• 제목/요약/키워드: 게임활용

Search Result 1,909, Processing Time 0.023 seconds

A Study of the Human Capital Efficiency in the Korean Online Game Business using Non-parametric Analysis Model(DEA) (비모수 분석모형(DEA)을 활용한 국내 온라인게임 기업의 인적자본 효율성 연구)

  • Yoon, Gun-Woo;Ryu, Seoung-Ho
    • Journal of Korea Game Society
    • /
    • v.9 no.2
    • /
    • pp.81-93
    • /
    • 2009
  • This study aims to investigate human capital in Korea's online game industry (as the representative of IT-based creative services) under the knowledge-based economy paradigm. In recognition of the importance of intellectual capital closely intertwined with human capital and the economic potential of the online game industry, Korean government has begun to show active support. In this context, this study measures the human capital efficiency in online game business by using non-parametric analysis (Data Envelopment Analysis, DEA). Most previous studies (human capital theory, knowledge based economy theory, economic growth theory) have proved that human capital has a very positive effect on sustainable growth of corporate management and wealth of nations. As such, this paper uses the DEA to obtain the efficiency of the human capital (scale, investment, education, compensation). The results of this study will suggest strategic implications on maximizing the human capital in online game corporations and provide a reference frame for government policies.

  • PDF

Application of Variant Game Elements System for Phonics Education (파닉스 적용 사례로 본 게임 요소 가변 시스템)

  • Seo, Eun-Hye;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Wan-Bok
    • Journal of Korea Game Society
    • /
    • v.10 no.2
    • /
    • pp.113-121
    • /
    • 2010
  • This study proposes an educational game system that fit for portable internet environment as a solution to disadvantages of conventional education systems such as lack of understanding learners' learning level and one-way learning. The study analyses conventional e-Learning contents and platforms and proposes a new system adequate for high contents reusability and user-demand service. The learning contents that mainly consist of animations and games can be adjusted to learners' level, and therefore, learners can study according to various scenarios, not constrained in a fixed pattern. Our system is expected to bring much more fun to learners and the education can be conducted more effectively. To show the effectiveness of our system, an example of english pronunciation game was illustrated. As a result, the week points of the conventional e-Learning was overcame and new features of the interactivity was adopted to build a more effective educational game system.

Analysis of Genre-specific Competition Patterns in Korean Online Game Market using Market Dominance Assessment of Major Game Contents (주요 게임 콘텐츠의 시장 지배력 평가를 통한 한국 온라인 게임 시장의 장르별 경쟁 유형 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.12
    • /
    • pp.145-151
    • /
    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game contents market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. First, to analyze the market power of the rank 1 and 2 game contents in each genre, using the play time share ratio and standard deviation statistics values in the genre, ANOVA analysis and Cluster analysis were carried out for each genre. According to ANOVA analysis result, in the rank 1 game share ratio in each genre, there was a relationship of 'FPS/Racing > RST/Sports > Poker > Go-stop > RPG > Arcade > Board', and in the play time total share ratio of rank 1 and 2 games, the relationship of 'RTS > FPS/Racing > Sports > RPG > Go-stop > Poker > Arcade > Board' was verified. And in Cluster analysis, the groups of the genres with the degree of market power tendency and the variability at similar level were classified and stated.

Prototype Tangible Bicycle Game Contents for the Silver Generation (실버 세대를 위한 체감형 자전거 게임 콘텐츠 개발)

  • Han, Yoon-Seok;Kim, Eun-Seok;Lee, Hyun-Cheol;Kim, Beom-Seok;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
    • /
    • v.9 no.8
    • /
    • pp.166-177
    • /
    • 2009
  • As the aged have increased due to the progress of medical science and the low birth-rate, the various cultures and industries for them are on the rise. The aged want to enjoy the diverse social activities and the culture content for spending their spare time. But they are liable to be restricted by the activities due to the physical, psychological, and mental disorder. This paper suggests a tangible bicycle game content and interface with the function of training and improving the lower part of body that is necessary to the old people's movement. The suggested game content can attract the interest of the aged by the familiar device, bicycle, and the game design for the old people. We develop the sensory interface for augmenting the immersion in the game. The aged can enjoy their spare time doing both game and exercise through the sensory interface and the real-time display of 3D graphics.

The Current Status of Elementary School Students' Computer Game Addiction and the Relationship of Computer Game Addiction with Self Control and Adjustment to School Life (초등학생의 컴퓨터 게임 중독: 중독 실태와 자기통제 및 학교생활적응과의 관계)

  • Jang, Gwan-Young;Jo, Mi-Heon
    • Journal of The Korean Association of Information Education
    • /
    • v.12 no.4
    • /
    • pp.459-467
    • /
    • 2008
  • Most of elementary school students possess computers at home, and learn about ICT in their school. But the extreme use of computer games may have negative effects on students' learning and life style. In this research, we analyzed the current status of 5th and 6th graders' computer game addiction in Daejeon, ChoongchungNam-Do and ChoongchungBuk-Do areas. And we have also investigated the relationship of students' computer game addiction with their self control abilities and the abilities to adjust to their school life. As the results of the research, we discovered that 15.6% of respondents showed strong possibilities of computer game addiction. Boys, students living in rural areas and students with relatively low grade showed strong possibilities of game addiction. In addition, it was found that as students showed high scores in their self control abilities and the abilities to adjust to school life, they demonstrated less possibilities to be addicted to computer games.

  • PDF

Generation of AI Agent in Imperfect Information Card Games Using MCTS Algorithm: Focused on Hearthstone (MCTS 기법을 활용한 불완전 정보 카드 게임에서의 인공지능 에이전트 생성 : 하스스톤을 중심으로)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.79-90
    • /
    • 2016
  • Recently, many researchers have paid attention to the improved generation of AI agent in the area of game industry. Monte-Carlo Tree Search(MCTS) is one of the algorithms to search an optimal solution through random search with perfect information, and it is suitable for the purpose of calculating an approximate value to the solution of an equation which cannot be expressed explicitly. Games in Trading Card Game(TCG) genre such as the heartstone has imperfect information because the cards and play of an opponent are not predictable. In this study, MCTS is suggested in imperfect information card games so as to generate AI agents. In addition, the practicality of MCTS algorithm is verified by applying to heartstone game which is currently used.

A Study about a Production of A Game Character Animation Using a Combining with a Motion-capture System (디지털기반 3D 게임캐릭터애니메이션 제작에 있어서 모션캡쳐 활용에 관한 연구)

  • Ryu Seuc-Ho;Kyung Byung-Pyo;Kim Tae-Yul
    • The Journal of the Korea Contents Association
    • /
    • v.5 no.5
    • /
    • pp.115-123
    • /
    • 2005
  • Game industry will be one of the fastest developed industries in the 21st century. It is the outcome derived from the development of hardware such as the accumulated technology and computer in the 20th century. The development of computer graphics and hardware technique has let games have more realistic expression. The reality shown in games has influences over the movement of 3-dimensional game character as well as its background. The animation of character has been influenced by animator's level of skill, but it was problematic to have unnatural movement and long-term production time. In this regard, this study will compare the most widely used animation techniques such as Key-Frame method and Motion-Capture method each other and try to figure out which one is the most appropriate and effective method in 3 dimensional game character animation.

  • PDF

A Study on Player's Immersion by Difference of Input Control Devices in Computer Games (컴퓨터 게임에서 조작도구의 차이가 플레이어의 몰입에 미치는 영향 연구)

  • Yang, Shin-Duk
    • Journal of Korea Game Society
    • /
    • v.10 no.1
    • /
    • pp.35-45
    • /
    • 2010
  • This study sets a hypothesis on that the use of input control devices, which are similar to what we experience in real life, to control activities in games increases players' immersion rate, and compares general input control devices with dedicated input control devices in order to show appropriate results. Accordingly the process of the study is derived and the hypothesis is substantiated by understanding the relationship between game controlling activities and immersion rate. Overall satisfaction survey result on the use of dedicated devices shows that most players responded that they felt immersed enough in games when used dedicated devices and were highly satisfied. The use of the dedicated devices had positive impact on the increase of immersion rate in general. In order to increase immersion rate with controlling activities in games, the use of input control devices that are easy to handle and enable precise control is required, which shows that it will bring more fun and more increased immersion rate.

Development of game indicators and winning forecasting models with game data (게임 데이터를 이용한 지표 개발과 승패예측모형 설계)

  • Ku, Jimin;Kim, Jaehee
    • Journal of the Korean Data and Information Science Society
    • /
    • v.28 no.2
    • /
    • pp.237-250
    • /
    • 2017
  • A new field of e-sports gains the great popularity in Korea as well as abroad. AOS (aeon of strife) genre games are quickly gaining popularity with gamers from all over the world and the game companies hold game competitions. The e-sports broadcasting teams and webzines use a variety of statistical indicators. In this paper, as an AOS genre game, League of Legends game data is used for statistical analysis using the indicators to predict the outcome. We develop new indicators with the factor analysis to improve existing indicators. Also we consider discriminant function, neural network model, and SVM (support vector machine) for make winning forecasting models. As a result, the new position indicators reflect the nature of the role in the game and winning forecasting models show more than 95 percent accuracy.

A study on the identity theft detection model in MMORPGs (MMORPG 게임 내 계정도용 탐지 모델에 관한 연구)

  • Kim, Hana;Kwak, Byung Il;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.25 no.3
    • /
    • pp.627-637
    • /
    • 2015
  • As game item trading becomes more popular with the rapid growth of online game market, the market for trading game items by cash has increased up to KRW 1.6 trillion. Thanks to this active market, it has been easy to turn these items and game money into real money. As a result, some malicious users have often attempted to steal other players' rare and valuable game items by using their account. Therefore, this study proposes a detection model through analysis on these account thieves' behavior in the Massive Multiuser Online Role Playing Game(MMORPG). In case of online game identity theft, the thieves engage in economic activities only with a goal of stealing game items and game money. In this pattern are found particular sequences such as item production, item sales and acquisition of game money. Based on this pattern, this study proposes a detection model. This detection model-based classification revealed 86 percent of accuracy. In addition, trading patterns when online game identity was stolen were analyzed in this study.