• Title/Summary/Keyword: 게임 개발 도구

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교육개혁 지원도구로써의 웹(web)활용에 관한 연구(3) -근대 디자인사를 위한 웹(web)상에서의 학습 모형 개발

  • 조형수;김종기
    • Proceedings of the Korea Society of Design Studies Conference
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    • 1999.10a
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    • pp.46-47
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    • 1999
  • 현재 인터넷을 통한 멀티미디어 서비스는 전자잡지, 전자신문, 키오스크, 게임, 참고물, 광고 및 홍보 그리고 교육용 타이틀 등 그 활용분야가 광범위하다. 이렇게 각 분야에서 인터넷을 활용한 멀티미디어 서비스를 확대하는 시점에서 교육부는 '21세기 지식 한국' 이라는 새로운 교육발전 계획에 '사이버 공간과 지구촌을 학습의 장으로 만드는 교육의 정보화와 세계화'라는 실천 과제를 두어 교육매체로써의 웹(web)의 활용을 높이려하고 있다.(중략)

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Development of Edutainment platform for Developmental Disability Children (발달장애 아동을 위한 에듀테인먼트 플랫폼 개발)

  • Kim, Jung-Eun;Choi, Ei-Kyu;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.65-73
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    • 2008
  • In this paper, we designed and implemented edutainment platform that can be effectively applied to developmental disabilities for their education and treatment of sensibility and intelligence training. We developed embedded hardware and contents authoring tool to make multimedia contents operated on the hardware, a management tool to provide result of training, and a real-time monitoring tool for observing the state of study. The hardware is designed by considering the characteristics of developmental disabilities and provides visual, auditory and tactile sense to assist sensibility training for their attention. User-friendly and easy-to-use authoring tool enable teachers and non-specialist to make educational contents. Also the real-time monitoring tool make us to observe user's status even in the outside of classroom. The management tool stores result of training and make us to review the result for further steps. Using this edutainment platform, efficient repetitive training is possible without restriction of time and location. Also when it applied to practical education, we can recognize that our system is effective on improving the ability of attention and studying.

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Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.

Development of an Evaluation Tool Model for Cybersickness Measurement of Immersive Virtual Reality (몰입형 가상현실 사이버 멀미 측정을 위한 평가 도구 모델 개발)

  • Choi, Chang-Min;Jung, Hyeon-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.5
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    • pp.59-65
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    • 2019
  • The decline of cybersickness, an important task that must be addressed in terms of growth of the virtual reality content industry, is a subject of much attention not only in the industrial sector but also in academia. However, despite the long-standing interest in and research on cybersickness, the solution is insufficient. In this paper, the purpose of this paper is to develop a tool to effectively measure cybersickness when users experience immersive virtual reality, and come up with measures to reduce cybersickness. First, the common factors related to cybersickness were analyzed in the method used in the preceding study, and each was derived as a subcomponent. Based on this, we are going to present an effective cybersickness measurement assessment tool model in immersive virtual reality. We would like to refer the assessment tool model to the study as well as to the reduction of cybersickness.

An Implementation and Evaluation of Virtual Colored Overlay for Dyslexic Learning Disorder (난독증 학습장애인을 위한 가상 색 오버레이 구현과 평가)

  • Choi, Hoon-Il;Jang, Young-Gun
    • Annual Conference of KIPS
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    • 2008.05a
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    • pp.171-174
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    • 2008
  • 난독증 학습장애를 일으키는 주요 증상인 광과민성증후군을 완화시키는 보조도구로써 컴퓨터에서 사용할 수 있는 가상 색 오버레이를 구현하고 사용성을 평가하였다. 구현 결과를 한글 문서, e-book, 웹 문서 및 동영상에 적용한 결과 한글 문서나, e-book에서는 적용에 문제가 없었으나, 링크와 텍스트 박스를 다수 포함하는 웹 문서나 그래픽 객체를 마우스로 드래그해야 하는 게임 응용과 동영상 적용에서는 보완이 요구된다. 본 연구에서 개발된 도구는 난독증 학습장애인이 일반 전자문서와 e-book을 위주로 한 컴퓨터 학습에 사용할 수 있다.

Design and Implementation of Socket-based Multi-player Game Service for Elementary Mathematics Learning (초등 수학 학습을 위한 소켓 기반 멀티플레이형 게임 서비스의 설계 및 구현)

  • Kim, Sung Wan
    • Journal of Service Research and Studies
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    • v.6 no.2
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    • pp.175-184
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    • 2016
  • The educational computer game service, due to its entertainment role, is a very attractive tool for students to raise their interests in learning. Especially mathematics, the most difficult subject for many students, is one of the typical subjects in which the educational computer game service can be efficiently applied. Most of the previous game services is for single or two learners. And learner only have to simply submit a solution for the proposed math expression in the game. In this paper a multi-player game service based on TCP/IP socket programming technique is designed and implemented to join in the game for multiple learners. In addition, we design a game rule to improve learners' number sense by letting them arrange various ways to solve the problem. Finally, using the requirements of educational game service, we evaluate the proposed game service and its usability.

A review of researches of the impact of computer game and children's and adolescent's development (컴퓨터 게임과 아동, 청소년 발달과의 관련성 연구 개관)

  • Keumjoo Kwak
    • Korean Journal of Culture and Social Issue
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    • v.10 no.spc
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    • pp.147-175
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    • 2004
  • In recent years, electronic games, home computers, and the internet have assumed an important place in our lives. This paper presents a review of the researches on the relation of computer game and children's and adolescent's development. Researches on the impact of computer game on perceptual and cognitive development including attention, spatial perception, numerical ability, problem solving are reviewed. The relation of computer game use and emotional, social and personality development and aggressive development, especially General Aggressive Model(GAM) are also explained. On the basis of this reviews, the future directions of research are discussed.

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저전력을 소모하는 난수발생기의 성능 평가

  • Yun, Jeong-Min;Kim, Ji-Hong;Kim, Jin-Hyo
    • Proceedings of the Korean Statistical Society Conference
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    • 2003.05a
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    • pp.225-229
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    • 2003
  • 휴대전화, PDA와 같은 이동 단말기와 무선 통신의 발전으로 인하여, 이동 단말기를 이용한 전자 메일, 게임, 주식거래 등이 가능하게 되었다. 무선 단말기를 통한 주식거래나 게임 등을 위하여서는 난수발생기(Random Number Generator)의 사용이 필수적이다. 그런데 최근까지의 난수발생기는 우수한 난수성에 중점을 두어 개발되었으며, 이동 단말기에서의 에너지 소비량에 대한 연구는 없었다. 이동 단말기는 무게 및 크기의 한계 때문에 배터리의 용량에 제한이 있게되므로, 되도록 에너지 소비량을 줄여서 주어진 배터리를 오랫동안 사용하기를 원하게 된다. 본 논문에서는 이동 단말기에서 많이 사용되는 여러 난수발생기들을 살펴보고, 저전력 에너지 측정도구인 SES(SNU Energy Scanner)를 이용하여 각 난수발생기의 에너지 소비량을 측정하여 이들을 비교한다. 이를 바탕으로 이동 단말기 환경에서 저전력을 소모하는 난수발생기를 제안하였다.

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Design and Implementation of a 3D Game in Heterogeneous Networked Virtual Environment (이기종 네트워크 가상환경에서의 3D 게임 설계 및 구현)

  • Rhee, Seon-Min;You, Hyo-Sun;Kwak, Hye-Ryung;Kim, Myoung-Hee
    • Annual Conference of KIPS
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    • 2004.05a
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    • pp.877-880
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    • 2004
  • 본 논문에서는 서로 다른 곳에 구축되어 있는 이기종 가상환경을 네트워크로 연동하고 이러한 환경에서 3D 게임을 지원하기 위한 시스템 설계 및 구현 결과를 제시한다. 각각의 가상환경은 수평-수직-정방형 디스플레이 장비 및 마그네틱-하이브리드 방식의 트랙킹 장비를 이용하여 구축되었다. 제안 시스템에서는 서로 다른 형태의 디스플레이, 트래킹 및 인터랙션 도구로 이루어진 개별 가상환경을 연동함으로써 발생하는 데이터 간의 이질성을 해결하기 위한 뷰 동기화, 인터랙션 동기화 기법 및 사용자 인식 모듈을 제공한다. 또한 별도의 컨트롤 서버를 구축하여 개별 노드간의 동기화를 제공하고 공유 데이터를 효과적으로 관리할 수 있도록 하였다. 개발된 환경 및 시스템에서 "Alice in Virtual World" 라는 1 인칭 슈팅 게임을 수행하여 그 활용 가능성을 입증하였다.

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Design of an Integrated Product Management System for Game Software Development (게임 소프트웨어 산출물 통합관리시스템 설계)

  • Kim, Byung-Cheol
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.319-324
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    • 2015
  • This paper proposes an integrated management system for products of game software development. Those products generated over software life-cycle are generally huge in numbers, various in kinds and interconnected in relationships among them. Especially they are highly complex and tightly coupled each other because they are used to build another world which is composed of multi-modal data such as graphics, sound, logics and so on. Therefore it is critical to manage development products in an integrated manner to guarantee the quality of software. The proposed system is designed to provide project/requirement/configuration/traceability management capabilities and interfacing to CASE standards. To achieve the objective, it is based on data warehouse technologies which provide central repositories of heterogeneous data, multi-aspect reporting&analysis capabilities, traceability, verification, etc.