• Title/Summary/Keyword: Characteristics of Games

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An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.

A Method for Tennis Swing Recognition Using Accelerator Sensors on a Smartphone (스마트폰 가속도 센서를 이용한 테니스 스윙 인식 방법)

  • Kim, Sangchul;Che, Zhong Yong
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.29-38
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    • 2013
  • Recently there has been an increasing interest on tangible games in which human motions are recognized rather than the handling of keyboards and mouses. Such games require a motion controller for recognizing the motions of users. In this paper, we analyze the characteristics of values of accelerator sensors which are generated by a user who perform a tennis swing while holding a smartphone with his/her hand, and propose a method for motion recognition based on DWT(Discrete Wavelet Transform). The proposed method enables a smartphone to serve as a motion controller, so that a user can enjoy a tangible tennis game without eliminates a need for buying the device. We developed a tennis game prototype using the proposed method. To our experiment, our method showed a high recognition rate and the usefulness in the game.

A Study on the Characteristics of Game Narrative considering Game Production Stages (게임 제작과정을 고려한 게임서사의 특징 연구)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.7 no.4
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    • pp.3-11
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    • 2007
  • In many game narrations, completed games have been used to analyze the users' response. But in this case, one tends to exclude the narrations that producers intended at the production stage, and games tend to have a narrative structure in a text form before they turn into the digital form of a completed game. For these reasons, we broadened the existing definition of game narration to include from production to completion. We then divided the production into many stages and analyzed how narrative structure changes at each stage. We divided narration into three stages? initial stage, storytelling stage, and form change stage. Game narrations maintain the form similar to the one in exiting narrations at the initial and storytelling stages, but turn into functional document at the form change stage. And at this stage, digital results take the place of narrative expressions.

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PBSL(Project based Self Learning) for Pre-production of Game·Animation·Visual Images (게임·애니메이션·영상 기획 프로젝트 수업을 위한 PBSL(Project based Self Learning))

  • Lee, Hyun-Seok
    • Journal of Digital Convergence
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    • v.17 no.11
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    • pp.467-474
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    • 2019
  • Key areas of digital contents, the games and animation industries are increasingly expanding. Therefore, training of a specialized workforce is required in accordance with these enterprises' growing demand. Education in the field of games and animation lies in cultivating talents with creative thinking, collaboration, and problem-solving skills. Thus, this paper aims to propose a PBSL teaching model for creative convergent talent through game and animation projects. The study will focus on the characteristics of creative convergence talents, project teaching, and related job competencies for game and animation education. Based on literature research, a 'Project Based Self Learning' instructional model is presented, in which creative thinking and collaboration competencies are explained in a way they can be performed by the learner. As a case study, D University's class was applied with PBSL. A survey showed that the autonomy aspects were higher than the creativity and convergence attitudes, indicating that the students improved their autonomy and motivation. However, the team composition needs further supplementation.

Study on the character design of monster in game - Focused on the comparison with Korea, China and Japan (게임 요괴 캐릭터 디자인에 관한 연구 - 한국, 중국, 일본 비교를 중심으로)

  • Ji, Xiao Ou;Seo, Gapyuel
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1649-1659
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    • 2017
  • China, Korea and Japan are all neighbors, but there are quite a few differences in monster culture. In this article, through studying of Korea games highest export countries--China and Japan, as well as analysis on their historical origin of development of "Monster culture", so as to explore the similarities and differences between development of monster culture. In addition, combining these differences and similarities, through the study of "monster culture" related game works, it aims to explore the impact of these countries' monster culture on modern life culture and the development characteristics of all kinds of monsters under the background of modern culture. Besides, based on above analysis, developed a monster character design that can form a bond of sympathy in three countries by comparing and combining the most popular parts of the monster characters in this three countries. The final aim is to create a game monster character that both in rich ancient culture charm and loved by all people, so as to being taken as an example to illustrate the significance and value of promoting the development of monster culture. The result of this research will help to design monster characters in game production in the future.

Prediction of English Premier League Game Using an Ensemble Technique (앙상블 기법을 통한 잉글리시 프리미어리그 경기결과 예측)

  • Yi, Jae Hyun;Lee, Soo Won
    • KIPS Transactions on Software and Data Engineering
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    • v.9 no.5
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    • pp.161-168
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    • 2020
  • Predicting outcome of the sports enables teams to establish their strategy by analyzing variables that affect overall game flow and wins and losses. Many studies have been conducted on the prediction of the outcome of sports events through statistical techniques and machine learning techniques. Predictive performance is the most important in a game prediction model. However, statistical and machine learning models show different optimal performance depending on the characteristics of the data used for learning. In this paper, we propose a new ensemble model to predict English Premier League soccer games using statistical models and the machine learning models which showed good performance in predicting the results of the soccer games and this model is possible to select a model that performs best when predicting the data even if the data are different. The proposed ensemble model predicts game results by learning the final prediction model with the game prediction results of each single model and the actual game results. Experimental results for the proposed model show higher performance than the single models.

Comparative analysis of metaverse platform according to function: focusing on industrial applicability (기능에 따른 메타버스 플랫폼 비교분석: 산업적용 가능성을 중심으로)

  • Yu, Seung-Yeob
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.617-625
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    • 2022
  • This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.

National Identity Reflected in the Olympic Emblems (올림픽 엠블럼에 나타난 국가아이덴티티)

  • Cho, Seung-Rae;Kim, Hyo-Sung
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.147-155
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    • 2011
  • With globalization, national image has become more important. As national competitiveness is stressed, the Olympics is considered as an opportunity to show host country's general capabilities. Positive national image can be built through successful Olympic Games and Olympic emblem is a core element of visual identity to make such Olympic Games successful. This study researches on Olympic emblem based on the fact that emblem is an important visual medium to show national identity. Examples of national identities reflected in the Olympic emblems were reviewed and then categorized by motifs and expression. Trend of such categories has been analyzed from inner-oriented and external-oriented point of view, and characteristics important for those emblems were studied. This study would be able to be used to understand types of national identities reflected in the Olympic emblems, and used as a basic data to effectively establish strategies on national identity.

Contents Analysis of Vocabulary Learning Game Application on Smart-Phone and Tablet PC for Young Children's Language Learning (유아 언어학습용 단어게임 애플리케이션 분석)

  • Hyun, Eunja;Yeon, Hyemin;Jang, Juyeon;Lee, Eunyoung
    • The Journal of the Korea Contents Association
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    • v.13 no.11
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    • pp.551-561
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    • 2013
  • The purpose of this study was firstly, to evaluate the contents of vocabulary game applications for young children's language learning. and secondly, to examine whether there is any differences between Korean and English word games in terms of the evaluation score. For this purpose, the word game applications in smart phone and tablet PC were analyzed, which included 30 Korean word games and another 30 English ones. The criteria to evaluate the contents were developed based on Children's Software Evaluation Instrument developed by CTR, the multimedia evaluation standard by Hee Sook Park, Young Joo Lee, and mobile contents evaluation standard by Soo Ui Choi. As a result, the educational value got the highest score whereas the design characteristics area got the lowest score in the whole evaluation analysis. And English word game applications mostly got higher score than Korean versions. The result of this study would suggest the way to evaluate educational game applications in use and to contribute to developing educational game contents aimed at young children's language learning.

Relationship between Health Risk Behaviors and Toothbrushing among School-Going Adolescents in Poor Urban Areas of Peru (페루 도시 빈민 지역 청소년들의 칫솔질 빈도와 건강위험행동의 관련성)

  • Kim, Yeun Ju;Nam, Eun Woo
    • Journal of dental hygiene science
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    • v.17 no.4
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    • pp.315-322
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    • 2017
  • The aim of this study was to explore the association between daily toothbrushing frequency and health risk behaviors of school-going adolescents in poor urban areas of Peru. A cross-sectional survey was conducted among 959 school-going adolescents 11~19 years of age in poor urban areas of Peru in 2014. Health risk behaviors we assessed in the study were smoking; drinking; consuming sugar-sweetened soft drinks (more than one cup); leisure time activities including watching television, playing games, and using the Internet; and never or rarely handwashing with soap. Daily toothbrushing frequency was divided into two groups (once and twice daily). For statistical analyses, the chi-square test and hierarchical logistic regression were used at 5% level of significance. Of the total respondents, 63 (14.3%) were boys and 53 (10.3%) were girls and 116 (12.1%) engaged in toothbrushing (${\leq}1$ times daily). According to the adjusted logistic regression analysis for socio-demographic characteristics, two behaviors (leisure time use activities, including watching television, playing games, and using the Internet (odds ratio [OR], 2.29; 95% confidence interval [CI], 1.20~4.35), and never or rarely hand washing with soap (OR, 4.09; CI, 2.48~6.75) were statistically associated with toothbrushing frequency (${\leq}1$ times daily). We found two health risk behaviors (leisure time activities, including watching television, playing games, and using the Internet, and never or rarely handwashing with soap) associated with toothbrushing frequency among adolescents in the study area. Thus, oral health promotion programs should consider these health risk behaviors associated with toothbrushing frequency.