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Transcript of About GML
Seoul Nat’l Univ. GSCST ix
Game Media Lab
Seoul Nat'l Univ. GSCST ix
Game Media Lab
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)
Seoul Nat’l Univ. GSCST ix
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
Seoul Nat’l Univ. GSCST ix
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
Seoul Nat’l Univ. GSCST ix
Game Media Lab
Previous Research(Journals and Projects, etc.)
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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
Seoul Nat’l Univ. GSCST ix
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
Seoul Nat’l Univ. GSCST ix
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
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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
Seoul Nat’l Univ. GSCST ix
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)
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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
Seoul Nat’l Univ. GSCST ix
Game Media Lab
Current Research
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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)
Seoul Nat’l Univ. GSCST ix
Game Media Lab
Recent Projects
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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)
Seoul Nat’l Univ. GSCST ix
Game Media Lab
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)
Seoul Nat’l Univ. GSCST ix
Game Media Lab
KOLGA
Seoul Nat’l Univ. GSCST ix
Game Media Lab
Thank You!!