• Title/Summary/Keyword: Quiz Game Contents

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A Study on User Interface for Quiz Game Contents using Gesture Recognition (제스처인식을 이용한 퀴즈게임 콘텐츠의 사용자 인터페이스에 대한 연구)

  • Ahn, Jung-Ho
    • Journal of Digital Contents Society
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    • v.13 no.1
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    • pp.91-99
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    • 2012
  • In this paper we introduce a quiz application program that digitizes the analogue quiz game. We digitize the quiz components such as quiz proceeding, participants recognition, problem presentation, volunteer recognition who raises his hand first, answer judgement, score addition, winner decision, etc, which are manually performed in the normal quiz game. For automation, we obtained the depth images from the kinect camera which comes into the spotlight recently, so that we located the quiz participants and recognized the user-friendly defined gestures. Analyzing the depth distribution, we detected and segmented the upper body parts and located the hands' areas. Also, we extracted hand features and designed the decision function that classified the hand pose into palm, fist or else, so that a participant can select the example that he wants among presented examples. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

Gamification Convergence Contents Study: Formal Elements of the Game Implemented in (게이미피케이션 융합콘텐츠 연구: <잼라이브>에 나타난 게임의 형식적 요소를 중심으로)

  • Lee, Un-Jung;BYUN, Daniel H.
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.483-489
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    • 2019
  • Recently, various media such as broadcasting, movies, and mobile converge with game elements, expanding the contents and expanding the area. This study focuses on the gamification convergence contents. Among them, we examine the case of mobile application live quiz show by applying the formal elements of the game mentioned by Tracy Fullerton. The elements have all the formal elements of the game, which led to the conclusion that they lead the audience to immersion based on the play characteristics of the game. This can be attributed to the elements of the game that have penetrated into the contents, and it can be reinterpreted, and the directions of new contents can be presented, which is industrially, culturally and academically significant. This study focuses on the industrial and cultural achievements created by contents, and plans and prospects new content that balances play and usefulness.

An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

Implementation of Digital Game-based Learning Feature for Package Tour Management Application (패키지 투어 관리 애플리케이션을 위한 디지털 게임 기반의 학습 기능 구현)

  • Wahyutama, Aria Bisma;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.7
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    • pp.1004-1012
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    • 2022
  • This paper contains the implementation of a game as a feature of a package tour management application with the Digital Game-based Learning approach that helps tourists learn about tourism spots. The game is written in Java language for an Android smartphone that is designed to be integrated with Content Management System (CMS) to manage the game's contents and assets. The game contains one tourism spots introductory level and five quiz game levels with each having a reward (points) and punishment (time penalty) system, then summed the results to obtain the total score from all levels. The total score will determine a tourist's performance and be listed on an online leaderboard to increase competitiveness among tourists. The conducted performance evaluation of the game shows satisfactory results of 0.9 seconds of response time from the database to the game. Implementing the game presented in this paper will potentially reduce the burden of the tour guide and increase the efficiency of managing the tour group.

Design and Implementation of a Mobile Contents for Learning English Vocabulary (영어 어휘 학습을 위한 모바일 콘텐츠의 설계 및 구현)

  • Lee Jae-Seok;Bae Ihn-Han
    • Journal of Internet Computing and Services
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    • v.5 no.4
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    • pp.43-51
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    • 2004
  • The convergence of mobile communications and handheld computers offers the opportunity to develop technology that will assist individuals and groups to learn anytime, anywhere. In this thesis, we suggest a learning model for educational mobile contents, and implement a mobile contents for English vocabulary learning. The mobile contents consist of two parts: vocabulary learning and vocabulary evaluation. The vocabulary learning provides the mobile learner not only the display of English vocabulary but also the pronunciation of native speaker. The degree of learning achievement is evaluated by the quiz program of game style. Accordingly, the proposed prototype system for English vocabulary learning is designed and implemented, as an exemplar of personal mobile systems for edutainment mobile learning.

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Research for Vitalizing the Exportation of Korean Entertainment Program Format (한국 예능 프로그램 포맷 수출 활성화 방안 연구: 글로벌 예능 프로그램 포맷 특성과의 비교분석을 중심으로)

  • Lee, Eugene;Yu, Sae-Kyung
    • The Journal of the Korea Contents Association
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    • v.16 no.12
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    • pp.160-169
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    • 2016
  • This paper analyzed features of Korean entertainment program formats exported to Asia mostly with that of top 100 Global entertainment program formats exported globally in order to explore Korean entertainment program formats to export globally. Two groups of entertainment program were analyzed in three ways, program category, cast, and material. Regarding program category, quiz game programs showed highest exportation in Global top 100 formats while only 14.3% of Korean entertainment formats exported. As for the cast members, Korean formats prefer well-known celebrities. On the other hand, Global formats produce programs featuring non-famous, ordinary people. Moving on to material of each formats, Global formats focus on puzzle/riddle whereas, Korean formats mainly focus on music/dance and family/parenting. These results indicate that Korean entertainment programs contain strong cultural aspects which generate disadvantages on exportation of these programs, compared to Global entertainment programs. In conclusion, to export Korean entertainment program formats globally, quiz game format with ordinary people and using materials that delivers less cultural aspects are need to be developed.

Development of Computer-Aided Nutritional Education Program for the School Children (초등학생의 올바른 식습관 형성을 위한 영양교육 사이트 개발)

  • 허은실;이경혜
    • Journal of Nutrition and Health
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    • v.35 no.7
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    • pp.791-799
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    • 2002
  • The performance of educational program for preventive nutrition is more beneficial for children than for the adults based on the cost reduction and the effect of this education. Also children's education helps them to grow and to live as a healthy adult. The purpose of this study is to solve the nutritional problem in children by developing nutrition education program for children and correct their nutritional problems. The characteristics of this program (www.food79.net) are the customized program for grade level based on the level of learning ability, the various education method such as game, cooking practice, and quiz, animation, and the self educated method by managing children's meal management as the result. The contents of this site are constructed not only for children but also for parents, the teachers and the school dietitians to increasing educational effect. The children room consists of food tower, nutrition kingdom, calculation of obesity index, food information, nutrient exploration, cooking world, and evaluation of dietary life. In the room for dietitian and teachers include the contents of the easy gymnastics, nutrition counseling methods, the teaching plans for nutrition education, and the information interchange corner. The third room for parents is constructed of nutrition evaluation, food 114, correction of living habits, and free discussion. Through this site, we are expecting to contribute to national health promotion by correcting the food habits of children.

Development of the Computer-assisted Nutrition Education Program of Eating-out Guidance for Teenagers (올바른 외식지도를 위한 청소년용 영양교육 사이트(Health14.net) 개발)

  • Bae, Eun-Young;Lee, Kyung-Hea;Lyu, Eun-Soon;Her, Eun-Sil
    • Korean Journal of Community Nutrition
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    • v.12 no.4
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    • pp.462-476
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    • 2007
  • This study aimed to develop a nutrition education internet program for correcting the eating-out behaviorial problems of youth. A survey was performed to investigate the eating-out behavior patterns of youth by questionnaires. A nutrition education program was developed on the basis of the survey results, and evaluated by teenagers. The results of the developed homepage are summarized as follows: The contents of this program (www.health14.net) consist of '${\times}$ Health (Teenager, My Health, Healthy life, Beautiful life)', '+ Nutrition (To find slow foods, Fast foods campaign, Selecting fast foods, The best menu for eating-out, Recipes for health, Golden bell nutrition quiz)', '${\div}$ Information (Diet mini-homepage, Q & A, My knowhow, Game, Community)' and 'Basic Menu (home, Log in, Information and news, Mini-homepage, Site map, Free bulletin board)'. It can be used as educational material for dietary behaviorial changes in school. Also teachers and parents could get information on eating-out menus. Through this site, we anticipate contributing to nutritional health promotion by correcting the eating-out habits of youth.

Utilization Status of Internet and Dietary Information of School Children in Gyeonenam and Jeonbuk Areas (경남과 전북지역 초등학교 고학년생의 인터넷 및 식생활정보 이용실태)

  • 허은실;이경혜
    • Korean Journal of Community Nutrition
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    • v.8 no.1
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    • pp.15-25
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    • 2003
  • This study was carried out to investigate the utilization status of internet and dietary information by gender (boys : 442, girls : 461) in school children (total 903). The results were summarized as follows. The most of children used internet regularly (98.1%) and major purpose of using were mentioned as 'game (39.0%)' and 'social intercourse (49.5%)'. The duration of internet use was '< 2hours (80.9%)' They used internet mainly at 'home (88.8%)', and favorite search engines were 'Yahoo (54.2%)' and 'Daum (31.1%)'. The searching experience on dietary information was from only 35.6% of subjects mainly 'for homework (39.6%)' and 'for health (36.9%)'. The satisfaction degree of searched information was 'high (79.5%)'. Dissatisfactory reasons of internet site for dietary information were pointed out to be 'bring little interest (28.9)', 'difficult contents (19.2%)', and 'poor Information (18.2%)'. Only fifteen % of subjects had experience of nutrition counseling using internet, and purpose of counseling was mainly 'for homework (51.4%)' and 'for health problem (24.3%)'. The problems for nutritional counseling site were pointed out to be 'difficult answer content (31.7%)', 'insincere answer (28.6%)'and 'poor answer content (25.4%)'. They acquire information of nutrition and health management mainly through 'internet (43.7%)'. 'Growth and nutrition (28.3%)', 'improvement in studying ability (13.8%)', 'right weight control (13.3%)' and 'cooking (12.8%)'were most frequently asked information, They had a preference for 'game (40.5%)', 'animation (29.9%)' and 'quiz (18.1%)'as loaming method tools. The favorite site color was 'green (51.3%)'The results of this study showed that although the internet use was very high, they used internet to search dietary information very seldom. Therefore, the information donor should find out what is the optimal tool, what kind of dietary information was needed for school children.