• Title/Summary/Keyword: Group game

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The Academic Effect of G-learning Method on the Motivation of Mathematics of Elementary School Students (G러닝 프로그램의 초등학교 수학교육에서의 효과 - 외재적/내재적 학습동기 향상을 중심으로)

  • Kim, Tae-Yeon;Wi, Jung-Hyun;Yi, Soon-Hyung
    • Journal of Korea Game Society
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    • v.12 no.2
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    • pp.43-51
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    • 2012
  • The purpose of this study is to find out whether G-learning method can raise students' academic motivation of the mathematics in elementary school. The subjects were 687 students in the same school. They were divided into two groups, control group and experimental group. Written tests were taken before and after the semester to evaluate the students' motivation of the mathematics. According to the results, the participation in G-learning program improved their academic achievements of mathematics. Experimental group showed statistically significant improvement in intrinsic motivation. On the contrary, control group showed statistically significant improvement in extrinsic motivation. This means that G-learning method make students study mathematics on their own initiative.

Group Behavior Simulation of Multi-Agents by Using Steering Forces in an Enclosed Space (제한된 공간에서 조종력을 이용한 다중에이전트의 집단행동 시뮬레이션)

  • Cho, Sung-Hyun;Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.111-120
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    • 2011
  • It is important to realistically simulate group behaviors of the multi-agents in virtual worlds. While most researchers have focused on their group behaviors in an open space, this paper studies their group behaviors by using steering force in an enclosed space. Agents have a common target and should move towards it in an enclosed space while avoiding collision with other agents. Under those environments, three possible models of agents are proposed and the six steering forces needed in each model are also proposed. In order to show the correctness of the proposed models, they were simulated. Our simulation results showed that the proposed models only using steering forces operate well in the enclosed space although it requires a different period of time for each agent to arrive at its target depending on the walls and doors.

Effects of Recreational Therapy on Dementia Behavior, Affection, and Activity of Daily Living of Senile People with Dementia (오락요법이 치매노인의 치매행동 및 정서와 일상생활수행능력에 미치는 영향)

  • Kim, Hee-Kyung;Choi, Eun-Sook
    • Korean Journal of Adult Nursing
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    • v.17 no.1
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    • pp.44-55
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    • 2005
  • Purpose: The purposes of this study were to examine the effects of recreational therapy (60 minutes * 3times/week * 6weeks) on dementia behavior & affection, and activity of daily living of senile people with dementia. Methods: The subjects were 27 senile people with dementia, 16 experimental group, 11 control group, admitted at K hospital in Chungnam province in quasi-experimental study. The recreational therapy program was developed, based on the recreational program for senile welfare made by athletics science research institute in Chungnam National University(1997). It consisted of rhythm game, ball play, and beanbag game. The data were collected through questionnaires from May 1st to June 10th 2003 and were analyzed using descriptive statistics, ${\chi}^2$-test, Fisher' exact test, and Man Whitney U test. Result: The dementia behavior and affection score was significantly different between the two groups (U=32.5, p=.005). The ADL score was significantly different between the two groups (U=12.0, p=.000). There were significant decrease in dementia behavior & affection, and improvement in ADL in the experimental group compared to the control group. Conclusion: Recreational therapy intervention was proved effect in decreasing dementia behavior & affection and promoting ADL of senile people with dementia. We recommended re-test in containing a communicating variable.

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Interactivity and Flow in Games

  • Baek, Eok;Cha, Jong-Guk;Lee, Jeong-U
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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Multiple Behavior s Learning and Prediction in Unknown Environment

  • Song, Wei;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
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    • v.13 no.12
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    • pp.1820-1831
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    • 2010
  • When interacting with unknown environments, an autonomous agent needs to decide which action or action order can result in a good state and determine the transition probability based on the current state and the action taken. The traditional multiple sequential learning model requires predefined probability of the states' transition. This paper proposes a multiple sequential learning and prediction system with definition of autonomous states to enhance the automatic performance of existing AI algorithms. In sequence learning process, the sensed states are classified into several group by a set of proposed motivation filters to reduce the learning computation. In prediction process, the learning agent makes a decision based on the estimation of each state's cost to get a high payoff from the given environment. The proposed learning and prediction algorithms heightens the automatic planning of the autonomous agent for interacting with the dynamic unknown environment. This model was tested in a virtual library.

A Path Finding of Group Game Character Using A Modified Alignment Steering Behavior of Flocking Algorithm (플로킹 알고리즘에서 수정된 정렬 조타행동 알고리즘을 이용한 집단 게임캐릭터 길찾기)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.07a
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    • pp.293-294
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    • 2013
  • 다양한 생물체의 행동 원리를 이용하여 모델링한 알고리즘을 생체모방 알고리즘(Biologically Inspired Algorithm)이라고 한다. 본 논문에서는 생체모방 알고리즘 중 동물 집단의 행동을 모델링한 플로킹 알고리즘(Flocking Algorithm)을 이용한 집단 게임 캐릭터의 길찾기 방법을 제안한다. 플로킹 알고리즘의 조타행동은 크게 분리(Separation), 정렬(Alignment), 응집(Cohesion), 회피(Avoidance)로 구성되어 있다. 게임에서의 기존 플로킹 알고리즘은 주로 여러 개의 몬스터나 NPC 들로 구성된 몇 개의 그룹 단위로 독자적인 집단 행동을 하는 경우에 적합하다. 그러나, 게임플레이어가 제어하는 캐릭터가 많은 경우, 기존 알고리즘은 플레이어가 선택한 캐릭터 그룹을 목표지점으로 이동하는 방법으로 적합하지 않다. 따라서 본 논문에서는 게임 플레이어가 제어하는 집단 게임캐릭터의 목표 지점까지의 길찾기를 위한 수정된 정렬 조타행동 알고리즘을 제안한다.

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Effectiveness of a Filial Game Play Therapy Program on Parents' Acceptance Capability and Stress in Lower Income Families (게임놀이치료를 활용한 부모-자녀 놀이치료 프로그램이 자녀에 대한 부모의 수용능력과 스트레스에 미치는 영향)

  • Kim, Jae Hawn;Boo, Jung Min
    • Korean Journal of Child Studies
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    • v.27 no.6
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    • pp.107-121
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    • 2006
  • Based on the 10 week filial therapy model developed by Landreth (1991) for parents in lower income families, this study used the pre- and post- test model applied to an experimental group of 9 individuals. The program was implemented in three hour sessions, once a week for eight weeks. T-tests were performed following the therapeutic program. Results were that all four subcategories of parent's acceptance capability (respect for children's emotion and emotional expression management, understanding of children's unique temperament, understanding of children's desire for autonomy, and unconditional love for children) showed statistically significant differences between the pre- and post- tests (p< .001). Differences between the pre- and post test on parents' stress approached significance.

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Effects of Gamified Disability Awareness Program on the Peers' Disability (게임화된 장애체험활동이 비장애아동의 장애인식에 미치는 영향)

  • Kwon, Jungmin
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.45-54
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    • 2019
  • In this study, the effect of gamified disability awareness program was researched to examine its potential to be used as a disability awareness curriculum particular to Korean schools. The gamified program consisted of lessons related to disability skiing such as learning about Paralympic skier, experiencing mono skis, and participating in cooperative games. To examine its effectiveness, Multidimensional Attitudes Scale towards persons with disabilities (MAS) was used. Results indicate that the attitude of the experiment group showed significant change.

A Study on the Characterization of Otome Games

  • XiaoHan Zhang;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.284-289
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    • 2024
  • In recent years, Otome Games, as a popular game genre, have a considerable number of players in the game market and gained high profits. This paper explores the characteristics and influence of Otome Games by analyzing the audience group characteristics, narrative structure, audiovisual design, and other aspects of Otome Games. The study shows that Otome Games attract young women through immersive relationship experiences and diversified plot directions, but there is a trend of templatization in audiovisual design. Nevertheless, the genre's emphasis on high realism and sophisticated simulation systems continues to deliver a compelling immersive experience, making these games an integral part of players' lives.

Effectiveness of the Long-term Group-Counseling Program to Improve Emotional Intelligence and Prosocial Behavior in Preschooler (학령전기아동의 정서지능 및 친사회적 행동 증진을 위한 장기집단상담프로그램 효과연구)

  • Lee, Jung-Sook;Yoo, Jung-Seon
    • Journal of Families and Better Life
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    • v.25 no.1 s.85
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    • pp.29-43
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    • 2007
  • Effectiveness of Long-term Group-counseling in Improving Emotional Intelligence and Prosocial Behavior in Preschooler The purpose of this study was to assess the effectiveness of long-term group-counseling in preventing children's maladjustment at school. for this study, six children were selected for an experimental group and another six for a control group. They were tested using the Emotional Intelligence Rating System and the Prosocial Behavior Skill Situations Measure for Preschool Level. In addition to quantitative analysis, a qualitative analysis was conducted to examine group processes and changes in each child. The experimental group participated insocio-drama, group art therapy, and game play therapy whereas the control group did not receive any treatment. In order to examine the impact of the intervention, pre-program tests and post-program tests were conducted. The results were as follows. First, the children's emotional intelligence was improved with group counseling. There was a significant difference in emotional intelligence between the experimental and the control groups. Second, children's prosocial behavior ability alsoimproved. There was a significant difference in social ability between the experimental and the control groups.