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
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
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
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