• Title/Summary/Keyword: 재미와 안정성

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Game Fun QA(Quality Assurance) Process and Design to improve user satisfaction (사용자 만족도 향상을 위한 게임 Fun QA 프로세스와 설계)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.11
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    • pp.1451-1456
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    • 2020
  • Depending on the size and complexity of the game, interest in game quality control is increasing. The quality of the game can be evaluated through fun and stability tests, and the player's satisfaction varies greatly accordingly. For the quality control of the game, Fun QA is in charge of testing to increase the fun and give satisfaction to the players. In this study, we first looked at software quality improvement techniques and game QA work. And in order to improve game quality, we analyzed Fun QA, which is relatively unstructured compared to Technical QA, which is mainly responsible for stability testing. Based on this, the Fun QA process was proposed and an example of Fun QA design was presented using real games. It is expected that this study will be one of the pillars of the game quality management area pursuing quality improvement by guaranteeing fun. Furthermore, it is expected to help QA workers expand their work area.

Game Design Education using PIT(Product Innovation Test) Technique (PIT 기법을 활용한 게임 디자인 교육)

  • Yoon, Seon-Jeong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.11
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    • pp.1531-1537
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    • 2021
  • The quality of the game can be evaluated by its fun and functional stability. Among them, the quality area for fun is the essence of the game, so it is a very important factor to be considered from the point of view of a game designer. Usually, fun games with high originality and immersion are designed in the early stages of development, such as idea generation and concept setting. At this time, making it possible to verify the fun factor of the game has an important influence on the success of the game. In this study, the case of using PIT technique when teaching fun element design to students who are starting to study game design was introduced and the effect was analyzed. It is expected that the PIT technique will be used more actively in the game design education field for high-quality and fun game design.

The importance of maintaining 'enjoyment' from creative work - A discussion on the relationship between intrinsic motivation and creative labor (일로부터 추구하는 '재미'의 중요성 - 창의 노동과 내재적 동기의 관계에 대한 고찰)

  • An, Chairin
    • Review of Culture and Economy
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    • v.20 no.3
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    • pp.115-144
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    • 2017
  • This paper analyzes the actual 'content' and 'role' of the intrinsic motivation of creative laborers during the creative production process. Based on semi-structured intensive interviews with 16 light-entertainment television PDs in South Korea, this paper articulated that intrinsic motivation towards creative work could be understood as a desire to maintain their level of enjoyment from creative work. The desire was classified into two different types of 'enjoyment', one was the enjoyment based on the expectation regarding the creative job, and the 'enjoyment' experienced primarily related to the creative production process that allows creative workers to actualize individual creative ambitions. In addition, such intrinsic motivation tended to provide a strong driving force for creative workers as they endured unfavorable working conditions that resulted from market principles(viewership ratings), economic stability, and work-life balance. This paper proposes that the tendency of creative workers to endure various undesirable working conditions is based on a strong intrinsic motivation to maintain their level of enjoyment from their creative career.

재미한인 영재 청소년의 민족적 정체감 형성 연구

  • 류지영
    • Proceedings of the Korean Society for the Gifted Conference
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    • 2004.11a
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    • pp.125-148
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    • 2004
  • 본 연구는 우수한 학업 성적을 보이는 재미 한인 영재 청소년들이 민족적 정체감을 어떻게 형성해 나가는지를 알아보는데 그 목적이 있다. 이를 위해 미국 뉴욕의 학업영재아를 위한 고등학교에 재학중인 25명의 한인 영재아들을 대상으로 Phinney의 민족적 정체감 평가지가 사용되었다. 민족적 정체감의 평가를 위해 3가지의 민족 정체감 구성요인들이 사용되었는데, 이들은 민족적 자기 정의, 민족집단에 대한 평가와 민족집단에 대한 참여이다. 개방형 문제에 응답을 한 학생들은 두 명의 독립적인 관찰자에 의해, 자신이 정의한 민족집단에 대한 탐구와 헌신의 정도에 따라, 3단계의 민족 정체감 발달 단계로 나누어졌다. 이 3단계 중 첫번째 단계는 자신이 속한 민족집단에 대한 무관심과 낮은 참여도를 보이는 민족 정체감 무관심의 시기이고, 두 번째 단계는 자신의 민족집단에 대한 관심을 가지고 그 집단의 역사와 철학, 문화, 그리고 주류사회 속에서 해당 민족집단의 사회적 위치와 편견 등에 대해 관심과 참여를 보여주는 민족 정체감 탐구의 시기이며, 마지막 단계는 민족 정체감 완성 시기로, 자신을 그 집단의 구성원으로 완전히 수용하면서, 민족적 정체감에 안정된 모습을 보이는 단계이다. 각 민족 정체감 구성요소들과 민족 정체감 발달 단계내의 집단차를 논의하기 위해 ANOVA가 사용되었다. 연구에 참여한 대부분의 영채아들은 자신을 재미아시아인이 아니라, 한국인 혹은 재미동포로 정의하였고, 이러한 민족적 자기 정의는 학생들의 민족집단에 대한 평가도와 참여도에 중요한 역할을 한다는 것을 알 수 있었다. 또한 민족집단에 대한 긍정적인 평가는 민족집단에 대한 활발한 참여와 밀접한 관련성을 가지고 있었다. 연구에서 나타난 결과들을 바탕으로 재미 한인 영재 청소년들이 높은 자아 존중감을 지닐 수 있도록, 현재 교육현장과 실생활에서 활용할 수 있는 여러 방안들과 함께, 앞으로 필요한 보다 많은 연구를 위한 제언이 제시되었다. 사고력 계발에 보다 충실할 수 있도록 내용의 폭을 넓히고 접근방법을 달리하는 심화 중심으로 교육과정을 구성하고 운영한다고 하였다. 그러나 현재 개발된 교육과정 편성과 운영은 창의성 교육의 구현보다는 압축형 속진 교육과정의 특성이 강하여, 이와 같은 운영지침을 실현하기 어려운 것이 현실이므로 교육과정 편제의 개선이나 운영지침에 적합한 교육내용의 개발이 시급히 이루어져야 할 것이다. 둘째, R&E(Research & Education)는‘연구를 통한 교육’,‘교육을 통한 연구’를 의미하며 과학영재교육과정의 가장 큰 특징이라 할 수 있는 자율연구와 위탁교육을 위한 프로그램이다.여주는 것으로 나타났다.보였다. 5. L값은 살균처리의 경우 저장 30일 이후 약간 어두워지는 경향을 보였고, 121$^{\circ}C$ 살균처리에서 높은 값을 보였다. 대체로 저장온도가 높고 저장기간이 길어질수록 약간 밝아지는 경향을 보였다. 적색도는 인삼 첨가구의 경우 상온 및 냉장저장에서 10$0^{\circ}C$ 살균이 121$^{\circ}C$ 처리구 보다 약간 높은 값을 보였다. 저장기간에 따른 적색도의 변화는 인삼과 송이 첨가구에서 비교적 안정적이었다. 황색도는 상온 및 냉장저장에서 저장기간에 따라 약간 감소하는 경향을 보인 후 상온저장 50일 째, 냉장 60일 째 가장 높게 나타났다. 121$^{\circ}C$ 살균처리구가 10$0^{\circ}C$ 처리구보다 약간 높은 경향을 보였다.^{\circ}C$$,에서는 20시간 가열시 0.706$\mu\textrm{g}$/kg으로 가장 높게 생성된 후 서서히 감소하였다. 그러나 산값과 공액이중산값은 계속 증가하는 양상을 나타냈다. 즉 B(a)P생성과 산패도 변화사이에는 일정한 관계를 나타내지는 않았다.ve(+)의 상관관계가 있었다.l

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Study on Healing Game based on Lazzro's 'Four Keys to Fun' (Lazzro의 '4가지 재미요소' 기반 힐링 게임 특성 분석)

  • Kang, Ho-In;Byun, Hae-Won
    • Journal of Korea Game Society
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    • v.18 no.6
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    • pp.39-48
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    • 2018
  • Recently, some games with physical and mental healing function are released. The healing games tend to make people relax. With the features of simple healing contents, the healing games provide users psychological stability more than strong stimulus. The games don't give users continuous excitement, so the popularity of the games goes down soon. In this paper, we investigate domestic and international healing games on the basis of the platform, such as mobile, console and PC. We analyze the feature of healing games with the four keys to fun(Hard Fun, Easy Fun, Serious Fun, People Fun) suggested by Nicole Lazzro. By this analysis, we find how much of the 4 keys to fun the games include and the correlation between the 4 keys to fun and the popularity of the healing games.

Micro-Study on Stock Splits and Measuring Information Content Using Intervention Method (주식분할 미시분석과 정보효과 측정)

  • Kim, Yang-Yul
    • The Korean Journal of Financial Management
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    • v.7 no.1
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    • pp.1-20
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    • 1990
  • In most of studies on market efficiency, the stability of risk measures and the normality of residuals unexplained by the pricing model are presumed. This paper re-examines stock splits, taking the possible violation of two assumptions into accounts. The results does not change the previous studies. But, the size of excess returns during the 2-week period before announcements decreases by 43%. The results also support that betas change around announcements and the serial autocorrelation of residuals is caused by events. Based on the results, the existing excess returns are most likely explained as a compensation to old shareholders for unwanted risk increases in their portfolio, or by uses of incorrect betas in testing models. In addition, the model suggested in the paper provides a measure for the speed of adjustment of the market to the new information arrival and the intensity of information contents.

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Physical activity convergence contents for health care of the elderly (융합형 노인건강관리 신체활동 콘텐츠)

  • Kang, Sunyoung;Kang, Seungae
    • Convergence Security Journal
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    • v.15 no.7
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    • pp.63-68
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    • 2015
  • In rapid aging society, the disease prevention and management for healthy life of the elderly is very important. Regular physical activity is known to be a useful intervention for the physical and mental health of the elderly. In this study, we explore the convergence contents using IT technology as the intervention for encouraging the regular physical activity in the elderly. There are u-Healthcare and serious game as the convergence of health care and IT technology, and the serious game which is added special purpose such as education, training, and treatment to the fun-one of the game element- can be suitable to provide a variety of contents that leads to physical activity in the elderly. The contents inducing physical activities are "Puffer(ATARI, USA)", "WiiFit(Nintendo, JAPAN)", "Age Invaders(MXR Lab, SINGAPORE)", "Xbox $360^{\circ}$+kinect(Microsoft, USA)", "Tangible bicycle game(Donsin Univ., KOREA)", and "3D Gateball game(Soongsil Univ., KOREA)", and these contents can help health care of the elderly. By increasing physical activity through the use of these contents, it will be able to promote physical fitness and body function required in daily life, disease prevention, and maintain health in the elderly.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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A Study of Chatbot Personality based on the Purposes of Chatbot (사용목적에 따라 선호하는 챗봇의 성격에 관한 연구)

  • Kang, Minjeong
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.319-329
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    • 2018
  • With rapid development of technology for strong AI chatbot, the role of chatbot has been extended from conducting simple tasks to being a friend or counsellor. For this newly emerging purpose of chatbot, endowment of personality is important to make the chatbot regarded as a human being. Nevertheless I found that there are few guides about it. Thus, this study identifies the proper personality of chatbot depending on the purpose of services and user types. The purposes of chatbot services are divided into three types such as leisure-time, counselling, and task. The DISC theory is used for categorizing personality, which consists of 4 types such as dominance(D), inducement(I), submission(S), and compliance(C). An interview and survey were conducted to investigate the preferred personality of chatbot and contents for leisure-time. As results, people tend to prefer people-oriented types such as I, S for their leisure time, task-oriented types such as D,C for their task, and slow types such as C,S for counselling. Women prone to prefer neutral gender except for counselling and men tend to prefer female in all chatbot services. Preferred chatbot age is either same or younger age for leisure-time, same or older for counselling, and 30's for tasks. Preferred contents for leisure-time are mostly recent information but many 20's want fun contents and 50-70's want emphatic conversation. 30-50's want honorific but 20's and 60-70's don't care. The research results useful guide on proper personality of AI chatbot for each purpose of its service.

Aesthetics of Samjae and Inequilateral Triangle Found in Ancient Triad of Buddha Carved on Rock - Centering on Formative Characteristics of Triad of Buddha Carved on Rock in Seosan - (고대(古代) 마애삼존불(磨崖三尊佛)에서 찾는 삼재(三才)와 부등변삼각(不等邊三角)의 미학(美學) - 서산마애삼존불의 형식미를 중심으로 -)

  • Rho, Jae-Hyun;Lee, Kyu-Wan;Jang, Il-Young;Goh, Yeo-Bin
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.28 no.3
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    • pp.72-84
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    • 2010
  • This study was attempted in order to offer basic data for implementing and applying Samjonseokjo(三尊石造), which is one of traditional stone construction method, by confirming how the constructive principle is expressed such as proportional beauty, which is contained in the modeling of Triad of Buddha Carved on Rock that was formed in the period of the Three States, centering on Triad of Buddha Carved on Rock in Susan. The summarized findings are as follows. 1. As a result of analyzing size and proportion of totally 17 of Triad of Buddha Carved on Rock, the average total height in Bonjonbul(本尊佛) was 2.96m. Right Hyeopsi(右挾侍) was 2.19m. Left Hyeopsi(左挾侍) was 2.16m. The height ratio according to this was 100:75:75, thereby having shown the relationship of left-right symmetrical balance. The area ratio in left-right Hyeopsi was 13.4:13.7, thereby the two area having been evenly matched. 2. The Triad of Buddha Carved on Rock in Seosan is carved on Inam(印岩) rock after crossing over Sambulgyo bridge of the Yonghyeon valley. Left direction was measured with $S47^{\circ}E$ in an angle of direction. This is judged to target an image change and an aesthetic sense in a Buddhist statue according to direction of sunlight while blocking worshipers' dazzling. 3. As for iconic characteristics of Buddha Carved on Rock in Seosan, there is even Hyeopsi in Bangasang(半跏像) and Bongjiboju(捧持寶珠) type Bosangipsang. In the face of Samjon composition in left-right asymmetry, the unification is indicated while the same line and shape are repeated. Thus, the stably visual balance is being shown. 4. In case of Triad of Buddha Carved on Rock in Seosan, total height in Bonjonbul, left Hyeopsi, and right Hyeopsi was 2.80m, 1.66m, and 1.70m, respectively. Height ratio in left-right Hyeopsibul was 0.60:0.62, thereby having been almost equal. On the other hand, the area ratio was 28.8:25.2, thereby having shown bigger difference. The area ratio on a plane was grasped to come closer to Samjae aesthetic proportion. 5. The axial angle of centering on Gwangbae was 84:46:50, thereby having been close to right angle. On the other hand, the axial angle ratio of centering on Yeonhwajwa(蓮華坐: lotus position) was measured to be 135:25:20, thereby having shown the form of inequilateral triangle close to obtuse angle. Accordingly, the upper part and the lower part of Triad of Buddha Carved on Rock in Susan are taking the stably proportional sense in the middle of maintaining the corresponding relationship through angular proportion of inequilateral triangle in right angle and obtuse angle. 6. The distance ratio in the upper half was 0.51:0.36:0.38. On the other hand, the distance ratio in the lower half was 0.53 : 0.33 : 0.27. Thus, the up-down and left-right symmetrical balance is being formed while showing the image closer to inequilateral triangle. 7. As a result of examining relationship of Samjae-mi(三才美) targeting Triad of Buddha Carved on Rock in Susan, the angular ratio was shown to be more notable that forms the area ratio or triangular form rather than length ratio. The inequilateral triangle, which is formed centering on Gwangbae(光背) in the upper part and Yeonhwajwa(lotus position) in the lower part, is becoming very importantly internal motive of doubling the constructive beauty among Samjae, no less than the mutually height and area ratio in Samjonbul.