ADHD(Attention Deficit/Hyperactivity Disorder) is a common disorder of childhood, which exhibits symptoms of hyperactivity, impulse, having difficulty in concentrating, and being easily distracted. These symptoms lead many difficulties in childhood if left untreated, and last in adolescence and adulthood in some cases. This paper analyzes serious game technology based on BCI for ADHD treatment. BCI technology is implemented by acquiring EEG via device and sending commands into input-output device by signal processing. In order to apply serious games based on BCI, it requires building a database with relevant resources of analysis and study of ADHD infants and children behavioral patterns first. Based on it, it is suggested to design and develop serious games that are well balanced in fun elements and functional elements on the consideration of levels of difficulties.
본 논문은 2014년 3월 <한국컴퓨터게임논문지>(제27권, 제1호)에 실린 "디지털 영상매체와 게임 콘텐츠를 활용한 상호문화교육 교수-학습 프로그램 개발의 필요성에 대한 이론적 검토"의 후속 연구이다. 상호문화교육을 위해 디지털 영상매체 중의 하나인 영화를 활용하는 것은 단순히 교수-학습 방법의 다양화에 기여하는데 그치지 않는다. 대학생을 대상으로 하여 문화상대성을 이해시키고 다문화 (또는 상호문화) 감수성을 증진시키는 교육에 상업영화를 적용시키는 것은 독창적이고 통합적인 상호문화교육의 장을 열어줄 수 있을 것이다. 또한 이는 문자텍스트에 주로 의존했던 전통교육의 한계를 극복하는데 도움을 줄 것이다. 현재 한국사회는 이주노동자, 결혼이민자, 북한이탈주민, 유학생 등과 같은 이질적인 문화구성원들의 유입으로 인해 여러 사회적인 도전에 직면하고 있다. 본 논문은 독일과 프랑스의 상업영화를 이용한 대학생용 상호문화교육 교수-학습 프로그램의 개발과 활용이 다문화사회로 진입단계에 한국사회를 보다 조화로운 사회로 구성하는데 도움을 줄 수 있음을 보이고자 한다. 이런 교수-학습 프로그램은 학습자에게 즐거움을 줄 뿐만 아니라, 배우려는 인간의 본능을 동시에 충족시킬 수 있다.
The purpose of this paper is to analyze Digital Diaspora phenomenon in Massive Multiplayer Online Role Playing Game. MMORPG is the online virtual world that users perform diverse nationalities and identities simultaneously. EVE Online (CCP Games, 2003) differs from the other MMORPGs since it has only one server which allows players to form continuous virtual communities in EVE Universe. Using Arjun Appadurai’s global imagination as the methodology, this paper questions about the identities of players as organically linked, transnational, and deterritorial. There are two notions of diaspora: Classic Diaspora and Post Human Diaspora. This paper argues that the Digital Diaspora of MMORPG shows the aspects of Post Human Diaspora. Therefore, MMORPG not only reflects the social realities but also suggests alternative realities. With Diasporic characteristics of the virtual space, players of EVE become transnational citizen who have hybrid identity that can embrace diversities.
As a macroscopic research for the interface of MMORPG(Massive Multiplayer Online Role Playing Game) in Korea, I have analyzed the introduction background & mutual characteristic of each interface according to the development shifts of MMORPG. The MMORPG of Korea, in the mid-1990s, was started while taking a foreign MUD (Multi User Dungeon) games, which used 'Text Interface' based on the keyboard. When Information and communication infrastructure was expanded in earnest in the late 1990s, Computer games interface was rapidly changed to GUI(Graphic User Interface) based on 2D graphic from text-based UI. So, Games of this period used the 'Point & Click Interface' that uses the mouse only to move character and carry out combat. Since graphic technology was changed to 3D in the middle of 2000's, The interface of MMOGPG for three-dimensional representation was naturally changed to 'keyboard control Interface' which used both mouse and keyboard. Recently, 'Action Control Interface' that was hardly used to MMORPG was appeared due to progress of game programming technology. And 'Diversity of play pattern' & 'Non-targeting' are attributes of 'Action Control Interface', which is differentiated with other interfaces.
STEAM (Science, Technology, Engineering, Arts, and Math) is to educate the people who take convergent thinking and divergent creativity. The current society is the knowledge network society. It requires these people. The alternative educational policy is focused on the learner centered based on learners' interests or concerns. The educational game is one of the best teaching and learning strategies. With taking notice of this point, this paper has studied about how amount the educational game was able to support the possibilities of STEAM support. Ten teachers who were evaluators for three educational games which were different genre's game evaluated them using a sheet for evaluating the possibilities of STEAM support using the educational game. Based on the results of this evaluation, we leaded 5 conclusions as follows: the educational game is able to support STEAM's goals, the step for presenting the situations, the step for the creative design, the step for taking an emotional experiences, and it has STEAM's elements in itself.
This study attempted to examine what changes of creative play characteristics occur when having education experience using multimedia in the field of early childhood education. In order to conduct the study, 15 infants at H day care center and 15 infants at S day care center, both located in Seoul, were selected as the subjects. The program processing was composed of extension activities using multimedia after listening to fairy tales using multimedia. For study instrument, the behavior test for creative play developed by Hwang Yoon Sae (2008) was used. This instrument consisted of total 5 subfactors: intrinsic motivation – imagination; sensitivity – curiosity; durability – immersion; various interests – challenge; and initiative – independence. For statistical analysis, SPSS 17.0 was used, and t-test was used for the statistic process. As a result of the experiment, it was concluded that the education experience using multimedia has positive effect on overall characteristics of creative behavior of infants; in detail, behavior characteristics of infants in the aspects of intrinsic motivation – imagination, sensitivity – curiosity, and durability – immersion were remarkably improved, whereas the characteristics in the aspects of interests – challenge and initiative-independence did not show any particular changes. In other words, the infants who receive a lot of multimedia materials have more creative thinking than those who do not receive a lot of multimedia materials, and this thinking ability is also reflected in play activities.
The Enforcement decree of the Action on the Promotion of Game Industry was amended in November 20, 2013 and Currently being implemented. One of the Important contents of this Act is about compliance items of game providers. And it is mainly on web-board games and betting regulatory issue. Specific details are as follows : No one can use more than 300,000 won per month for the web-board game which is similar to a real poker game or a real 'gostop' game. Betting limits at once may not exceed 30,000 won. And "Game Shutdown for adults". Especially, the various possibilities for interpretation of the Enforcement decree of the Action on the Promotion of Game Industry is to be implied because of using the ambiguous expression all over. Essentially these controversys stem from the difference of view about game and game industry. What is the difference between games and gambling? At least in Korea, it would be difficult indeed and at the same time it will be important question. In the following, it may be necessary that an analysis of relation with the interpretation of game-related legislation and the limits of delegated legislation, and the constitutional standards - the principle of apparentness (definitude), the principle banning excessive enforcement when restricting the basic rights of people.
The study about relationship with game use and mental health is being watched with keen interest. However, these isn't enough study on comparison within mass media just like television or SNS. In this study, we compared each media usage time and mental health factor on public. We selected game, television, radio, newspaper, book as mass media and depression, aggression, loneliness, self control, happiness, self efficacy, self esteem as mental health factor. As a result of the study, high game usage time group shows low self control, high aggression and little low self efficacy as compared with other media. And game, SNS and book show the relationship with depression, so there needs joint researches about that. We clear up the character and relationships with the game propensity analysis for the game development and studies of mental health.
This thesis is focusing on various image photographing techniques equipped in smartphones and their educational uses. Since most smartphones have large quantity of memory and various kinds of applications, taking videos has become possible. For example, they enable us to take pictures of people and scenery using shooting functions and it is possible to move the view horizontally and vertically by handling camera works. The videos taken by these functions are completed by the works of combining, correcting, condensing and building them. Unlike the past, there have been many changes in the course of teaching and learning process between instructors and students by the impact of smartphones. Among them, smartphones have become an essential element in performing cooperative learning. This research is constructed on the real cases of learners, highschool students although more students couldn’t participate in the performance due to their heavy curricular procedure. They planned to make up stories, could recognize the reality of film-making and learn interaction at the last stage of in completing the film, by using smartphones. Smartphones our contemporary men and women are using anytime, anywhere, have become an indispensible item from talking to making educational contents.
Play is the basics of cognitive, physical, and emotional development of infants, and especially pretend play is very important in the aspect that it enhances imagination and expression of infants by drawing making up free imaginative story and physical expressions. On the other hand, on the effect of structural reality of toys used in pretend play on pretend play of infants, it is predominant that as the structure of the toy becomes higher, the pretend play is promoted. When it is connected to the environmental aspect of play of infants, it can be inferred that infants may be easily immersed in imaginative world using the fact that they are placed in play environment that provides detailed symbols about certain subjects. Also, as a technique to provide such environment, chroma key that realizes virtual learning environment may be used. Chroma key, one of image composition technologies, can be an effective means of enhancing curiosity, immersion, and expression skills of play activities by providing infants with realistic spatial background. Furthermore, sense of space is an essential basic ability to understand, interpret, and evaluate surrounding world, and virtual reality may help infants overcome physical and economic constraints of the existing child education institutes and raise their sense of space in safe environment. In addition, in order to use the chroma key technology effectively, it’s necessary to make infants understand about the chroma key and specialize teaching methods along with appropriate education plan.
The international casino game industry has adopted G2S (game to systems) protocol for the future communication standards between slot machines and gaming hosts. G2S protocol uses the internet protocols and XML message format. Not simply G2S protocol replaces the SAS protocol currently in use but with many limitations, but provides diverse application and business chances to the casino industry. In this paper, we introduce the overview of technical features of G2S system, and describe our design and implementation experience of core G2S protocol engine for slot machine devices. The G2S engine provides key protocol stack of G2S (HTTP, XML, and SOAP) and runtime services, using open source softwares and custom classes. The protocol compatibility of the implemented G2S engine is confirmed against an openG2S host software contributed by IGT. Also the measured memory size and perfroamcne is compact enough for typical slot machine hardware specification.
This study employed the eye-tracking method to investigate the nature of game players' visual attention on the game's GUI(graphic user interface) elements during game play. The genre of the game (shooting and driving games), the points of view of the game (1st person vs. 3rd person POV), and the game player's proficiency were taken into account to examine their effects on the game player's visual attention. A within-between subject experimental study was conducted (N=26). The results illustrate that the game genre was not a meaningful predictor for neither the frequency or the total duration of visual element per interface element. The point of view had a significant main effect on the game player's frequent change of their eye movement across different elements. The proficiency of game player's gaming skill significantly altered the game player's frequency and duration of visual attention. Proficient gamers were more efficient in distributing their visual attention across various elements of the GUI.
The purpose of this study is to conduct basic research on development of game interface for the elderly by verifying the difference in user experience based on the type of interface. The methodology of playtest combining experimental research and survey was applied with subjects of elderly users consisting of 47 men and 48 women being ages 60 and up. The effects of user experience between natural user interface and the pad-type interface were compared and analyzed through repeated measure MANOVA in terms of emotional response, ease of use and flow. The NUI game showed higher emotional responses such as pleasure and dominance. On the other hand, there was no difference in arousal. The NUI game also presented higher ease of use in the process of game play and it also had higher autotelic experience, action-awareness merging, sense of control and ambiguous feedback experience. These results may contribute to the development of serious game and natural user interface for the elderly by empirically identifying the effects of user experience on NUI.
This article dealt with some legal issues mainly related to a Real Money Trading (RMT) in web-board games in Korea. For clarifying in detail, this paper showed lots of real case found in U.S. and China. These case studies was to reach a common principle, that is, “RMT is everywhere in the real world.” And then, this article tried to examine and evaluate whether a RMT in web-board games has an intrinsic characteristic of gambling in terms of the legal questions. In this part, this study leads to the conclusion that a RMT in web-board games does not meet the legal concept of “Chance” and “Prize.” Furthermore, it is not reasonable that providers of web-board games take legal responsibility for not only a RMT that is not controlled and caused by them but also quasi-gambling experience by the RMT. This analysis is supported by some cases ruled by Supreme Court in Korea. Nevertheless, a RMT in real world is still considered as illegality of providers of web-board games by the Korean government. And more, in recent, the government gets to apply more strict regulation to most kinds of game. This is not common and proper regulatory system in national service areas as well as the WTO and/or FTA systems.
In this paper, I tried to study the legislative history on the controversial issues in relation to the "web-board" game. The legislative procedural issues and the controversial regulations needs to be investigated in sequential analysis and review with the view of content validity and formal legitimacy. The second annexed list of the enforcement decree of the GAME INDUSTRY PROMOTION ACT is based on the article 28 (Matters to be Observed by Game Products related Business Operators) and its main fround is the item 8 "He/she shall observe matters prescribed by Presidential Decree as other matters necessary for maintaining business order." These provisions have many legal problems with the "Rule of Law" principle ("Vorbehalt des Gesetzes" in german), Overbreadth doctrine, Void for vagueness and the The Less Restrictive Alternative(LRA) doctrine etc. The regulation on the "web-board" game industry seems to be very severe and rigorous, because the balancing between the public interest and private one is not considered and corresponded well. It caused many harmful effects on the game industry, game business operator and its users. However, the purpose of legislation might not be achieved due to the weakness of the regulation so that the policy failure may bring about the loss of trust in the governmental regulation. The regulation on the game industry and ICT system needs to be authenticated as a measure to promote the business and rationalized to protect the game users.
As the users continuously play the mobile game, the mobile game service requires a method to manage their information such as their game play score and their own game items. For the purpose of responding to the user requests in real time, the proposed method reduces the size of the database by separating the information of inactive users from the main database. Considering the construction cost, the proposed method moves the information of the inactive users to the file instead of another secondary database system. In order to minimize the effect of the system environment such as CPU or memory, the proposed method depends on the response time to the user request rather than the last login time or the number of the user accounts. For the safety and consistency of the database, the proposed method utilizes a traditional RDBMS rather than NoSQL.
Schizophrenia is one of the most chronic and severe mental disorders. It has hallucinations, delusions, disorganized thinking, a lack of emotion and a lack of motivation. Schizophrenia also causes significant social and work problems. In order to prevent worsening and recurrences of schizophrenia, and to induce continuous improvement of disease, symptom management and medication training are critical factors. A serious game which makes strong interest and immersion senses is a very useful learning tool for schizophrenia patients who show attention deficit, impassiveness, lack of spontaneity and lower motivation. This study uses card match games to improve the patient’s memory and concentration, and encourage procedural learning by associating the difficulty level of the game with the symptom rating scale of disorder. Also it promotes patients to express their feelings through game characters to alleviate their suffering from emotional dullness. It also helps patients to develop teamwork and build interactive skills by demanding cooperative missions for beating the game. Therefore this study is expected to contribute in improving the efficiency of schizophrenic patient education. We suggest to develop serious game design for schizophrenia patients' education.