• 제목/요약/키워드: Game use

검색결과 1,093건 처리시간 0.024초

Proposing the Model of a Storytelling-based Smart Board Game for Children - Case Study of the Game Development Process for Go! Space Express

  • Han, Hye-Won;Kim, Seo-Yeon;Song, Se-Jin
    • International Journal of Contents
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    • 제10권2호
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    • pp.74-82
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    • 2014
  • This paper aims to propose the educational concept and design model of a Smart Board Game appropriate for lower elementary grade students. The Smart Board Game refers to a hybrid, or 'convergent', game format based on the offline format of the conventional board game augmented through the use of smart devices. The substantive aspects of this game format utilize the procedural deduction and problem-solving skills applicable in storytelling methodologies and games, in order to generate and propose contents ideal for the educational environment. The development of the Smart Board Game is conducted through the following stages. First, the study analyzes a number of Smart Board Games currently popular in Korea and abroad, based on identification of the key components and processes of the board game format. The subsequent review of the science curriculum for lower elementary grades aims to determine the aspects conducive for application to Smart Board Games. Lastly, the theoretical framework outlined through the previous stages is used as the basis for the proposal of a detailed model of contents for the smart board game concept.

Difficulty Evaluation of Game Levels using A Path-Finding Algorithm (경로 탐색 알고리즘을 이용한 게임 레벨 난이도 평가)

  • Chun, Youngjae;Oh, Kyoungsu
    • Journal of Korea Game Society
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    • 제15권4호
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    • pp.157-168
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    • 2015
  • The difficulty of the game is closely related to the fun of the game. However, it is not easy to determine the appropriate level of difficulty of the game. In most cases, human playtesting is required. But even so, it is still hard to quantitatively evaluate difficulty of the game. Thus, if we perform quantitative evaluation of the difficulty automatically it will be very helpful in game developments. In this paper, we use a path finding algorithm to evaluate difficulty of exploration in a game level. Exploration is a basic attribute in common video games and it represents the overall difficulty of the game level. We also optimize the proposed evaluation algorithm by using previous exploration histories when available area in an game level is dynamically expanded and the new search is required.

Use of Emotion Rule for Game Characters Emotion Structure (게임 캐릭터의 감정구조를 위한 감정규칙의 활용)

  • Park, Jun-Hyoung;Ko, Il-Ju;Sung, Bo-Kyung
    • Journal of Korea Game Society
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    • 제16권1호
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    • pp.23-32
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    • 2016
  • A recent emotion research has attracted attention as an element to enhance the interaction with the user to play the game. Emotion expressed in the previous game was using a simple structure. However, increasing the user's needs of emotions that have been used in the game is necessary to structure the emotions caused. In this paper, it was utilized for the character of emotion in the game rules of the proposed emotion based on the principle of biological feelings. And it was classified a game component that affects the emotions and character provides a structure for recognizing the emotion from the game. This paper provides a structural framework to be considered in order to analyze emotions used in existing game to the role of emotion, to express emotion in the game.

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제6권11호
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

How to Use Serious Games in School Settings and its Influencing Factors (교육 현장에서의 기능성 게임 활용과 영향 요인)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • 제14권6호
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    • pp.79-88
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    • 2014
  • In this research, we investigated how interactive digital serious games could be used in traditional, offline, school classrooms. We asked four teachers from four different schools to use a job training serious game in their traditional job training curriculum and the teachers used the game in anyway they intended. As a result, the two main ways to integrate gaming into traditional curriculum were gaming within the curriculum and gaming outside the curriculum, although both methods were used to support the main curriculum. When the game was used outside the curriculum, teachers almost always had the students play the game during the computer lab class. Students also played games voluntarily during recess and at home. The factors that affected how the game was used were teacher, student, and location and accessibility of the computer.

The Prospects of Game Industries in Emerging Contents Economy System (게임산업의 위상과 전망에 대한 일고찰)

  • Sung, Jae-Whan
    • Journal of Korea Game Society
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    • 제1권1호
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    • pp.5-16
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    • 2001
  • Recently, Transition to the epoch of world has put an emphasis on the contents that has been emerging as the value of world economy. Consequently the core of industry is moving from IT industry to culture contents industry. Especially Game Industry among the culture contents industry is estimated that it will be the biggest power of influence in size and social influence. Game Industry is one of the high value-added, knowledge-based industries whose market is increasing faster than any other cultural industries. And game industry includes the technology, culture, cultural science and industry. It effectively symbolizes the character of synthetic entertainment industry in comparison with another industry. Also Game Industry is embedding as the superpower industry that competent to draw the whole development of culture industry because game development is intensifying into One-Source Multi-Use. It is important finding of this paper that it is necessary to ensure the competitive power and understand value and character of contents and to project the policy of human power and technology of Game Industry.

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Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • 제16권2호
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

Visual Sentences for Educational Math Games

  • Chang, Hee-Dong
    • 한국게임학회지
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    • 제8권1호
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    • pp.32-38
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    • 2011
  • The help or guide sentences of educational math games which use mathematical statements need to represent graphical forms for the learners of the game generation whose cognitive style is graphic first. In this paper, we proposed an object-based visual representation method for mathematical statements. It has object-based description rules to use graphical symbols and mathematical symbols with text words. It is easy to describe or to understand accurately mathematical meaning and is also fast for learners to read for understanding. The proposed method is good for learners of the game generation to get the help as scaffolding for learning math by educational games.

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A study on RPG game character Design using Tang Dynasty Warrior cultural Prototype (당대(唐代) 무사 원형을 이용한 롤플레잉 게임 캐릭터 디자인 연구)

  • Yi, Sixiang;Lee, Dong Hun
    • Proceedings of the Korea Contents Association Conference
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    • 한국콘텐츠학회 2008년도 춘계 종합학술대회 논문집
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    • pp.685-688
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    • 2008
  • Use the collection of Tang Dynasty warrior's image as a basic, and find the element to use. Analyse the RPG game character image's element, then put the warrior image's element into the game character design's process, in order to find a way to create a new game character.

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BALANCEDNESS AND CONCAVITY OF FRACTIONAL DOMINATION GAMES

  • Kim, Hye-Kyung;Fang Qizhi
    • Bulletin of the Korean Mathematical Society
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    • 제43권2호
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    • pp.265-275
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    • 2006
  • In this paper, we introduce a fractional domination game arising from fractional domination problems on graphs and focus on its balancedness and concavity. We first characterize the core of the fractional domination game and show that its core is always non-empty taking use of dual theory of linear programming. Furthermore we study concavity of this game.