor mongers and playful mongers. These two type of mongers make the internet rumor as collective system. Playful mongers play strategically to maximize playfulness. Internet rumor as play is consequence of collective framing constituted by dynamic interaction and playfulness. The networking space spreading internet rumor function as a playground which mobilize play rule, ignoring fact based framing. Rumor as paly, even though it turns out to be a false and loses the public attentions rumor sustains the game play function which makes the rumor without natural extinction. The study proves that playful mongers is a main actors in rumor play ground.

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A Study of Cryptograph Algorithm Education for the Lower Grades in Elementary School (초등학교 저학년을 대상으로 한 암호 알고리즘 교육에 관한 연구)

  • Choi, Johng-Hoon;Kim, Dae-Ho;Shin, Ji-Hye;Lee, Chang-Hoon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2015.10a
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    • pp.791-793
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    • 2015
  • 본 연구는 저학년들이 암호에 대해서 어렵게 생각하지 않게끔 접근을 유도하기 위해 암호학을 토대로 한 만화 컨텐츠와, 암호 알고리즘 원리를 바탕으로 하여 친숙한 그림들을 이용해 메세지를 주고받는 대칭키놀이, 그리고 공개키 미니게임을 함으로써 저학년들에게 암호학과 보안의식의 관심과 흥미를 불러 일으키고 자연스레 학습할 수 있도록 유도하는 교육 솔루션에 대한 연구이다.

Dobot-based Omok platform using Voice recognition (음성인식을 활용한 Dobot 기반 오목 플랫폼)

  • Park, Sang-Yong;Lee, Kang Hee
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.19-21
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    • 2020
  • 해가 갈수록 여러 요인들로 인하여 장애인 인구는 증가하고 있다. 하지만 이러한 장애인들을 위한 주변기기의 발전은 미흡한 상황이며 더욱이 장애인들의 여가를 위한 놀이문화, 기술들은 더욱 발전이 더딘 상태이다. 여가 활동은 장애인의 행복에도 직관적인 영향을 끼치는 중요한 부분이다. 따라서 본 논문에서는 장애인들 중 손과 같은 신체를 움직이기 어려운 중증 지체장애인을 위한 오목 플랫폼을 제안한다. 본 논문에서 구현한 오목 플랫폼은 음성인식을 기반으로 사용자가 오목알을 착수하고 싶은 좌표를 음성으로 입력시키면 Dobot 즉 로봇암을 통하여 착수점에 오목알을 착수한다. 실험에선 Google Vocie To Text API를 Python 환경에서 사용하여 사용자의 음성입력을 받았으며 Dobot Studio의 Script에서 입력된 음성 값을 오목판에 1대1로 맵핑시켜 정확한 위치에 착수할 수 있도록 구현하였다. 본 논문의 연구 결과를 응용하면 오목에만 국한되는게 아닌 다양한 보드게임을 구현할 수 있다.

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A Study on the Communication Method Using Metaverse (메타버스를 활용한 커뮤니케이션 방법 연구)

  • Lee, Dong-Hoo
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.57-58
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    • 2022
  • 메타버스는 가상, 초월을 의미하는 '메타'(meta)와 세계, 우주를 의미하는 '유니버스'(universe)를 합성한 신조어이다. 메타버스는 기본적으로 가상의 세계이다. 그러나 향후 현실과 메타버스가 공존한 세상에서 태어나 성장할 아이들에겐 메타버스 자체가 현실의 일부이고 메타버스를 통한 소통과 사회활동이 일상이 될 것이다. 메타버스 안에서 학습, 놀이, 휴식, 경제활동 등 일상의 모든 현실과 연속성을 띠고 소통하면서 가상세계의 나와 현실의 내가 직접적인 영향을 주는 세상이 될 것이다. 이 기술들을 인간 생활에서 가장 중요한 부분일 수 있는 커뮤니케이션 활성화에 활용하기 위해서는 기술과 인간에 대한 많은 고민과 연구가 필요할 것으로 보인다.

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Design and Implementation of STEAM Game Contents for infant Learning Education using Gyroscope Sensor

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.1
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    • pp.93-99
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    • 2020
  • With the development of digital technology and the increasing demand for learning how to improve one's ability to solve problems through play and participation interactions, a variety of edutainment game contents are being developed. The edutainment game contents developed until recently have received a large number of contents for intelligence development and transfer of knowledge such as Korean and English mathematics for children and children. Recently, there have been various researches on the necessity and effect of STEAM education that foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit through the fusion education method among the subjects including science, technology, engineering, mathematics, And there is a growing need for the development of a parish suitable for STEAM education. However, there is a lack of STEAM educational content development that incorporates the technology of creative convergence talent training to develop talented people who can think and solve problems by crossing various academic boundaries. Therefore, this study develops game contents for early childhood education by combining STEAM education which foster convergent science and technology talents with comprehensive thinking ability and scientific inquiry spirit. And we designed and implemented STEAM game contents for infant learning education which can induce the interest of children and have fun by using gyroscope sensor of smartphone.

A Study on the Characteristics of Children's Digital Experience Center using Interection (인터랙션을 활용한 어린이 디지털체험관의 특성에 관한 연구)

  • Lee, Tae-Eun;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.437-444
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    • 2018
  • The purpose of this study is to comprehend the trend of digital experience centers' development direction and to find out the types of experiences, the characteristics of interaction and the attribute of contents by selecting 4 digital experience centers opened from 2008 to 2018. The types of digital experiences are operation, sensibility, reaction and induction based on precedent studies. The types of interaction are operation, touch and sensor. The attributes of contents are game, play and education. The result shows that the ratio of operation experiences is gradually higher. In the types of interaction, the trend is switching to operation and touch. The offer of experience activities by play type is getting higher. This study is intended to help create an empirical interaction of the content of the children's digital experience centers that will be deployed in the future.

The Case Study of SW Education for Slow Youth Learners (느린 학습자 청년 대상 소프트웨어교육 사례연구)

  • Ryoo Eunjin;Park juyeon
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.2
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    • pp.127-131
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    • 2024
  • SW education was conducted for slow youth learners. 6 learners participatd in 8 sessions of an introductory course using several plays and 3 learners who more interested in introductory course participated in deeper course using normal method. After education, we survey and interview from learners, instructors and heads of welfare organizations. Learners showed interest and participated in the fact that they were participating in SW education, which was widely talked about. Learners were found to be more satisfied with introductory course education using play such as board games, and although they initially appeared to participate in unfamiliar learning content with low efficacy, it was observed that their efficacy increased with repetition. Additionally, it was observed that young people with an IQ of 80 or higher had a higher level of interest or interest in SW education than those with an IQ of 80 or lower. we discussed that there were not many opportunities to directly use the SW education content for youth who are slow learners in work or real life. We suggest this should be a focus education on the use of digital media - online meeting apps, office SW etc.- to improve digital literacy for life and work and that research on this should continue.

Exploring the possibility of using early childhood education contents in the elderly dementia prevention program (노인 치매예방프로그램에서 유아교육 콘텐츠의 활용가능성 탐구)

  • Yang, Su-Kyung;Park, Jung-Hwan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.8
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    • pp.495-500
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    • 2020
  • As the prevention of dementia is more important than the treatment after the onset, attention has focused on the prevention of dementia in the elderly. For this study based on 11 integrated programs, we analyzed the domestic research trends of dementia prevention programs for the elderly from 2000 to 2018 in the study of Yang Su-gyeong, Ko Bo-sook, and Park Jeong-hwan (2019) We reviewed the literature research on the elderly's dementia prevention program centered on play. By activity type, music, language, and physical activity were 4 (40.0%), respectively, and games, art, and work were 3 (30.0%), respectively. Dance, literature, traditional play, and recreation were 2 (20.0%), and yoga and life were 1 (10.0%), respectively. In this study, for the purpose of exploring the possibility of using the contents of early childhood education in the elderly dementia prevention program, play shows very positive aspects such as physical exercise ability, positive emotions, and emotional characteristics for the elderly. It is considered that if dementia prevention programs are developed using the contents of early childhood education for the elderly, they will be able to utilize leisure time positively while providing continuous services and maintaining group experiences and mental health.