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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 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
Research Interests
   Digital Game                          Serious Games                   Next Generation
Theories (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
Previous Research
(Journals and Projects, etc.)




                                Seoul Nat’l Univ. GSCST ix
                                Game Media Lab
New game paradigm: Digital Physical Field Game
                                                                       J. Korean Game Society, 2010

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


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




                                                                            Seoul Nat’l Univ. GSCST ix
                                                                            Game Media Lab
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
New possibilities of Serious Games
                                                                   J. Korean Multimedia Society, 2011

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
- 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
A study on medical serious game
                  : classification & possibility
                                                                              Journal of Korean Game Society, 2012
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                                         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
“SPRING”- Serious game for English education

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
      educational effect at the same time

Contents
                                                      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
A study on the relation between tangible game
      interface and the user experience
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
 Research method                               Movement analysis using Video recording and Mocap




 Relation model (result)




                                                                                Seoul Nat’l Univ. GSCST ix
                                                                                Game Media Lab
Analysis on right and adverse effects of games
Objectives
- Construct a guide for the game industry and the game research area by analyzing newspaper
     articles about games’ right and adverse effects

Contents
 Research method




 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                 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
Applying gamification to educational field
Project    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   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
Recent Projects




                  Seoul Nat’l Univ. GSCST ix
                  Game Media Lab
Recent Project
1. 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
Recent Project
2. 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
KOLGA




        Seoul Nat’l Univ. GSCST ix
        Game Media Lab
Thank You!!




              Seoul Nat’l Univ. GSCST ix
              Game Media Lab

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About GML

  • 1. Seoul Nat'l Univ. GSCST ix Game Media Lab Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 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. 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. Research Interests Digital Game Serious Games Next Generation Theories (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. Previous Research (Journals and Projects, etc.) Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 6. New game paradigm: Digital Physical Field Game J. Korean Game Society, 2010 Objectives - Suggesting a new ubiquitous paradigm, the Digital PFG (Physical Field Game) - Clarify the relationship between modes of digital interaction Contents < Structure of the Digital PFG > < Concept of the Digital PFG > Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 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. New possibilities of Serious Games J. Korean Multimedia Society, 2011 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 - 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. A study on medical serious game : classification & possibility Journal of Korean Game Society, 2012 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  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. “SPRING”- Serious game for English education 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 educational effect at the same time Contents 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. A study on the relation between tangible game interface and the user experience 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 Research method Movement analysis using Video recording and Mocap Relation model (result) Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 12. Analysis on right and adverse effects of games Objectives - Construct a guide for the game industry and the game research area by analyzing newspaper articles about games’ right and adverse effects Contents Research method Statistical results Right Adverse Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 13. Current Research Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 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. Applying gamification to educational field Project 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 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. Recent Projects Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 17. Recent Project 1. 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. Recent Project 2. 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. KOLGA Seoul Nat’l Univ. GSCST ix Game Media Lab
  • 20. Thank You!! Seoul Nat’l Univ. GSCST ix Game Media Lab