• Title/Summary/Keyword: 게임활용

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A Proposition of Incorporating Time and Space in a Virtual World (다차원 가상세계 모델 개발을 위한 연구 -시간축이 부여된 가상세계 모델을 중심으로-)

  • Kihl, Tae-Suk;Chang, Ju-No;Baek, Hyoung-Mok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.21-32
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    • 2009
  • In this paper, we present a model of a virtual world that incorporates different time periods, in contrast to current popular virtual worlds like Second Life, to utilize the digital space fully. The construction of a virtual world in which we include historical information in the virtual life simulation utilizing the world map and current space information is proposed. The reason for incorporating time is that the virtual world varies according to the politics, economics, society, and culture of a particular time period, so users are able to play in a distinct virtual world as a resident and make their communities of their own free will. Like the online encyclopedia Wikipedia, the model proposed in this paper is a project designed to be maintained by and expanded through the interactivity of users, but unlike Wikipedia, users of this virtual world will be able to live and interact in a world of their own creation in addition to contributing real information.

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A Study on the Mobile-based Learning Environment Using English Vocabulary Learning Game (영어 어휘 학습 게임을 이용한 모바일 기반 학습 환경에 관한 연구)

  • Ha, Jeong-Sook;Park, Jung-Ho;Bae, Young-Kwon;Lee, Tae-Wuk
    • Journal of The Korean Association of Information Education
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    • v.10 no.2
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    • pp.209-217
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    • 2006
  • For its maximum impact on the scene of school as the educational equipment, it is necessary to understand equipmental characteristics of PDA and study the basis for utilizing it educationally. In this point of view, to inquire how PDA is helpful for education more than PC, the typical educational equipment in the past, PDA-based English vocabulary learning game is developed in this study, and after that it is applied on the scene of education. The result of study showed PDA can access the content more easily than PC, and learners expressed more curiosity and expectation of PDA than PC in a recent poll. In addition, under the condition of learner's voluntary use, the present study has found that learning with PDA is helpful to enhance the academic achievement more than one with PC.

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Educational Web Design Taking Usability into Consideration (Focused on VRML Educational Web Page) (유저빌러티를 고려한 교육용 웹 디자인 (VRML교육용 웹 페이지 중심으로))

  • Kim, Nam-Hee;Kim, Tae-Wan
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.16-22
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    • 2002
  • After that Internet was introduced to Korea, Web page has developed from text centered to graphic-centered at its fist stage. At the present, it is improving to a design for users. Furthermore, with the acceleration of Information super-highway construction and generalization of basic technology for multi-media, the educational environment has transformed to demander-focused and internet basis service which transcends time and space. Consequently, the educational structure is converting from instructors unilateral lead to student-centered. Additionally, the common usage and digitalization of information have an effect on progress of education quality and cost saving. Although there are plenty of educational web pages on internet, we can notice that many of them are inconvenient for users to put into practice. The reason is that many experts overlook the fundamental which is the basic skill for design and understanding of Web must be accompanied with Web design. Therefore, this thesis will find out the points users should consider for use of Web page and realize the educational web page, reflected for VRML training.

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Bandwidth Efficient Summed Area Table Generation for CUDA (CUDA를 이용한 효율적인 합산 영역 테이블의 생성 방법)

  • Ha, Sang-Won;Choi, Moon-Hee;Jun, Tae-Joon;Kim, Jin-Woo;Byun, Hye-Ran;Han, Tack-Don
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.67-78
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    • 2012
  • Summed area table allows filtering of arbitrary-width box regions for every pixel in constant time per pixel. This characteristic makes it beneficial in image processing applications where the sum or average of the surrounding pixel intensity is required. Although calculating the summed area table of an image data is primarily a memory bound job consisting of row or column-wise summation, previous works had to endure excessive access to the high latency global memory in order to exploit data parallelism. In this paper, we propose an efficient algorithm for generating the summed area table in the GPGPU environment where the input is decomposed into square sub-images with intermediate data that are propagated between them. By doing so, the global memory access is almost halved compared to the previous methods making an efficient use of the available memory bandwidth. The results show a substantial increase in performance.

Evaluation and Analysis of Mouse and Wiimote Interaction According to Display Sizes (디스플레이 크기에 따른 마우스와 위모트 인터랙션 평가와 분석)

  • Kim, Min-Young;Moon, Hyung-Tae;Cho, Yong-Joo;Park, Kyoung-Shin
    • Journal of Korea Game Society
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    • v.10 no.2
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    • pp.11-20
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    • 2010
  • Recently there are various innovative user interfaces such as a wireless motion controller Wiimote appeared to give a new user experience which is different from the traditional devices like a joystick, mouse, or keyboard. With the advent of technologies, display devices become larger and larger in screen size and offer high-resolutions, and tiled display systems are also used in various applications. Although there are some efforts on investigating new interfaces developed for the large screen, there are a few studies conducted on user interaction on large displays such as tiled display. In this paper, we present a study evaluating and analyzing the effects of mouse or Wiimote user interactions on four different kinds of displays with various sizes and resolutions.

The Analysis of Smart Phone Application for Early Childhood Based on Cognitive Theory (학습관련 인지이론에 기반한 유아용 스마트폰 어플리케이션 분석)

  • Kim, Eun-Jung;Park, Sung-Deok;Kim, Kyung-Chul
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.163-174
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    • 2011
  • The purpose of this study was to apply a variety of criteria to analyzing mobile applications for early childhood education, which are now available in application market, and was also to explore how the developmental characteristics and multimedia content characteristics of early childhood could be applied to mobile applications for early childhood education. To meet these purposes, this study targeted total 61 applications for infancy education in terms of mobile applications loaded on online education categories such as iPhone App Store and Android Market. Based on analytic criteria on the foundation of content type by learning type, cognitive load theory and multimedia design principle, this study analyzed those applications for early childhood. As a result, it was found that there were needs to develop a little more various categories of applications, and there were also needs to develop such applications that they can make the best use of smart phone's performance, comply with multimedia design principles but avoid any imprudent use of multimedia.

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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A Case Analysis of Entry in Global Education Market focused on Public Education : The Entry of G-Learning(Game Based Learning) into a Public School System in USA (공교육 중심의 해외 교육시장 진출 사례 분석: G러닝(게임 기반 교수학습 방법)의 미국 공교육 진출)

  • Wi, Jong-Hyun;Won, Eun-Sok
    • International Commerce and Information Review
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    • v.15 no.2
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    • pp.109-128
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    • 2013
  • With the growth of contents business, the expansion of domestic culture contents into global market became active. However, while some field such as game, music and movie have made fine results, education contents has failed to make significant success in global market. Therefore, this study intends to look into a case of Contents Management Institute(CMI), which spread G-Learning into La Ballona Elementary School located in LA. In this case, CMI successfully dealt with diverse difficulties to conduct a G-Learning class in the school and helped to increase students' achievement. Based on analyzing this case, this study suggests three reasons behind the success. First, by separating platform and learning contents in development process, CMI could save the cost in contents development and handle problems swiftly. Second, it could be possible to use human resources efficiently by constucting a support organization. Third, by sharing information and doing persuasion CMI could lead to chain persuasion process among local decision makers.

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Implementation and Design of EJB Based on Seat Reservation System for Effective E-Business (효율적인 E-Business구축을 위한 EJB기반의 좌석예약 시스템 설계 및 구현)

  • Jeong, Hwa-Young
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.113-119
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    • 2002
  • With development of internet technology, digital economy that advance rapidly formed much leagues of B2B, B2C, A2B etc, according to the application part. Also, electronic commerce system implementation technology is introduced by Component based on development method in object oriented technique base depending on customer's requirement, and development environment changes by 3- Tiers, Web-Based architecture etc. in existent C/S (Client/Server) environment and is introduced. Thus, In this research, I implemented seat reservation and confirmation system that can be used in electronic commerce in multi-server environment. This, for improve efficiency in distribute environment, relevant importance logic used server component model EJB, and implemented through JSP and Java that use Servlet of Resin Server environment for Main Server. Therefore, through independence component using EJB, I did so that can improved independence between electronic commerce system logic, and reduce server's overhead calling relevant method through discrete EJB server, and manage each logic resources efficiently.

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Measurement-based Face Rendering reflecting Positional Scattering Properties (위치별 산란특성을 반영한 측정기반 얼굴 렌더링)

  • Park, Sun-Yong;Oh, Kyoung-Su
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.137-144
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    • 2009
  • This paper predicts 6 facial regions that may have sharply different scattering properties, rendering the face more realistically based on their diffusion profiles. The scattering properties are acquired in the form of high dynamic range by photographing the pattern formed around an unit ray incident on facial skin. The acquired data are fitted to a 'linear combination of Gaussian functions', which well approximates the original diffusion profile of skin and has good characteristics as the filter. During the process, to prevent its solutions from converging into local minima, we take advantage of the genetic algorithm to set up the initial value. Each Gaussian term is applied to the irradiance map as a filter, expressing subsurface scattering effect. In this paper, to efficiently handle the maximum 12 Gaussian filterings, we make use of the parallel capacity of CUDA.

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