• Title/Summary/Keyword: 스마트머니

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A Comparison of Tendencies in Male and Female Gamers Using Customization and Life Simulation (커스터마이징과 육성시뮬레이션을 이용한 남녀 게이머 성향 비교)

  • Jung, Hee-Young;Jung, In-Hoo;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.37-44
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    • 2016
  • The market of mobile game is growing rapidly according to increasing trend of mobile market and dissemination of smart phone devices. Not only the number of male gamers, but also female gamers who are relatively playing casual games are increased and the mobile market is growing as well. Therefore, this study compared the tendencies in male and female gamers using "Link" which was based on customizing and life simulation. The results showed that female gamers had stronger affinity than male gamers in customization. Both male and female gamers showed similar interests in battle situation. This paper contributes to new perspective of mobile game developing and marketing opportunity.

Analysis of Intertextuality Cases in Games and Animations through "Pix" (를 통한 게임과 애니메이션의 상호텍스트 사례분석)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.45-54
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    • 2014
  • With the spread of game platforms fueled by the development of smartphones, such classic games as and have been transplanted in smartphone and visual media. Which stirred an issue among gamers because classic games were the materials used. However, there is a lot of room for improvement because it developed from a different viewpoint from the experiences of gamers in many cases. Based on the judgment that the reasons why the experiences of gamers were not reproduced in visual media lay in intertextuality between games and visual media, this study analyzed "Pixels" as a case of good intertexts. The analysis results of intertextuality in the game show that it applied quotation, summary, mending, and satirical travesty to the elements only known to gamers in addition to a simple arrangement of representations and parody, thus succeeding in reproducing the experiences of gamers. It also took into account popular appeal with a fresh direction not familiar to non-gamers.

꿈을 사고 파는 디지털머니

  • 이인규
    • Product Safety
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    • s.47
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    • pp.76-80
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    • 1996
  • 전통화폐제도에서 발전한 지금의 화폐제도는 후불방식인 크레디트카드가 대중화되더니 지금은 스마트카드나 광메모리카드까지 도입되고 있다. 디지털머니까지 등장하면 금융기관들은 새로운 전환점에 서게된다. 왜냐하면 앞으로 10년 동안 이같은 전자화폐의 등장으로 약 2만5천개의 금융점포가 문을 닫을 것이라는 전망이 나오고 있기 때문이다.

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Gaming Mouse Application Design Using a Smartphone Accelerometer (스마트폰 가속도 센서를 이용한 게이밍 마우스 어플리케이션 설계)

  • Jeong, Jae-Yong;Kim, Yeon-ho;Yeom, Jeong-Gyu;Woo, Gyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2014.11a
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    • pp.1205-1208
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    • 2014
  • 본 논문은 항상 지니고 있는 스마트폰으로 노트북 사용자가 마우스를 휴대해야 하는 불편함을 해결하기 위해 이를 대체할 수 있는 안드로이드용 스마트폰 마우스 어플리케이션을 설계하였다. 우리는 기존의 다른 연구나 실제 이미 출시된 마우스 어플리케이션들과 달리, 블루투스를 이용하여 인터넷을 사용할 수 없는 상황에서도 작동하도록 하였으며 터치패드가 아닌 가속도 센서를 통해 실제 마우스처럼 동작을 인식하도록 하였다. 또한, 스마트폰 어플리케이션의 장점인 추가적인 기능을 쉽게 추가할 수 있다는 점을 살려서 진동 모드, 자동 연사, dpi 조절 기능 등을 포함한 게이머 마우스로 설계하였다. 정확한 마우스 포인터의 이동을 표현하기 위해 운동방정식으로 센서값을 속도로 바꿔서 이를 사용하였다. 그리고 센서 오차로 인한 오류 막기 위해 센서값을 필터링하였다.

Mutual Funds Trading and its Impact on Stock Prices (뮤추얼펀드의 자금흐름과 주식거래가 주가에 미치는 효과)

  • Kho, Bong-Chan;Kim, Jin-Woo
    • The Korean Journal of Financial Management
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    • v.27 no.2
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    • pp.35-62
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    • 2010
  • This paper examines the existence of the fund performance persistence and the smart money effect in Korean stock market and tests the flow-induced price pressure (FIPP) hypothesis, that is, fund flows affect individual stock returns and mutual fund performance. This paper also tests whether the FIPP effect can cause the performance persistence using the monthly returns and stock holdings data of 2,702 Korean mutual funds from January 2002 to June 2008. The empirical results indicate that the performance persistence exists significantly for a long time but the smart money effect does not. The hedge portfolio constructed by buying funds with the highest past 12 months performance and selling funds with the lowest past 12 months performance earns 0.11%~1.05% monthly abnormal returns, on average, in 3 years from portfolio formation month, but the hedge portfolio constructed by buying funds with the highest past net fund inflows and selling funds with the lowest past net fund inflows cannot earn positive monthly abnormal returns and the size of negative abnormal returns of the portfolio increase as time goes on. We find the evidence that the FIPP hypothesis is significantly supported. We first estimate the FIPP measure for each individual stock using the trading volume resulting from past fund flows and then construct the hedge portfolio by buying stocks with the highest FIPP measure and selling stocks with the lowest FIPP measure. That portfolio earns significantly positive abnormal return, 1.01% at only portfolio formation month and cannot earn significant abnormal returns after formation month. But, the FIPP effect cannot cause the performance persistence because, within the same FIPP measure group, funds with higher past performance still earn higher monthly abnormal returns than those with lower past performance by 0.08%~0.77%, on average, in 2 years. These results imply that the main cause of the performance persistence in Korean stock market is the difference of fund managers' ability rather than the FIPP effect.

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Changes to Gaming Acts in Game (게임에서의 게임 행위 변화)

  • Gwak, E-Sac
    • Journal of Korea Game Society
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    • v.17 no.2
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    • pp.35-44
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    • 2017
  • Recent years have witnessed a surging popularity of games based on augmented reality and virtual reality. While old games embody virtual reality within the game platform, recent popular games based on augmented reality and virtual reality incorporate reality into virtual worlds. They present a new genre that is unprecedented, combined with what gamers have a passionate desire for, and thus provide new experiences. Good examples include smartphone games that were the game changer of the gaming industry in 2010 and the sensational $Pok{\acute{e}}mon$ Go that is gaining popularity nowadays. This study, thus, set out to analyze "gaming act(GA)" directly connected to the experiences of gamers to shed light on games as experiential content. The study analyzed gaming acts based on Park Sang-woo (2009) and assumed that gaming acts would change greatly according to the degree of real space intervening in game space; thus, examining changes to the gaming acts of games in two aspects of realizing virtual space from imaginations in game space and reproducing virtual space in real space.

A Study on Unstructured text data Post-processing Methodology using Stopword Thesaurus (불용어 시소러스를 이용한 비정형 텍스트 데이터 후처리 방법론에 관한 연구)

  • Won-Jo Lee
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.6
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    • pp.935-940
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    • 2023
  • Most text data collected through web scraping for artificial intelligence and big data analysis is generally large and unstructured, so a purification process is required for big data analysis. The process becomes structured data that can be analyzed through a heuristic pre-processing refining step and a post-processing machine refining step. Therefore, in this study, in the post-processing machine refining process, the Korean dictionary and the stopword dictionary are used to extract vocabularies for frequency analysis for word cloud analysis. In this process, "user-defined stopwords" are used to efficiently remove stopwords that were not removed. We propose a methodology for applying the "thesaurus" and examine the pros and cons of the proposed refining method through a case analysis using the "user-defined stop word thesaurus" technique proposed to complement the problems of the existing "stop word dictionary" method with R's word cloud technique. We present comparative verification and suggest the effectiveness of practical application of the proposed methodology.

The Pattern Analysis for Gameplay of RPG(Role-Play Game) Genre base on Smart-phone : Toward 'Blade for Kakao' (스마트폰 기반 RPG 장르의 게임플레이 패턴 분석 : '블레이드 for Kakao'를 중심으로)

  • Han, Sang-Geun;Song, Seung-Keun
    • Cartoon and Animation Studies
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    • s.38
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    • pp.237-258
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    • 2015
  • This research aims to analyze gamer's behavior pattern on 'Blade for Kakao' RPG genre based on smart-phone. Three subjects were recruited using the concurrent protocol method to conduct ten episodes in region 1. As a result, it derived four behavior patterns according to the combination of space type affordance and the arrangement affordance of obstacle(monster). The result of this research revealed the forward attack arranged for the fixed obstacles in the wide space, the indirect attack as avoid-type arranged for scattered obstacles in the same space, the hunting up attack once arranged for the crowded obstacles in the same space, and the pulling attack arranged for obstacles in the narrow space. Moreover, it revealed the character growth and the optimization of attack method according to the attribute affordance of the obstacle(monster). This research expect to offer the design guideline for game level design to investigate the relationship between the game play and affordance in RPG genre based on smart-phone.

An Ecological Psychology of Gameplay : Case Study of Smart Phone App Game (게임플레이의 생태학적 심리학 : 스마트폰 앱 게임을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.6
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    • pp.1502-1508
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    • 2013
  • In aspect of HCI(Human Computer Interaction) gameplay is the procedure to solve the problem that gamers encounter in order to generate or discover a new rule to achieve gamers' goal. The goal of this research is to investigate the structure and understand the gameplay in aspect of affordance from ecological psychology rather than the traditional problem solving theory. This research selects App. game based on smart phone. Expert gamers participated in this experiment. We record all gameplay using audio and video device. We conducted protocol analysis as qualitative method based on the verbal report and action protocol during game playing. As result, gameplay based on affordance includes selection and relation. We found that subjects selected one thing at once with attention. Moreover, we found that there were two behaviors : exploratory action and performatory action. We believe that exploration, action, and transformation for affordance appear. The result of this research imply to suggest design guideline for game design methodology when designers develop game.

Guitar Rhythm Game Using Motion Capture (모션 캡쳐를 이용한 기타 리듬게임)

  • Park, DongGyu;Jeong, JeongSu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.5
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    • pp.1106-1112
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    • 2013
  • Microsoft released motion sensing device named Kinnect on early 2010, which is available for developing Xbox 360 game and entertainment software. Also many third party libraries and applications are developed for Kinnect. In this paper, we studied and developed guitar rhythm game on Kinnect using three sensor units on it. Rhythm game is the most popular game genre for many game devices including PC, console device, and smart phone. The main reasons for their popularity depends on their simplicity, short learning time and physical activity with rhythms. We developed the game screen and layout on DirectX 11, also we used OpenNI library for recognize physical activity of gamer's body and fingers, and OpenGL for body gestures on the game.