• Title/Summary/Keyword: Game process

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Folding Analysis of Paper Structure and Estimation of Optimal Collision Conditions for Reversal (종이구조물의 접기해석과 반전을 위한 최적충돌조건의 산정)

  • Gye-Hee Lee
    • Journal of the Computational Structural Engineering Institute of Korea
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    • v.36 no.4
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    • pp.213-220
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    • 2023
  • This paper presents a model simulating the folding process and collision dynamics of "ddakji", a traditional Korean game played using paper tiles (which are also referred to as ddakji). The model uses two A4 sheets as the base materials for ddakji. The folding process involves a series of boundary conditions that transform the wing part of the paper structure into a twisted configuration. A rigid plate boundary condition is also adopted for squeezing, establishing the shape and stress state of the game-ready ddakji through dynamic relaxation analysis. The gaming process analysis involves a forced displacement of the striking ddakji to a predetermined collision position. Collision analysis then follows at a given speed, with the objective of overturning the struck ddakji--a winning condition. A genetic algorithm-based optimization analysis identifies the optimal collision conditions that result in the overturning of the struck ddakji. For efficiency, the collision analysis is divided into two stages, with the second stage carried out only if the first stage predicts a possible overturn. The fitness function for the genetic algorithm during the first stage is the direction cosine of the struck ddakji, whereas in the second stage, it is the inverse of the speed, thus targeting the lowest overall collision speed. Consequently, this analysis provides optimal collision conditions for various compression thicknesses.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
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    • v.39 no.1
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    • pp.45-57
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    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

Effect of Board Game Design Activity for Environmental Education on High School Students' Environmental Knowledge, Environmental Literacy and Creative Engineering Problem Solving Propensity (환경교육용 보드게임 디자인 활동이 고등학생들의 환경적 지식, 환경 소양과 창의 공학적 문제해결 성향에 미치는 영향)

  • Kim, JuHui;Nam, Younkyeong
    • Journal of the Korean Society of Earth Science Education
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    • v.15 no.1
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    • pp.117-131
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    • 2022
  • The purpose of this study is to develop a board game design activity for environmental education and to investigate how it affects high school students' environmental knowledge, environmental literacy, and creative engineering problem solving propensity. Twenty-five freshman and sophomore students belonging to the environmental club participated in this study. The board game activity was designed as 10 class hours lessons based on the engineering design process. The main data source of this study was pre-post students' conceptual maps of the environmental topics (global warming or ecosystem destruction) to measure the background knowledge on the topic. In addition, the environmental literacy measurement questionnaire and the creative engineering problem solving propensity questionnaire were collected before and after the activity. The result shows that the number of environment-related words described by the students on the post-concept map increased compared to the pre-concept map. In addition, the environmental literacy score and the creative engineering problem-solving propensity score increased significantly after performing the board game design activity. The results show that environmental lessons using board game design activities can help student develop various competencies in a good way. As above, research that combines board games and secondary education must be activated, and a new educational method and systemic support for in-service teachers who want to apply it to science classroom is required.

A Study about A Design Process of Interactive Multimedia Content Based on a Cultural Background (for an Indonesian Folktale)

  • Ryu Seuc-Ho;Natadjaja Listia
    • International Journal of Contents
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    • v.1 no.1
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    • pp.10-15
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    • 2005
  • As the computer becomes a trend, interactive multimedia design can be one media to communicate the cultural knowledge. A folktale can be a powerful material to show a country's culture. In this project, we try to make the folktale content to be understood easily by implementing some cultural information background. The main aim of this project is to give a vision of the richness culture through the interactive multimedia technology. In this paper, we would like to show a flow map content, a streaming of design process and a visual interface design prototype. Finally, interactive multimedia design content is very useful for a transferring the richness culture because people tend to like a multimedia content. In order to make an effective interactive multimedia design content based on a cultural background, a designer should need to understand about users, culture, technology and the whole design process.

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Suggestion of OSMU Content New Business Market through Development of Integrated Platforms for Software-oriented Tailored Costume Production (소프트웨어 중심의 주문 형 의상제작 융합플랫폼 개발을 통한 OSMU콘텐츠 뉴비즈니스 시장 창출 제안)

  • Jung, Minsoo
    • Journal of Korea Multimedia Society
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    • v.21 no.8
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    • pp.1021-1026
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    • 2018
  • 3D SCAN enables easy human body measurement via a digital method in the process of film costume production which used to be done manually. Software-oriented computer graphic, which integrates 3D SCAN data in the process of manual film costume production, can induce quick and diverse design outcomes. While, 3D PRINT, which integrates computer graphic data in the process of manual film costume production, can automate the process of special costume production using a digital method. Integration of 3D Scan + Computer Graphic + 3D Print using integrated platforms for tailored costume production as developed in this study allows significant reduction of costume production period and costs. It also allows efficient integration of costume production outcomes in various industries related with OSMU contents in particular. In other words, using it, we can create a new business market that integrates multiple areas of film content, drama content and game content.

A Framework for Electroencephalogram Process at Real-Time using Brainwave

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.14 no.9
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    • pp.1202-1209
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    • 2011
  • Neuro feedback training using ElectroEncephalo Grams (EEGs) is commonly utilized in the treatment of Alzheimer's disease, and Attention Deficit Hyperactivity Disorder (ADHD). Recently, BCI (Brain-computer Interface) contents have developed, not for the purpose of treatment, but for concentration improvement or brain relaxation training. However, as each user has different wave forms, it is hard to develop contents controlled by such different wave. Therefore, an EEG process that allows the ability to transform the variety of wave forms into one standard signal and use it without taking a user's characteristic of EEG into account, is required. In this paper, a framework that can reduce users' characteristics by normalizing and converting measured EEGs is proposed for contents. This framework also contains the process that controls different brainwave measuring devices. In experiment a handling process applying the proposed framework to the developed BCI contents is introduced.

A Study on Applying an Electrolytic Plating to a Screen Printing (스크린 인쇄와 전해 도금의 응용에 관한 연구)

  • 강봉근
    • Journal of the Korean Graphic Arts Communication Society
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    • v.18 no.2
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    • pp.133-141
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    • 2000
  • Enhanced the value of badge good with the gold plating of emblem, sports pictogram, mascot in 2002 Asian Game and World Cup, applying the plating and coating technique to screen printing. In addition, tourist and characteristic goods were of great value and image of visual communication displayed outside. After the screen printing in the surface of stainless steel, it obtained the plate coloring of beautiful a black glossy with a black Ru plating. At the identical surface, it did that the electrodeposition coating process in order to making a conductor state of image areas and a nonconductor state of nonimage areas. After the electrodeposition process, it removed the printing ink of image areas with solvent. A manufacturing process, it removed the printing ink of image areas with solvent. A manufacturing process completed with copper, nickel and gold plating at bared metal surface.

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A Study on Relationship of Computer Games and Study Achievement (컴퓨터 게임과 학업성취도와의 관계 연구)

  • Koo, Sung-Ok;Maeng, Seung Ryol;Yoo, Kwan-Hee
    • The Journal of Korean Association of Computer Education
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    • v.8 no.4
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    • pp.79-86
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    • 2005
  • Educational objectives are the most important items because not only they must be decided first in the circulation process of curriculum but also they should be the basis for the process of curriculum. The establishment of objectives is very important because it can determine success or failure of computer education. In this paper, questionnaire research is conducted and analyzed for male students of middle schools in Chungbuk province, Korea to determine that it's reasonable for computer games to be perceived negatively. The results of the research are as follows. 48% of them are represented to play computer game almost everyday, and 8% to play it scarcely. So most of students are enjoying it regardless of their grade. If students whose grades are ranked upper level start playing games, they're tend to quit it within 1 or 2 hours. And they enjoy role-playing or simulation game. In general, they do not play action games. If their grades are ranked lower level start playing games, a lot of them continue to play longer than 3 hours like game addict. And in this level, there exist students who barely play games. In middle level, there are no apparent characteristics. According to the result of the research, there is no correlation between frequency of playing games and academic achievements. So it's no problem to relieve worries if one often play computer games, his or her grade will get down. In case that the grades of students are ranked upper level, however, there are few who continue to play games longer than 3 hours.

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