Technology Winter Olympics|Research on the design of Korean text virtual reality game based on Winter Olympics events

Project Background & Introduction

In the key special project of "Science and Technology for Winter Olympics" of National Key R&D Program, Mr. Fu Zhiyong's team researches the 3D construction and semantic understanding technology of large-scale competition scenes based on multi-source data, and builds a mixed reality e-sandbox and data visualization engine to support the situation of the Winter Olympic Games. Research and build a mixed reality electronic sandbox and data visualization engine to support the visualization of information. To help the main operation center of the Winter Olympic Organizing Committee, the regional command and the command center of each competition venue to fully understand the scene situation, to assist the relevant personnel in the complex environment of cross-regional, cross-level communication and cooperation, for the Winter Olympic Games command system in the event preparation, event operations, opening and closing ceremonies and other scenarios to smoothly carry out security monitoring, logistical support, emergency response to emergencies and other work to provide support.

In February 2022, the team received an official letter of appreciation from the Beijing Winter Olympic Organizing Committee. Since then, the team members have been working on their own designs based on their research results and project experience, and we would like to take this opportunity to introduce the team members and their design works in a series of topics on the Winter Olympics.


Author Bio

Song Zhengyun
 Master students

Tsinghua University, School of Fine Arts, Class of 2019, Master's Degree in progress
B.A. Digital Media Design, Hongik University College of Art, Korea

He graduated from Hongik University, majoring in digital media design, and entered Tsinghua University, majoring in information art and design, as a foreign student in 2019. In 2022, he created his graduation project "Virtual Reality Game Design of Korean Characters Based on Winter Olympic Games". In addition, he is studying Design Futurology, a methodology in which designers study future prediction scripts and design processes.


Interview Content

Q1.When did you get involved with the Winter Olympics?

During my graduate study in Korea, I participated in the "Mixed Reality-based Winter Olympic Games Situation Visualization and Consultation Technology" in the National Key Research and Development Program "Special Project on Winter Olympic Games Technology". The research of "Mixed Reality-based Situation Visualization and Consultation Technology". During my involvement in the Winter Olympics, I became interested in virtual reality technology and the 3D construction of venues. South Korea hosted the PyeongChang Winter Olympics in 2018, so I am also very interested in the preparation and competition of the Winter Olympics in Beijing, China.

Figure 1 Research process

Q2.Why choose to do this projectWhat is it?

By studying the current educational needs of Korea and the Korean people's interest in the Beijing Winter Olympic Games, I hope to use the venues and events of the 2022 Beijing Winter Olympic Games as the content of my work, and study how to create educational and fun online games based on virtual reality technology to promote children's interest in learning while spreading the culture of the Winter Olympic Games. On the one hand, this study will explore the application of virtual reality technology in game design and study the interaction design mode in virtual space, and on the other hand, it will create virtual reality game works that can spread sports culture and propose creative solutions for children to learn Korean characters, taking into account the fact that the Winter Olympics are attracting the attention of Korean children. Therefore, the design of a virtual reality Korean text game based on the Winter Olympic Games was decided as my thesis research topic.

Q3.What is the main focus of your work?

Aiming at children learning Korean, the project builds a fun Korean learning scenario based on the Winter Olympics featured venues and events, uses virtual reality game technology to realistically interact with the process, and summarizes and refines a learning experience model that is both educational and fun. This project combines new developments in virtual reality and gaming technology to address the need for immersive learning experiences in the education field. The research uses the Winter Olympics venue as an informal learning environment for Korean children to explore an educational and fun approach to learning Korean characters.

Q4.The research significance of your work?

Exploring Korean language text learning based on children, designing a more engaging learning model and enhancing game immersion, sports games can make Korean language learning more engaging and improve children's personalized Korean language learning experience. Exploring new forms of interaction between children and parents or children and teachers for language and text learning in the virtual space of the Internet is a new attempt at an educational model and helps shape the value of the public good.


Q5.
How did you conduct your research in the early stages?

In the first phase of my research, I conducted an online seminar and Korean text research using futuristic research tools.

Figure 2 Results of the workshop and analysis with the Future Design Tool

A questionnaire survey was conducted with parents who live in urban Korea and have children between the ages of 3 and 7. I prepared and held an online seminar in order to gain a deeper understanding of the difficulties experienced by parents involved in Korean language education and children receiving Korean language education in the process of learning Korean. In preparing the tools for the seminar, I chose four futuristic tools (Current Journey Map, STEEP, Futures Triangle and Futures sign) that help me to analytically grasp the problems and to gain a deeper understanding of when and where children have difficulties.

Figure 3 Study of Korean information composition chart and winter sports vocabulary

I researched the way to construct Korean words that fit the research topic. Based on the characteristics or attributes of winter sports competitions, I divided the competitions performed in the Winter Olympics into three types of events: snow, ice, and base skating, and compiled Korean words in the related competitions. In addition, several groups of words related to sports culture were compiled in order to learn words for cheering with positive effects, and words for the spirit and meaning of the Olympic Games.


Q6.
What is the specific design process?

Figure 4 Design scheme diagram

The game rule information of three events in the Winter Olympic Games (curling, ski and shooting, and bobsledding) was fused with Korean educational methods (reciting, exploring, and sending letters) to become the game content. The design scheme selected game maps for seven types of spaces, including a plaza, a space for conducting cheering, a ski and shooting venue, a bobsled arena, a curling venue, a game space based on curling recitation of Korean characters, and a store. To make this design scheme realistic, the Beijing Olympic venues were simplified and made into models, and the user interface design was familiar to the learners even in winter style. The interaction design is mainly developed based on the game mind flow theory.
The interaction design phase was to use the sports rules of the Winter Olympics and use the Beijing Winter Olympics venues as the main scenario of the game. This project used Roblox as the virtual reality game development platform to present the final scenario through 3D model building and scripting.

Figure 5 Overall model diagram
Figure 6 Development technology platform

The system development for this design is based on Roblox Studio version and the programming language is based on Lua. Roblox is an online game platform and game creation system developed by Roblox Corporation and launched in 2006. Roblox was chosen as the development platform for virtual space gamification because it is relatively easy to operate, has a realistic physical system, and can reflect the characteristics of sports items. The overseas version of Roblox can directly export the APP game version, which is also more suitable for small-scale testing. Models made by other 3D software can also be more easily imported into Roblox for further processing. In addition, the software platform used for graphic design, this design is based on Adobe Illustrator, Adobe Photoshop for graphic design.

Figure 7 Graphic Design

Roblox provides a guest called ScreenGui in order to apply the graphical user interface (GUI) design required for the game, so that the GUI can be affixed to the surface of the 3D models present in Roblox games. because the research utilizes Korean educational services for Winter Olympics sports, white, icy design graphic elements are used in order to create the atmosphere of winter sports.
Interaction design solutions are interaction designs that are specific to the object of study. It is important that the children feel the fun through the interaction in the game.
To facilitate children's Flow experience, "challenging but manageable tasks" are a key element of Flow, which responds "to the full play experience, including social interactions".

Figure 8 Five learning modes
Figure 9 Five learning modes

I developed games based on selected 5 learning modes (scenario learning mode, exploration learning mode, dynamic learning mode, sequential learning mode, and life simulation learning mode). The game method belonging to each mode is given through the chart of development results. By studying the interaction methods, the Korean learning game modes were divided into five modes: scenario learning mode, exploration learning mode, dynamic learning mode, sequential learning mode, and life simulation learning mode, and by integrating the Korean text and game interaction methods, an entertaining and educational Korean learning program was presented.


Results show

Figure 10 The Hangul Game

Here's a brief video introducing my entire game!


Q7.
What problems did you encounter in the research process and how did you solve them?

The game I planned was the most difficult process of researching what kind of game to design in order to guide the children to learn Korean in a fun and engaging way, and to make them learn effectively.
In addition, how to use the game elements of the Winter Olympics sports competition became an important topic. In order to solve this problem, I searched for examples of projects that were researched and developed based on the concepts of "Edutainment" and "Gamification" in the field of education and games, and conducted The project examples based on the concepts of "Edutainment" and "Gamification" are analyzed in detail. In addition, we downloaded a variety of mobile educational games and played them in practice. We also watched the Winter Olympics winter sports video and were able to design what kind of game form to develop.
During the development phase, we used Roblox, which uses the lua language, to develop the game. Since the lua programming language was the first computer language we encountered, we repeatedly imitated other people's game development examples and quickly became familiar with the iterative Scrips form.

Q8.
What is the contribution of your research?

At the level of technical implementation, I completed the construction of 3D models combined with the characteristics of the Winter Olympic venues and events, imported them into the game development platform Roblox, completed the game programming work, and realized several Korean learning game modes through various functional functions to complete the experienceable game results.
At the level of design research, it is also socially important to develop educational design for children based on virtual reality technology. During the epidemic, this study also did participatory research on language learning styles between children and parents and children and teachers through an online model, exploring new ways of interaction that provide a more useful reference for addressing current social challenges. In addition, the prototype learning game completed in this study also explores forms of shaping mind-flow experiences in a 3D virtual reality space, which could contribute to the development of educational game designs related to winter sports games.

Q9.
What are your future prospects for this research project?

This study is currently limited to Korean script learning, which may pose limitations to this study. The current game content does not yet support children of other languages to experience and learn, so subsequent design studies and tests are needed for other language scripts, such as English and Chinese. The content design of the educational game needs to take into account the special characteristics of each language and script and make full use of the characteristics of its language and script composition to develop a more suitable presentation for the virtual reality space, and also needs to study the mind flow experience and interaction patterns of children in different speech contexts, so that it can better enhance the adaptability of this work and results and can contribute more to the interaction design patterns of the virtual reality space.
In addition, it is necessary to further improve immersion elements in the virtual space that cannot be felt in the real space of the Winter Olympics in order to allow children to experience new experiences with a sense of immersion. In order to improve this immersion, the limiting points in each virtual reality system environment should be analyzed and the development of the corresponding technical immersion elements should be concentrated. For example, by embodying the five senses experience, 3D sound and haptic technology devices that can feel snow and ice can be realistically represented in the Winter Olympics space. By blocking the peripheral vision, the separation from reality is further consolidated and the intimacy of the image is improved.


Team Members

Team Leader.
Fu Zhiyong Guan Yan

Team members.
Tao Shu, Gao Songling, Xu Jingwen, Zhang Jin, Lei Jieming, Song Zhengyin, Wang Qirui, Wu Hongfei

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