• Title/Summary/Keyword: game methods

Search Result 666, Processing Time 0.024 seconds

A Case Report on the Prevention of Food Poisoning by Applying Augmented Reality (AR) Game (Sik-Jung-Dok-Jop GO) (증강현실 게임(식중독잡GO)을 적용한 식중독예방 교육·홍보 사례 연구)

  • Ko, Sooil;Kim, Hyeon-Jeong;Hwang, InYeong;Lee, Sun-kyu;Jung, Hwi-kwan;Im, Seon-mee;Kim, Min-hee;Lim, Ju-eun;Ahn, Kwangsoo;Kim, Jangyul
    • Journal of Food Hygiene and Safety
    • /
    • v.32 no.4
    • /
    • pp.262-266
    • /
    • 2017
  • To enable effective notification and promotion of the food poisoning prevention, Ministry of Food and Drug Safety (MFDS) developed a mobile augmented reality (AR) game called 'Sik-Jung-Dok-Jop GO', and demonstrated the game at 11 events including Food Safety Day. At the events, we have conducted a field survey of people who have played the game, and evaluated the awareness change of the food poisoning before and after the game. The level of the respondents' awareness about the 3 methods of the food poisoning prevention has been increased by 53 percent after playing the game, the level of awareness about individual food poisoning micro-organism has been improved by 2.1 times. According to the survey, 95% at the respondents answered that the game helped them understand the food poisoning more, and 90% of the respondents said that they enjoyed the game. In conclusion, we believe that 'Sik-Jung-Dok-Jop GO' will be able to create various educative effects on prevention of food poisoning including causative foods, main symptoms, and other related knowledge when the game is widely applied to students in kindergartens, elementary, middle, and high schools.

The Quality Evaluation Methods of Medical Serious Game (의료용 기능성게임의 품질평가 방법)

  • Yoon, Seon-Jeong
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2013.01a
    • /
    • pp.39-40
    • /
    • 2013
  • 의료용 기능성게임의 효과가 입증되면서 다양한 분야의 투자와 주목을 받고 있다. 이에 따라 사용자를 위하여 의료용 기능성게임의 품질평가가 중요한 이슈가 되었다. 품질평가는 객관적인 기준과 평가요소 개발이 중요하다. 기능성게임의 특성 상 품질평가는 기술적인 영역과 비기술적인 영역으로 나누어 진행된다. 본 연구에서는 의료용 기능성게임의 비기술적인 영역의 품질평가 요소를 개발하기 위한 방법을 제안한다. 제안한 방법을 사용하여 심리 치료와 헬스케어 및 재활치료 2개 분야에 대해 각각 5개의 평가 요소를 추출하였다. 추출 결과는 전문가에 의해 내용 타당도 검사로 신뢰성을 확보했다. 본 연구는 다양한 분야의 기능성게임 품질평가 모델 개발의 가이드라인이 될 것이다.

  • PDF

Utilizing Multicasts Routers for Reliability in On-Line Games (온라인 게임에서 신뢰성 확보를 위한 멀티캐스트 라우터의 활용)

  • Doo, Gil-Soo;Lee, Kwang-Jae;Seol, Nam-O
    • Journal of Korea Game Society
    • /
    • v.2 no.1
    • /
    • pp.23-29
    • /
    • 2002
  • Multicast protocols are efficient methods of group communication such as video conference, Internet broadcasting and On-Line Game, but they do not support the various transmission protocol services like a reliability guarantee, FTP, or Telnet that TCPs do. The Purpose or this Paper is to find a method to utilize multicast routers can simultaneously transport multicast packets and TCP packets. For multicast network scalability and error recovery the existing SRM(Scalable Reliable Multicast)method has been used. Three packets per TCP transmission control window site are used for transport and an ACK is used for flow control. A CBR(Constant Bit Rate) and a SRM is used for UDP traffic control. Divided on whether a UDP multicast packet and TCP unicast packet is used simultaneously or only a UDP multicast packet transport is used, the multicast receiver with the longest delay is measured on the number of packets and its data receiving rate. It can be seen that the UDP packet and the TCP's IP packet can be simultaneously used in a server router.

  • PDF

Construction Method and Mathematics Educational Aspect of the Wooden Die for Drinking Game(14-face Die) (목제주령구(木製酒令具)의 제작기법 및 수학교육적 의미)

  • Lee Kang-Sup
    • Journal for History of Mathematics
    • /
    • v.19 no.3
    • /
    • pp.43-56
    • /
    • 2006
  • This paper aims to introduce a construction method for the 'Wooden Die for Drinking Game' and to find some geometrical structures and mathematics educational viewpoints. As the results, we get two methods which are eventually same with Figure 5 and Figure 6-3. We proved the ground that classical probability of this Die's each side showing up is one out of fourteen and introduced few other empirical probabilities with Table 1 to Table 3. Also, some Chinese characters were corrected and re-interpreted. In fact, 象人打鼻 changed to 衆人打鼻, and 醜物 is interpreted as 'ugly animal' such as frog, toad, earthworm or pine caterpillar.

  • PDF

Portfolio Management Game Applicable to Korean Stock Market (주식투자(株式投資)에 관(關)한 모의(模擬)게임)

  • O, Seong-Baek;Hwang, Hak
    • Journal of Korean Institute of Industrial Engineers
    • /
    • v.3 no.1
    • /
    • pp.55-59
    • /
    • 1977
  • This paper develops a portfolio management game applicable to Korean Stock Market with an emphasis on teaching and training aid. It allows each participant to start out with a certain amount of money and pick his favorable stocks from a list of stocks chosen by instructor. Each participant must make a transaction at each time period and he gets a readout that states his individual performance, i.e., stock lists, cash on hand, net worth, transactions he has made and rank in accordance with his net worth. This game package consists of 10 subprograms and 7 files written with Fortran language for use on the Nova 840 computer and is divided into 3 main categories according to their functions, i.e., book-keeping function, data processing function and information searching function. This package may be used for training portfolio decison makings in the stock market and for comparing various investment methods through hypothetical investments.

  • PDF

Analysis on the Game of Co-opetition of ports in the China Yangtze Delta -Taking Shanghai port and Ningbo-Zhoushan port as an example

  • Shao, Yan-Bo
    • Journal of Navigation and Port Research
    • /
    • v.36 no.2
    • /
    • pp.123-129
    • /
    • 2012
  • Due to rapid growth of economy in the world, which results into shipping goods flow one place to another in large volumes, the competition becoming more intense among ports. Shanghai port and Ningbo-Zhoushan port are the two most important ports in the Yangtze River Delta and have the same economic hinterland, inevitably there is a heated competition between the two ports. This paper using the approach of SWOT to analyze the issue of competition and cooperation between the two ports, and then makes an analysis of their Co-opetition strategies by employing the analyzing methods based on the Game theory. Finally, it puts forward some strategies to enhance the cooperation between the two ports.

Probability research of Wooden Die for Drinking Game as ethnic custom mathematics (민속수학과 목제주령구의 확률 연구)

  • Wang, Moon-Ok;Seo, Jung-Choul;Lim, In-Kyoung
    • Journal for History of Mathematics
    • /
    • v.18 no.4
    • /
    • pp.67-84
    • /
    • 2005
  • In this paper, We make mathematics be more interesting and have students participate in class actively through studying the cultural value of mathematics and the ethnic custom mathematics. For studying probability of the usage of Wooden Die for Drinking Game as ethnic custom mathematics which was used in the United Shilla. We study how to apply our methods to our current school curriculum

  • PDF

A study on development of VR-based tangible functional game for prevention of dementia

  • Jang, Chun-Ok
    • International Journal of Advanced Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.196-202
    • /
    • 2021
  • Currently, as Korea enters into a fast aging society, the problem of dementia population is increasing. In this paper, we intend to contribute to the improvement of welfare for the elderly by developing virtual reality technology and related interface technology to effectively perform hand movements known as effective methods for preventing and treating dementia. As the content of the research and development of this paper, it is designed to be easy for the elderly to use and stimulate brain function by applying VR technology using sensors, and to activate mental and physical activities for the elderly who are marginalized in terms of cultural welfare. We intend to develop by classifying the types of games and contents that can induce them. As a result of this thesis, we developed contents using virtual reality to improve cognitive abilities for elderly people with poor cognitive ability to activate the brains of users' cognition, memory, and attention to prevent and treat dementia I want to contribute.

Research on Efficient Game Production Methods using Digimon Series IP

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
    • /
    • v.11 no.4
    • /
    • pp.423-428
    • /
    • 2023
  • Currently , the growth of various platforms is remarkable , both at home and abroad . With the growth of various platforms such as PC, console, and VR as well as mobile, the global gaming industry market size has grown to reach KRW 151 trillion . However , in order to revitalize the domestic game market , which is growing at a slower pace, improve the concentration phenomenon that is concentrated on mobile and PC platforms , and select one of the games using IP that is being discussed as a new breakthrough , and determine what form the game will take. Through this study, we would like to suggest whether multi-platform is appropriate. The Digimon series generally attracts many fans through animation , and the Digimon story Cyber Sleuth, which utilizes new scenarios to satisfy them and arouse interest at the same time , can be seen as a representative success example We believe that through this interaction, users can continue to play the main content on their PC, and create synergy by being able to play and enjoy minimal content through mobile anytime , anywhere while doing other things.

Game Theory-Based Scheme for Optimizing Energy and Latency in LEO Satellite-Multi-access Edge Computing

  • Ducsun Lim;Dongkyun Lim
    • International journal of advanced smart convergence
    • /
    • v.13 no.2
    • /
    • pp.7-15
    • /
    • 2024
  • 6G network technology represents the next generation of communications, supporting high-speed connectivity, ultra-low latency, and integration with cutting-edge technologies, such as the Internet of Things (IoT), virtual reality, and autonomous vehicles. These advancements promise to drive transformative changes in digital society. However, as technology progresses, the demand for efficient data transmission and energy management between smart devices and network equipment also intensifies. A significant challenge within 6G networks is the optimization of interactions between satellites and smart devices. This study addresses this issue by introducing a new game theory-based technique aimed at minimizing system-wide energy consumption and latency. The proposed technique reduces the processing load on smart devices and optimizes the offloading decision ratio to effectively utilize the resources of Low-Earth Orbit (LEO) satellites. Simulation results demonstrate that the proposed technique achieves a 30% reduction in energy consumption and a 40% improvement in latency compared to existing methods, thereby significantly enhancing performance.