• Title/Summary/Keyword: 게임활용

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Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.27-35
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    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

Adventure filming game for people in need of healing (힐링이 필요한 사람들을 위한 3D 어드벤처 촬영 게임)

  • Shin, Soyeon;Joo, Heesun;Choi, Yeonho;Choi, Jongin;Park, Su-E
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.133-136
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    • 2022
  • As the number of stress-related diseases increases due to the prolonged Corona 19, Corona Blue is attracting attention. This social background causes negative emotions due to frustration at work, changes in existing life rhythms, and blockade of economic sources, and makes us understand our era as an era in need of healing. Therefore, the purpose of this study is to propose a 3D-based adventure filming game that adventures a fantastic space and stores memories and experiences through photos. For this, important elements of healing were explored through literature study, and based on this, a game using 3ds Max and Unity was implemented. As a result of the study, the game was implemented with a filming function that contains visual elements for cute and warm healing, an emotionally approaching story, and the meaning of space. This study provides a game that can provide non-face-to-face healing to users and presents effective and important healing factors to service providers.

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Development and validation of the Korean Game Addiction Scale for Children and Adolescents (한국형 아동/청소년 게임 중독 척도의 개발 및 타당화)

  • Kim, Kyo-Heon;Choi, Hoon-Seok;Kwon, Sun-Jung;Ryong, Joung-Soon
    • Korean Journal of Health Psychology
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    • v.14 no.3
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    • pp.511-529
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    • 2009
  • The purpose of this study was to develop and validate Korean Game Addiction Scale for children and adolescents. Data from a representative sample of 3,115 children and adolescents residing in Korea were analyzed to identify the factor structure and reliability of the scale. In addition, criterion-related evidence of validity (concurrent and convergent) was examined. Consistent with our theoretical assumptions, the Korean Game Addiction Scale revealed a stable higher order factor structure (second order-one factor, first order-seven factors), and the reliability of the scale was high (average Cronbach's alpha = .84, six week test-retest reliability = .75). The scale was also showed high levels of concurrent and convergent validity. Implications of the findings and directions for future research on game addiction are discussed.

Towards Next Generation Game Development: A Comprehensive Analysis of Game Engines Technologies

  • Soo Kyun Kim;Iqbal Muhamad Ali;Min Woo Ha
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.10
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    • pp.165-173
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    • 2024
  • Game engines are essential tools in game development, speeding up processes and simplifying the integration of various modules like physics, graphics, animations, and AI. This study provides a comprehensive overview of modern game engine technologies, including advanced rendering techniques, graphics APIs, physics simulations, AI integration, audio systems, networking, VR/AR, and development tools. It highlights recent advancements such as real-time ray tracing, physically based rendering, machine learning for content generation and intelligent NPCs, cloud gaming, and novel input methods like brain-computer interfaces. The paper also explores future directions, including enhanced cross-platform support and new technologies that will drive the evolution of game engines. This analysis serves as a valuable resource for developers, researchers, and industry professionals.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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Weekday Internet Game Times and Domestic Factors of Middle & High School Students (중고등학생의 평일 인터넷 게임시간과 가정환경 요인)

  • Kim, Eun Yeob;Lee, Jee Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5326-5336
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    • 2012
  • Most middle and high school students in Korea use internet for gaming and recreation. This study aimed to classify middle and high school students according to amount of time they spend playing games and analyze relationship domestic factors. Weekday game times and environmental factors of the adolescents in Korea. The group with average game time of 30 min, 0:30-1:30 hours, 1:30-3:00 hours, over 4:00 hours. Subjects in this study were 6,487 middle and high school students. For the category "thoughts about game characters", the group with average game time of 1:30~3:00 hours replied "not at all" but the group with average game time of over 4:00 hours replied "sometimes", which was significantly different from the previous group. Similarly, for the category "lack of time for homework", the group with average game time of 1:30~3:00 hours replied "not at all", which significantly differed from the "sometimes" response from the group with average game time. For satisfaction with interest, "average" was the most frequent response from all the groups. Analyzing correlation of factors influencing game addiction in subjects with game time showed that factors related to game addiction diagnosis and academic performance were especially different in the group with average game time of over 4:00 hours compared to other groups. Nowadays internet has taken a large and significant part of our life such that a life without internet is hard to imagine, and our dependency on internet has risen at the same time. Accordingly, education on appropriate utilization and correct usage of internet to youths who lack self-control and judgment is very needed.

Effects of Computer/Internet Game Play on Depression and Life Satisfaction among the Elderly: Mediating Effects of Perceived Self-Control (컴퓨터/인터넷 게임 활동이 노인의 우울과 생활만족도에 미치는 영향: 자아통제감의 매개효과를 중심으로)

  • Ahn, Joon-Hee;Lim, Kyung-Choon;Lee, Yoon-Jung;Kim, Kyung-Sik
    • The Journal of the Korea Contents Association
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    • v.11 no.7
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    • pp.406-417
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    • 2011
  • The purpose of this paper is to examine the effects of computer/internet game play on depression and life satisfaction via perceived self-control among older adults in Korea. Data were collected from a survey of 237 community-dwelling older adults (age${\geq}$65) who reported internet users. A path analysis was used to examine the causal relationship among the main constructs. Results showed that the computer/internet game play had positive effects on perceived self-control. Perceived self-control was found to decrease depression and improve life satisfaction among older adults. Additional analysis indicated that the computer/internet game play in older adults did not directly affect mental health (depression and life satisfaction) but indirectly affected it via perceived self-control. Furthermore, perceived self-control had greater effects on depression than on life satisfaction. These findings have crucial implications in that perceived sense of self-control needs to be seriously considered when we develop mental health games for older adults.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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A Study on Antecedents of Game User Participation Intention in User Community in an Era of Convergence (융복합 시대 게임 사용자들의 유저 커뮤니티 참여 의도에 영향을 미치는 선행 요인에 관한 연구)

  • Hong, Seil;Kim, Byoungsoo
    • Journal of Digital Convergence
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    • v.14 no.8
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    • pp.185-194
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    • 2016
  • Several game developers or publishers adopt open innovation strategies to reduce R&D costs and increase user loyalty about their games. User communities play an important role in increasing users' interests in the game because they can share game information and skills in user communities. In this regard, this study explored key antecedents of game user participation intention in user community. We developed a research model by integrating perceived risk into theory of planned action. The theoretical model was tested by using survey data collected from 110 "Suddenattack" game users. Partial least squares (PLS) was utilized to analysis the research model. The findings of this study indicate that both perceived usefulness and perceived enjoyment play an important role in forming attitude toward community. However, contrast to our expectations, perceived risk has no signifiant effect on perceived usefulness, perceived enjoyment, attitude toward community and participation intention. While attention toward community significantly influences community participation intention, social norms are not significantly related to it. The analysis results help game developers or publishers establish effective strategies and policies to increase user participation intention in user community.

A Study on the Improvement of Mobile Game Payment using Blockchain (블록체인을 활용한 모바일 게임결제 개선방안 연구)

  • Park, Hong-Seok;Kim, Tae-Gyu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.163-171
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    • 2020
  • Currently, most of the mobile game market releases games through Google play and App Store, which have a high share. Because it uses a third-party platform, only the payment API system provided must be used, and third-party platform pays the game company after excluding certain fees. Because game companies do not know whether or not to refund items and cannot get back items through third party transactions, users and professional websites are continuously appearing that exploit refunds. In this thesis, after analyzing problems of existing payment method and presenting a payment model using blockchain smart contract, we analyzed differences from existing model in terms of transparency, decentralization(fee), efficiency, and as a result, payment model using smart contract has low commission through P2P transaction without third parties and transparent transaction record, preventing item forgery and refund. Later, the proposed payment model would lead to the culling of companies acting on behalf of refunds for words that deviate from moral ethics such as "Refund OK even with items" and resolve the problem of unreasonable fees that arise through third-party platforms.