Education and Game are the main keyword for the future society. Many countries are taking notice of these to improve the competitive power of their countries. Educational Game is not Education for Game but Game for Education. By the way, there are many definitions for the Educational Game and many discourse about the relations between Education and Game. It is necessary and meaningful to discourse about setting of relations between Education and Game in this point of the time. Generally, some former studies are focused on functions of Education using Game but this study tried to back to the basic with discoursing about the definition of Education and Game itself. Finally, this study drove the definition of Pedagogical from discourses among Education, Game and Educational Game. Educational Games are going to be developed plenty but we get some problems for adjusting the balance between the goal for the Game and the goal for the Education or blending game elements for the fun with cognitive knowledges which are learned during game play. Pedagogical Game can give some suggestions to solve these kind of problems or to make you back to the basic discourse between Education and Game.
This paper proposes an educational smartphone applicaiton which usages augmented reality and GPS on a smartphone to lead a learner's experience, and which provides games on cultural properties to keep the learner's interests. The proposed educational app is based on Keller's ARCS model system. To acquire knowledge through experience by using a GPS on a smartphone, the learner solves problems on cultural properties located in which the learner stays and thus the learner can keep her/his interest and increase her attention. Also, using augmented reality gives encouragement and rewards to the learner, increases her confidence and satisfaction, and helps her/him continue learning.
One of the oldest board games in the world is the game of Go which is originated at least more than 2,500 years ago. In spite of its long history, the theoretical studies concerning to Go openings are still insufficient. We firstly used related-samples t-test using SPSS to the three countries' Go mean openings to find out their similarities and differences. Experimental result shows that there are no significant differences (p=.959) between Korean and Chinese mean openings, but meanwhile, there are just some slight similarities (p=.061) between Korean and Japanese mean openings. We secondly applied PCA and LDA classifiers with Euclidean distance to correctly classify a pro player's opening into his/her class obtained from the training openings. Result shows that the recognition rate (42.1%) of dependent LDA classifier is much better than that (27.9%) of PCA classifier; and also that dependent LDA classifier outperforms independent LDA classifier with the recognition rate of 35.0% .
We present an improved sketch-based image search technique through which users can search their target images from the images in database. This technique can be used in constructing an efficient game development framework. Our basic approach is to search the database by comparing the user-created sketch with the graph extracted from the images in the database and estimating the similarity. The images of high similarities are suggested as the candidates that match the target image. To improve the accuracy of the matching process, we substitute the graph-based representation of images with vectorized coherent lines, which are known as one of the most precise schemes in extracting and describing important features in an image. By the experiments on 820 images of 32 categories, we prove that our scheme shows higher matching accuracy than the existing schemes.
On July 30, 2012, Kakao Talk of Kakao Co., Ltd has pioneered a mobile platform SNG market for the first time in the country along with the launch of ‘Kakao Game Center’. While Kakao Talk has released a puzzle game called ‘Anipang’ at the time of launching the Kakao Game Center, it has recorded a DAU value exceeding 8 million at the most by dominating the domestic mobile game market for smart phones right after being released. However, a sudden decrease of DAU was shown starting September 4th which is not even two month after being released and the defection of DAU continues to occur. This is a condition which is different from the Facebook SNG which is a computer platform based SNG where the DAU is steadily maintained until now. This study attempts to analyze the cause of such conditions through the comparison between Facebook SNG and Kakao Talk SNG representing each of computer platform based SNG and mobile platform based SNG to present an important reference point for the game creators who are preparing for the participation of mobile platform based SNG industry in the future through this analysis.
The purpose of this paper is to analyze the singularity of visual encyclopedia applications which utilize digital images with gameness and storytelling as the center. Due to the popularization of smart devices, visual encyclopedia applications are actively used in education. In the case of the visual encyclopedia applications, while they inherit some features of paperback visual encyclopedia, they make use of interactive features of the smart media. After analyzing information reconstruct method of the visual encyclopedia applications which distinguish between applications and paperback, this paper extracts the characteristics of interactive storytelling. In this process, the analysis of this paper focuses on themes and play elements that have been extended by visual encyclopedia applications through the digital virtual theory which is Vilem Flusser suggested. Therefore, visual encyclopedia applications provide new educational experiences by providing the method of reproduction and configuration of information through the interactive participation of infant, which was limited to intertextual participation in existing paperback visual encyclopedias.
In this paper we offered a new UI design for Chinese input method on smart devices during Gameplay. Currently the well-known conventional stroke-based Chinese input method using only five basic stroke types could achieve low leaning curve and small keypad implementation, we made the UI design base on this stroke-based input method compensating the problem that input speed is limited and finally relatively higher the input speed. For experiment we designed and implemented the new UI for input method by Unity3D. Input by pressing or typing keys is replaced by more using sliding. To improve the input speed of the stroke-based method slide direction arrows are used and selected character will be intuitively shown to user in real time as designed. And the Four Tones(四声) in Chinese pronunciation is also been used to improve the input speed for this input method. In addition, to evaluation the new input method UI, we have conducted experiments on smart device comparing with four basic Chinese input methods. Through the numeric values recorded in the evaluation by inputting random 20 Chinese characters and two-letter Chinese words, comparing the input speed, click times, the typo rate shows the advantages of the new UI and proved that the new UI is better than others for using in smart device game.
Data mining and game sounds classification prerequisite to find a compact but effective set of features in the overall problem-solving process. As a preprocessing step of data mining, feature selection has tuned to be very efficient in reducing its dimensionality and removing irrelevant data at hand. In this paper we cast a feature selection problem on rough set theory and a conditional entropy in information theory and present an empirical study on feature analysis for classical instrument classification. An new definition of a significance of each feature using rough set theory based on rough entropy is proposed. Our results suggest that further feature analysis research is necessary in order to optimize feature selection and achieve better results for the musical instrument sound classification problem through Weka’s classifiers. The results show that the performance of the best 17 selected features among 37 features has 3.601 compared to 2.332 in standard deviation and 94.667 compared to 96.935 in average with four classifiers.
This Study has analyzed the trends of flow studies in the domestic game field. First, the flow studies in the domestic game field are mainly from economics, business administration, journalism and broadcasting and so on. Second, the content of studies is biased toward the use of games. Third, the definition of the flow concept is divided into the following two methods. The one is the method of describing user's flow condition and the other is the method of describing antecedents and consequence of flow. Fourth, technology acceptance model is mostly introduced as a theory associated with flow. The loyalty is mostly presented as a dependent variable of positive results of flow experience. Our study analyzed former studies on flow theory which is useful to research user's immersion and continuous use of games. We expect that the results of the study will be useful data for domestic game industry, research and so on.
Gamification is a new concept using elements of game mechanism with clear goals in non-game contexts. This idea has been used successfully in a variety of domains with positive effects of games and game culture. As games have been a powerful tool in persuasion and behavior changes with purposive desings, such gaming effects have brought about a new era, called “Game 3.0”. This paper proposes transitional aspects of Game 3.0 Era, by focusing on gamification concepts and applied game machanism. From previous literature, the structural elements of gamification can be derived from the concepts of play, entertainment game, edutainment, funware, and serious games. Likewise, core elements of gamification comprise participation & engagement (as motivational factors associated with digital games, GameFlow, E-GameFlow), game mechanics, and game dynamics. The various aspects of game eras from Game 1.0 to Game 3.0 are summarized and discussed.
Recently, some conservative members of the National Assembly pushed a new proposal for regulating online games, because negative aspects of the game are being emphasized. It is needed to try to make good games that exert a good influence on game users. This paper proposes the new game design of a Bible Smart Phone Game for Sunday school. To support this idea, the play system of popular running games is used for fun, and players are quizzed about sunday school lesson for education. Also, we made a game prototype of this Bible Game in android platform.
Users of smrtphone based mobile social network games are rapidly increasing. However, there are few researches for smartphone based mobile social network games. In this paper, we conducted a qualitative study in order to understand the continual usage intention of mobile social network game from indepth interview. As a result, passing time, hedonic valuem social value, challenge/competition, perceived enjoyment, and social interaction were found to have positive effects on continuous usage intention of smartphone based mobile social network game. And network quality, difficulties of game, and social interaction were found to have negative effects on continuous usage intention of smartphone based mobile social network game. This study provides practical suggestions for developers of social network game to invigorate the smart-phone based social network game market, such as improved additional investment for simple game interface, easy game rule, additional interactive services.
The purpose of this research was to explore whether playing self-hygiene serious game has any effect on the knowledge, self-efficacy, and behavior related to self-hygiene of young children. Three children, ages 5 and 6, all male, participated in this study. Three children were observed for one, two, and three weeks before game play. After this baseline period, the children were given a game titled Parasite Wars, in which the children have to kill the parasites to get healthy, to play for one week. After the initial exposure to the game, the children were observed during one week of game play for self-hygiene behavior. Also, immediately before and after the week of game-play, children were tested on knowledge and self-efficacy related to self-hygiene. Results indicate that all children improved in knowledge and self-efficacy after the gameplay. Numbers of voluntary hand-wash increased after initial exposure to the game for all three children. The numbers of verbal facilitation for hand-wash all decreased with game-play.
The 2013 Korean Gaming White Paper suggested that the mobile gaming market has a potential for the future value realization. The market of mobile games exploded by 89.1% compared to 2011 and the market share almost doubled. With higher infiltration and performance enhancement of the mobile devices, accompanied by the growth in the mobile advertisement market, fueled the development of the relevant infrastructure and the business model, which is the basis of our anticipation on the gaming industry to grow further. Unlike the weight it carries in our society, the literatures in the field of mobile games are scarce, which is why we conducted this study. In this study, we will focus on the characterizing factors of the mobile game and their relationship with immersion in order to identify with proofs the intent of their users for continued, repeated usage of the mobile games using statistical methods. The purpose of this study is to identify the characterizing factors of the mobile games that affect the intent for repeated usage and immersion, with a view to contribute to the development of the mobile games and the mobile gaming industry. The result of the evidentiary analysis revealed that the internal and external factors of the mobile games did have positive impacts on immersion into them, and the immersion into the game positively affected the intent for repeated usage. In addition, we examined the differences between genders in terms of the influence from the characterizing factors onto immersion, which revealed statistically significant differences between the genders and was reflected in our consideration on the implication of this study.
People have been experiencing lot of incidents for their lives which results in gaining their impetus. Each impetus derives an emotion and such emotion is either of positive or negative one. The positive emotion motivates activation of his life but the negative emotion demotivates one. Specifically, the negative motivation will be much worse for children and it could be adversely affected to their emotional development. The paper first characterizes how to regulate an emotion in a view of psychology base and also characterizes how to regulate the emotion for children. And then, we analyze serious game contents which have been developed to care a negative emotion for children and youth to derive some game elements to be used in the games. Finally, by combining the two characterizations of regulation of emotion in psychology view and the serious games, we propose effective game elements for caring children’s negative emotion. We expect that the results will provide a good guideline when we make a serious game to care children’s negative emotion.
In this paper, we present a technique for applying artistic effects to videos based on a pencil rendering technique. First of all, we propose a vectorized line generation method as a primary technique for solving temporal coherence problem which appears when applying some artistic effects to video. In addition, we propose progressive pencil rendering technique which controls detailed range of drawings from rough sketch to detailed drawing for video. Also, regarding that a real color pencil has a limited set of colors, we suggest limited color pencil rendering method. Furthermore we analyze hand drawing pencil drawings, compare them with rendering results and complement some weakness. A series of our works has a meaning of not only technological but also aesthetical consideration for pencil drawings.
Digital dementia becomes an issue these days which causes failure of one’s memory and calculation ability because many people rely heavily on digital devices, such as smart phones. Smart devices themselves become smarter and smarter whereas digital device users become dumber and dumber, and finally they are suffering from digital dementia. Serious games can be defined as games which combine entertainments with various applications. They relieve the negative opinions which belong to existing games, so many game titles have been released as serious games in these days. This research is motivated by the fact that serious games were originated to overcome practical issues. In this paper, a serious game is presented to prevent digital dementia and its effectiveness is shown. The proposed serious game is composed of simple four fundamental arithmetic operations which improve one’s calculation ability. Since simple arithmetic operations are familiar regardless of one’s age, they are chosen. Everyone can enjoy the game beause random factors are added. This paper concludes that serious games can be used to prevent digital dementia very effectively.
BCI is called BMI (brain-machine interface) sometimes. It is the interface which controls things with human consciousness. In this paper, we look into several of the headset protocol, and we proposed unified protocol with medical standard MFER (Medical Waveform Format Encording Rules) through the analysis of the protocol. And to prove the excellence of the proposed protocol as a case study, we demonstrate embedded control car so as to; (1) prevent overlapped investment on new BCI input interface development, and (2) help to create BCI-related functional game easily, (3) realize variety services through the each equipment compatibility.
Multimedia game contents is effective and efficient instruction media to support learning for students with development disabilities who have attention and learning difficulties. Many education game programs have developed to enhance learning fluency and learner’s interest. These programs also can be applied to students with developmental disabilities successfully. To this, education game program is designed to access all students including students with disabilities. In this study, to assess and suggest education game program accessibility, 6 education game programs were reviewed through teacher’s recommendation. Also These programs were rated 5 point likert scale by 30 teachers and special education specialists according UDL(Universal design for Learning) 9 guidelines. The results show that well designed education game program applied efficiently to students with developmental disabilities and it need to consider practices to enhance accessibility. Implications for further studies were suggested.
This paper presents a new polyomino tiling algorithm for three-dimensional surface geometric model. We first apply surface subdivision to the input polygonal mesh or subdivision surface mesh. Then we construct a random Hamiltonian path to connect all subdivided input mesh. This path is used to build initial polyomino tiling on the original input mesh. Finally we apply random polyomino exchanging to the polyomino tiling to get more uniform occurrence of each polyomino types. Our method is applicable to construct three-dimensional puzzle and we show the results of proposed algorithm on three-dimensional mesh data.