• Title/Summary/Keyword: 게임 개발 도구

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Serious Game Design and Implementation for Kids (유아용 기능성게임 설계 및 구현)

  • You, GiWon;Yoon, SeonJeong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.19-28
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    • 2015
  • According to the Infant Educational Law, learning of the children are encouraged through playing, but there are not many tools to learn. Educational Serious Game is a game developed for the purpose of learning. And so, in this paper, we produced serious games for education learning for young children. Contents of the game is the digestive system. And we utilized touch and drag which are kinds of intuitive interface of the mobile platform being able to play easy. At the end of each stage, and it contained a scene that can learn the characteristics of the digestive system. After producing this game, we supplemented something that is inadequate through testing. In addition, the learning effect of the game was confirmed by interviews with the teachers. We hope this will be a fun and informative game for the digestive tract to the children.

Developing children's games using hand motion (손동작을 이용한 아동용 게임 설계)

  • Kim Hye-Jeong;Lee Kyoung-mi
    • Proceedings of the Korean Information Science Society Conference
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    • 2005.11b
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    • pp.811-813
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    • 2005
  • 최근 아동들이 흥미와 이해, 창의적인 교육을 위한 도구로 게임을 주목하고 있다. 그러나 기존의 아동용 게임은 키보드와 마우스 같은 한정된 입력 장치를 사용하고 있어 아동들이 보다 편리하고 용이하게 게임을 즐길 수 있는 인터페이스의 개발이 요구된다. 본 논문에서는 기존의 입력 장치를 손동작을 이용한 실감형 인터페이스로 대치하는 아동용 게임설계를 제안한다. 카메라를 통해 들어온 동영상에서 손동작을 인식 및 추적하고 추적된 손동작의 의미를 기존 입력 장치의 입력 값으로 변경하여 게임의 입력 값으로 전달한다. 본 논문에서는 제안된 손동작 인터페이스를 아동용 게임에 적용시킴으로써 그 효용성을 증명한다.

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Design for STEAM Game Contents based on Edutainment (에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 설계)

  • Song, Mi-Young;Nam, So-Hee;Choi, Da-In
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.41-42
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    • 2017
  • 프로그래밍 교육이 초 중 고교에서 의무화될 예정인 가운데 코딩을 쉽고 재미있게 배우기 위한 교육 개발의 중요성이 대두되고 있다. 본 논문에서는 유아용 프로그래밍 교육 도구인 '큐베토'를 모티브로 하여 창의력, 상상력에 과학기술이 더해진 창의적 융합인재교육에 접목한 에듀테인먼트를 기반으로 한 STEAM 게임 콘텐츠 제작의 프로토타입을 제안한다. 제안된 STEAM 게임 콘텐츠는 유아의 흥미를 유발할 수 있도록 출판물 동화를 활용하여 길을 찾아 모험을 떠나는 스토리 전개와 캐릭터를 제작하고 이를 통해서 유아의 창의적 융합인재교육에 도움이 될 수 있을 것으로 기대한다.

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An implementation for a mobile game of Yut based-on Unity 5 (유니티 5 기반 모바일 윷놀이 게임의 구현)

  • Park, Han-Na;Seo, Dongmahn
    • Annual Conference of KIPS
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    • 2015.10a
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    • pp.914-917
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    • 2015
  • 중장년층의 스마트폰 사용 인구가 증가하고 있다. 중장년층 사용자는 피쳐폰과 달리 스마트폰 환경에 어려움을 느낀다. 그러므로 이들에게 친숙하며 대부분 규칙을 알고 있는 한국전통게임 윷놀이를 중장년층의 선호 모바일 플랫폼인 안드로이드에서 구현해본다. 게임 개발 도구는 최근 무료화되었으며 모바일 게임 환경에 최적화된 Unity 5를 기반으로 한다. 본 게임은 중장년층 사용자에게 직관적 UI, 간단한 규칙을 제공하여 이들의 안드로이드 플랫폼과 모바일 게임에 친숙함을 느낄 수 있도록 기여한다.

초고밀화된 차세대 무선 네트워크를 위한 지능적 적응 최적화 프레임워크

  • Song, Bong-Yong;Park, Hyeong-Gon
    • Information and Communications Magazine
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    • v.30 no.12
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    • pp.83-89
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    • 2013
  • 본고에서는 차세대 무선 네트워크의 특징인 네트워크 초고밀화 (hyper-densification)와 네트워크 복잡도 증가를 살펴보고, 확장 가능한 (scalable) 무선 네트워크 설계 기술의 필요성이 증대하고 있음을 살펴본다. 획일적인 프로토콜 및 기능 규격으로는 확장 가능하고 주변환경의 변화에 적응적으로 최적화할 수 있는 네트워크를 구축하기 어려우므로, 3GPP 등의 무선 표준에서도 지능적인 소프트웨어를 통한 구현적 최적화를 강화하는 경향이 증가하고 있음을 살펴본다. 이를 위하여 지능적 적응최적화 프레임워크 개발에 대한 관심이 높아지고 있다. 각 통신 노드들이 다양한 정보를 수집하고 다른 통신 노드들과 필요에 따라 서로 통신 및 협력하며 각자의 정책 (policy)들을 적응적으로 최적화하는 방안이 고려되어야 할 것이다. 특히, 다양한 이론적인 도구들이 평가 되어야 하고, 각 네트워크 성능 지표별로 복수개의 이론적 도구들이 경쟁하며 발전할 것으로 예상된다. 3GPP 표준의 SON (Self-Optimizing Network) 기술들과 전력 소모 최적화 등은 이러한 프레임워크의 매우 적절한 적용 분야가 될 수 있을 것으로 기대된다. 게임 이론을 포함한 몇 가지 가능한 이론적 도구들의 무선 네트워크 활용 예들을 살펴본다.

Development of Intuitive Author for 3D Game/Animation Contents (효율적인 3D 게임 및 애니메이션 콘텐츠 제작을 위한 직관적인 저작 기술 개발)

  • Ji, Su-Mi;Lee, Jeong-Joong;Kim, Sung-Gook;Woo, Kyeong-Deok;Baik, Sung-Wook
    • Journal of Korea Multimedia Society
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    • v.13 no.5
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    • pp.780-791
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    • 2010
  • This paper presents a semi-autonomous authoring method which can intuitively create 3D game/ animation contents for unexperienced users. In particular, this method considers their convenience to provide them with easier authoring environments. The 3D game/animation contents created by this method consist of several scene components connected to each other in a logical flow structure. Thus, it is possible to easily understand the overview of 3D content description for its production and manipulate these scene components for efficient management. Four different genres of game/animation contents have been developed by using an authoring tool based on this method. According to results of a survey intended for game developers who created game contents with the authoring tool, this method is shown to save contents development cost/time as well as raise the efficiency and convenience of whole process of contents creation to the expected level.

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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Analysis and simulator implementation of Mighty, an advanced imperfect information game

  • Lee, Jeongwon;Kim, Kwihoon;Kim, Seung-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.1
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    • pp.9-21
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    • 2022
  • Mighty is an imperfect information game, similar to the internationally popular four-player card game Bridge, but more complex in terms of game rules and operation. An environment for exploring and analyzing the strategy of the Mighty Game is required, but compared to the development of many simulators for strategy analysis of other card games such as Bridge, there is no analysis tool for the Mighty Game. Even the definition and understanding of the Mighty game at the academic level is lacking. To solve these problems, this paper systematically defined the procedures and rules of the Mighty Game. And based on this definition, we implemented a simulator that can learn Mighty game and analyze various strategies. For the usability and accessibility of the service, the simulator was developed with JavaScript, and various analysis functions are provided in the web environment. Lastly, comparative analysis with other trick-taking games dealt with in the related research domain showed that the Mighty game has its value as an incomplete information game and that there are many characteristics that make it easy to apply AI-based learning methods.

Development and Application of Automatic Motion Generator for Game Characters (게임 캐릭터를 위한 자동동작생성기의 개발과 응용)

  • Ok, Soo-Yol;Kang, Young-Min
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.12 no.8
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    • pp.1363-1369
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    • 2008
  • As game and character animation industries are growing, techniques for reproducing realistic character behaviors have been required in various fields. Therefore, intensive researches have been performed in order to find various methods for realistic character animation. The most common approaches to character animation involves tedious user input method, simulation with physical laws based on dynamics, and measurement of actors' behaviors with input devices such as motion capture system. These approaches have their own advantages, but they all have common disadvantage in character control. In order to provide users with convenient control, the realistic animation must be generated with high-level parameters, and the modification should also be made with high-level parameters. In this paper we propose techniques for developing an automated character animation tool which operates with high-level parameters, and introduce techniques for developing actual games by utilizing this tool.

Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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