• Title/Summary/Keyword: Game use

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Intelligent AI Technique Adaptive for Online Game Using Fuzzy Extension Principle (퍼지 확장 기법을 이용한 온라인 게임에 적합한 지능적 AI 기법)

  • Mun, Sung-Won;Cho, Hyung-Je
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.77-85
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    • 2008
  • In the current online game field, many studies on the realization of AI have been carried out. It is, however, very hard to apply smart AI to the online games due to the limited use of resources. The Fuzzy extension method this thesis presents is suitable to online games because it causes less loads in the system and makes it possible to realize more human-like AI. To realize this kind of AI, this paper suggests AI system design methods suitable to fuzzy-based online game and presents practical plans to apply them through the produced demos.

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Development of virtual reality simulation game synchronized with real robot (로봇과 동기화된 가상현실 시뮬레이션 게임의 개발)

  • Shim, Jae-Youn;Yoo, Hwan-Soo;Sung, Hyun-Seong
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.33-42
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    • 2018
  • Virtual reality can user experience the virtual world of computer and stimulate user eyesight and emotions. HMD can acquire and stimulate user behavior and sensory information. In this paper, we propose a virtual reality game using robot control. Controlling the robots using various interfaces and synchronizing them with the virtual reality game. In this paper, we use OID mat for robot movement detection based optical code recognition and Kalman filter.

Design Framework for Math Educational Serious game Based on Cognitive Psychology (인지 심리적 모형을 기반으로 한 초등 수학 교육용 기능성게임 디자인 설계전략)

  • Choi, Eun young
    • Cartoon and Animation Studies
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    • s.45
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    • pp.299-320
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    • 2016
  • The interests of education methods using Serious games have been increasing recently. But resu,lt-oriented game design framework have not been reflected intrinsic motivation. To increase usage of educational serious game as resource, it is needed game design framework for providing the immersion and collaborative active learning that cognitive Psychologic theories recommend. By outlining the background of the serious game design framework and exemplifying its use, a constructive structure to examine purposed based games is introduced.

PSYCHOLOGICAL ANALYSIS AND RESEARCH ON WESTERNERS EFFECT IN HUMANISTIC GAME (인본주의 게임에서의 데시효과(Westerners effect)를 활용하는 심리적 측면에서 분석 및 연구)

  • Li, Xuan-Xin
    • Journal of Digital Convergence
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    • v.18 no.1
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    • pp.295-300
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    • 2020
  • The psychologist Dessie said: excessive rewards may reduce an individual's interest in things and their intrinsic motivation. This is known as the Westerners effect. In this paper, we will examine the game from the point of view of humanism and the Westerners effect. Finally, three reasonable ways of reward are put forward. In the future, the research direction will use the theory of this paper to set the reward way after completing the task in the game. And give players a trial report on the emotional feedback in the finished game, and then continue to improve the theory of this article.

A MMORPG Game Scenario Development with Script DB (스크립트 DB를 이용한 MMORPG의 게임 시나리오 개발)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.6 no.4
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    • pp.89-95
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    • 2006
  • The game has both directionalities that users are to choose and act accordingly. In this regard, the game scenario goes beyond just conveying the story, and trains users and guide them in playing the Same. However, this Same scenario is huge in size and every event is linked with each other so that it was rather difficult to have it made in practice. A study proposes that a script, the minimum unit, is built into a database, and based on which, quests are made, then the resulting quests are built back into a database. Scripts are classified into text, graphic and sound type and these are positioned in accordance with the quest structure. With this method, one can re-use the existing scenarios and can overcome the negatives of irregular qualities of scenarios.

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A study on the Development of System for the Mobile Game based on WIPI (WIPI 기반 모바일게임 시스템개발에 관한 연구)

  • Song Eun-Jee
    • Journal of Digital Contents Society
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    • v.6 no.4
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    • pp.261-266
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    • 2005
  • As the wireless internet applications are spreading more fast and the mobile devices are being used increasingly, it has recently been activated to develop a variety of contents for mobile service. Mobile services can be enjoyable whenever and wherever on would like to. They became so universal that they might reach all the area where the wire has never approached before. This study is to suggest a mobile game system based on the technology called WIPI(Wireless Internet Platform for Interoperability), which can be easily available to anyone who would like to enjoy it. Game contents to use WIPI can allow the mobile carriers to provide users to download the common mobile application throughout the wireless web by sharing the internet platform. This can eventually lead to the generalization of transforming west game contents into WIPI-based. Therefore, the market of WIPI-based game contents will be expected to grow at high speed and its significance deserves to be considered for commercialization.

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Key words research of players' experience and presence in FPS genre-focusing on game play time and Steam reviews (FPS게임의 사용자 현존감과 플레이어 경험에 대한 키워드 연구 - Steam 리뷰와 게임 이용 시간을 중심으로)

  • Choi, Young-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.13-30
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    • 2021
  • This paper analyzed the user's presence experience and player experience in FPS according to game usage time using Steam's review data. Data was obtained through crawling using Python. In analysis result, it was confirmed that issues related to controllable physical presence and uncontrollable social presence emerged in the group with less game use time, and controllable physical presence was changed to controllable social presence in the group with more play timeFurthermore, through player experience analysis, it was found that the keyword "recoil," a factor in game play, was important.

A Study on the frame within a frame as a Digital Game Design Tool (디지털 게임 설계 장치로서의 다중 프레임 연구)

  • Kim, Da-In;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.111-124
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    • 2021
  • Starting with painting, it is the frame that plays the main role in movies, cartoons, and games as well as the act of attracting the audience's attention. Knowing about a frame is to be able to read and use the frame. Therefore, this paper deals with frames of digital games, especially multiple frames that complement the limited configuration of primary frames. In this paper, frame within frames are classified into structural frames, which are the basic components of the game, temporal frames, which reflect player behavior, and surface frames representing the characteristics of existing visual media. Through this, we examine the aspects of frame within a frame as digital game design equipment. This paper is meaningful in that it derives the possibility of using frame within a frame of games in the future and provides a mechanism for frame within a frame analysis.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Factors Influencing Mobile Internet Service Acceptance: Extension of Technology Acceptance Model Using The Flow Theory (무선인터넷서비스 수용의 영향요인 분석: 플로우이론을 가미한 기술수용모델의 확장)

  • Chang, Chung-Moo;Kim, Jong-Uk;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.14 no.3
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    • pp.93-120
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    • 2004
  • The current study investigates major factors which influence the acceptance of mobile internet services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This research extended the Davis' TAM model(1989) by including the flow concept as another major factor towards the intention to use the mobile device in order to explain the acceptance of divers mobile services. According to the marketing studies(Ghani & Desphande, 1994; Novak, Hoffman & Yung, 2000), flow is regarded a psychological state in which one is absorbed in something he or she is doing, and is known to be widely adopted in explaining one's acceptance in the area of game, sports, and even hobby. This study developed a research model to explain the use of mobile services employing usefulness, ease of use and flow as major research variables, and collected 221 survey responses from the high school students who had experiences with such mobile services as game and audio file download. The results of the current research indicates that usefulness and flow influence the intension to use mobile services, but the effect of ease of use did not appear significant to the intention to use. It was also found that flow affects both usefulness and ease of use, and then ease of use next influences usefulness.