KR20100107949A - Quiz game system and method using ontology - Google Patents

Quiz game system and method using ontology Download PDF

Info

Publication number
KR20100107949A
KR20100107949A KR1020090026331A KR20090026331A KR20100107949A KR 20100107949 A KR20100107949 A KR 20100107949A KR 1020090026331 A KR1020090026331 A KR 1020090026331A KR 20090026331 A KR20090026331 A KR 20090026331A KR 20100107949 A KR20100107949 A KR 20100107949A
Authority
KR
South Korea
Prior art keywords
game
tag
knowledge
quiz
answer
Prior art date
Application number
KR1020090026331A
Other languages
Korean (ko)
Inventor
조광현
Original Assignee
조광현
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by 조광현 filed Critical 조광현
Priority to KR1020090026331A priority Critical patent/KR20100107949A/en
Publication of KR20100107949A publication Critical patent/KR20100107949A/en

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F16/00Information retrieval; Database structures therefor; File system structures therefor
    • G06F16/30Information retrieval; Database structures therefor; File system structures therefor of unstructured textual data
    • G06F16/36Creation of semantic tools, e.g. ontology or thesauri
    • G06F16/367Ontology
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q50/00Information and communication technology [ICT] specially adapted for implementation of business processes of specific business sectors, e.g. utilities or tourism
    • G06Q50/10Services
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8064Quiz

Landscapes

  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Theoretical Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Tourism & Hospitality (AREA)
  • General Physics & Mathematics (AREA)
  • Databases & Information Systems (AREA)
  • Economics (AREA)
  • Life Sciences & Earth Sciences (AREA)
  • Data Mining & Analysis (AREA)
  • Computational Linguistics (AREA)
  • Animal Behavior & Ethology (AREA)
  • Health & Medical Sciences (AREA)
  • General Engineering & Computer Science (AREA)
  • General Health & Medical Sciences (AREA)
  • Human Resources & Organizations (AREA)
  • Marketing (AREA)
  • Primary Health Care (AREA)
  • Strategic Management (AREA)
  • General Business, Economics & Management (AREA)
  • Electrically Operated Instructional Devices (AREA)
  • Information Retrieval, Db Structures And Fs Structures Therefor (AREA)

Abstract

PURPOSE: A quiz game system and a method using ontology are provided to enable a user to easily obtain the latest knowledge by allowing a search robot to generate and operating knowledge games through ontology. CONSTITUTION: An ontology database(114) stores each kind of information and an ontology search robot(113) extracts keywords and tags by searching the ontology database. A subscriber database(112) stores subscriber information, and a game server(111) authenticates a subscriber based on the information stored in the subscriber database. The game server executes the selected knowledge games.

Description

QUIZ GAME SYSTEM AND METHOD USING ONTOLOGY}

The present invention relates to an online game system and method, and more particularly, to a knowledge game system and method using an ontology.

Generally, the types (genres) of online games include adventure, simulation, role playing, shooting, sports, racing, fighting fighting, quiz, and the like. Simulation games include Princess Maker, a training simulation, and the Three Kingdoms series of Koei Corporation, Simsim, a management simulation, and Starcraft, an aggression simulation. Dungeons & Dragons, Diablo series is widely known.

Meanwhile, a quiz game related to knowledge is 'Knowledge Quiz game system and method based on user participation', which is patented by Yahoo! Korea and disclosed in Korean Patent Application Publication No. 10-2006-0006549. Yahoo Korea's knowledge quiz game system is based on a network communication network, an operator server computer that provides a portal service with a knowledge quiz game based on user participation through a network communication network, and a plurality of participants who want to create a knowledge quiz. From a plurality of general participants who receive various actions according to the quiz questions and evaluations, send them to the operator's server computer, and connect to the operator's server computer through the network, and then verify the knowledge quiz and participate in the quiz game. General participant computer which receives various actions related to quiz verification and quiz participation and transmits them to the operator server computer, and receives and displays various information from the operator server computer through the network communication network, quiz questionnaire information received from the computer for the questionnaire, and general From the participant's computer Construct and index the received quiz verification information into a database, calculate the completion result of the quiz related to quiz verification, and build and index the quiz that passed the verification as a completed quiz database, and calculate the difficulty level of the quiz by calculating the noon answer rate It is composed of an operator server computer that calculates, deletes the completed quiz and completes the difficulty by regularly calculating the completeness evaluation result and the noon answer rate of the quiz participation process received from a plurality of general participant computers.

In addition, ontology is knowledge expressed in a form that computers can process and further understand. Ontology expresses human knowledge based on Description Logic, and usually uses OWL (Web Ontology Language).

Conventional knowledge-based quiz game requires a large number of participants in the quiz questions or verification process, there is a problem in that it takes a lot of time and money to build a database for the knowledge game, and can not provide a living knowledge accumulated in real time.

The present invention has been proposed to solve the above problems, and the object of the present invention is to create and operate various types of knowledge games using ontologies on a database accumulated by a search robot in real time, and the game participant corrects the most. It is to provide a knowledge game system and method using an ontology to learn the latest knowledge.

In order to achieve the above object, the system of the present invention includes an ontology database in which various kinds of information are stored; An ontology search robot for searching the ontology database and extracting keywords and tag words; A subscriber database storing subscriber information; And when the subscriber logs in, authenticates the subscriber through the information stored in the subscriber database, and provides a knowledge game initial screen for selecting a knowledge game consisting of keywords or tag words presented by the ontology search robot. If a game participant's answer or hint request is inputted by executing the selected knowledge games, the game server generates a correct answer using a keyword or a tag obtained from the ontology search robot, evaluates the game participant's answer, and outputs a game result. It features.

The game server displays a keyword quiz game, a robot quiz game, a tag opening quiz game, and a knowledge game initial screen for selecting a tag-type quiz game. When the keyword quiz game is selected, the keyword is presented as a keyword to match a related word. When the robot quiz game is selected, the robot executes a game that matches the keywords based on the words presented by the robot, and when the tag multiple-choice quiz is selected, reads the selected article and selects a tag word matching multiple words from the suggested words. If the tag short answer game is selected, the selected article is read, and a key tag word is input to execute a game that matches the short answer.

In addition, in order to achieve the above object, the method of the present invention comprises a first step of displaying an initial screen for selecting a knowledge game after authentication by comparing a login information with information of a subscriber database when a subscriber logs in; and When the subscriber selects a knowledge game, the game server comprises a second step of executing a knowledge game consisting of keywords and tag words received from an ontology search robot, and the second step is performed by the subscriber in the knowledge game initial screen. If you select a keyword quiz game, you play a game that matches the relevant words using keywords as a suggestion. If you select a robot quiz game, you play a game that matches the keywords based on the words suggested by the robot. To read and multiple choice of matching tag words from the suggested words. And, if you choose to read selected articles tagged Short quiz game is to run the game by entering the match with Short key word tags.

The knowledge game system and method using the ontology according to the present invention makes it possible to easily acquire the latest knowledge with a pleasant mind by creating and operating a knowledge game of various methods using an ontology on a database accumulated by a search robot in real time. .

The technical problems achieved by the present invention and the practice of the present invention will be more clearly understood by the preferred embodiments of the present invention described below. The following examples are merely illustrative of the present invention and are not intended to limit the scope of the present invention.

1 is a schematic block diagram showing a knowledge game system using an ontology according to the present invention.

Knowledge game system 110 according to the present invention, as shown in Figure 1, the ontology database 114, the ontology search robot 113, the subscriber database 112, the subscriber database 112 when the subscriber is logged in After authentication through the information stored in the provided information game screen according to the present invention, and when the answer or hint request of the game participants is input, the information is transmitted to the ontology search robot 113, from the ontology search robot 113 Generates the correct answer by receiving keywords and tag words related to the search, evaluates the game participants' answers and then outputs the game results on the knowledge game screen connected via the Internet 102 Allow multiple subscribers 120-1 to 120-N to participate in the knowledge game.

Referring to FIG. 1, when a general user accesses a knowledge game site through a computer and enters predetermined information and joins as a member, the general user becomes a subscriber who can participate in the game. Information such as the subscriber's ID, password, nickname, personal information is stored and managed in the subscriber database (112).

The subscribers 120-1 to 120-N turn on the subscriber's computer (hereinafter referred to as subscriber) without distinguishing between the subscriber and the subscriber's computer, run a web browser, and then play a game server (via the Internet 102). 111, the game server 111 provides an initial screen for the knowledge game according to the present invention as shown in FIG.

When the subscriber selects an arbitrary game on the initial screen of FIG. 7, the game server 111 guides the participant information of the knowledge game selected by the subscriber and proceeds the game selected by the subscriber sequentially as will be described later.

Referring to FIG. 7, in the knowledge game according to the present invention, a search robot 113 based on ontology generates a quiz using a keyword related to a search, a related word, a tag word, and the like. Robot quiz game ',' tag opening type quiz game ',' tag subjective quiz game 'and the like. Keyword quiz game is a game of matching words using keywords as a suggestion, and robot quiz game is a game of matching words by looking at the words suggested by the robot. Tag multiple-choice quiz reads the selected article and matches the tag words from the suggested words. It is a multiple choice game, and the tag short answer game is a game that reads the selected article and inputs key tag words to make it short answer.

In addition, the ontology search robot 113 collects web pages containing various articles or information online to build an ontology database 114 and also use words related to keywords by using information constructed in the database 114 according to the present invention. , The tag words are extracted and provided to the game server 111.

The game server 111 uses a keyword quiz game, a robot quiz game, a tag opening quiz game, and a tag answering quiz game described above using keywords, related words, and tag words provided by the search robot 113. It is created and provided to the game participant through the knowledge game screen, and when the game participant asks for a hint, the hint is provided according to a predetermined procedure. The game score is given and the game time is counted. When the time limit is reached, the game result is output to all game participants.

Next, the knowledge game procedure according to the present invention will be described in detail with reference to the actual game screen and FIGS. 2 to 6.

Figure 2 is a flow chart illustrating the entire knowledge game procedure according to the present invention, Figure 7 is an example of the initial screen of the knowledge game according to the present invention.

In the knowledge game according to the present invention, as shown in FIG. 2, when the subscriber logs in, the login information is compared with the information in the subscriber database 112, and the initial screen for selecting a game type is displayed as shown in FIG. Steps S1 and S2, and when the subscriber selects the knowledge game, steps S3 and S4 of executing the procedure of the knowledge game. Referring to FIG. 7, the knowledge game initial screen displays an icon for selecting a logged-in subscriber as well as an icon for selecting keyword quiz, robot quiz, tag multiple choice quiz, and tag subjective quiz. When the subscriber enters any one of the four knowledge games, the subscriber executes the game. For example, if a keyword quiz game is selected (enter), as shown in FIG. 3, the keyword is used as a keyword to execute a game that matches related words (S3-1, S4), and if a robot quiz game is selected, FIG. As shown in the procedure shown, the robot executes a game that matches the keywords based on the words presented (S3-2, S5). When the tag multiple-choice quiz is selected, the selected article is read as shown in FIG. 5 and the words are matched. To execute the game to select the tag words to multiple choice (S3-3, S6), if you select the tag short quiz game, read the selected article as shown in Figure 6 and enter the key tag words to run the game to fit the subjective (S3-4, S7).

3 is a flowchart illustrating a procedure of a keyword quiz game according to the present invention, FIG. 8 is an example of a screen for directly inputting a presenter of a keyword quiz game, and FIG. 9 is a multiple-choice of the presenter of a keyword quiz game. FIG. 10 is an example of a screen for inputting a correct answer provided by a game server after inputting a presenter. FIG. 11 is a screen example of a process of matching a correct answer. FIG. 12 is an example of a game result screen of a keyword quiz game.

Referring to FIG. 3, when a keyword quiz game is selected on the initial screen of a knowledge game, the game server 111 displays nicknames of participants participating in the game and requests a presenter input as shown in FIG. 8 (S401). S402). In this case, the game presenter may allow the game server 111 to select one after the game server 111 enumerates multiple presenters as shown in FIG. 9, and if the presenter input time elapses, the game server 111 randomly selects the presenter. You can also provide your own.

When the game participant inputs a suggestion, the game server 111 displays a presentation input by the game participant as shown in FIG. 10, shows the first letter of other words related to the presentation, and guides the user to input related words. (S403, S404).

Accordingly, each game participant inputs words related to a keyword that they think within a time limit, and the game server 111 compares the words entered by the game participant with the correct answer and matches the correct answer as shown in FIG. 11. As well as showing all the words as well as increasing the score of the correct answer, if the wrong answer is reduced to the score of the incorrect answer (S405 ~ S409). When the game time limit is reached, the nicknames and scores of the entire game participants are notified through the game result screen as shown in FIG. 12 (S410 and S411).

FIG. 4 is a flowchart illustrating a robot quiz game procedure according to the present invention. FIG. 13 is an example of a screen in which the game server 111 presents a word in a robot quiz game and inputs a keyword that describes the words. FIG. 14 is an example of a screen additionally showing suggested words when a hint is requested because no correct answer is found, and FIG. 15 is an example of a game result screen.

Referring to FIG. 4, when the robot quiz game is selected on the initial screen of the knowledge game, the game server 111 displays nicknames of participants participating in the game, as well as a hint message for guiding the correct answer as shown in FIG. 13. Together, the presenting words describing the correct answer keywords are displayed and the input of the correct answer keywords is requested (S501 and S502).

If the game participant cannot see the current suggested words and correct the correct answer, the user requests a hint view on the screen of FIG. 13, and accordingly, the game server 111 decreases the score of the hint requester and then presents the presenter as shown in FIG. 14. Show additionally (S503 ~ S505). This hint view can be repeated and guides you to no hints when there are no more hints.

Each game participant enters the keyword that he thinks within the time limit, and the game server 111 compares the keyword entered by the game participant with the correct answer and increases the score of the correct answer if the answer is correct and if it is an incorrect answer. If the game time limit after reducing the score of the ruler as shown in FIG. 15, the nickname and score of the entire game participants are notified through the game result screen (S506 to S512).

5 is a flowchart illustrating a procedure of a tag multiple choice quiz game according to the present invention, FIG. 16 is an example of an article selection screen of a tag multiple choice quiz game, FIG. 17 is an example of a screen showing a selected article, and FIG. 18 is an article. An example of a screen in which a game server enumerates a tag word in a game and allows a game participant to select a multiple choice, and FIG. 19 is an example of a screen showing a game result.

Referring to FIG. 5, when the tag multiple-choice quiz game is selected on the initial screen of the knowledge game, the game server 111 displays nicknames of participants participating in the game, and also selects an article as illustrated in FIG. 16. If the article is selected and the article is selected within the limited time, the selected article is displayed as shown in FIG. 17 (S601 to S604).

After the selected article is clicked or clicked after a predetermined time, the game server 111 outputs an example sentence including the tag word of the selected article, as shown in FIG. 18, and each game participant outputs a tag word of the selected article among the listed examples. Select the correct example and enter the correct answer within the time limit (S605 ~ S607).

The game server 111 compares the keyword entered by the game participant with the correct answer after the time limit elapses, and increases the score of the correct answer if the answer is correct, and decreases the score of the incorrect answer if the answer is correct, as shown in FIG. 19. As shown, the game results screen informs the nicknames and scores of the entire game participants (S608 ~ S613).

6 is a flowchart illustrating a tag-type quiz game procedure according to the present invention, and FIG. 20 is an example of a screen in which a game participant directly inputs a tag word in an article. The tag short answer game procedure differs from the above-described tag multiple choice game procedure and the answer-answering process, whether multiple choice or short answer, but the rest of the procedure is similar.

Referring to FIG. 6, when the tag-based quiz game is selected on the initial screen of the knowledge game, the game server 111 displays nicknames of participants participating in the game, and also selects an article as illustrated in FIG. 16. If the article is selected within a limited time, the selected article is displayed as shown in FIG. 17 (S701 to S704).

After reading the selected article and clicking or after a predetermined time, a screen for inputting the tag word of the selected article is output as shown in FIG. 20, and each game participant inputs the tag word in the tag word input screen within the time limit ( S705-S707).

After the time limit elapses, the game server 111 compares the tag words input by the game participant with the correct answer tag words and increases the score of the correct answer if the answer is correct, and decreases the score of the incorrect answer if the answer is incorrect. As shown in FIG. 19, the nicknames and scores of all game participants are reported through the game result screen (S708 ˜ S713).

The present invention has been described above with reference to one embodiment shown in the drawings, but those skilled in the art will understand that various modifications and equivalent other embodiments are possible therefrom.

1 is a schematic configuration diagram showing a knowledge game system according to the present invention;

2 is a flow chart showing the entire game procedure according to the present invention,

3 is a flow chart illustrating a procedure of a keyword quiz game according to the present invention;

4 is a flow chart showing a robot quiz game procedure according to the present invention,

5 is a flowchart illustrating a procedure of a tag multiple choice quiz game according to the present invention;

6 is a flowchart illustrating a tag-type quiz game procedure according to the present invention;

7 is an example of an initial screen of a knowledge game according to the present invention;

8 is an example of a screen for directly inputting the presenter of the keyword quiz game,

9 is an example of a screen for selecting and inputting a presenter of a keyword quiz game in a multiple choice form;

10 is an example of the correct answer input screen provided by the game server after the presenter input,

11 is a screen example of a process of correcting a correct answer;

12 is an example of a game result screen of the keyword quiz game,

FIG. 13 is an example of a screen in which a game server requests a game server to input a keyword described by words in a robot quiz game.

14 is an example of a screen additionally showing presenting throws when a hint is requested because no correct answer is found;

15 is an example of a game result screen;

16 is an example of the article selection screen of the multiple-choice quiz game tag,

17 is an example of a screen showing a selected article,

18 is an example of a screen that allows a game server to enumerate tag words in an article so that a game participant selects multiple choices.

19 is an example of a screen showing a game result,

20 is an example of a screen in which a game participant directly inputs a tag word in an article.

DESCRIPTION OF THE REFERENCE NUMERALS

102: Internet 110: Knowledge Game System

111: game server 112: subscriber DB

113: ontology robot 114: ontology DB

120-1 to 120-N: subscriber

Claims (8)

An ontology database storing various kinds of information; An ontology search robot for searching the ontology database and extracting keywords and tag words; A subscriber database storing subscriber information; And When the subscriber logs in, the subscriber is authenticated through the information stored in the subscriber database, and then a knowledge game initial screen for selecting a knowledge game consisting of keywords or tag words presented by the ontology search robot is provided and selected on the knowledge game initial screen. The game server generates a correct answer using a keyword or a tag obtained from the ontology search robot when a knowledge participant's answer or hint request is input by executing a knowledge game, and a game server outputs a game result by evaluating the game participant's answer. Knowledge game system using an ontology. The method of claim 1, wherein the game server Display the initial screen of the knowledge game for selecting the keyword quiz game, robot quiz game, tag open quiz game, tag-type quiz game, When the keyword quiz game is selected, the game is executed to match the relevant words by using the keyword as a present word, and when the robot quiz game is selected, the game is executed by matching the keywords based on the words presented by the robot, and when the tag multiple-choice quiz is selected Reads the selected article and executes a game of multiplely selecting a matching tag word from the suggested words, and if the tag short answer game is selected, reads the selected article and inputs a core tag word to execute a game that is subjectively matched. Knowledge game system using ontology. A first step of displaying, when the subscriber logs in, the game server compares the login information with the information in the subscriber database and displays an initial screen for selecting a knowledge game. When the subscriber selects a knowledge game, the game server comprises a second step of executing the knowledge game consisting of keywords and tag words received from the ontology search robot. The method of claim 3, wherein the second step When the subscriber selects a keyword quiz game on the initial screen of the knowledge game, the game is executed by matching keywords with the keyword as a presenter, and when the robot quiz game is selected, the game is executed by matching the keyword with the word presented by the robot. If you select the tag multiple choice quiz, you play a game that reads the selected article and multiplely selects the matching tag words from the suggested words.If you choose the tag short quiz game, you read the selected article and enter the key tag words to play the game that matches the short answer. Knowledge game method using an ontology, characterized in that the execution. The method of claim 3, wherein the second step If the keyword quiz game is selected, the game server displaying nicknames of participants participating in the game and requesting a presenter input; When the game participant inputs a suggestion, the game server displays the suggested word input by the game participant, shows the first letter of other keywords related to the present word, and guides the user to input the related keyword; Each game participant enters the relevant keywords that they think within the time limit, and the game server compares the words entered by the game participant with the correct answer and shows all the words if they match the correct answer. If the answer is wrong, reducing the score of the wrong answer; And When the game time limit, knowledge game method using an ontology, characterized in that the step of informing the nickname and the score of the entire game participants through the game results screen. The method of claim 3, wherein the second step, If the robot quiz game is selected, the game server displaying nicknames of participants participating in the game, displaying hints for guiding the correct answer, presenting words describing the correct answer keyword, and requesting input of the correct keyword; Requesting a hint if the game participant cannot see the current suggested words and correcting the correct answer, the game server further showing the suggested words after decreasing the score of the hint requester; And Each game participant enters a keyword that he or she thinks within the time limit, and the game server compares the keyword entered by the game participant with the correct answer and increases the score of the correct answer if the answer is correct. After reducing the game time limit, the knowledge game method using the ontology, characterized in that the step of displaying the nickname and the score of the entire game participants through the game results screen. The method of claim 3, wherein the second step If a tag multiple-choice quiz game is selected, the game server displays nicknames of participants participating in the game and displays a screen for selecting an article, and if the article is selected within a limited time, outputting the selected article; After reading the selected article and clicking or after a certain time, the search server outputs an example including the tag word of the selected article, and each game participant selects an example sentence containing only the tag word of the selected article among the listed examples. Inputting; And After the time limit elapses, the game server compares the tag word selected by the game participant with the correct answer tag word and increases the score of the correct answer if the answer is correct, and decreases the score of the wrong answer if the answer is incorrect. Knowledge game method using the ontology, characterized in that it comprises the step of outputting the nickname and the score of all the participants. The method of claim 3, wherein the second step Displaying a screen for selecting an article as well as displaying nicknames of participants participating in the game when a tag-type quiz game is selected, and outputting the selected article when selecting an article within a limited time; Clicking after reading a selected article or after a predetermined time, the game server outputs a screen for inputting a tag word of the selected article, wherein each game participant inputs a tag word within a time limit; After the time limit elapses, the game server compares the tag words input by the game participant with the correct answer tag words and increases the score of the correct answer if the answer is correct, and decreases the score of the wrong answer if the answer is incorrect. Knowledge game method using the ontology to output the nickname and score of the game participants.
KR1020090026331A 2009-03-27 2009-03-27 Quiz game system and method using ontology KR20100107949A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
KR1020090026331A KR20100107949A (en) 2009-03-27 2009-03-27 Quiz game system and method using ontology

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
KR1020090026331A KR20100107949A (en) 2009-03-27 2009-03-27 Quiz game system and method using ontology

Publications (1)

Publication Number Publication Date
KR20100107949A true KR20100107949A (en) 2010-10-06

Family

ID=43129592

Family Applications (1)

Application Number Title Priority Date Filing Date
KR1020090026331A KR20100107949A (en) 2009-03-27 2009-03-27 Quiz game system and method using ontology

Country Status (1)

Country Link
KR (1) KR20100107949A (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101235969B1 (en) * 2011-11-18 2013-02-21 임호진 Ontology base automatic memorizing study system
WO2013094954A1 (en) * 2011-12-19 2013-06-27 Kim Hyungkeun Method and computer-readable recording medium for providing study information service through controlled study content
KR20190109653A (en) * 2018-03-07 2019-09-26 한국과학기술연구원 Apparatus and method for generating and managing knowledge for service robot based on situation
KR102444960B1 (en) * 2021-07-27 2022-09-19 주식회사 홀릭스팩토리 Method for providing a quiz application

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
KR101235969B1 (en) * 2011-11-18 2013-02-21 임호진 Ontology base automatic memorizing study system
WO2013094954A1 (en) * 2011-12-19 2013-06-27 Kim Hyungkeun Method and computer-readable recording medium for providing study information service through controlled study content
KR20190109653A (en) * 2018-03-07 2019-09-26 한국과학기술연구원 Apparatus and method for generating and managing knowledge for service robot based on situation
KR102444960B1 (en) * 2021-07-27 2022-09-19 주식회사 홀릭스팩토리 Method for providing a quiz application

Similar Documents

Publication Publication Date Title
Druckman Doing research: Methods of inquiry for conflict analysis
US8393903B1 (en) Virtual world aptitude and interest assessment system and method
Harvey et al. Learning a new method: Teaching Games for Understanding in the coaches’ eyes
Mora-Cantallops et al. Exploring player experience in ranked League of Legends
Lausic et al. Nonverbal sensitivity, verbal communication, and team coordination in tennis doubles
KR101425281B1 (en) Online Reactive Quiz game system and method thereof
Steinmayr et al. Karido: A GWAP for telling artworks apart
González-González et al. The limits of gamification
Shi et al. Learners thrive using multifaceted open social learner modeling
Klyver et al. Entrepreneurship policy as institutionalised and powerful myths
Cooper An investigation into the factors affecting player development within each phase of the academy pathway in English football academies
Navarre Male college soccer coaches perceptions of gender similarities and differences in coach-athlete and teammate relationships: Introducing the construct of Relationship-Performance Orientation
KR20100107949A (en) Quiz game system and method using ontology
KR102124790B1 (en) System and platform for havruta learning
Berdun et al. Modeling Users' Collaborative Behavior With a Serious Game
Green et al. Packplay: Mining semantic data in collaborative games
Xiao et al. Personalised gamification enhances student participation but produces mixed effects on emotional and cognitive engagements: a systematic review
US20110281247A1 (en) Method and System for Facilitating the Improvement of the State of Wellbeing of an Individual
Fehr Examining the coach-athlete relationship as a predictor of ncaa student-athlete satisfaction
Gibson et al. Leading while losing: Elite coaches’ perspectives of losing streaks
KR100833168B1 (en) Method of education using internet in accordance with developmental stage of learning
Guo et al. Online gaming with a purpose: exploring positive personal development achieved through esports play
Gawlik-Kobylińska The Proteus effect on security and safety exergamers
Kardan et al. A novel gamification-based architecture for web environments
Güngör et al. Morphological annotation of a corpus with a collaborative multiplayer game

Legal Events

Date Code Title Description
A201 Request for examination
E902 Notification of reason for refusal
AMND Amendment
E601 Decision to refuse application
J201 Request for trial against refusal decision
AMND Amendment
B601 Maintenance of original decision after re-examination before a trial
J301 Trial decision

Free format text: TRIAL DECISION FOR APPEAL AGAINST DECISION TO DECLINE REFUSAL REQUESTED 20110713

Effective date: 20120120