• Title/Summary/Keyword: Functional Game

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A Study on game engine properties for Art college education (예술 대학 교육을 위한 게임엔진 특성 연구 (Unity와 Unreal engine을 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.227-229
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    • 2019
  • Currently, people use game engines which is consist of essential elements(Graphic engine, Physics engine, Audio engine, UI system, Gameplay frameworks, etc) to develop video. This game engine is used for its own development, but usually it is used by renting a commercial engine. To be able to use such a game engine requires a lot of theoretical and functional education, but in a limited period of university education, it is impossible to deal with various game engines in game art colleges, not general engineering universities. This paper will compare and analyze the characteristics, and merits and demerits of these two kinds of Game engines (Unity and Unreal engine), and showed the result of analyses about the fact that educating which of the above 2 Game engines are helpful and beneficial for the students for the efficient education in the Art college where should teach much in the limited time.

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Development of a functional game device and Contents for improving of brain activity through finger exercise (뇌활동 증진을 위한 손가락 운동용 기능성 게임 장치 및 콘텐츠 개발)

  • Ahn, Eun-Young
    • Journal of Korea Multimedia Society
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    • v.15 no.11
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    • pp.1384-1390
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    • 2012
  • It is well known that the exercising and stimulating of fingers have an important bearing on the brain. We take note of the fact and develope a game device for improving one's health and brain ability in respect of the education and training. Especially, we develope the device focused on the balanced exercising of five finger for improving brain function. The game device is possible to used in two-ways, namely online and off-line mode. In online mode, the device is connected with other visual devices such as smart phone and smart TV and communicated with Bluetooth and it is used as a MMI(multi-modal interface) device. Whereas, in off-line mode the game device works independently and it makes possible to enjoy auditorial and tactual games without video images for promotion of brain activity and emotional cultivation. For certification of the device, we implement two games(a fishing game for off-line mode and a shooting game for online mode) for people of all age, especially good for the elderly. It is usable as a game device to offering the elderly a great help for preventing impairment of the cognitive functions.

Effect of Game-Based Balance Training with CIMT on Pain, Muscle Strength, Range of Motion and Dynamic Balance in Female Patients with Total Knee Replacement

  • Lee, Hyo Bin;Choi, Ho Suk;Shin, Won Seob
    • The Journal of Korean Physical Therapy
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    • v.30 no.5
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    • pp.159-165
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    • 2018
  • Purpose: The aims of this study were to determine if game-based training with constraint-induced movement therapy (CIMT) is effective in improving the balance ability in female patients with a total knee replacement, and to provide clinical knowledge of CIMT game-based training that allows the application of total knee replacement. Methods: Thirty-six patients who had undergone a total knee replacement were assigned randomly to CIMT game training (n=12), general game training (n=12), and self-exercise (n=12) groups. All interventions were conducted 3 times a week for 4 weeks. All patients used a continuous passive motion machine 5 times a week and 2 times a day for 4 weeks. The visual analog scale (VAS), muscle strength of knee flexion and extension, and range of motion (ROM) of knee flexion and extension were assessed, and the functional reach test (FRT), and timed up and go (TUG) test were performed to evaluate the balance ability. Results: All 3 groups showed significant improvement in the VAS, knee flexion and extension muscle strength, FRT, and TUG test after the intervention (p<0.05). Post hoc analysis revealed significant differences in FRT, and TUG of the CIMT game training group compared to the other group (p<0.05). Conclusion: Although the general game training and CIMT game training improved both the knee extension muscle strength and dynamic balance ability, CIMT game training had a larger effect on dynamic balance control.

Effect of Balance Ability in the Eldery Women of Motion-based Game Exercise Program and Stretching Exercise Program (체감형 게임 운동 프로그램과 스트레칭 운동 프로그램이 여성노인의 균형능력에 미치는 효과)

  • You, Young-Youl;Lee, Byoung-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.5 no.4
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    • pp.667-674
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    • 2010
  • Purpose : The purpose of this study was to investigate the effect of motion-based game exercise program and stretching exercise program on static and dynamic standing balance in elderly women. Methods : Subjects participated in the exercise program was 40 eldery women took part in this study. The average age of the elderly was 70.60 years. All subjects could walk without an assistive device. All subjects were participated in this study during 4 weeks(3 days per week, 30min/day). All participants were assessed on berg balance scale(BBS), functional reach test(FRT), timed up&go test(TUG). Results : The data were analyzed using paired t-test. After 4 weeks exercise training, the result of this study were as follows: The BBS of the elderly was significant difference between test-retest(p<0.05). The TUG of the elderly were significant difference between test-retest(p<0.05). The Motion-Based game from FRT of the was more significant difference than stretching exercise program(p<0.05). we also found significant differences for both groups FRT scores, and changes in mean BBS, TUG scores, but BBS, TUG were not significant. Conclusion : We findings suggest that elderly women person could improve their standing balance through Motion-Based game exercise program, and stretching exercise program.

Find Maze Functional Devices using Wireless Communication (무선 통신을 활용한 기능성 미로 찾기 장치)

  • Kim, Ho-Joon
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.8 no.6
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    • pp.478-482
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    • 2015
  • With the analysis result about previous curative effect researchs, It has been reported that game play therapy is effective for enhancing social intelligence of handicappted children who have ADHD, tic disorder, communication disorder, or autism. This study was designed to develop a digilog game play therapy contents that was combined analog and digital. We infer that this contents is effective game play therapy not only for ordinary people but also for dementia old man, or intellectual disorder man. Also We are going to develop a new digilog play game system for preventing children's smartphone addiction.

The Application of Agent and Advertising in 3D Sports Game (3D 스포츠 게임에서 Agent와 광고의 활용에 관한 연구)

  • Lee, Yong-Jae;Lee, Young-Jae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.10
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    • pp.2269-2276
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    • 2010
  • This research shows how autonomous character agents work in 3D sports game and its application to advertising. It is a kind of interdisciplinary study between game and advertising. In other words, advertising can be used a beneficiary model in game industry. For the purpose of analyzing the role of agents, 3D table-tennis game and advertising tools are developed. The role of agents is booming up and focusing on the game by their voices and texts. In game, several famous brands are showed up as a mean of advertising. This study analyzed the role of agents and advertising from the game user's position. For validity and reliability of the research, questionnaires were analyzed. As a results, several facts are found. Firstly, the agents worked positively as a game boomer. More than half of the respondents answered the agents are useful for the game. Secondly, the advertising tools showed up on the game are helpful to understand the brand. In other words, the game is contributed to build up the brand image. These kinds of attempts may be significant in that the agents are performed as a parter of functional and woman-oriented game. And advertising brands when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing 3D game as an interdisciplinary study.

Research on Career Education Game Development Utilizing the Concept of Digital Transformation (디지털 전환 개념을 활용한 진로 교육용 게임 개발 연구)

  • Kwang-Hee Cho;Su-In Kim;Sung-Ho Ahn;Jung-Yi Kim
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.5
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    • pp.543-548
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    • 2023
  • This study emphasizes the need to understand digital transformation and addresses the development process of functional mobile games with the theme of digital transformation. Through previous research, we found that existing mobile games do not reflect the changes in industries and jobs in the future. In this study, we designed and developed an educational mobile game that can help young people develop digital literacy skills and understand core skills for future changes in industrial structure and jobs due to digital transformation. It utilizes Unity 3D and combines the best features of puzzle, card, and board games. While there may be limitations in terms of expertise in developing educational content, it is important to note that we have presented content that can provide a futuristic view of careers through a game that is highly preferred by students. Considering the direct and indirect educational effects of the game, it is expected to be useful as a vocational education content in the classroom through tablet devices that have recently been distributed in schools.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.8
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    • pp.166-177
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    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

The Development and Application Effect of Coding Game for the Childhood Cognitive Development (유아인지발달을 위한 코딩게임의 개발과 적용 효과)

  • HONG, Dae Sun;YU, Mi;LEE, Hyoung Gu
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.103-112
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    • 2018
  • "Ito2", an early childhood educational coding game that allows students to learn sequential, loop, and conditional statement concepts through games is introduced. The developed game is a two-stage process of mock and practical classes for children in actual nursing cares, and coding education is conducted for actual children to determine its effectiveness. The degree of change is observed by observing trends in childhood cognitive development performance in all six areas, including parts and the overall, space, observation, shape and measurement, classification, comparison, and listing, as the coding training is conducted. In this paper, the improvement of cognitive development and spatial perceptual abilities were achieved by children playing games with infant functional coding with fun elements plus learning factors.

Game Application System Development for improving the Symmetry of the Left/Right Brain Activity (좌/우뇌 활성도 대칭 향상을 위한 게임 활용 시스템 개발연구)

  • Ahn, So-Young;Shin, Dong-Kyoo;Shin, Dong-Il
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.123-130
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    • 2015
  • In this paper, we present the research result related to a game application system which improves the symmetry of the left and right brain activity for alleviating the emotional disorders such as anxiety and depression. Since the characteristics of patients with affective disorders are less willing to therapy. obvious motivation is needed in general. To provide a strong incentive for these patients, we propose a customized game system through game-oriented content of enjoyment. After the experiments conducted for 5 days, it was found that the symmetry of left and right brain activity is enhanced. The proposed functional game system can be applied to a wide range of applications such as healthcare or education.