• Title/Summary/Keyword: 게임학과

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Design of a mobile AR-based history exploration game for improving experience of cultural heritage tour - Focused on Buyeo (문화유산 관광 경험 향상을 위한 모바일 증강현실 기반 역사탐방 게임 플랫폼 설계 - 부여를 중심으로)

  • Kwon, Oh-Yang;Yu, Jeong-Min
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.379-380
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    • 2019
  • 문화유산이 많은 지역의 경우 관광산업이 지역경제에서 차지하는 비중이 크기 때문에 문화유산을 활용한 지역관광 활성화가 중요한 이슈 중 하나이다. 본 논문은 관광객 유도를 위해 문화유산을 활용한 체험형 콘텐츠를 제공하여 관광 경험을 향상할 필요가 있어 모바일 증강현실을 기반으로 한 역사탐방 게임 플랫폼을 제안한다. 제안하는 플랫폼은 고대 백제의 왕도였던 부여를 배경으로 증강현실로 구현된 역사 속 인물과 만나며 문제를 해결해나가는 방식의 게임 플랫폼으로, 관광객에게 디지털 경험을 제공하여 문화유산의 가치 재발견과 지역관광 활성화를 꾀하고자 한다.

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The Impact of Platform Delivery Workers' Safety Awareness on Serious Accidents Impact Studies (플랫폼 배달종사자의 안전인식이 중대재해에 미치는 영향 연구)

  • Lee Jonghyun;Jung Hyungwon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.163-177
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    • 2023
  • In this study, delivery workers were regarded as workers and industrial accident and serious accident prevention were studied. As a result of the study, first, it was confirmed that awareness of safety guidelines has an effect on disaster prevention and is related to reducing serious accidents. Second, among the forms of organizational culture, rational culture was shown to have a positive impact on serious accidents. Third, the moderating effect of organizational culture Rational culture, a sub-concept, was found to have a moderating effect on serious accidents. Fourth, according to the opinions of workers for disaster prevention of delivery workers, it was classified into policy part, environmental part, and worker's duty part, and the necessity of strengthening safety education and strong regulation was suggested in the policy part.

Baseball Simulation Game Service Based on Baseball Metrics (야구 지표 기반 시뮬레이션 게임 서비스)

  • Chae-Won Ko;Chang-Woo Shim;Hyun-Chang Shin;Hyung-Joon Koo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2024.05a
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    • pp.500-501
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    • 2024
  • 야구 기록을 과학적으로 해석하고 개별 선수를 설명할 수 있는 다양한 지표가 존재한다. 하지만, 각 지표는 복잡하고 때로는 난해하다. 본 논문은 야구 지표를 이해하고자 하는 야구 팬의 니즈를 충족하기 위해 직관적으로 이해할 수 있는 지표와 이를 기반으로 게임을 직접 웹 상에서 시뮬레이션할 수 있는 서비스를 제안한다. 게임과 분석 기능을 위해 가중 평균, 최대-최소 정규화 및 로지스틱 함수와 같은 수학적 및 통계적 방법을 적용한 지표를 정의하고, 사용자 친화적인 UX/UI 를 통해 게임 시뮬레이션의 가독성을 높여 기존 플랫폼과 차별화했다.

Cultural Capital in Online-RPG - Focusing on experience of 'World of Warcraft' play - (온라인 RPG에서의 문화자본 - '월드 오브 워크래프트' 플레이 경험을 중심으로 -)

  • Choi, Han-jeong;Ryu, Seoung-ho
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.95-110
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    • 2019
  • This paper aims to study on attribute of interaction between user from cultural capital perspective of Bourdieu who expanded the concept of capital and presented class production and reproduction through 'World of Warcraft' play and analysis. The results of this study is that First, game ability showed properties of cultural capital that embodied, objectified, institutionalized. Second, the types of interaction by difference of cultural capital appeared that lurking, reciprocity, exclusion. This study identified game ability have attributes of cultural capital and that Due to the nature of the interaction for 'Disticion', individual actions are related to the process of accumulating power and contribute to class reproduction.

The relationship between PC educational puzzle game and early childhood intelligence development (PC 교육용 퍼즐 게임과 유아 지능 발달의 관계)

  • Shi, Han;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.19 no.6
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    • pp.281-284
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    • 2021
  • The importance of early childhood education has increased and early childhood education has become an important part of the education industry. Scientific and rational early childhood education can effectively promote the development of children's intelligence and is very important for the development of physical and mental health. As a rich and diverse game, educational games have been widely used not only to improve children's sense of cooperation and thinking, but also to help children develop awareness of competition and rules. Stability and personality formation stimulate young children's brain development and expect children's intellectual improvement.

A Study on the Japanese-style Character Design combined with Ghosts and Gods Culture and the Development of Contents according to Proposal - Focused on Chinese mobile game 'Onmyoji' (귀신문화에 기반한 일본풍의 캐릭터 디자인 분석 및 캐릭터 제작 연구 - 중국 모바일 게임 <음양사>사례를 중심으로)

  • Wang, Hui-Ling;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.119-128
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    • 2022
  • According to Gestalt theories of perception, this paper studies Japanese-style character design combined with ghost culture. This article sorts out the character design elements of the Japanese mobile game "Onmyoji" in China, and then analyzes the design from the perspective of psychology through Gestalt theories. The form is felt through the systematization of the whole rather than the parts, confirming whether the small design elements of the character can be perceived as the whole story.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.33-42
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    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

A Study on the Analysis of User Experience with Healing Characteristics in Horticultural Games (원예 게임에서 힐링의 특성을 갖는 사용자 경험 분석 연구)

  • Min-Gyeong Hwang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.4
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    • pp.1-7
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    • 2023
  • This study analyzed user experience elements with healing game characteristics in eight horticultural games based on Lazro's theory of four fun elements, aiming to use horticultural treatment effects as basic data for horticultural game design. The games were found to be developed around "Serious Fun" and "Easy Fun," with "Hard Fun" and "People Fun" also included. Healing games including horticultural activities were highly linked to actual horticultural activities, resulting in horticultural treatment effects. Future studies will design horticultural healing games and verify their effects based on these results.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

Development of Strategy Game using Real Time Simulation and Side Scrolling (Real Time Simulation과 횡스크롤을 이용한 전략 게임 개발)

  • Choi, JoonSeok;Kim, Seok-Hun;An, Syungog;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.87-88
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    • 2019
  • 제안 방법은 유니티 5엔진을 이용하여 횡스크롤 실시간 전략(RTS, Real Time Simulation) 게임은 여러공격로에서 상대방과 서로 여러 거점을 점령하여 실시간으로 전략을 겨루는 게임의 개발을 목표로 한다. 제안 게임은 횡스크롤의 장점인 조작법의 단순함을 살리며 플레이어가 실시간으로 전략을 겨룰 수 있도록 개발 한다. 게임을 처음 접하는 플레이어와 게임을 많이 플레이하여 숙련도가 높은 플레이어 양 쪽에게 모두 장점으로 작용 한다.

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