• Title/Summary/Keyword: 게임활용

Search Result 1,909, Processing Time 0.023 seconds

AI-based early detection to prevent user churn in MMORPG (MMORPG 게임의 이탈 유저에 대한 인공지능 기반 조기 탐지)

  • Minhyuk Lee;Sunwoo Park;Sunghwan Lee;Suin Kim;Yoonyoung Cho;Daesub Song;Moonyoung Lee;Yoonsuh Jung
    • The Korean Journal of Applied Statistics
    • /
    • v.37 no.4
    • /
    • pp.525-539
    • /
    • 2024
  • Massive multiplayer online role playing game (MMORPG) is a common type of game these days. Predicting user churn in MMORPG is a crucial task. The retention rate of users is deeply associated with the lifespan and revenue of the service. If the churn of a specific user can be predicted in advance, targeted promotions can be used to encourage their stay. Therefore, not only the accuracy of churn prediction but also the speed at which signs of churn can be detected is important. In this paper, we propose methods to identify early signs of churn by utilizing the daily predicted user retention probabilities. We train various deep learning and machine learning models using log data and estimate user retention probabilities. By analyzing the change patterns in these probabilities, we provide empirical rules for early identification of users at high risk of churn. Performance evaluations confirm that our methodology is more effective at detecting high risk users than existing methods based on login days. Finally, we suggest novel methods for customized marketing strategies. For this purpose, we provide guidelines of the percentage of accessed users who are at risk of churn.

A Study on Immersion and Presence of VR Karaoke Room Implementations in Mobile HMD Environments (HMD 모바일 환경에서 가상현실 기반 노래방 구현물의 실재감과 몰입감 연구)

  • Kim, Ki-Hong;Seo, Beomjoo
    • Journal of Korea Game Society
    • /
    • v.17 no.6
    • /
    • pp.19-28
    • /
    • 2017
  • There exist a variety of VR(Virtual Reality) contents that have been developed by the use of the latest VR technologies. Unlike the rapid advances in the recent VR devices however, the development of VR based game contents that fully utilize such cutting-edge devices has been lackluster. Using more accessible form of smartphone-based HMDs(Head-Mounted Displays), we compare two popular VR presentation methods(a realistic 3D VR karaoke room and a 360 degree video karaoke room) and analyze their users' immersion and realistic perception. We expect that our study can be utilized as a supporting guideline for future smartphone-based VR content developments.

Projection Facade and Game System for Multi-Audience Participation using Smart Devices (스마트 기기를 활용한 다중 관람자 참여형 프로젝션 파사드 및 게임 시스템)

  • Jang, Seungeun;Tang, Jiamei;Kim, Sangwook
    • The Journal of the Korea Contents Association
    • /
    • v.13 no.7
    • /
    • pp.1-8
    • /
    • 2013
  • As yet the use of 3D projection mapping facade has been limited to advertising and performance in the outside. And interactive elements are lacking. In this paper, propose a interaction system which control of projection mapping facade for multi-audience participation using smart devices. The system can be interaction for the multi-façade. And single or multiple can participate in the game. A user test based on the result confirmed an effectiveness of the proposed method. This research showed a practical method in which interaction of projection facade system can be used to user devices. The results of this study can be used as a base module for projection facade interaction system. In addition, It can be utilized for converged content development such as performances, games, education and various applications services.

XR Stage와 연계한 볼류메트릭 비디오 활용 전망

  • 이진서
    • Broadcasting and Media Magazine
    • /
    • v.28 no.2
    • /
    • pp.13-24
    • /
    • 2023
  • 2018년도부터 국내에서 많이 알려진 Volumetric Video(이하 볼류메트릭 비디오)는 지난 몇 년간 지속적인 개발과 변화를 해왔고 최근에는 데이터의 생성 방법을 보다 쉽고 가볍게 만드는 기술이 도입되면서 아직 대중적으로 보편화된 시스템은 아니지만 지속 성장을 하고 있다. 본 논고에서는 실제 사람을 기반으로 만든 볼류메트릭 비디오와 최근 국내외에서 많이 활용되고 있는 LED Wall을 이용한 ICFVX(In Camera VFX), XR Stage와 연계한 콘텐츠 제작 사례를 중심으로 볼류메트릭 비디오의 디지털 휴먼으로서 활용도와 더 나아가 게임엔진 기반의 가상 공간에서의 볼류메트릭 비디오 기술 적용 확대에 대하여 살펴본다.

  • PDF

A Study on the Next Generation Education through the Use of Field Realistic Content (현장 실감형 콘텐츠 활용을 통한 차세대 교육에 관한 연구)

  • Sang-jung Kim
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2023.01a
    • /
    • pp.69-70
    • /
    • 2023
  • 본 논문은 디지털시대의 변화와 코로나 19로 인해 차세대 디지철 시대는 새로운 교육 환경으로 진화하고 변화하는 교육 페러다임이 바뀌고 있다. 최근 지속적으로 성장하고 인기 있는 AR, VR 현장 실감형 콘텐츠를 교육에 활용 할 때 더욱 학습 효과가 있다는 다양한 이론과 사례분석을 통해 교육과정, 비 교육과정에 직접 접목하여 활용하고 그 효과를 통한 모형을 제시하여 수업의 질적 양적 향상에 기여하고자 한다.

  • PDF

A Single Case Study on a Child with ADHD by the Application of Attention Improvement Training Composed of Play and Games (놀이와 게임을 활용한 주의력향상훈련을 적용한 ADHD 아동의 단일사례연구)

  • Kim, Mi-Yeon;Hong, Young-Ki
    • The Korean Journal of Elementary Counseling
    • /
    • v.8 no.1
    • /
    • pp.15-32
    • /
    • 2009
  • The purpose of this study was to make a case study of a fourth- grade child diagnosed as ADHD. The subject in this study, who was the supplier of information, was especially inattentive and. impulsive. The focus of this study was placed on improving his attention, and it's also meant to lighten his impulsiveness. An attention improvement training program was devised by applying play and games that would spark the interest of the ADHD child who was inattentive and felt easily boring. The program was conducted in 15 sessions, and his self-report of attention and impulsiveness and task performance were checked to find out the effect of the program before, after and six weeks after it was implemented. Besides, additional data were gathered by keeping observational and counseling journals and interviewing people around them, and the collected data were analyzed to get a profound understanding of the child. The finding of the study were as follows: First, according to the pretest, posttest and retention test scores on attention and additional data, the attention improvement training that utilized play and game served to boost the attention of the information provider, and that had a lasting effect on that as well. Second, as a result of analyzing the pretest, posttest and retention test scores on impulsiveness and additional data, the attention improvement training that utilized play and games contributed to easing the impulsiveness of the information provider, and that had a continuing effect on that as well. Third, in addition to attention and impulsiveness, there were favorable changes in his peer relationship and confidence when all the collected data were analyzed.

  • PDF

Development of a Game Content Based on Metaverse Providing Decision Tree Algorithm Education for Middle School Students (중학생을 위한 의사결정나무 알고리즘 교육을 제공하는 메타버스 기반 게임 콘텐츠 개발)

  • Hyun, Subin;Kim, Yujin;Park, Chan Jung
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.4
    • /
    • pp.106-117
    • /
    • 2022
  • In 2021, AI basics were introduced in the high school curriculum. There are many worries that the problem of utilization-oriented education will be repeated with the introduction of artificial intelligence education rather than the principles that occurred when ICT was applied to education in the past. Most of the existing AI education platforms focus only on the use of AI. For artificial intelligence education of middle school students, there are difficulties in learning about the process by which artificial intelligence derives results and learning the principles of artificial intelligence algorithms. Recently, as the educational application of metaverse has become a hot topic, research has been started to improve learning achievement by arousing students' immersion and interest. This research developed educational game contents about decision tree algorithm using metaverse as educational contents that can be used in middle school AI education. By applying games to education, it was intended to increase students' interest and immersion in artificial intelligence, and to increase educational effectiveness. In this paper, the educational effectiveness, difficulty, and level of interest were analyzed for pre-service teachers regarding the developed game content. Based on this, a future principle-oriented artificial intelligence education method was suggested.

The Development of Real-Time monitoring program using Kinect (키넥트를 이용한 실시간 감시 프로그램 개발)

  • Sung, Hong-Gi;Kim, Jung-In;Choi, Sung-Wook;Kim, Gwan-Hyung
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.05a
    • /
    • pp.182-184
    • /
    • 2012
  • 마이크로소프트에서 개발한 키넥트(kinect)는 엑스박스(XBox) 게임 컨트롤러로 사용하는 장비이며 이 센서를 이용하여 사용자의 인체 행동을 인식하여 게임을 진행할 수 있는 센서 시스템이다. 또한 윈도우 환경에서 키넥트를 활용하여 다양한 응용 프로그램 개발을 할 수 있도록 SDK를 제공하고 있다. 현대사회에서 각종 범죄가 늘어남에 따라서 CCTV의 운용이 늘어나고 있으며 지정된 구역을 감시하는데 다양한 영상 장비들과 프로그램이 운용하고 있다. 시장에 판매되고 있는 CCTV 장비들 중에서 사람 추적기능을 가능 제품은 가격이 대부분 고가이다. 또한 야간에서는 사람의 감지가 힘들다. 본 연구에서는 키넥트의 골격 추적기능과 음성인식 기능을 활용하여 실시간 영상 녹화 프로그램을 개발하고자 하며, 개발된 프로그램은 키넥트 센서로 영상을 실시간 녹화하고 침입자에 대한 움직임을 자동 추적하여 녹화하는 DVR 시스템을 제안하고자 한다. 또한 야간에서는 깊이(Depth) 영상을 이용하여 인물을 인식과 추적을 한다. 궁극적으로 키넥트 센서(Kinect Sensor)의 CCTV기능에 대한 활용성을 연구하는데 목적을 가진다.

  • PDF

Noise-Robust Capturing and Animating Facial Expression by Using an Optical Motion Capture System (광학식 동작 포착 장비를 이용한 노이즈에 강건한 얼굴 애니메이션 제작)

  • Park, Sang-Il
    • Journal of Korea Game Society
    • /
    • v.10 no.5
    • /
    • pp.103-113
    • /
    • 2010
  • In this paper, we present a practical method for generating facial animation by using an optical motion capture system. In our setup, we assumed a situation of capturing the body motion and the facial expression simultaneously, which degrades the quality of the captured marker data. To overcome this problem, we provide an integrated framework based on the local coordinate system of each marker for labeling the marker data, hole-filling and removing noises. We justify the method by applying it to generate a short animated film.

A study for efficient image use in the mobile contents development (모바일 컨텐츠 제작을 위한 효율적인 이미지 활용에 대한 연구)

  • Kim, Jeong-Hoon
    • Journal of Korea Game Society
    • /
    • v.5 no.1
    • /
    • pp.53-60
    • /
    • 2005
  • To produce deep, entertaining mobile content, a large number of images must be included. But because of the limits on runtime memory for mobile phones, images cannot be used as easily in a mobile environment as they are in a computer. Therefore in this paper, I propose several different methods for efficiently using images in a mobile environment. The various methods I propose for using images are: Creating images using compression/decompression and rotation/symmetry Creating images of several different colors by changing the palette index of a bitmap Creating images through image combination Creating background images by using tile maps Creating new images through effects.

  • PDF