• Title/Summary/Keyword: 게임활용

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A Study on the Next Generation Game Education (차세대 게임 교육에 대한 연구)

  • Do-Kyung, KIM
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.07a
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    • pp.123-126
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    • 2023
  • 최근 몇 년간 게임 산업은 급격한 성장을 보이며, 이에 따라 게임교육 역시 관심이 높아지고 있다. 이전까지는 게임이 악영향을 미치는 것으로 일반적인 인식이 있었으나, 현재는 게임을 학습에 활용하는 연구가 많이 이루어지고 있다. 이러한 게임이 교육 분야에도 활용될 수 있다는 아이디어는 이미 과거부터 제시되어 왔지만, 최근에는 이러한 아이디어가 혁신적인 게임교육 분야로 진화하고 있다. 이 논문에서는 차세대 게임교육의 발전 방향을 살펴보고, 인공지능, 가상현실 및 협력학습 기술이 어떻게 게임교육에 적용될 수 있는지 논의할 것이다.

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A Study on the Success Factors of Mobile Game Using Webtoon IP (웹툰IP를 이용한 모바일게임의 성공 요인에 관한 연구)

  • Kim, Suk-Soon;Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.539-542
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    • 2020
  • 모바일 게임의 시장에서 기존 PC 게임, 애니메이션, 웹툰 등 원작 IP를 활용한 게임들이 늘고 있다. 그중 웹툰 IP를 활용하여 제작되는 게임이 종종 출시되고 있지만 흥행하지 못하는 게 현재의 웹툰 IP 게임의 상황이다. 본 논문에서는 원작 IP 중 웹툰 IP를 기반으로 제작한 게임들의 특징을 살펴보고 성공요소와 실패요소에 대해 분석한다. 본 논문에서 제시한 성공요소와 실패요소는 웹툰 IP를 기반으로 게임을 개발할 때 고려할 요소로 활용할 수 있을 것이다.

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The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.115-124
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    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

Study on Explicitation Strategy in English-Korean Game Translation A Case Study of 'League of Legends' - (영한 게임 번역에서의 명시화에 관한 고찰 게임 '리그 오브 레전드'를 중심으로 -)

  • Kim, Hong-kyun
    • Journal of Korea Game Society
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    • v.21 no.3
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    • pp.117-132
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    • 2021
  • This paper investigates how information game users needs to play game is offered to game user by applying the notion of explicitation toward translated game texts. By using League of Legends' Character lines, Character Abilities and Equipment Description texts as a case, this paper focused on how 'Insertion(addition)' and 'Replacement' method are applied toward game translation and which information is being explicitated. As a result, this paper found out that translation on Player vs. Player genre game, explicitation occurs by adding or replacing words containing information needed, and information about game control was prioritized among other information related with game universe and culture.

A Study on the Analysis of Background Object Using Deep Learning in Augmented Reality Game (증강현실 게임에서 딥러닝을 활용한 배경객체 분석에 관한 연구)

  • Kim, Han-Ho;Lee, Dong-Lyeor
    • Journal of Convergence for Information Technology
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    • v.11 no.11
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    • pp.38-43
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    • 2021
  • As the number of augmented reality games using augmented reality technology increases, the demands of users are also increasing. Game technologies used in augmented reality games are mainly games using MARKER, MARKERLESS, GPS, etc. Games using this technology can augment the background and other objects. To solve this problem, we want to help develop augmented reality games by analyzing objects in the background, which is an important element of augmented reality. To analyze the background in the augmented reality game, the background object was analyzed by applying a deep learning model using TensorFlow Lite in the UNITY engine. Using this result, we obtained the result that augmented objects can be placed in the game according to the types of objects analyzed in the background. By utilizing this research, it will be possible to develop advanced augmented reality games by augmenting objects that fit the background.

Utilizing AI for Communication Services between Users: Focused on Gaming (AI 와 사용자간의 소통 서비스 활용: 게임을 중심으로)

  • Hyo-Jeong Park;Hyeon -Yeong Che;Kyoung-Mi Lee;Youn-Lea Kim
    • Annual Conference of KIPS
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    • 2023.11a
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    • pp.1057-1058
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    • 2023
  • 이 논문은 인공지능 기술 GPT 를 게임과 융합한 서비스 "페어리테일"에 대해 다룬다. 페어리테일은 게임 스크립트와 엔딩을 인공지능을 활용하여 자동 생성하는 게임으로, 사용자는 사용자가 입력한 데이터에 맞춰 생성된 스토리를 경험할 수 있다. 논문에서는 이 게임의 AI 활용 방법과 AI 가 게임 산업에 미칠 수 있는 영향을 다루며, 생성 및 창작이 가능한 인공지능은 게임 산업에 다방면으로 활용될 잠재력이 강하다는 점을 강조한다. 최종적으로는 AI 의 발전이 게임 업계에 미칠 수 있는 영향을 탐구하고자 한다.

Analyzing Game Interfaces for Adapting Games in English Learning and Teaching (영어 교수학습에 활용 가능한 게임 인터페이스 분석)

  • Won, Eun-Sok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.131-144
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    • 2015
  • As Smart-Learning has widely spread based on the advances of smart technologies in recent days, utilization of digital content has gradually become popular in English education. Considering the present situation, therefore, it can be predicted that games will draw attention as one of the commonly utilized digital contents in the English education field. This study focuses on finding out the major interfaces in game which could be applied properly to English learning and teaching activities. To achieve the research goals, this study elicited games which were able to represent their own genre and analyzed the aforementioned games by monitoring players' gameplay video clips to determine the interfaces which got the most selections. After that, this study examined the major interfaces to find out relative linguistic attributes. By synthesizing these results and methodological aspects of the English learning and teaching, this paper suggests game interfaces, which could be applied appropriately to teaching and learning in English education.

An Analysis of Perceptions of Teacher for Game-Based Learning (게임기반학습 활성화를 위한 교사의 인식 조사)

  • Park, Hyung-Sung;Park, Sung-Deok
    • Journal of Korea Game Society
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    • v.10 no.4
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    • pp.91-101
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    • 2010
  • The purpose of this study is to analyze the teacher's perception about educational use of a game as a supportive method for teaching and learning process in the educational context. The result will be used as a good index to spread the game-based learning in the future. We have derived the following results through the investigation. Firstly, teachers have some limitation to get the topics and contents for game-based learning curriculum. Secondly, they were frequently required to design and arrange their teaching process by the level of learner's ability in the game-based learning. Thirdly, public institution has to supply various information and guideline for teachers to use the game-based learning. Finally, they demand systematic approach and executive and financial support to encourage the game-based learning.

Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.87-96
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    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.

A Proposal of Mini-Game Application Model for Achieving an Effective Learning in Educational Game (교육용 게임의 효과적인 학습을 위한 미니게임 활용 모델에 대한 제안)

  • Yoon Sun-Jung;Kim Mi-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.8
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    • pp.133-143
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    • 2006
  • Today, most of games permit interaction between user and game freely. Therefore it is difficult to progress the story-line of the primary stage. Especially in educational game surroundings, we have more difficulties in achieving original purpose of education. In this paper, we proposed the applied model of mini-game which was inserted into main-game in order to control interaction between user and game. On the basis of this model, we derived valuation elements by mini-game implementation types from developing the educational game in which involved mini-game. We looked around whether the educational game achieved the educational goal of first stage or not. Comparing with some excellent ones picked up by public authorities, we evaluated the educational game. As the result of evaluation, we could find that the application of mini-game had very high effectiveness in attainment of teaming goal, studying of well-balanced, and induction of learning motivation. And we found that the application also had very affirmative effect to the practical objects of primary stage in overall sphere.

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