About GML

1,428 views

Published on

about game media lab

0 Comments
0 Likes
Statistics
Notes
  • Be the first to comment

  • Be the first to like this

No Downloads
Views
Total views
1,428
On SlideShare
0
From Embeds
0
Number of Embeds
891
Actions
Shares
0
Downloads
3
Comments
0
Likes
0
Embeds 0
No embeds

No notes for slide

About GML

  1. 1. Seoul Natl Univ. GSCST ixGame Media Lab Seoul Nat’l Univ. GSCST ix Game Media Lab
  2. 2. 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
  3. 3. Game Media? GML studies the game as a powerful media which 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
  4. 4. Research Interests Digital Game Serious Games Next GenerationTheories (Ludology) Gamification Games• Digital interactive media and • Research and development on • Research and development on video game theories various serious games motion based technology, (e.g. education, healthcare, contents and motion based• Game user UX and AI research medical, and etc...) game language• Interactive storytelling and fun • Design of new game-based • AR/VR technology for game research teaching/learning methods contents development • Methodologies for verifying • Next generation game method effectiveness and universal and environment research applicability • Gamification method research Seoul Nat’l Univ. GSCST ix Game Media Lab
  5. 5. Previous Research(Journals and Projects, etc.) Seoul Nat’l Univ. GSCST ix Game Media Lab
  6. 6. New game paradigm: Digital Physical Field Game J. Korean Game Society, 2010Objectives- Suggesting a new ubiquitous paradigm, the Digital PFG (Physical Field Game)- Clarify the relationship between modes of digital interactionContents < Structure of the Digital PFG > < Concept of the Digital PFG > Seoul Nat’l Univ. GSCST ix Game Media Lab
  7. 7. Categorization of new classes of digital interaction Leonardo, 2011 Objectives - Draw new definition of the digital interaction through examining video game culture - Clarify the relationship between modes of digital interaction Contents < Different modes of interaction > < New classes of digital interaction > Seoul Nat’l Univ. GSCST ix Game Media Lab
  8. 8. New possibilities of Serious Games J. Korean Multimedia Society, 2011Objectives- 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 gamesContents- 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
  9. 9. A study on medical serious game : classification & possibility Journal of Korean Game Society, 2012Objectives- Suggesting an efficient classification for the medical serious games- Discuss the future of medical serious games based on the categorization suggestedContents  Active physical movement  Active physical movement is induced is induced  Clinical purpose  Educational purpose Physical Rehabilitation games Medical training games  Basically cognitive but physical (simulations) stimulus is also needed  Clinical purpose The patient needs both Clinical Educational cognitive and physical stimulus (ex. AD)  Cognitive stimulation  Educational purpose  Cognitive stimulation Acquisition of medical Cognitive  Basically clinical, but in the knowledge by doctors educational way Acquisition of medical knowledge by patients Seoul Nat’l Univ. GSCST ix Game Media Lab
  10. 10. “SPRING”- Serious game for English educationObjectives- 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 educational effect at the same timeContents SPRING Game system (developed by “Gamehi corp.”) Self-motivation by Multi-user game play English-teaching based Analysis on the effects of game contents Academic Research serious game contents Seoul Nat’l Univ. GSCST ix Game Media Lab
  11. 11. A study on the relation between tangible game interface and the user experienceObjectives- Categorizing various tangible game interfaces based on the technological feature- Establishing a model describing the relation between tangible game interface and the user experienceContents Research method Movement analysis using Video recording and Mocap Relation model (result) Seoul Nat’l Univ. GSCST ix Game Media Lab
  12. 12. Analysis on right and adverse effects of gamesObjectives- Construct a guide for the game industry and the game research area by analyzing newspaper articles about games’ right and adverse effectsContents Research method Statistical results Right Adverse Seoul Nat’l Univ. GSCST ix Game Media Lab
  13. 13. Current Research Seoul Nat’l Univ. GSCST ix Game Media Lab
  14. 14. Movement based gamification methodology Establishing Contents design Analysis on the environment and development efficacy Drawing gamification Drawing an effective way factors for to stimulate the Game contents Design the applicable field gamification factors What factors should How those factors How can we pack up the be gamified? should be gamified? gamified materials? Movement Define Gamifying Developing Categorization Game Movements Game Movements Contents Seoul Nat’l Univ. GSCST ix Game Media Lab
  15. 15. Applying gamification to educational fieldProject Development of global Korean Education system using Korean wave digital contentsObjects- 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 communicationExamples Immitating lines from Korean movies or dramas Virtual world and digital contents editing tools , or lyrics of Korean songs for UCCs (user created contents) Seoul Nat’l Univ. GSCST ix Game Media Lab
  16. 16. Recent Projects Seoul Nat’l Univ. GSCST ix Game Media Lab
  17. 17. Recent Project1. 디지털 한류문화 콘텐츠를 활용한 글로벌 한국어 교육 시스템 개발(KOCCA) • 디지털 미디어의 다양성, 기능성, 쌍방향성이라는 매체적 특성을 활용한 한국어 교육 시스템 • 한류 대중문화 컨텐츠 및 Gamification 방법론을 적 용하여 몰입성과 모티베이션, 학습효과 증진 Seoul Nat’l Univ. GSCST ix Game Media Lab
  18. 18. Recent Project2. 태권도 소재를 활용한 체감형 트레이닝 게임개발(KOCCA) • 동작 확장 피드백 기술을 통해 태권도 화려한 동작들을 게임 내에서 그대로 재현하여 운동과 연습 을 할 수 있도록 구성되어 건강 증진과 태권도 수련에 효과적 • 아케이드 게임의 형태인 연습 모드와 액션 게임의 형태인 대련 모드 구현을 통해 태권도 교육에 대 한 기능성을 극대화 하면서도 게임적인 재미 가미 • 사용자 피드백 시스템을 통한 재미, 동기, 목표의식 제공 및 개인화된 수치와 분석 자료를 제공 Seoul Nat’l Univ. GSCST ix Game Media Lab
  19. 19. KOLGA Seoul Nat’l Univ. GSCST ix Game Media Lab
  20. 20. Thank You!! Seoul Nat’l Univ. GSCST ix Game Media Lab

×