• Title/Summary/Keyword: Game rules

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Communication with Video Games as a Process of Semiosis

  • Maletska, Mariia;Ostashchuk, Ivan;Khrypko, Svitlana;Salo, Hanna;Petryshyn, Halyna;Lobanchuk, Olena
    • International Journal of Computer Science & Network Security
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    • v.22 no.10
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    • pp.37-42
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    • 2022
  • Communication as a process of interpreting signs has always existed in people's life. In post-information society, the communication between a person and a technological system through the specific sign-attaching process becomes widespread. Moreover, it somehow replaces usual communication between people. One of the means of communication in the digital space are video games. They not only play an important role in communication processes, but also are a special case of sign-creating and interpreting. The purpose of the article is to examine video games as a space of sign-based communication between a person and a game as a specific digital system. With the help of general scientific and hermeneutic methodology, the analysis of video games as a post-information society phenomenon which people communicate to has been conducted. The process of semiosis as attaching special meanings to signs has been traced in both manipulating in-game objects and characters and understanding rules of an in-game world.

A Card-Game for Exercising Abbreviations of the Multiplication Sign ${\times}$ and the Division Sign ${\div}$ in Calculating Expressions (곱셈과 나눗셈 기호의 생략 규칙 학습을 위한 카드 게임의 고안과 활용)

  • Do, Jong-Hoon;Heo, Sun-Hee
    • Journal of the Korean School Mathematics Society
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    • v.13 no.3
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    • pp.345-356
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    • 2010
  • Variables and expressions are essential for doing mathematics. Especially abbreviations of the multiplication sign ${\times}$ and the division sign ${\div}$ are current rules that we usually follow. In this paper, we devised a Card-Game for exercising abbreviations of the multiplication sign ${\times}$ and the division sign ${\div}$ in calculating expressions, designed a teaching unit for the calculation of expressions using the Card-Game in the variables and expressions strand, and discussed the implications of using the Card-Game for motivating students, cooperative learning, diagnosis and correction of errors, and so on.

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Analysis on User Behavior of Social Game (소셜 게임의 사용자 특성 분석)

  • Han, Hye-Won;Shim, Se-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.137-145
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    • 2010
  • Humans are social existences who connect with others and live together. Communication between human has evolved into diverse formats and contents beyond time and space. Social Network Service builds social relationship based on web and its users increase rapidly in a global environment due to the user-friendly web circumstances, easy access and wide-spread supply of the smart phones. One of the aspect that is taking the center of Social Network Service is a Social Game. Social Games are based on web that has simple rules to play in fictional time and space background. This research is to analyze the relationship between social game, Social Network and user behavior through the Social Games Farm Villand Cafe World.This paper, firstly, is going to observe the characteristics of people who participate in the two social games 'Farm Ville' and 'Cafe World'. It, then, attempts to analyze individual and social human desires depicted in the games. In the social games, personal perception is revealed through an image of "possession", while one's social activity is displayed by an image of "consumption."

A Usability Testing of a Hybrid Mobile Reading Game for Children With Reading Disabilities (읽기장애아동을 위한 하이브리드 모바일 읽기 게임의 사용성 검사)

  • Shin, Mikyung;Park, Eunhye;Hong, Ki-Hyung;Lee, Joohyun;Park, Hyewon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.314-326
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    • 2018
  • The purpose of this study was to evaluate the usability of a hybrid mobile reading game among 14 parents of children with reading disabilities. The reading game consisted of six steps according to the process of reading (familiarizing with consonants and vowels, acquiring whole words, combining consonants and vowels, reading words, phonological rules, reading fluency). In this study, parents experienced steps one through three of the reading-game app and evaluated the general design features and Universal Design for Learning on a five-point scale. Regarding the general design features, parents rated usability (18 items in total) as high in the following order: interactive design, instructional design, and interface design. Regarding the Universal Design for Learning (9 items in total), parents evaluated usability as high in the following order: providing multiple means of representation, providing multiple means of action and expression, and providing multiple means of engagement. Lastly, suggestions for the improvement of the app, practical implications, and suggestions for future research are discussed.

VR Theme Park Regulatory Improvement Plan (VR 테마파크 규제개선방안)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1653-1658
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    • 2018
  • This study aims to analyze the cases of VR space to improve the regulations. The space is divided according to the multi-use business act when the VR simulator and the VR game are simultaneously installed in a single space. It is necessary to amend the rules of the Tourism Promotion Act so that it can operate at a certain area of the youth game room subject to the Game Industry Law. Amendments that do not compartmentalize a space partition in the Multi-use Business Act should be carried out simultaneously. This is safer alternative by collective management rather than by the safety applied within a limited space by eliminating the compartment by industry. This is a legal amendment that allows VR simulator and VR game to be operated in the same space even in small sized amusement facilities such as other amusement facilities. This regulatory improvement plan is expected to help the activation of small sized VR theme parks.

Augmented Reality Board Game System and PGA (실감형 보드게임 시스템과 PGA)

  • Han, Eun-Jung;Kim, Ki-Rack;Lee, Jang-Hyung;Yoo, Chang-Hyuk
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.1
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    • pp.163-173
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    • 2011
  • In this paper, we propose a new paradigm of augmented reality board game environment and a portable game assistant(PGA) which can help gamers with strategy information. Previous AR board games consist of a private and public space. The public space provides rules of the game and shows the scene of game. And the gamers control game pieces in the public space. The previous games use the RFIDs for recognizing positions of the pieces, and the VR/AR environment for providing the scene of the game. However the RFIDs are expansive, and the VR/AR environment is inconvenient because it uses additional devices: the DataGlove, the digital pen, and the HMD. The proposed system recognizes positions of real pieces using the computer vision technique, and uses a monitor to provide dynamic effects. In the private space, previous systems provide entire screen of game and position of specific pieces, but cannot be controled the pieces by gamers. Therefore, in this system, we provide PGA that helps the user to plan of the strategy individually using universally mobile. The PGA helps to plan the strategy in the individual area, and to play easily in the side of the user's convenience.

A Study on the electricity Market with incomplete information (불완비 정보의 전력시장에 대한 연구)

  • Shin, Jae-Hong;Lee, Kwang-Ho
    • Proceedings of the KIEE Conference
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    • 2005.07a
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    • pp.778-780
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    • 2005
  • Electric power industry throughout the world is restructured. The electric power industry has a characteristics of an oligopoly with an imperfect competition. In Korea rules, all information is not available. So the strategy under such incomplete information market differ firm those under complete information system in game theory. This paper presents a analysis technique if Korea ma rket model with incomplete information.

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Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Forecasting of Real Time Traffic Situation by Fuzzy and Intelligent Software Programmable Logic Controller (퍼지 및 지능적 PLC에 의한 실시간 교통상황 예보 시스템)

  • 홍유식;조영임
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.41 no.4
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    • pp.73-83
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    • 2004
  • With increasing numbers of vehicles on restricted roads, It happens that we have much wasted time and decreased average car speed. This paper proposes a new concept of coordinating green time which controls 10 traffic intersection systems. For instance, if we have a baseball game at 8 pm today, traffic volume toward the baseball game at 8 pm today, franc volume toward the baseball game will be increased 1 hour or 1 hour and 30 minutes before the baseball game. At that time we can not predict optimal green time Even though there have smart electro-sensitive traffic light system. Therefore, in this paper to improve average vehicle speed and reduce average vehicle waiting time, we created optimal green time using fuzzy rules md neural network as a preprocessing. Also, we developed an Intelligent PLC(Programmable Logic Controller) for real time traffic forecasting as a postprocesing about unexpectable conditions. Computer simulation results proved reducing average vehicle waiting time which proposed coordinating green time better than electro-sensitive franc light system does not consider coordinating green time.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].