• Title/Summary/Keyword: 게임활용

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The Effects of Programming Education with KODU on Problem-Solving Abilities in an Elementary School (초등학교에서 코두를 활용한 프로그래밍 교육이 문제해결력에 미치는 영향)

  • Hong, Taekyung;Chun, Seokju
    • Journal of The Korean Association of Information Education
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    • v.19 no.1
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    • pp.1-10
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    • 2015
  • This study investigates the effectiveness of computer programming with KODU on problem-solving abilities of elementary school students. Diverse tools were developed for novice programmers to become more easy and comfort in learning a computer programming. Among them, KODU has focused on facilitating the programming of various multimedia applications to create games, animations and music videos etc. It is expected that KODU will help elementary school students to improve their problem-solving abilities through creating their own games, animation, and music etc. In this paper, we developed the educational program using KODU for teaching the elementary school students. The developed programming course was offered at the 5th grade students of a elementary school in Seoul and a total of 27 elementary school students were participated in our programming courses. Most of the students stated that the course was interesting, and their problem-solving ablilities were improved after the course from March 2014 through May 2014.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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The Effects of Narrative Therapy Group Counseling Program Using Role-Playing Game Format on Happiness and Negative Emotions in Children (롤플레잉게임 형식을 활용한 이야기치료 집단상담 프로그램이 아동의 행복감과 부정적 정서에 미치는 영향)

  • Kim, Bo-Kyung;Bae, Sung-Hoon;Chung, Eun-Jung;Hwang, Soon-Taeg
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.271-284
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    • 2018
  • The purpose of this study was to examine the effects of the narrative therapy group counseling program using RPG(Role Playing Game) format on happiness and negative emotions in children. The subjects of this study were 30 elementary school students who were referred to emotional and behavioral problems in a mental health center or elementary school in Seoul. They were allocated into an experimental group and a control group containing 15 students. Experimental group received a 60-minutes-session per week for 8 weeks. As a result, negative emotions of the experimental group statistically and significantly decreased compared with the control group, as well as the happiness. Results after 20 days showed that was maintained. In conclusion, the narrative therapy group counseling program using RPG (Role Playing Game) format in this study was found to be effective in reducing negative emotions and increasing happiness.

Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.59-66
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    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

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Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

Development and Utilization of Mathematics Teaching Materials for Gifted Class by the Use of Polyominoes and What if (not)? Strategy (폴리오미노에 What if (not)? 전략을 적용한 영재 학급용 수학 수업 소재 발굴과 활용)

  • Ku, Bon-Wang;Song, Sang-Hun
    • School Mathematics
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    • v.13 no.1
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    • pp.175-187
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    • 2011
  • The purpose of this study is to develop and utilize various kinds of mathematics teaching materials for gifted class in elementary school by utilizing polyominoes and a what-if-not strategy. Blokus is used to let students understand the characteristics of polyominoes, and omok is utilized to let them grasp interior point. Thus, the activities that utilized the new materials, blokus and omok, are developed to teach Pick's theorem. Besides, recreation activities were additionally prepared to provide education in an easy, intriguing and creative manner. The findings of the study is as follows: First, each of the materials was utilized in a different manner when the students engaged in basic and enrichment learning. Second, the mathematically gifted students were able to discover Pick's theorem in the course of utilizing the materials that contained recreational elements. Third, the students were taught to foster their problem-solving skills about area, girth and interior point by making use of the materials that were designed to be linked to each other. Fourth, existing programs were just designed to attain particular objects, to be conducted at a fixed time and to cater to particular graders. Fifth, when the students made problems by making use of the what if (not) strategy and the materials, they responded in diverse ways and were able to apply them.

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An Analysis of Player Types using Data Clustering in Gamification (데이터 클러스터링을 활용한 게이미피케이션 환경에서의 플레이어 유형 분석)

  • Park, Sungjin;Kang, Bumsoo;Kim, Sungsoo;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.77-88
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    • 2017
  • The purpose of this study is to compare existing player type theories using data clustering. For the study, 235 result data of the gamified class in second semester of A university at 2016 used. This study applied K-means and Silhouette to decide the appropriate number of clusters. The player types applied in this study are Bartle's 2-D and 3-D player types, Ferro's five types, and BrainHex. According to the results, Bartle's 2D player type was found to be the best in perspective of data clustering. This study also analyzed the distribution of characteristics for each player types. The results of this study are expected to have an impact on player analysis, which is used in the application of gamification or in the development process.

IoT model to improve parent-child interaction -Focus on smart watch for kids- (부모-자녀 상호작용을 증진하는 IoT 모델 -유아용 스마트워치를 중심으로-)

  • Yee, Young-Hwan
    • Journal of Convergence for Information Technology
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    • v.7 no.6
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    • pp.209-218
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    • 2017
  • To propose a contents model for children's smart watch, this study interview 15mothers who have a child using smart watches. Most mothers purchase smart watches for children to warrant their security and manage their schedules, and they use them for sending a call or text to their children, tracking or managing children's location and schedule. Mothers were satisfied with a smart watch's function of communication and safety management, but dissatisfied learning-oriented contents and worrried about bad influenced on children development. Through in-depth interviews, this study propose a persona model for children's smart watch for enhancing parent-child interaction and physical cognitive language socioemotional convergence play contents.

3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Methodology for Near-miss Identification between Earthwork Equipment and Workers using Image Analysis (영상분석기법을 활용한 토공 장비 및 작업자간 아차사고식별 방법론)

  • Lim, Tae-Kyung;Choi, Byoung-Yoon;Lee, Dong-Eun
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.4
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    • pp.69-76
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    • 2019
  • This paper presents a method that identifies the unsafe behaviors at the level of near-misses using image analysis. The method establishes potential collision hazardous area in earthmoving operation. It is implemented using a game engine to reproduce the dangerous events that have been accepted as major difficulty in utilizing computer vision technology to support construction safety management. The method keeps realistically track of the ever-changing hazardous area by reflecting the volatile field conditions. The method opens a way to distinguish unsafe conditions and unsafe behaviors that have been overlooked in previous studies, and reflects the causal relationship which causes an accident. The case study demonstrate how to identify the unsafe behavior of a worker exposed to an unsafe area created by dump trucks at the level of near-misses and to determine the hazardous areas.