• Title/Summary/Keyword: Sensory Games

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The Role of Didactic Games and Exercises in the Sensory Development of Preschoolers

  • Zdanevych, Larysa;Chagovets, Alla;Gontar, Zoriana;Onyschuk, Iryna;Lanetska, Yulia
    • International Journal of Computer Science & Network Security
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    • v.22 no.5
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    • pp.61-66
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    • 2022
  • The main purpose of the article is to analyze the key aspects of didactic games and exercises in the sensory development of preschoolers. The relevance of the chosen subject determines the fact that there are a number of problems in the specifics of the development of preschoolers and their characteristics, which manifest themselves individually. The importance of using didactic games and exercises in the development of preschoolers has been proved. The methodology includes a number of theoretical and practical methods, which together form the research methodology. Based on the results of the study, key aspects of the importance of the influence of dadactic games and exercises in the sensory development of preschoolers were identified. Further research requires the question of analyzing modern technologies for the formation of modern methods of sensory development for preschoolers.

The Correlation of Sensory Processing Abilities and Play Preferences of School-Age Children (학령기 아동의 감각처리능력과 놀이 선호도의 상관관계)

  • Kim, Ye-Ji;Kim, Ji-Won;Yoon, Na-Rae;Chang, Moonyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.12 no.1
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    • pp.1-11
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    • 2014
  • Objective : The purpose of this research is understanding relevancy of school ages'ability of sensory process and preference of what they want to play, and studying of main reason of impact of sensory process to preference of what school ages want to play. Methods : During 22 to 24 October 2012, our group evaluated and analyzed ability of sensory process and preference of what children want to play by using Short Sensory Profile (SSP) and Pediatric Interest Profile (PIP) to elementary school children in fourth grade at Kimhae city in Kyungnam province. Results : For the total population of an ability of sensory process and frequency, preference, and proficiency of eight different games, preference of outdoor activities appears to be related to total score of sensitivity to taste and smell and filter of hearing. For preference and proficiency of creative activities appears to be related to sensitivity of taste and smell. Preference of lessons and classes related to total scores of sensitivity of tactile sensation, taste and smell, movement, and filter of hearing, and sensitivity of visual and hearing. Frequency and proficiency of lessons and classes are inter-related to sensitivity of visual and hearing. Conclusion : This research shows that there is no inter-relationship between function of sensory process and preference of what children want to play, however certain games relevantly show the inter-relationship. The research provides the basic data of what the preference of what children want to play and determine what children can play during occupational therapy with plays after studying inter-relationship of school ages'ability of sensory process and games.

A Study on the Concept and Characteristics of 'Healing Games' : Focusing on Comparison with Medical Serious Games ('힐링 게임'의 개념과 주요 특징에 관한 연구 : 의료용 기능성 게임을 중심으로)

  • Lee, Sung Je;Bae, Sang-Joon
    • The Journal of the Korea Contents Association
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    • v.21 no.4
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    • pp.744-761
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    • 2021
  • Recently, public interest in Healing Games is increasing. But, due to the absence in an agreed concept, an academic discussion on the healing games has not commenced. Thus, this study proposed a concept for the 'Healing Games' and sought to draw key features. First, a comparison between healing games and medical serious games were compared to confirm that key concept of healing games. Afterwards, healing games were selected and reviewed to identify the narrative, structural and sensory features.

A Development of Motion Detection Based Serious Game "ChoDeungGangHo" for Physical Training

  • Lee, Bum-Ro
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.11
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    • pp.55-62
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    • 2015
  • In this paper we propose a method to analyze user's motion as a game command, and implement a sports serious game applied the motion analysis method as a command interpreter. Recently, various contents platforms appear in industrial market, the computer game contents plays an important role in these emerging platforms as a killer contents. The computer game has enough values as an independent major cultural product, moreover it has the potential to be applied in various other fields such as education, healthcare, training, and so on. It could motivate users to do something continuously, and it could also support an immersive environment in a certain special game contents such as VR game. The Serious game 'ChoDeungGangHo', implemented in this paper, is the sensory healthcare serious game based on 3D run game and fitness game. It is designed for user to train the various exercise element by just playing the game, and it also supports the user management system and the linkage of social media. We proposes the sensory serious game 'ChoDeungGangHo' as a model of commercial serious game.

Analysis of the Playful Characteristic of Virtual Reality(VR) Games - Focusing on Huizinga and Caillois's Play Theory (VR(Virtual Reality) 게임의 놀이적 특성 분석 - 하위징아와 카이저의 놀이 이론을 중심으로)

  • Park, Man Su;Jin, Qian Xiong;Han, Dong Sub
    • The Journal of the Korea Contents Association
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    • v.18 no.8
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    • pp.148-156
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    • 2018
  • This study focuses on the play aspect of the existing digital games and VR games as part of a basic research for facilitating discussion on VR games. As a method for this research, the play aspect of digital games was classified based on the play theory by Johan Huizinga and Roger Caillois, followed by examination on the play characteristics of VR games according to the established classification. As a result, VR games share a significant portion of play characteristics with digital games. Nevertheless, in VR games the player is allowed unimpeded physical activity while having the HMD on and complete disconnection from the real world via new input/output devices. In the end, the transformation of play environment results in various sensory stimulation, and in turn influences the player's experiences in areas such as presence, immersion, emotional enjoyment and satisfaction. This study is expected to serve as an important indicator for studies on the characteristics of VR contents which is certain to develop in a wide range of directions in the future.

User Enjoyment Elements on Mobile and Online Games: Comparative Study between China and Korea (모바일과 온라인 게임의 즐거움 요소들에 대한 연구:한국과 중국 간 비교 연구)

  • Jin, Yu;Kim, Jong Woo;Lee, Hong Joo
    • Journal of Information Technology Services
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    • v.12 no.4
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    • pp.381-397
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    • 2013
  • User enjoyment is a key factor to understand online and mobile game users' behaviors. This study aims to understand the differences between mobile and online games, and the differences between Korean and Chinese game users in terms of the perceived importance of user enjoyment elements. To use AHP (Analytic Hierarchical Process), we decompose user enjoyment into sub-elements; sensory enjoyment, content enjoyment, enjoyment of the achievement, and enjoyment of interaction. Though the empirical study and independent t-test, we can find that there are the differences in the perceived importance of user enjoyment elements between Korean and Chinese game players, and between mobile and online games. Chinese users more stress on enjoyment of interaction and Korean users more emphasize on enjoyment of the achievement.

A Study on Anti-immersive Strategy and Characteristics of Digital Games (디지털 게임의 반몰입적 특성과 전략에 관한 연구)

  • Lee, Seung-Je;Bae, Sang-Joon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.75-88
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    • 2020
  • Some games distract the player's immersion on purpose through the progression and direction of the game, thereby giving them an opportunity for rational awareness. In this paper, we tried to analyze the characteristics and types of alienation strategies of digital games. So we investigated the anti-immersive property of the game with the effect of Brecht 's alienation and proposed three strategic types of digital games that cause the anti-immersive effect into 'disturbance of sensory information', 'reversal of narrative and overturning of genre' and 'limitation of experience'.

A Study on Contents Development for a Sensory Console Game Based on Bollywood (발리우드를 활용한 체감형 콘솔게임의 콘텐츠 개발에 대한 연구)

  • Kang, Hyo-Soon;Park, Yu-Ran
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.6
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    • pp.1325-1329
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    • 2012
  • The current situation and problems of sensory console games was analyzed focusing on the Nintendo 'Wii.' In order to develop the limitation of contents that lean strongly towards sports and fail to offer diversity one step further into glocal cultural contents, a solution of applying 'Bollywood', which has a main musical format, is presented. Bollywood is a unique cultural code of India which can stimulate the purchase desires of consumers with its exotic freshness in third countries, and can be used to lead sales of a new form of game culture that is familiar yet in a new format in the 1.1 billion population Indian market. The political, social and economic codes of Bollywood are examined in this study in addition to cultural contents and codes that include Bollywood to develop contents that are not foreign to their culture.

A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.