Design and Technical Development of Health Promotion Services Applied with Gamification
키워드(원어)
Gamification, MDA framework, Game Aesthetics, Avatar Design, Health Care, Motivation
키워드(영어)
Gamification, MDA framework, Game Aesthetics, Avatar Design, Health Care, Motivation
저자
Du-Beom Kim, Tae-Won Kim, Kyong Kim, Seong-Hyun Ki
초록(원어)
Medical services, converged with information technology, are going beyond simple health diagnosis to embrace health improvement. Applications installed in various personal devices such as mobile phones are quantifying and accumulating abundant data, ushering in the age of personalized medical service. Motivation for such IT-based unconstrained health enhancement service, however, has long been a challenge for both service providers and users. As such, the present study suggests gamification of health promotion service as one of solutions to the problem, and analyzes the principle and elements of gamification to derive effective results. In addition, it examines seven strategiesexercise studies that adopted game aesthetics and gamification,components of the Mechanics-Dynamics-Aesthetics (MDA) framework, and applies them to user interface and avatar design.
초록(영어)
Medical services, converged with information technology, are going beyond simple health diagnosis to embrace health improvement. Applications installed in various personal devices such as mobile phones are quantifying and accumulating abundant data, ushering in the age of personalized medical service. Motivation for such IT-based unconstrained health enhancement service, however, has long been a challenge for both service providers and users. As such, the present study suggests gamification of health promotion service as one of solutions to the problem, and analyzes the principle and elements of gamification to derive effective results. In addition, it examines seven strategiesexercise studies that adopted game aesthetics and gamification,components of the Mechanics-Dynamics-Aesthetics (MDA) framework, and applies them to user interface and avatar design.
A Study on the Importance of Initial Experience of Mobile Game
키워드(원어)
User Experience, Experience Cycle, Mobile Game, Game Attribution
키워드(영어)
User Experience, Experience Cycle, Mobile Game, Game Attribution
저자
Lee Won Young, Kim Sung Woo
초록(원어)
Mobile games’ proportion in domestic game industry has been rising steadily every year and in next couple of years, it is likely to surpass online games. Considering that mobile games’ lifespan is very short compared to online games, recognizing the user’s needs at the beginning is important. However, there is a lack of research in such game field. This research is about mobile games’ initial experience importance in temporal viewpoint. Furthermore, it has verified whether this depends on user’s characteristic. I have conducted observation experiment on users of ‘Lineage M’, mobile MMORPG game, for one week starting from the game launch and deducted the importance of initial experience using AHP analysis. Moreover, by analyzing the differences in users’ proficiency, the research provides understanding of diverse users. In conclusion, this research provides basic data for improving satisfaction of initial game users and extending them to long-term game use.
초록(영어)
Mobile games’ proportion in domestic game industry has been rising steadily every year and in next couple of years, it is likely to surpass online games. Considering that mobile games’ lifespan is very short compared to online games, recognizing the user’s needs at the beginning is important. However, there is a lack of research in such game field. This research is about mobile games’ initial experience importance in temporal viewpoint. Furthermore, it has verified whether this depends on user’s characteristic. I have conducted observation experiment on users of ‘Lineage M’, mobile MMORPG game, for one week starting from the game launch and deducted the importance of initial experience using AHP analysis. Moreover, by analyzing the differences in users’ proficiency, the research provides understanding of diverse users. In conclusion, this research provides basic data for improving satisfaction of initial game users and extending them to long-term game use.
Development of Visualization and Debugging Environment for GPGPU Parallel Processing of Geometry Inf
키워드(원어)
Game Engine, CUDA, GPGPU, Unity3D, Debugging, Parallel Processing, Visualization
키워드(영어)
Game Engine, CUDA, GPGPU, Unity3D, Debugging, Parallel Processing, Visualization
저자
Taejung Park
초록(원어)
This paper suggests a visual debugging plaftorm based on the game engine, Unity3D for massive parallel processing routines implemented in CUDA. In general, it is tiresome to debugcheck the accuracy of numerical geometry information results calculated in a parallel way by GPU; usually, developers would pick and check each numerical value by rummaging overwhelming lines of seemingly meaningless numbers. This manual process is less productive and time-consuming. Also, it is not easy to produce some continuous movements of geometry information to check the validity of implemented CUDA codes for realtime geometry processing applications. To solve those problems, this paper presents a way to use Unity3D game engine to visually and interactively debug CUDA implementations. Also, some practical test results are presented with discussions on limitations of Unity3D as a CUDA debugging platform.
초록(영어)
This paper suggests a visual debugging plaftorm based on the game engine, Unity3D for massive parallel processing routines implemented in CUDA. In general, it is tiresome to debugcheck the accuracy of numerical geometry information results calculated in a parallel way by GPU; usually, developers would pick and check each numerical value by rummaging overwhelming lines of seemingly meaningless numbers. This manual process is less productive and time-consuming. Also, it is not easy to produce some continuous movements of geometry information to check the validity of implemented CUDA codes for realtime geometry processing applications. To solve those problems, this paper presents a way to use Unity3D game engine to visually and interactively debug CUDA implementations. Also, some practical test results are presented with discussions on limitations of Unity3D as a CUDA debugging platform.
Development and Evaluation of English Word Display Interface to Improve Short-term Memory
키워드(원어)
Vocabulary Application, Display Interface, Word Display, Word Recall Memory
키워드(영어)
Vocabulary Application, Display Interface, Word Display, Word Recall Memory
저자
Jung-ho Hong, So Young Park
초록(원어)
In this paper, we propose English word display interfaces to improve short-term memory: a basic display, a rotation change display, a size change display, and a color change display. Using these display interfaces, we apply the word recall memory test to users. Experimental results show that the users recall more English words in the rotation change display and the color change display, as compared with the basic display and the size change display. Also, the users think that the rotation change display and the color change display are more helpful for short-term memory than the basic display and the size change display. It describes that the word display interface can have an influence on short term memory.
초록(영어)
In this paper, we propose English word display interfaces to improve short-term memory: a basic display, a rotation change display, a size change display, and a color change display. Using these display interfaces, we apply the word recall memory test to users. Experimental results show that the users recall more English words in the rotation change display and the color change display, as compared with the basic display and the size change display. Also, the users think that the rotation change display and the color change display are more helpful for short-term memory than the basic display and the size change display. It describes that the word display interface can have an influence on short term memory.
A Case Study of Mobile Game Using Webtoon as Original Content
키워드(원어)
Mobile Game, Webtoon, OSMU(One Source Multi Use)
키워드(영어)
Mobile Game, Webtoon, OSMU(One Source Multi Use)
저자
Ju young Ha, and Jin Wan Park
초록(원어)
Through the development of the media, boundaries between different media have become more fluid than before. Among such media, webtoon got creditedother global societies by it’s own literary value to be made as not only as dramamovie, but as the mobile game also. This research aimed to study cases of mobile game which utilized webtoon as the source to find out how the original webtoon influenced the awareness of game. Secondly, this study focused on find out the webtoon’s narrative adapted range under the type of the mobile game. Last of all, this study aimed to discuss about the development direction under specific RPG mobile game "With God" which based it’s contents under the webtoon.
초록(영어)
Through the development of the media, boundaries between different media have become more fluid than before. Among such media, webtoon got creditedother global societies by it’s own literary value to be made as not only as dramamovie, but as the mobile game also. This research aimed to study cases of mobile game which utilized webtoon as the source to find out how the original webtoon influenced the awareness of game. Secondly, this study focused on find out the webtoon’s narrative adapted range under the type of the mobile game. Last of all, this study aimed to discuss about the development direction under specific RPG mobile game "With God" which based it’s contents under the webtoon.
Hyperbolic Model, Tile-based Game, Casual Game, Poincare Disk, Weierstrass Model
키워드(영어)
Hyperbolic Model, Tile-based Game, Casual Game, Poincare Disk, Weierstrass Model
저자
Cheung Woon Jho
초록(원어)
The most of casual games are two-dimensional based graphic interface and the most of matching-tile game is still gains popularity on many video game devices and variety of smart phones. These game uses two-dimensional Euclidean coordinates and uses rectangle-triangle-, hexagon-shaped tiles. But recently novel design of casual games are introduced and gains attention of casual gamers. Our research introduces new approach for tile-based game design. It uses hyperbolic model of Poincare model and Weierstrass model for displaying and generating tiles. Our method is general for any configuration of (p, q)-tiling and can be used for new tile based game design. And introduces new tile generation methods for (3,q)-tiling and (p,3)-tiling without redundant tiles. We also proposed interactive movement method of tiles for game navigation purposes.
초록(영어)
The most of casual games are two-dimensional based graphic interface and the most of matching-tile game is still gains popularity on many video game devices and variety of smart phones. These game uses two-dimensional Euclidean coordinates and uses rectangle-triangle-, hexagon-shaped tiles. But recently novel design of casual games are introduced and gains attention of casual gamers. Our research introduces new approach for tile-based game design. It uses hyperbolic model of Poincare model and Weierstrass model for displaying and generating tiles. Our method is general for any configuration of (p, q)-tiling and can be used for new tile based game design. And introduces new tile generation methods for (3,q)-tiling and (p,3)-tiling without redundant tiles. We also proposed interactive movement method of tiles for game navigation purposes.
This paper will verify the improvement in Life-logging application usage rate with the gamification factor as an element. We classified the gamification factor into three groups, such as, “Acting”, “Achievement”, and “Social”, and a total of four analysis were done consisting of each gamification factor separately and one all together. Usability evaluation questionnaires were conducted to verify functionality and satisfaction. It is expected that effective use of the gamification factor for the Life-logging application will serve as a basis for providing a more enjoyable behavior and application usage rate.
초록(영어)
This paper will verify the improvement in Life-logging application usage rate with the gamification factor as an element. We classified the gamification factor into three groups, such as, “Acting”, “Achievement”, and “Social”, and a total of four analysis were done consisting of each gamification factor separately and one all together. Usability evaluation questionnaires were conducted to verify functionality and satisfaction. It is expected that effective use of the gamification factor for the Life-logging application will serve as a basis for providing a more enjoyable behavior and application usage rate.
This study introduces coding education using functional computer game and board game. We direct compare two different types of the educational game for coding education and their learning achievements. The purpose of this study is mainly to compare the effect of the difference of game type on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, we considered the effect of game platform type on learning and we suggested that when designing an educational game for coding, the proper combination of these platforms are important.
초록(영어)
This study introduces coding education using functional computer game and board game. We direct compare two different types of the educational game for coding education and their learning achievements. The purpose of this study is mainly to compare the effect of the difference of game type on the learner's attitude, learning immersion, education satisfaction and preference for elementary school and junior high school students. In this study, we considered the effect of game platform type on learning and we suggested that when designing an educational game for coding, the proper combination of these platforms are important.
Effects of Loneliness, Aggression, Self-Control and Morality on Game Over-Indulgence Among Adolescen
키워드(원어)
Game Over-Indulgence, Loneliness, Aggression, Self-Control, Morality
키워드(영어)
Game Over-Indulgence, Loneliness, Aggression, Self-Control, Morality
저자
Yei Beech Jang
초록(원어)
This study examined how adolescents’ loneliness, aggression, self-control, and morality affect game over-indulgence. In this paper, morality can be understood as combination of altruism and social responsibility, in terms of prosocial perspective. A survey was conducted and total 1,781 responses were selected for analysis. Results showed that loneliness, aggression, self-control, and morality were significantly correlated with game over-indulgence. More specifically, high level of loneliness and aggression increased game over-indulgence. However, high level of self-control and morality diminished game over-indulgence. High level of morality enables students to cultivate interpersonal skills and facilitate positive social relations, which as a result, prevent problematic game use.
초록(영어)
This study examined how adolescents’ loneliness, aggression, self-control, and morality affect game over-indulgence. In this paper, morality can be understood as combination of altruism and social responsibility, in terms of prosocial perspective. A survey was conducted and total 1,781 responses were selected for analysis. Results showed that loneliness, aggression, self-control, and morality were significantly correlated with game over-indulgence. More specifically, high level of loneliness and aggression increased game over-indulgence. However, high level of self-control and morality diminished game over-indulgence. High level of morality enables students to cultivate interpersonal skills and facilitate positive social relations, which as a result, prevent problematic game use.
노인의 외모관리가 심리적 적응과 사회적 유대관계에 미치는 영향에서 인터넷 쇼핑경험의 조절효과:~
제목(영어)
The Moderating Effects of Internet Shopping Experience on the Relationship between Appearance Manage
키워드(원어)
Elder People, Appearance Management, Psychological Adaptation, Social Connectedness,
Internet Shopping Experience
키워드(영어)
Elder People, Appearance Management, Psychological Adaptation, Social Connectedness,
Internet Shopping Experience
저자
Hye Seong Jeon, Kyoungnam kim, Seungmin Rho, Muche
초록(원어)
The purpose of this study was to identify the moderating effects of internet shopping experience on appearance management in elder people, psychological adaptation and social connectedness. Data were collected257 elder people who living in SeoulGyeonggi-do. Collected data were analyzed by frequency, descriptive statistic analysis, moderated stepwise regression. The results of the study were as follows: First, appearance management of elder people was significantly related to psychological adaptation and social connectedness. Second, internet shopping experience moderated between appearance management and social connectedness. Third, internet shopping experience is not a moderator variable on between appearance management and psychological adaptation, it just was a influential factor on psychological adaptation. Based on these results, it suggests that there are strong needs of approaching of practical and political interventions to development internet shopping system for social connectedness and psychological adaptation of the elderly in future aging society.
초록(영어)
The purpose of this study was to identify the moderating effects of internet shopping experience on appearance management in elder people, psychological adaptation and social connectedness. Data were collected257 elder people who living in SeoulGyeonggi-do. Collected data were analyzed by frequency, descriptive statistic analysis, moderated stepwise regression. The results of the study were as follows: First, appearance management of elder people was significantly related to psychological adaptation and social connectedness. Second, internet shopping experience moderated between appearance management and social connectedness. Third, internet shopping experience is not a moderator variable on between appearance management and psychological adaptation, it just was a influential factor on psychological adaptation. Based on these results, it suggests that there are strong needs of approaching of practical and political interventions to development internet shopping system for social connectedness and psychological adaptation of the elderly in future aging society.
Function Analysis of Apps for Enhancing the Literacy of Children with Disabilities
키워드(원어)
literacy, children with disabilities, app based learning
키워드(영어)
literacy, children with disabilities, app based learning
저자
Janghyun Lim, Eunhye Park
초록(원어)
Literacy skill is an essential element in promoting the educational outcomes and social participation of students with disabilities. A variety of apps that are effective in teaching students with disabilities have been launched and are being used effectively. This study investigates literacy instruction apps for children with disabilities to enhance the possibility of future app development and educational application. 7 iOS-based apps, 7 android-based apps, 14 apps in total were analyzed, and assessed by program category, learning ives, and evaluation criteria. In addition to analysis results, implications of research and implications for app selection were suggested.
초록(영어)
Literacy skill is an essential element in promoting the educational outcomes and social participation of students with disabilities. A variety of apps that are effective in teaching students with disabilities have been launched and are being used effectively. This study investigates literacy instruction apps for children with disabilities to enhance the possibility of future app development and educational application. 7 iOS-based apps, 7 android-based apps, 14 apps in total were analyzed, and assessed by program category, learning ives, and evaluation criteria. In addition to analysis results, implications of research and implications for app selection were suggested.