• Title/Summary/Keyword: Board Game

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Recognition of Go Game Positions using Obstacle Analysis and Background Update (방해물 분석 및 배경 영상 갱신을 이용한 바둑 기보 기록)

  • Kim, Min-Seong;Yoon, Yeo-Kyung;Rhee, Kwang-Jin;Lee, Yun-Gu
    • Journal of Broadcast Engineering
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    • v.22 no.6
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    • pp.724-733
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    • 2017
  • Conventional methods of automatically recording Go game positions do not properly consider obstacles (hand or object) on a Go board during the Go game. If the Go board is blocked by obstacles, the position of a Go stone may not be correctly recognized, or the sequences of moves may be stored differently from the actual one. In the proposed algorithm, only the complete Go board image without obstacles is stored as a background image and the obstacle is recognized by comparing the background image with the current input image. To eliminate the phenomenon that the shadow is mistaken as obstacles, this paper proposes the new obstacle detection method based on the gradient image instead of the simple differential image. When there is no obstacle on the Go board, the background image is updated. Finally, the successive background images are compared to recognize the position and type of the Go stone. Experimental results show that the proposed algorithm has more than 95% recognition rate in general illumination environment.

A Guideline for Educational Game Engagement based on a Review of Designing and Developing Non-Digital Games literature An Actual Implementation of a Tabletop Game

  • Villegas, Tatiana Rincon;Torres, Eric Avila;Jeong, Jong-In;Gang, Sin-Cheon;Kim, Chang-Seok;Kim, Ui-Jeong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.193-196
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    • 2019
  • Digital Game design with educational purposes and User Experience measurement via game analytics has been extensively covered in literature, however non-digital games such as tabletops in education and its corresponding educational impact have limited research. In this paper, we propose a guideline to create non-digital educational games from scratch and evaluate them based on the know-how of developers and the investigation of scholars who have studied the engagement factors related to the digital games and applied their findings to non-digital games. Along with the guideline we provide an actual implementation, a game called HXGN_766, meant to serve as scaffolding of computational thinking and rudimentary Python programing concepts. We believe both, guideline and game, can be a useful reference for those interested on game design, educational content design, game quality control check, and unplugged computer science activities. This is the first in a series of papers where the game design concept, the evaluation methodology and the game itself will be presented with more detail.

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A Cross Genre Study of the Relationship among Flow, its Antecedents, and the Reuse Intention in Online Games (온라인 게임에서의 플로우와 플로우에 영향을 미치는 요인 및 재사용의도의 관계에 대한 장르별 비교)

  • Lee, Woong-Kyu;Kwon, Jeong-Il
    • Journal of the Korean Operations Research and Management Science Society
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    • v.30 no.4
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    • pp.131-150
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    • 2005
  • One of the reasons for popularity of online game is owing to the interactions with other game users that would lead game the users easily involving in it. Such a holistic state is called flow. Theoretically and empirically flow is one of the antecedents influencing the intension of reusing online game. However, since there are so many kinds in online games, all of them are not the same in the way of feeling flow and level of the relationship with reuse. The objective of this study is to analyze the relationship between flow, fators influencing flow and reuse intension in online games genre by genre. For this purpose, we classily online game into role playing, board, arcade and simulation, and suggest a research model that would explain relationship between online game and flow comparing its difference among four game genres. Sampling 730 from online game users, we analyze the suggested model empirically by PLS and prove it to be a valid one. The result of this study would not only provide differentiate Insights to the online game providers in each genre practically but also contribute to explaining intrinsic motivation for the use of information technology theoretically.

Comparing the Behavioral Patterns and Psychological Characteristics of Web Board Gamers and Gamblers

  • Han, Jiwon;Seo, Yeseul;Lee, Choognmeong;Han, Doug Hyun
    • Psychiatry investigation
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    • v.15 no.12
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    • pp.1181-1187
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    • 2018
  • Objective In Korea, online board games, such as "flower cards," are played using virtual money. In contrast, Internet-based gambling (ibGambling) concerns the use of real money to gamble online. We hypothesized that online board gamers using virtual money show less risky behaviors than do gamblers who use real money, and that, in regard to psychological aspects, online board gamers are less depressed and more introverted than online gamblers are. Methods For this study, 100 online board gamers, 100 ibGamblers, 100 offline gamblers (offGamblers), and 100 age- and sex-matched healthy controls were recruited by an online research company. Gambling behavior and self-efficacy were assessed using the Korean Gambling Behavior Scale-high/low factors (KGBS-H/L) and the Gambling Abstinence Self-efficacy Scale (GASS). Additionally, introversion, depression, and mania tendency were assessed. Results Online board gamers had good intentions gaming, as evidenced by their higher KGBS-L scores than ibGamblers and offGamblers, and they showed less risky behaviors, as evidenced by their lower KGBS-H scores than offGamblers. Additionally, online board gamers were less introverted than ibGamblers and less depressed than offGamblers. Conclusion Online board gaming could be a gateway to the world of gambling (ibGambling or OffGambling). However, the higher tendency of online board gamers to engage in good intentioned gaming could help prevent online board gaming from progressing to online or offline gambling.

Implementation of Educational Game to Accompany Exercising and Generating (운동과 발전을 동반하는 학습게임 설계 및 구현)

  • Lee, Kyong-Ho
    • Journal of the Korea Society of Computer and Information
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    • v.15 no.12
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    • pp.47-55
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    • 2010
  • In this paper, we implemented a serious game system for study to accompany exercising and generating to keep on computer game side effect. The implemented serious game system was divided into the game part and the athletic part. The athletic part for whole body exercising was composed of health bicycle for lower body exercise and additional apparatus for upper body exercise, that was attached to the rear side of health bicycle and several generator was attached to the power point of athletic part. The circuit board and logic program was composed to adjust the exercise strength control, to get data and to communicate with the computer. The game part was composed to promote and educational effectiveness, the whole system emphasized on amusement side while avoided violence side. We confirmed the effect of the serious game system with the fourteen fun form which Garneau insists.

Effect of Potential Model Pruning on Official-Sized Board in Monte-Carlo GO

  • Oshima-So, Makoto
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.54-60
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    • 2021
  • Monte-Carlo GO is a computer GO program that is sufficiently competent without using knowledge expressions of IGO. Although it is computationally intensive, the computational complexity can be reduced by properly pruning the IGO game tree. Here, I achieve this by using a potential model based on the knowledge expressions of IGO. The potential model treats GO stones as potentials. A specific potential distribution on the GO board results from a unique arrangement of stones on the board. Pruning using the potential model categorizes legal moves into effective and ineffective moves in accordance with the potential threshold. Here, certain pruning strategies based on potentials and potential gradients are experimentally evaluated. For different-sized boards, including an official-sized board, the effects of pruning strategies are evaluated in terms of their robustness. I successfully demonstrate pruning using a potential model to reduce the computational complexity of GO as well as the robustness of this effect across different-sized boards.

A Tile Evaluating Algorithm for Orthodoxy Mahjong Based on a Probability Theory (확률론에 근거한 정통 마작의 패 평가 알고리즘)

  • Kim, Sang-Jin
    • The Journal of the Korea Contents Association
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    • v.6 no.2
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    • pp.154-161
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    • 2006
  • We introduce a tile grading algorithm for orthodoxy mahjong game. Mahjong is one of most popular board game in the world. In Mahjong, the most important part of skill is the worthless tile selecting method from one's own hands and discard it. To get the value of the tiles in one's hands, at first, we generate every possible cho by using each overlapped tiles. Given these cho, we make the configurable candidate from one's own tiles. At last, we select the best candidate from the candidates and evaluate the tiles depend on usefulness of configuring the cho.

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A Design of Serious Game for English Words Study (영어단어 학습을 위한 기능성 게임의 설계)

  • Cho, Byung-Ho
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.165-169
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    • 2013
  • A serious game is to design for not amusement but special aim. It can be defined of the game which have various useful aspects. It is a different game which exists important the proper function through interactive action compared to general games. English education games have a goal which is the English Study in addition to amusement. It's important one which is to have an immersiveness to be accomplished studying through games for users. In this paper, an effective analysis and design method of serious game using UML, that is Objected Oriented Analysis and Design Method, and Storyboard to develop a serious game "Guessing correctly english words over playing joyfully" is presented.

A Study on Composition Factor of Online Game Community using Case Analysis of Cyworld (싸이월드의 사례 분석을 이용한 온라인 게임의 커뮤니티 구성 요소에 대한 연구)

  • Lee, Myoun-Jae;Kim, Kyoung-Nam
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.3-13
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    • 2004
  • On today, online community that is irrespective to geometrical area and time has been appeared by information technology and development of internet. It has been significant decision method of a personal and company. And online community is variously classified by it's purpose. Among online community, online game community is be roughly classed as community in online game and community in related online game. Community in related online game community is means for interchanging informations using e-mail, bulletin board, so as on. These information contain game playing, game contents so as on. And community in online game is implemented as team, item exchange, chatting etc. Importance of community in online game and community in related online game have been increased. But online game community is not distinguished, comparing with importance of it. So, in this paper, we study on the case analysis of cyworld's community that developed characteristic community. Cyworld community is suitable for new generation and korean life style, method of adaption online game. This paper should be profitable for community in re lated online game, community company to planning, developing a characteristic community.

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A study on probability of the Korean board game Yut (윷놀이와 확률)

  • Oh, Chang-Hyuck
    • Journal of the Korean Data and Information Science Society
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    • v.21 no.4
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    • pp.719-727
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    • 2010
  • In this study, the Korean traditional board game Yut, is considered. We clarify the definition of yut, object being cast, from investigating shapes of various types of yut. We survey some previous researches on probabilities for the board game Yut. To define goodness of yut, we define probabilistic order for Sawi and determine order of Sawi according to the probability of each yut. For the probability distribution of Sawi, Yut binomial distribution is defined and its mean and variance are calculated. We calculate the expected advancing distance of horse or mal for a player in each of her or his turn. Two indices are suggested for the goodness of yut and probabilities are found for good yut according to these indices and probabilistic order of Sawi. Here it is assumed that four yuts do not need to be all the same. Also some suggestions are given for the standardization of yut in terms of shape and probability.