• Title/Summary/Keyword: 기대게임 수

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Implement Concentration Neuro-Feedback Game using Gun-Shooting Game (건-슈팅 게임을 응용한 집중력 뉴로피드백 게임 구현)

  • Kim, Hyung-Min;Lee, Daniel-Juhun;Park, So-Youn;Kim, Seong-Kweon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.2
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    • pp.285-290
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    • 2020
  • Neuro-feedback is a technology that can identify your brain state and you can intentionally change your brain state. People with attention deficit and hyperactivity disorder need this technology but existing neuro-feedback training has a problem, which is not interesting and maintains a static state for a long time. In this paper, we proposed and implemented a neuro-feedback game that combines neuro-feedback and gun-shooting games to enhance concentration training. The neuro-feedback game has been implemented with the design of EEG measurement system, game controller and gamesoft. We hope that this study will be useful for people suffering from attention deficit and hyperactivity disorder.

A Study on the Gamification Elements which Applicable to Digital Contents for Dogs (반려견을 위한 디지털콘텐츠에 적용 가능한 게임화 요소 연구)

  • Ma, Mi Yeong;Woo, Tack
    • Journal of Korea Game Society
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    • v.19 no.3
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    • pp.75-86
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    • 2019
  • The fast-growing pet industry is expanding its reach to digital content for dogs. In this regard, the study aims to present game elements applicable to pet content, taking into account the sensory characteristics of dogs: visual, auditory, and olfactory. To this end, attendance and rules were drawn as factors to induce continuous use of content by pet owners, and intimacy and compensation were derived as game elements so that dogs could get positive responses by feeling fun and interesting through content. Through this study, we expect to revitalize the newly evolving dog content industry.

A Study for 3D Game Process Production Using Virtools (Virtools을 바탕으로한 3D게임 제작방법에 관한 연구)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.8 no.2
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    • pp.131-140
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    • 2007
  • The rapidly expanding field of animation is constantly looking for skilled animators in both 2D and 3D applications. The animation industry, as little as 10 years ago, was limited to the occasional blockbuster release. Today, we find animation everywhere, from medical applications to architecture to feature films and gaming, Especially, 3D games have become a way of life, but it still requires a lot of effort, on the programming side, to get it looking respectable. Programmers take a much more charge of part than designersin the real life game production. In this paper, I would analyze how to easily create 3D game animation using Virtools even if you are a non-programmer.

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The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

Research for using MYO in Motion-based game development (MYO를 이용한 체감형 게임 개발 연구)

  • Won, You-Gi;Ahn, Seon-Min;Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.41-42
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    • 2015
  • 직접 몸동작을 취하는 체감형 게임이 사용자들의 관심을 받고 있다. 새롭게 등장한 NUI(Natural User Interface)를 사용하는 MYO를 이용해서 개발을 하면 사용자들에게 강한 몰입감과 조작의 편의성을 높일 수 있을 것으로 판단하고 이와 관련된 자료조사를 하였다. 본 연구자료는 MYO를 이용한 게임 개발에 관심이 있는 개발자들에게 가이드가 될 것으로 기대한다.

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Design of Healthcare Game Contents using IOT (사물인터넷을 이용한 헬스케어 게임콘텐츠 설계)

  • Yoon, SeonJeong;Lee, SangWhi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.225-226
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    • 2018
  • 본 논문에서는 사물인터넷 환경에서 걷기운동을 재미있게 할 수 있는 게임형 콘텐츠의 설계 및 구현, 효과에 대한 검증사례를 소개한다. 이 콘텐츠는 비콘이 설치된 계단을 걸음으로써 소모 칼로리를 계산하고 지속적으로 활동하도록 유도함으로써 운동효과를 향상시키도록 설계되었다. 본 콘텐츠의 설계 목표는 바쁜 현대인들이 활동 공간 안에서 가볍게, 재미있게, 지속적으로 운동할 수 있도록 하는 것이며 이 효과는 걷기 행사에 참여한 다수 사용자의 후기를 통하여 확인되었다. 본 콘텐츠는 여러 유형의 헬스 케어 시스템에 융합 가능할 것으로 기대한다.

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Development of a serious game to assess attention for children (아동의 주의력 측정을 위한 기능성 게임의 개발과 검증)

  • Choi, Moon gee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.1-8
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    • 2018
  • The present study investigated the validity of a serious game named 'Draw Ttoring' developed for accessment of children's attention and tried to provide the basic information about it. To this goal, we tested it to 284 elementary school students in measuring various behavior data(reaction time, total playing time, correct rate, discrepancy between type of TMT). Futhermore, the behavior data was compared with academic achievement to see the external validity. In results, 'Draw Ttoring' showed various behavior data and correlation with academic achievement. In Type A of TMT, total time and reaction time had a correlation with academic achievement, while, in Type B of TMT, total time and correct rate did. Mental flexibility calculated by the discrepancy between Type A and Type B showed also the positive correlation with academic achievement. These results showed that the serious game named 'Draw Ttoring' can provide more various information about children attention and these can't be observed by traditional paper pencil test. Finally, serious game can provide an good alternative method to access children's cognition.

Design and Implementation of Reinforcement Learning Agent Using PPO Algorithim for Match 3 Gameplay (매치 3 게임 플레이를 위한 PPO 알고리즘을 이용한 강화학습 에이전트의 설계 및 구현)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.11 no.3
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    • pp.1-6
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    • 2021
  • Most of the match-3 puzzle games supports automatic play using the MCTS algorithm. However, implementing reinforcement learning agents is not an easy job because it requires both the knowledge of machine learning and the way of complex interactions within the development environment. This study proposes a method in which we can easily design reinforcement learning agents and implement game play agents by applying PPO(Proximal Policy Optimization) algorithms. And we could identify the performance was increased about 44% than the conventional method. The tools we used are the Unity 3D game engine and Unity ML SDK. The experimental result shows that agents became to learn game rules and make better strategic decisions as experiments go on. On average, the puzzle gameplay agents implemented in this study played puzzle games better than normal people. It is expected that the designed agent could be used to speed up the game level design process.

A Game Framework Development for Smart TV (스마트 TV용 게임 프레임워크 개발)

  • Lee, Sung-Hyun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.135-144
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    • 2015
  • Smart TV has been the most popular communication device since 2010. It is the multi-functional device conjugated a variety of features such as Apps, Web surfing, viewing VOD and so on. However, the contents and development tools for smart TV are still relatively small and research for game contents development tools is also insufficient. In this study, we are to design and develop a framework for developers to make Smart TV game contents easily. The STGF (Smart TV Game Framework) we developed is made up of 3 managers such as input manager, screen data process manager, and game status process manager. We verified the usefulness of STGF through developing "Pentomiro" App launched commercially in 2013. With STGF development time would be expected to be reduced, because we spend little time in basic development steps such as input, output, and data processing and error correction processing.

English Word Game System Recognizing Newly Coined Words (신조어를 인식할 수 있는 영어단어 게임시스템)

  • Shim, Dong-uk;Park, So-young;Kim, Ki-sub;Kang, Han-gu;Jang, Jun-ho;Kim, Dae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2009.05a
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    • pp.521-524
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    • 2009
  • Everyone can easily acquire learning materials on web environment that rapidly develops. Because the importance of English education has been emphasized day by day, many English education systems are introduced. However, previous most English education systems support only single user mode, and cannot deal with a newly coined word such as 'WIKIPEDIA'. In order to lead a user's learning ability with interest and enjoyment, this paper propose an online English word game system implementing a 'scrabble' board game. The proposed English word game system has the following characteristics. First, the proposed system supports both single user mode and multi user mode with a virtual user based on artificial intelligence. Second, the proposed system can recognize newly coined words such as 'WIKIPEDIA' by using NEVER Open API dictionary. Third, the proposed system offers familiar user interface so that a user can play the game without any manual. Therefore, it is expected that the proposed system can help users to learn English words with interest and enjoyment.

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