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Design and Implementation of Typing Game for the Disabled

장애인을 위한 타자게임 설계 및 구현

  • Seo, Jeong-Man (Dept. of Game Contents, Korea National College of Welfare) ;
  • Song, Hae-Sang (Dept. of Computer Engineering, Seowon University)
  • 서정만 (한국복지대학교 게임콘텐츠과) ;
  • 송해상 (서원대학교 컴퓨터공학과)
  • Received : 2012.10.14
  • Accepted : 2012.10.31
  • Published : 2013.01.31

Abstract

This paper deals with the design and implementation of a typing game especially for the disabled people such as children, the elderly, and the handicapped persons on hands. In order to increase the typing capability of such users the game is designed to increase the score whenever they correctly enter the words that appear randomly on the screen. Moreover it is devised to arose the interest by making them follow closer to bugs and insects running ahead when they type correctly many words as possible within a given time limit to eliminate the bugs at the collision; otherwise the distance becomes farther when they enter misspelled words. This functionality can develop the intellectual strength of the users. This typing game helps the disabled increase their typing capability, memorize the character key position, and feel emotionally good with excitement.

본 논문은 어린이나 노약자, 손이 불편한 장애우 등이 컴퓨터의 타자 실력을 증가시키기 위한 타자게임을 설계 구현하였다. 이 게임의 구성은 화면에 임의의 단어가 나타나는 한글이나 영문의 단어를 정해진 시간 안에 올바르게 치면 점수가 증가되고, 틀리게 치게 되면 점수가 감점되며, 올바르게 입력을 하면 앞서가는 벌레나 곤충을 잡을 수 있도록 따라가는 방식으로 되어 있다. 틀린 단어를 입력하면 앞서가는 벌레와 거리가 더 멀어지게 되며, 정해진 시간 안에 많은 단어의 입력을 하여 올바른 입력을 하면 앞서가는 벌레와 충돌되어 벌레를 없앨 수 있는 기능을 제공한다. 이는 두되 계발을 촉진시키면서 키보드의 단어 입력과 같은 타자 실력을 증가시키기 위함이다. 흥미를 유발하면서도 타자 실력과 키보드의 글자의 위치를 암기할 수 있는 장점이 있으며 정서적으로도 도움이 될 것으로 기대된다.

Keywords

References

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