About GML

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Seoul Nat’l Univ. GSCST ix Game Media Lab Seoul Nat'l Univ. GSCST ix Game Media Lab

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about game media lab

Transcript of About GML

Page 1: About GML

Seoul Nat’l Univ. GSCST ix

Game Media Lab

Seoul Nat'l Univ. GSCST ix

Game Media Lab

Page 2: About GML

Seoul Nat’l Univ. GSCST ix

Game Media Lab

Prof. Tack Woo• Doctor of Philosophy in Electronic and Imaging (Video game theory)

(School of Television and Imaging (2007), Univ. of Dundee, UK)

• Teaching Fellow of Univ. of Dundee, UK (2004-2007)

• Senior Researcher of KI Entertainment Engineering Dept.(2007-2010)

• Visiting Professor of KAIST GSCT (2010-2012)

• Assistant Professor of SNU GSCST (2012-Current)

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Game Media Lab

Game Media?

GML studies the game as a powerful mediawhich has strong deliverance and persuasiveness

Combined with its immersive nature, the game media can be used to accomplish specific purposes

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Game Media Lab

Research Interests

Digital GameTheories (Ludology)

Serious GamesGamification

Next GenerationGames

• Digital interactive media and video game theories

• Game user UX and AI re-search

• Interactive storytelling and fun research 

• Research and development on various serious games (e.g. education, health-care, medical, and etc...)

• Design of new game-based teaching/learning methods

• Methodologies for verifying effectiveness and universal applicability

• Gamification method re-search

• Research and development on motion based technol-ogy, contents and motion based game language

• AR/VR technology for game contents develop-ment

• Next generation game method and environment research

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Game Media Lab

Previous Research(Journals and Projects, etc.)

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Objectives- Suggesting a new ubiquitous paradigm, the Digital PFG (Physical Field Game)- Clarify the relationship between modes of digital interaction

Contents

New game paradigm: Digital Physical Field Game

< Structure of the Digital PFG > < Concept of the Digital PFG >

J. Korean Game Society, 2010

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Objectives- Draw new definition of the digital interaction through examining video game culture- Clarify the relationship between modes of digital interaction

Contents

Categorization of new classes of digital interaction

< Different modes of interaction > < New classes of digital interaction >

Leonardo, 2011

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Game Media Lab

Objectives- Analyze the change of definition and feature of serious games based on contents and interaction

point of view- Predict the future trend of the serious games

Contents

New possibilities of Serious GamesJ. Korean Multimedia Society, 2011

- Serious games having the form of tangible game will highly be noticed

Next-generation Serious Games

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Game Media Lab

Physical

EducationalClinical

Cognitive

Objectives- Suggesting an efficient classification for the medical serious games- Discuss the future of medical serious games based on the categorization suggested

Contents Active physical movement

is induced Clinical purpose

Active physical movement is induced

Educational purpose

Cognitive stimulation Educational purpose

Acquisition of medical knowledge by doctors

Cognitive stimulation Basically clinical, but in the ed-

ucational way

Rehabilitation games Medical training games (simula-

tions)

Acquisition of medical knowledge by patients

Basically cognitive but physi-cal stimulus is also needed

Clinical purpose

The patient needs both cognitive and physical

stimulus (ex. AD)

A study on medical serious game: classification & possibility

Journal of Korean Game Society, 2012

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Objectives- Planning on English-teaching content by taking advantages of “Spring” game platform- Analysis on efficacy of English-teaching contents- Developing serious game content for educating English prioritized on gamability and educa-

tional effect at the same time

Contents

“SPRING”- Serious game for English education

Analysis on the effects of serious game contents

English-teaching basedgame contents

Self-motivationby Multi-user game play

SPRING Game system(developed by “Gamehi corp.”)

Academic Research

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Game Media Lab

Objectives- Categorizing various tangible game interfaces based on the technological feature- Establishing a model describing the relation between tangible game interface and the user experience

Contents

A study on the relation between tangible game inter-face and the user experience

Research method Movement analysis using Video recording and Mocap

Relation model (result)

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Objectives- Construct a guide for the game industry and the game research area by analyzing newspaper ar-

ticles about games’ right and adverse effects

ContentsResearch method

Analysis on right and adverse effects of games

Statistical results Right Adverse

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Current Research

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Movement based gamification methodology

Establishing environment

Contents design and development

Analysis on the efficacy

Drawing gamification fac-tors for

the applicable field

What factors should be gamified?

How those factors should be gamified?

Drawing an effective way to stimulate the gamifica-

tion factors

How can we pack up the gamified materials?

Game contents Design

MovementCategorization

DefineGame

Movements

GamifyingMovements

DevelopingGame

Contents

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Applying gamification to educational fieldProject Development of global Korean Education system using Korean wave digital contents

Objects- Apply the gamification methodology to develop the immersive educational contents- Design the way to bridge the products in playing game contents and the social network system

for multi-user communication

Examples

Immitating lines from Korean movies or dramas, or lyrics of Korean songs

Virtual world and digital contents editing tools for UCCs (user created contents)

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Recent Projects

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Recent Project

• 디지털 미디어의 다양성 , 기능성 , 쌍방향성이라는 매체적 특성을 활용한 한국어 교육 시스템

• 한류 대중문화 컨텐츠 및 Gamification 방법론을 적용하여 몰입성과 모티베이션 , 학습효과 증진

1. 디지털 한류문화 콘텐츠를 활용한 글로벌 한국어 교육 시스템 개발 (KOCCA)

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Recent Project

• 동작 확장 피드백 기술을 통해 태권도 화려한 동작들을 게임 내에서 그대로 재현하여 운동과 연습을 할 수 있도록 구성되어 건강 증진과 태권도 수련에 효과적

• 아케이드 게임의 형태인 연습 모드와 액션 게임의 형태인 대련 모드 구현을 통해 태권도 교육에 대한 기능성을 극대화 하면서도 게임적인 재미 가미

• 사용자 피드백 시스템을 통한 재미 , 동기 , 목표의식 제공 및 개인화된 수치와 분석 자료를 제공

2. 태권도 소재를 활용한 체감형 트레이닝 게임개발 (KOCCA)

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Game Media Lab

KOLGA

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Game Media Lab

Thank You!!