• Title/Summary/Keyword: 게임 활동

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생활 속 레저 - 게임 재미에 운동 효과까지 제대로 포켓볼

  • Lee, Eun-Jeong
    • 건강소식
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    • v.38 no.12
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    • pp.20-21
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    • 2014
  • 겨울에는 평소보다 몸을 웅크리고 활동량이 줄어 체중이 늘기 십상이다. 더욱이 따듯한 실내에만 머물고 싶은 생각이 간절하다. 이런 때일수록 운동이 필요한 법. 따뜻한 실내에서 즐길 수 있는 운동으로 포켓볼보다 좋은 게 또 있을까. 천천히 걸으면서 이야기를 나누고 게임하는 동안 차 한잔을 곁들일 수 있는 흔치 않은 레저 스포츠로, 게임하는 재미에 운동 효과까지 제대로 얻을 수 있다.

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A study on the Analysis of Board game type in Characteristics of Play and Direction (보드 게임의 놀이적 특성과 방향성에 의한 유형 분석 연구)

  • 권윤영;최인규
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.826-831
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    • 2003
  • 보드 게임은 다양한 주제와 사회성을 바탕으로 발전해 왔으며, 최근에는 보드 카페 등의 활동으로 수많은 계층의 커뮤니티가 형성되고 있다. 그러나 이러한 보드 게임의 특성에 관한 연구는 전혀 이루어지지 않고 있다. 따라서 본 연구에서는 보드 게임의 놀이적 특성과 방향성에 따라 보드 게임을 분석하고 유형을 분류하였다.

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Path analysis for academic self-efficacy, the motivation and learning attitude on the learning through game making activity (게임 제작을 통한 학습에서 학업적 자기효능감, 학습동기 및 학습태도에 대한 경로분석)

  • Park, Hyung-Sung
    • Journal of The Korean Association of Information Education
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    • v.16 no.1
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    • pp.33-40
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    • 2012
  • The purpose of this study is to find the relationship of academic self-efficacy, motivation, computer learning attitudes on the learning through game making activity. Through this study, it was confirmed structural relationship of the variables for learner's participant and academic goal achievement in learning with digital games. The structural equating model in this study, also indicates that academic self-efficacy, which was consisting of assignment level, self-efficacy, confidence affects meaningfully on motivation and computer learning attitudes. It is important factor that Learner's attitudes for the task and regulate of learning process in learning with digital games, which was focused on learning by doing.

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온라인 게임 보안을 위한 머신러닝 시스템 연동 방안

  • Lee, Eun Jo
    • Review of KIISC
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    • v.26 no.3
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    • pp.30-37
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    • 2016
  • 온라인 게임에는 해킹이나 악성 코드와 같은 다른 분야에서도 널리 알려진 위협뿐만 아니라 계정 도용이나 자동 사냥 프로그램 사용과 같은 온라인 게임에서만 볼 수 있는 위협들이 존재한다. 온라인 게임은 게임 유저의 다양한 활동을 데이터로 기록하기 때문에 이런 풍부한 데이터를 활용한 머신 러닝 기반의 탐지 기법을 적용하기 적합한 분야이다. 그럼에도 불구하고 다른 보안 분야에 비해 상대적으로 연구가 많이 되지 않고 있으며 대부분의 연구가 탐지 모델링 단계에 집중되어 있다. 본 논문에서는 머신 러닝에 기반한 온라인 게임 보안 시스템을 효과적으로 구축하기 위한 연동 구조와 실전 적용시 고려해야 할 점에 대해 소개한다.

The Evolution of Smartphone Game System through Auto Play System (자동 전투 시스템을 통해 본 스마트폰 게임 시스템의 진화)

  • Cho, Eun-Ha
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.27-34
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    • 2016
  • New game systems have emerged with the rapid growth of Korea smartphone game industry. Especially auto battle system introduced in RPG which is the most popular genre, which has brought a significant change in the understanding of the computer games. To understand this change, it is necessary to look at what circumstances did emerge auto battle system. What is important here is the smart phone as the technical apparatus which defines the presence of a smart phone game, and the use pattern of the smart phone. the technical device and Its use pattern are affecting the activity of the user how to play the game, game developers are to create the game system according to this play style. By examining the appearance and growth of this auto battle system, we can confirm that the micro changes in the game system, reflect changes in the present form of a computer game. This fact will widen the understanding of the history of computer games.

A Study on Design of Physically Interactive Sport Game for Children (어린이를 위한 체감형 스포츠 게임 디자인 연구)

  • Paek, Hee-Won;Ko, Il-Ju;Bang, Green
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.31-46
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    • 2018
  • Physically interactive sport games are emerging as a solution to increase the physical activity of children in urban life. Existing studies on physically interactive sport games have been conducted with adults, while studies on children are insufficient. The elements of physically interactive sport games for children are derived from the common elements of physically interactive sport games and design for children. The derived elements are applied to actual game item to design a game for children. In this study, the elements of physically interactive sport games for children were applied to children's screen climbing games, and games could be identify improvements through user evaluation. It is expected games to take into consideration more children's characteristics can be designed by utilizing the elements of physically interactive sport games for children.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Development of AI Composition Game using EEG (EEG를 활용한 AI 작곡 게임 개발)

  • Ha, Min-hyuk;Moon, Mikyeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.547-548
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    • 2021
  • 최근 AI 기술은 컴퓨터, 애플리케이션 등의 시스템만이 아닌 미술, 음악, 소설 등 창작의 영역에서도 많은 확장을 시도하고 있다. 본 논문에서는 EEG(Electroencephalogram, 뇌전도)를 이용하여 신체에 제약이 있는 사람들도 작곡을 할 수 있게 해주는 게임 개발에 대해 기술한다. 이를 위하여 파이썬(Python)을 이용하여 작곡 게임을 구현하였으며, EEG를 이용하여 상, 하, 좌, 우 4가지 움직임을 저장하고 학습하였다. 본 게임을 통해 신체에 제약이 있는 사람들도 창작 활동을 할 수 있으며 뇌신경운동에도 도움을 줄 수 있을 것으로 기대한다.

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Exploring the Links between Psychological Traits and Game Immersion in a Children and Adolescent Sample (어린이, 청소년 게임 이용자의 심리적 특성이 게임 과몰입에 미치는 영향에 대한 연구)

  • Park, Jowon;Chung, Heonil
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.665-676
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    • 2013
  • The present study analyzed the KOCCA's Game Immersion data to explore the relationship between psychological traits and game immersion. Psychological traits were classified into four categories; emotional stability, self-esteem, willpower, and happiness. These were put into the multiple regression analysis as the dependent variables with age, sex (dummy), economic status of the homes, variety of leisure activities, friend and family relationship, and time to play games. Four types of immersion (psychological unstability, bad relationship, interrupted daily lives, and failure to control game time and desire) were put into the multiple regression analysis as the independent variables. The multiple regression analysis indicated that the dependent variables predicted the game immersion. Among the psychological traits emotional stability was the strongest factor (negative) that influences the game immersion. Next powerful indicator (negative) among the psychological traits was self-esteem. Based on the findings, measures to alleviate the problems of game immersion and ideas for further research were suggested.

Research on online game bot guild detection method (온라인 게임 봇 길드 탐지 방안 연구)

  • Kim, Harang;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.5
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    • pp.1115-1122
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    • 2015
  • In recent years, the use of game bots by illegal programs has been expanded from individual to group scale; this brings about serious problems in online game industry. The gold farmers group creates an in-game social community so-called "guild" to obtain a large amount of game money and manage game bots efficiently. Although game developers detect game bots by detection algorithms, the algorithms can detect only part of the gold farmers group. In this paper, we propose a detection method for the gold farmers group on a basis of normal and bot guilds characteristic analysis. In order to differentiate normal and bots guild, we analyze transaction patterns for individuals, auction house and chatting. With the analyzed results, we can detect game bot guilds. We demonstrate the feasibility of the proposed methods with real datasets from one of the popular online games named AION in Korea.