• Title/Summary/Keyword: 게임 프로젝트

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생활습관병 예방 프로젝트 2 바로알기 - 물 어떻게 마시는 게 좋을까?

  • Kim, Seung-Dong
    • 건강소식
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    • v.37 no.7
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    • pp.8-11
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    • 2013
  • 바르게 아는 것이 중요하다 말한다. 당연히 우리가 무심코 마셔왔던 '물'에 관해서도 올바른 정보를 아는 것이 중요하다. 세 살 버릇이 여든까지 간다는 말이 있다. 물 마시는 일에도 바른 습관을 들이는 것이 좋다. 물 바르게 마시고 건강한 삶을 실천해보자.

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Design and Implementation of the Network Turn Game for API Using Design Patterns (디자인 패턴을 이용한 네트워크 턴 게임 API 설계 및 구현)

  • Kim Jong-Soo;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1588-1596
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    • 2004
  • Developing a real time network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The area which is being studied to maximize the reusability of the existing design code is related to design patterns. If the developers are given various design techniques and application examples that use well defined design patterns, they will be able to make better game API(Application Programming Interface) and to invent a framework for game development based on this API as well. In this paper, the design patterns that the GoF(Gang of Four) proposed have been applied to develop and implement two kinds of network turn games. In the process, efficient design techniques will be proposed for the effective reuse of the existing game API.

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Creative Project and Reward Based Crowdfunding:Determinants of Success (창의적 프로젝트와 후원형 크라우드펀딩: 성공요인)

  • Chun, Hesuk
    • The Journal of the Korea Contents Association
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    • v.15 no.5
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    • pp.560-569
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    • 2015
  • Crowd funding is the method of raising money for a project, companies from a large group of people via the Internet, in return for future products or equity. Kickstarter is the largest and most successful crowdfunding site where creative projects raise reward based funding. Drawing on dataset of 80,267 projects with combined funding over $1.3b from 8.1m people, this paper suggest that backer select project based on their preference on the project, instead profitability of the project. It suggests that well-established platform and big size of network increases the chance of success of the project due to a ripple effect and blockbuster effects. Clear communication about the project's idea and goal is highly correlated with success. Regular communication on the project site, such as by constant progress updates, helps the success of the project. Equity-based crowdfunding is emerging as an innovative means of raising capital for businesses, so it has been receiving a lot of attention and expectation from the government and the market. The findings of this paper and others will help to get some understanding and insight into equity-based crowdfunding. However, Kickstarter differs from equity-based crowdfunding in the goals of the backers. Kickstarter's backers are not investors, they are contributors. To understand equity-based crowdfunding, the subject will need further study.

행복+건강한 마음 - 우리아이 건강하게 키우기 - 쌀쌀한 날씨 속에 파고드는 TV와 컴퓨터 게임의 유혹에서 우리아이 지키기 프로젝트!

  • Park, Sang-Rak
    • 건강소식
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    • v.34 no.12
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    • pp.14-15
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    • 2010
  • 길고 긴 겨울방학을 코앞에 둔 12 월. 자녀를 둔 집안에서는 전운이 감돈다. TV와 컴퓨터 게임으로부터 자녀를 사수하고자 하는 엄마와 기어코 빠져들고야 말겠다는 아이. 팽팽한 긴장감속에 벌어지는 이 웃지 못할 전투의 승률은 언제나 아이 쪽이 높다. 엄마가 고단수의 수를 써서 막으면 아이는 집을 나가 유유히 PC 방으로 향한다. 엄마의 고단수란 결국 악을 쓰고, 무조건 '안돼!' 라는 하급수의 전략이다. 엄마와 아이의 한판승부! 올바른 전략을 알아보자.

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Surrealistic Expression with Interactive Art (인터렉티브 아트의 초현실적 표현)

  • Lee, Jinsil;Kim, Sangwook
    • Proceedings of the Korea Contents Association Conference
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    • 2016.05a
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    • pp.95-96
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    • 2016
  • 3d 게임 혹은 애니메이션 툴로 제작된 인터렉티브 아트 작품은 디스플레이를 통해 표현 될 때 가상의 입체공간이 시각적 평면 상태로 전달되는 물리적 한계를 가지게 된다. 관람자의 몸의 움직임과 가상현실의 시각적 재현, 물리적 공간에서 물체의 변화와 움직임을 동시에 경험한다면, 다양한 감각과 자극으로 작품의 몰입도를 높이고 전달하고자 하는 내용에 집중도를 높을 수 있다. 이 프로젝트에서는 이러한 복합적인 인터렉션을 통해 현대사회의 가상과 현실의 모호성을 표현하고, 삶의 본질과 현상에 대한 철학적 질문을 제시한다.

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A Study on Speciality about Game Software Using CMMI (CMMI 인증을 위한 게임 소프트웨어 특수성 고찰)

  • Kim JeongWoong;Jung HyeJung;Yang HaeSool
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.10a
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    • pp.448-452
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    • 2004
  • 공학적 기반에 의한 소프트웨어 품질 개선에 대한 노력은 역량 성숙도 모델(CMM)에서 특정 프로세스가 정확하게 정의되고, 관리되고, 측정되고, 통제되고, 효과적이게 될 수 있는 방향으로 진행되고 있다. 또한 소프트웨어 엔지니어링 분야에 국한되지 않고 시스템, 인력 분야 등에서의 다양한 역량 성숙도 모델을 바탕으로 프로세스 개선이 이루어지고 있다. 그러나 이는 중복성 등 관리상의 문제가 발생하여 이를 통합(CMMI)하려는 연구가 이루어졌다. 이에 게임 개발 프로젝트의 CMMI 적용 방안을 모색하고 기대되는 개선효과를 논한다.

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Investigating Multiple Intelligence Theory in the 5th Grade English Textbook (초등학교 5학년 영어 교과서 활동 분석: 다중지능이론을 중심으로)

  • Youngjee Yoon;Jaeseok Yang
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.53-59
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    • 2023
  • We aim to investigate whether the activities in the 2015 revised elementary English textbooks are reflected in terms of Multiple Intelligences. Specifically, we analyze three types of activities including project, game, and cultural activities in three types of the 5th grade English textbooks. Additionally, we compare the differences in the Multiple Intelligences according to three different publishers. The data includes three different sorts of fifth-grade English textbook activities. We found that verbal-linguistic intelligence, interpersonal intelligence, and visual-spatial intelligence are heavily involved in project activities. Verbal-linguistic intelligence, interpersonal intelligence, visual-spatial intelligence, and kinesthetic intelligence are all utilized in game activities. Lastly, cultural activities demonstrate verbal-linguistic and visual-spatial intelligence. In consideration of the diversity of students, we suggest that English textbooks need to consider diverse and well balanced approach to incorporating Multiple Intelligences in order to make the textbooks to meet the needs of the diversity of learners.

A Study on the Design and Development of Robot Game-based Project for Teaching Children to Program Computers (프로그램교육 목적의 로봇게임 프로젝트 학습 구안에 관한 연구)

  • Shin, Seung-Young;You, Sang-Mi;Kim, Mi-Ryang
    • Journal of Internet Computing and Services
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    • v.10 no.6
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    • pp.159-171
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    • 2009
  • The objective of this research is to explore a method to utilize a programmable robot, as a potential learning tool in the elementary school's curricula. Due to their programmability and operational ease of use, programmable robots are among digital toys that today offer specially instructive features. In this research, we developed the robot game-based project contents as a tool for teaching the elementary school children to learn the algorithm, the essential part of computer programming. The LEGO material, selected as the construction kit for robot, consists of a mechanical assembly system, a set of sensors and actuators, a central control unit, a programming environment. The project requires the children to complete 3 separate tasks, each of which is developed based on the principles of algorithm. The classroom feedback supports that the robotic experiences provided the children with fun and absorption. It is likely that implementing learning with robot in regular classroom in elementary school can bring new possibilities to the educational system, provided that a thorough preparation backs up the plan.

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The APIs Design for the Database Management of the Network Game Using Design Patterns (디자인 패턴을 적용한 네트워크 게임의 DB 관리 APIs 설계)

  • Kim Jong-Soo;Kwon Oh-Jun;Kim Tai-Suk
    • Journal of Korea Multimedia Society
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    • v.9 no.1
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    • pp.101-108
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    • 2006
  • Developing a network game that is serviced on the internet requires a lot of work, time and manpower. Therefore, it is important to design a game in such a way so that existing design codes could be used. The database for the multi-player network game is accessed from many clients. To manage the resource effectively, it is required to design the APIs to be minimized the database access and to be dealt with the related data efficiently. For this, it is needed to apply the object-oriented design for the related software modules. In the paper, we propose the design patterns of GoF to implement the APIs thatis needed to deal with the database resource. The database design through the analysis of some game's GUI has the advantage to create the optimized schema set more quickly, because it minimize the review step and the modification step of the database design generally. In addition, we apply to the design patterns of GoF for the APIs design of the server-side database. These reduce the times of the program call between the game server and the database server. These also make easily the maintenance for the already developed APIs, and it makes easily the addition of new APIs.

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Digital Transformation of Customer Knowledge in Open Innovation Project: Focusing on Knowledge Depth and Type Sought (개방형 혁신(Open Innovation) 프로젝트에서 소비자 지식의 디지털 트랜스포메이션 과정: 지식의 깊이와 참여 동기 변화의 관계를 중심으로)

  • Gyu-won Kim;Jung Lee
    • Information Systems Review
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    • v.21 no.4
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    • pp.197-220
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    • 2019
  • This study aims to identify consumer motivations of open innovation project participation from digital transformation perspective. By extending a traditional intrinsic/extrinsic motivation framework, we propose a three-dimensional perspective of the self-driven, firm-driven, and sociality-driven motivations. This reveals the significance of the social effects of open innovation projects as an example of digital transformation by categorizing the motivations based on the 'influencer' of the motivation building and by highlighting the importance of sociality as an influencer. As a result, self-efficacy is identified as a key motivation when the influencer exists internally. Economic incentive and firm reputation are identified when the influencer exists externally. Finally, competition, peer evaluation and social contributions are identified when the influencer exists socially. The role of knowledge type sought through innovation projects is further introduced to explain its moderating effects on motivations. The study is validated in two steps. First, we investigate four cases of open innovation projects and examine what motivations are highlighted in each context. Second, we collect survey data from 203 online game users and ask them on their motivations. The results confirm most of our hypotheses and highlight the significance of sociality in the knowledge-seeking process in open innovation projects. This study largely contributes to digital transformation literature by extending the view of motivation and examining the moderating role of knowledge involved in the projects.