• Title/Summary/Keyword: 단어게임

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Creative and Cultural Free Korean Translation in the Game 'Hearthstone' (게임 '하스스톤'의 창조적·문화적인 한국어 의역에 대하여)

  • Won, Ho-Hyeuk;Gu, Bon-Hyeok;Kim, Hyoung-Youb
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.163-182
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    • 2020
  • In this research we attempt to observe the creative and cultural liberal translation for 'Hearthstone'. Also we examine the reaction of the game players when they face the translated expressions. At first, we consider the free translation methods. Then, we contemplate how the translating skills are employed. Next, the response of the game users is weighed through the questionnaires survey. Based on the results the players prefer the closeness between the original and the altered text. Otherwise, they tend to grant the freely translated terms without finding the proper terms.

디지털콘텐츠산업 발전 연구회 시샵 민병수 수석 INTERVIEW

  • Sin, Jong-Hun
    • Digital Contents
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    • no.10 s.125
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    • pp.29-29
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    • 2003
  • 디지털콘텐츠 산업이 미래 국가 경쟁력의 척도로 자리매김하면서 국내에서도 디지털콘텐츠에 대한 관심이 점점 높아지고 있다. 게임과 모바일 콘텐츠, 애니메이션 등은 일반인들에게도 더 이상 낯선 단어가 아니며, 이미 각 분야별로 수 많은 커뮤니티들이 생겨나 활발한 활동을 펼치고 있다. 하지만 디지털 콘텐츠 전 분야를 아우르면서 다양한 자료를 제공하는 커뮤니티를 찾기란 그리 쉬운 일은 아니다.

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Countermeasures for Side Effects of Online Virtual Reality Games (가상 현실 인터넷 게임의 부작용 대응 연구)

  • Hong, Sung Ryong
    • Journal of Digital Contents Society
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    • v.15 no.3
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    • pp.405-412
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    • 2014
  • Computer game addiction generally signifies excessive or unhealthy inclination for computer games. Game addicts spend great amount of their time engrossed in playing games while neglecting the real world. They have the tendency to neglect important responsibilities and isolate themselves from others. Instead, they place greater importance on their status, performance, and achievement in games. Virtual stores, virtual libraries, virtual cinema, virtual trade shows, virtual schools, virtual characters have been emerging due to the popularity of the internet. An ambiguous term virtual reality has appeared in addition to the word virtual. There also appeared alien and UFO syndrome. Such social phenomenon has brought about confusion of reality and virtual world in which things that do not exist are mistakenly believed to exist. This study focuses on virtual reality games and provides an assessment of the causes and the side effects of game addiction and proposes countermeasures.

Implementation of Serious Games with Language-Based Cognitive Enhancement for BIF Children (경계선지적기능 아동을 위한 언어기반 인지강화 기능성 게임 구현)

  • Ryu, Su-Rin;Park, Hyunju;Chung, Dong Gyu;Baik, Kyoungsun;Yun, Hongoak
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1051-1060
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    • 2018
  • This study aims to propose instituting the serious games of language-based cognitive enhancement for the BIF children. The program consists of 4 cognitive areas (perception, attention, working memory, knowledge inference) in 4 language dimensions (phoneme, word, sentence, discourse). 16 games of 4 areas/2 dimensions with 3 difficulty levels were implemented in a mobile station and pilot-tested to children including BIFs. The results from the pilot tests supported for the validity and effectiveness of our games: Children's game performance correlated with their IQ scores (overall and sub-areas) revealing significant differences between the groups. The stroop scores in pre-and-post training hinted the increase of children's cognitive control.

Designed and Implementation of the Flash Game Contents based on the Mobile (모바일 기반 플래시 게임 컨텐츠 설계 및 구현)

  • Hong, Sung-Soo
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.79-85
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    • 2003
  • A mobile Flash contents has risen its word in IT field recently. The flash against downloading the services of a character or a bell sound threaten the fist place of market in mobile contents field. And from now on flash game is able to be in a development field in view of the potentiality the market of mobile. That's the reason why is worthy notice, this is because there are various fields of approaching sc many users and that's a potential market. Therefore it has the sufficient possibility for the market. In this paper with allowing for these circumstance, flash animation contents produced for helping a student to make an animation in mobile environment and the model designed and embodied to have application for appling it to flash game.

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The Effects of Phonological Awareness Games using an Educational Robot on Young Children's Reading Abilities and Reading Interests (교육용 로봇을 활용한 음운인식 게임 활동이 유아의 읽기 능력과 읽기 흥미에 미치는 영향)

  • Lee, Hawon;Cho, Hyekyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.911-919
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    • 2022
  • In this paper, we analyzed to find out the effects of phonological awareness game using teacher assisted robot on 5-year-old children's reading ability and reading interest. A total of 30 5-year-old children were equally divided into two groups: the experimental group and the control group. The experimental group conducted a total of 16 game activities using an educational robot twice a week for three weeks, the control group conducted the same 16 game activities without the robot during the same period. The results are as follows. Firstly, the experimental group was better in reading ability than that of the control group, especially total scores, word meaning, omission, and replacement. Secondly, the experimental group showed more interest in reading than the control group. From these findings, it can be suggested that phonological awareness games using the educational robot lay foundation to developing and enhancing on 5-year-old children's reading abilities and interest in reading.

Document Summarization Using Mutual Recommendation with LSA and Sense Analysis (LSA를 이용한 문장 상호 추천과 문장 성향 분석을 통한 문서 요약)

  • Lee, Dong-Wook;Baek, Seo-Hyeon;Park, Min-Ji;Park, Jin-Hee;Jung, Hye-Wuk;Lee, Jee-Hyong
    • Journal of the Korean Institute of Intelligent Systems
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    • v.22 no.5
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    • pp.656-662
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    • 2012
  • In this paper, we describe a new summarizing method based on a graph-based and a sense-based analysis. In the graph-based analysis, we convert sentences in a document into word vectors and calculate the similarity between each sentence using LSA. We reflect this similarity of sentences and the rarity scores of words in sentences to define weights of edges in the graph. Meanwhile, in the sense-based analysis, in order to determine the sense of words, subjectivity or objectivity, we built a database which is extended from the golden standards using Wordnet. We calculate the subjectivity of sentences from the sense of words, and select more subjective sentences. Lastly, we combine the results of these two methods. We evaluate the performance of the proposed method using classification games, which are usually used to measure the performances of summarization methods. We compare our method with the MS-Word auto-summarization, and verify the effectiveness of ours.

A Study on the Development of Coloring Game Aesthetic by the Application of Hallyu Korean Wave Image (한류 이미지 활용에 대한 컬러링 게임 미적요소 발전방향 연구)

  • Lee, Jun-Hee;Jung, Hyeong-Won
    • Journal of Digital Convergence
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    • v.18 no.12
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    • pp.565-570
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    • 2020
  • This paper was intended to present a way to incorporate Korean content and products of Korean brands into functional coloring games that color them for the continued development of digital hallyu at this time of the world's derivation, as shown by the Korean Wave, a word that means more and more people like Korean culture worldwide. For the development of the Korean digital convergence functional game industry that can solve users' leisure time, we will compare and analyze the advanced image cuts provided by coloring games that have been commercialized and serviced, and seek ways to utilize the image of Hallyu contents that are not provided in existing coloring games. In the image cuts used in functional coloring games, we will find ways to utilize differentiated Hallyu content image cuts and study and present the direction of development of aesthetic elements of coloring games. Research on Korean Wave content, which has made use of our own aesthetic elements, should continue, and functional games using digital mobile device devices and game content elements utilizing Korean images in the Korean game industry will help spread Korean pop culture and digital Hallyu.

A Study on the Development of a Korean Manual Alphabet Learning Game with Avatar (아바타를 내장한 한글 지문자 학습 게임 개발에 관한 연구)

  • Oh, Youung-Joon;Jung, Kee-Chul
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.67-80
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    • 2009
  • In this paper, we described the development of a Korean Manual Alphabet (KMA) learning game with avatar. KMA letters correspond to the vocabulary of Korean Sign Language (KSL) when spelling a word. Each KMA letter corresponds to a letter of the Korean Alphabet (KA) and KA is represented as hand shapes by sign language user. We developed a KMA learning game for a beginner to learn KMA letters from sign language avatar and practice KMA presentation easily. The system composed of sign language teacher avatar GUI popup window based on OpenGL, KMA letter recognition module, KA letter raining game module and USB camera. A user learns a KMA letter with expressing KA syllabic from avatar and inputs a KMA letter to the system using USB camera. We evaluated the efficiency of the developed system through the verification of users.

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An Exercise to Explore Avatar Customization and Gender Swapping (게임 유저의 아바타 성별 선택의 측도(測度)에 관한 연구)

  • Scheck, Katherine;Lee, Dong Yeop;Kyung, Byung Pyo;Ryu, Seuc Ho;Lee, Dong Lyeor;Lee, Wan Bok
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.63-72
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    • 2015
  • Avatars are a visual representation of users in a virtual world such as an MMORPG. These avatars are often seen as representations or idealizations of the user's actual self. However, this view does not account for the prevalence of two behaviors: multiple avatars and 'gender swapping'. An exercise and questionnaire were created to study avatar customization practices across players outside the context of any particular game to understand better user motivations in creating their virtual selves. A preliminary trial of the exercise showed little correlation between age or gender and gender swapping. While those of non-traditional sexuality were more likely to gender swap, half of traditional sexuality also swapped. Finally, the personality trait, Openness to Experience, showed promising correlation with gender swapping.