• Title/Summary/Keyword: 게임활용

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The Effect of a Programming Class Using Scratch (스크래치를 이용한 프로그래밍 수업 효과)

  • Cho, Seong-Hwan;Song, Jeong-Beom;Kim, Seong-Sik;Paik, Seoung-Hey
    • Journal of The Korean Association of Information Education
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    • v.12 no.4
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    • pp.375-384
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    • 2008
  • Computer programming has educational effect on improving high-level thinking abilities. However, students initially have to spend too much effort in learning the basic grammar and the usage model of programming languages, which negatively affects their eagerness in learning. To remedy this problem, we propose to apply the Scratch to a Game Developing Programming Class; Scratch is an easy-to-learn and intuitive Educational Programming Language (EPL) that helps improving the Meta-cognition and Self-efficacy of middle school students. Also we used the Demonstration-Practice instruction model with self-questioning method for activating the Meta-cognition. In summary, a game developing programming class using Scratch was shown to significantly improve the Meta-cognition of middle school students. However it was shown to insignificantly improve the Self-efficacy of girl students group.

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Chinese Online Circulation Market and Market Approaching Strategy (중국 온라인 유통시장의 발전과 시장진출 전략)

  • Song, Jae-Do;Lee, Chan-Woo
    • Journal of Digital Convergence
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    • v.15 no.8
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    • pp.477-487
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    • 2017
  • This paper releases strategies for firms that wish to enter into online circulation business in China. SWOT based on a Korean manufacturing company teaches us better way to approach Chinese online market. Chinese online market is under oligopoly, where Alibaba and Jingdong account for about 80% of the total market. Game theory is used as a measure of threat and opportunity between Korean manufacturer and Chinese online market retailer. Game shows that they are easy to accept opportunity and sales uplift rather than low risk. Analysis shows that Korean companies should improve its products and brand competitiveness in the offline market before entering into the Chinese online retail market. They need to prepare a localization model.

A Research on the Physique Reformation of the Player Character Depending on the Character Status in MMORPG (캐릭터 스테이터스에 따른 플레이어 캐릭터 외형 변화 연구 -MMORPG를 중심으로-)

  • Kih, Tae-Suk;Baek, Hyoung-Mok;Chang, Jun-O;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.21-30
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    • 2009
  • In this paper, we have proposed to show the change of player character's status visually in character graphics. We have chosen strength and dexterity as basic character status out of strength, constitution, willness, intelligence, and dexterity to express the transition of character graphics. The length of each bone can be reflecting the numerical value of dexterity, and the thickness can show that of strength. This kind of visual representation of character status helps player to reveal his/her character identity. We are expecting this visual representation for direction of fostering characters and character's experience would be applied to various entertainment areas widely.

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User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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Application of Creative Design-inducing, Teaching-Learning Method for Improvement of Creativity (창의성 향상을 위한 창의적디자인도출 교수학습법 적용사례)

  • Seo, Mi-Ra;Kim, Ae-Kyung;Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.15 no.3
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    • pp.448-457
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    • 2015
  • This study aims to suggest a creative design-inducing, teaching-learning method which can enhance the efficiency of design education by helping learners improve their creative thinking and solve problems and apply it to diverse curriculums with a goal of having a positive effect on the development of learners' creativity. For this, it was actually applied to game character design from Department of Game Engineering, formative arts from Department of Beauty Care and Digital Graphics from Department of Visual Design using the action research method, and a teacher defined course topic, contents of the course and creative thinking tools and promoted the class. As a result, it was confirmed that it is effective in deriving creative design and increasing learners' interest and participation in class. When a creative thinking tool was used, however, the outcomes of creative learning slightly varied depending on learners' competence.

An Analysis of Global Gamification Cases in CS Education (해외 CS 교육 게이미피케이션 사례 분석)

  • Kang, Seungheon;Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.39-50
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    • 2017
  • Gamification in education widely used in the field of computer science (CS). The purpose of this study is to analyze the pre-studies of gamification cases in CS education and suggest the direction of CS education. For the study, an empirical research method was applied. Through keyword search, 1220 pre-studies were collected, among which 55 were compressed through the first and second extraction processes. In the results section, this study summarized the presented year, applied subject, subject of education, results and limitations. Additional study not only will analyze gamification of CS Education and compare with this study's results, but it will suggest the development direction of gamification in CS education in Korea.

Effects of Smartphone Applications on Physical Activity in College Students: A Randomized Controlled Trial (스마트폰 걷기 어플리케이션 효과성 검증: 무선통제연구)

  • Kim, Yujin;Chung, Kyong-Mee
    • Journal of Convergence for Information Technology
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    • v.10 no.2
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    • pp.21-31
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    • 2020
  • This study tested the effectiveness of commercialized smartphone apps in improving walking activities among college students. 66 participants were randomized into each of four groups that was used different behavior change strategies: monetary rewards app, goal setting and feedback app, gaming app, and self-monitoring control group. 45 participants who completed the experimentation was included in data analysis. Repeated measures ANOVA resulted in statistically significant time by groups interactions in recorded step counts, self-reported completed plans and self-reported walking activities scores. The Goal-setting and feedback group and the gaming group resulted in increase in both step counts and completed plans. The results were discussed in the framework of behaviorism.

Analysis of factors affecting Korean professional baseball pitcher salaries (한국프로야구에서 투수 연봉에 영향을 주는 요인)

  • Lee, Jang Taek
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.2
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    • pp.317-326
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    • 2017
  • In this paper, we investigate the effects of performance and non-performance variables attributed to Korean professional baseball pitchers on annual salary by the records about pitchers between 2010 and 2016. We select the variables in reference to previous research related to this topic. The models are then estimated using linear regression model. For pitchers, age, experience in the league, year, eligibility for free agency, the number of wins, WAR, the number of innings pitched, the number of games, the number of saves, the number of games started, and type of baseball team have a statistically significant effect. Among the notable factors, affecting pitchers salaries are largely measure of starting pitchers. Pitcher sabermetrics indexes were poorly reflected on annual salary. The model presented here can be used to remove any unobjective salary differences for Korean professional baseball pitchers.

Image based Relighting Using HDRI Enviroment Map & Progressive refinement radiosity on GPU (HDRI 환경맵과 GPU 기반 점진적 세분 래디오시티를 이용한 영상기반 재조명)

  • Kim, Jun-Hwan;Hong, Hyun-Ki
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.53-62
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    • 2007
  • Although radiosity can represent diffuse reflections of the object surfaces by modeling energy exchange in 3D space, there are some restrictions for real-time applications because of its computation loads. Therefore, GPU(Graphics Processing Unit) based radiosity algorithms have been presented actively to improve its rendering performance. We implement the progressive refinement radiosity on GPU by G. Coombe in 3D scene that is constructed with HDR(High Dynamic Range) radiance map. This radiosity method can generate a photo-realistic rendering image in 3D space, where the synthetic objects were illuminated by the environmental light sources. In the simulation results, the rendering performance is analyzed according to the resolution of the texel in the environmental map and mipmaping. In addition, we compare the rendering results by our method with those by the incremental radiosity.

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