• Title/Summary/Keyword: Computer Entertainment Behavior

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An Analysis on Prediction of Computer Entertainment Behavior Using Bayesian Inference (베이지안 추론을 이용한 컴퓨터 오락추구 행동 예측 분석)

  • Lee, HyeJoo;Jung, EuiHyun
    • The Journal of Korean Association of Computer Education
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    • v.21 no.3
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    • pp.51-58
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    • 2018
  • In order to analyze the prediction of the computer entertainment behavior, this study investigated the variables' interdependencies and their causal relations to the computer entertainment behavior using Bayesian inference with the Korean Children and Youth Panel Survey data. For the study, Markov blanket was extracted through General Bayesian Network and the degree of influences was investigated by changing the variables' probabilities. Results showed that the computer entertainment behavior was significantly changed depending on adjusting the values of the related variables; school learning act, smoking, taunting, fandom, and school rule. The results suggested that the Bayesian inference could be used in educational filed for predicting and adjusting the adolescents' computer entertainment behavior.

Predicting Factors on the Increase in Computer Entertainment Behavior with Data Mining (데이터마이닝을 이용한 컴퓨터 오락추구 행동 상승의 예측요인)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.20 no.2
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    • pp.47-55
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    • 2017
  • The purpose of this study is to investigate the predicting factors on the increase in computer entertainment behavior with the sample from KYPS data. The results of the Decision Tree model revealed that: (1) Neighbor supervision, self-belief, parent attachment, life satisfaction, and peer attachment were significant for the increase in computer entertainment behavior. (2) Neighbor supervision, class participation and leisure satisfaction were significant for male students' increase in computer entertainment behavior. (3) Optimistic disposition, teacher attachment, and peer attachment were significant for female students' increase in computer entertainment behavior. These results suggest that meaningful factors and their divers interactions should be considered in methods and programs for regulating and preventing the increase in computer entertainment behavior.

Application of the Neural Network to Predict the Adolescents' Computer Entertainment Behavior (청소년의 컴퓨터 오락추구 행동을 예측하기 위한 신경망 활용)

  • Lee, Hyejoo;Jung, Euihyun
    • The Journal of Korean Association of Computer Education
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    • v.16 no.2
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    • pp.39-48
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    • 2013
  • This study investigates the predictive model of the adolescents' computer entertainment behavior using neural network with the KYPS data (3449 in the junior high school; 1725 boys and 1724 girls). This study compares the results of neural network(model 1) to the logistic regression model and neural network(model 2) with the exact same variables used in logistic regression. The results reveal that the prediction of neural network model 1 is the highest among three models and with gender, computer use time, family income, the number of close friends, the number of misdeed friends, individual study time, self-control, private education time, leisure time, self-belief, stress, adaptation to school, and study related worries, the neural network model 1 predicts the computer entertainment behavior more efficiently. These results suggest that the neural network could be used for diagnosing and adjusting the adolescents' computer entertainment behavior.

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Production of Contents Embodiment for Cyber Underwater Using Environment Fish Schooling Behavior Simulator

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Chee-Yong;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.10 no.6
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    • pp.770-778
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    • 2007
  • Fish schooling or group moving in cyber underwater is a part of beautiful and familiar ecosystem. It is not so easy to present the behavior of fish crowd naturally as a computer animation. Thanks to development of computer graphics in entertainment industry, the numbers of digital films and animations is increased and the scenes of numerous crowd are shown to us. Though there are many studies on the techniques to process the behavior of crowd effectively and the developments of crowd behavioral systems, there is not enough study on the development for an efficient crowd behavioral simulator. In this' paper, we smartly present the types offish behavior in cyber underwater and make up for the weak points of time and cost. We develop the fish schooling behavior simulator for the contents of cyber underwater, automating fish behavioral types realistically and efficiently.

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Exploring Factors Affecting the Emotions of Middle School Students toward Using Digital Textbooks

  • LEE, Sunghye;SUNG, Eunmo
    • Educational Technology International
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    • v.21 no.1
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    • pp.97-123
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    • 2020
  • The purpose of this study is to investigate the emotions of students toward using digital textbooks, and to examine the factors affecting the emotions. This study examined the relationship between individual characteristics and computer usage, students' emotions, and the perceived learning effects. For this study, 2,950 1st grade middle school students participated in a survey which measured individual characteristics, computer usage behavior, emotions toward using digital textbooks, and perceived learning effects of digital textbooks. The results showed that positive emotions toward using digital textbooks were higher than negative emotions. The students' positive emotions were most affected by intrinsic motivation, self-regulated learning, and student's use of computers for learning and entertainment. Similarly, perceived learning effects were positively correlated to intrinsic motivation and self-regulated learning, but the students' positive emotions towards using digital textbooks was the strongest predictor. Digital textbook efficacy was the most influential factor that affected the students' negative emotions, while computer addiction was associated with negative emotions.

Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong Chan;Cho, Seung Il;Kim, Eung Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.1 no.1
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    • pp.27-35
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    • 2006
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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Fish Schooling Behavior Simulator for the Contents Production of Cyber Underwater Environment (가상 해저 환경 콘텐츠 제작을 위한 Fish 군중행동 시뮬레이터)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.2 no.1
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    • pp.25-33
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    • 2007
  • Crowd behaviors on cyber underwater environment are often produced in entertainment contents, such as films and games. It is easy for us to come in contact with the scenes appearing a lot of characters as digital films and animation works are increased gradually, owing to developing of computer graphics. Though the processing a scene of crowd and the behavior system of crowd, related to the processing techniques of crowd behavior in cyber space, have been implemented so far, the research for developing the natural crowd behavior simulator can not be still satisfying. In this paper, we designed a realistic and efficient Fish Schooling Behavior Simulator for the contents production of cyber underwater environment, which showed each type of fish behavior in cyber underwater smartly, and which generated the animating the behavior automatically, reducing the time and cost.

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Design of Hot-spot generator for inserting content-based interactive advertising on DMB broadcasting

  • Park, Tae-Jin;Park, Se-Hyun;Lim, Soon-Bum;Choy, Yoon-Chul
    • Journal of Korea Multimedia Society
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    • v.11 no.12
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    • pp.1765-1774
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    • 2008
  • Due to recent increase of product placement(aka. PPL) in TV drama and entertainment program, the audience of these programs is exposed to the advertisement in the form of the props and backgrounds without discernment. Advancement in digital data broadcasting technology enabled advertisers to insert detailed information of the product or associated advertisement link into the content of the broadcast program as an interactive advertisement. With the interactive advertisement, the audience can focus on the content of the program and the advertiser can create an advertisement with a rich content through the interaction between the advertisement and the audience. It is possible because the interactive advertisement is dynamic advertisement behavior only activated by the audience's intention. In this research, we develop a Hot-spot generator to insert interactive advertisement in the DMB broadcast program. We also suggest dynamic Hot-spot generation technique that allows the Hot-spot object to follow not only the shape of the advertising object in the program, but also the movement of the object as the program progresses.

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Large-Scale Realtime Crowd Simulation Using Image-Based Affordance and Navigation Potential Fields (이미지 기반의 유도장과 항해장을 활용한 실시간 대규모 군중 시뮬레이션)

  • Ok, Soo-Yol
    • Journal of Korea Multimedia Society
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    • v.17 no.9
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    • pp.1104-1114
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    • 2014
  • In large-scale crowd simulations, it is very important for the decision-making system of manipulating interactive behaviors to minimize the computational cost for controlling realistic behaviors such as collision avoidance. In this paper, we propose a large-scale realtime crowd simulation method using the affordance and navigation potential fields such as attractive and repulsive forces of electromagnetic fields. In particular, the model that we propose locally handles the realistic interactions between agents, and thus radically reduces the cost of expensive computation on interactions which has been the most problematic in crowd simulation. Our method is widely applicable to the expression and analysis of various crowd behaviors that are needed in behavior control in computer games, crowd scenes in movies, emergent behaviors of evacuation, etc.

Branding and Advertising on Social Networks: Current Trends

  • Trachuk, Tetiana;Vdovichena, Olga;Andriushchenko, Mariia;Semenda, Olha;Pashkevych, Maryna
    • International Journal of Computer Science & Network Security
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    • v.21 no.4
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    • pp.178-185
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    • 2021
  • The emergence of social networks has led to the flourishing of a new golden era of branding, which is a challenge for companies due to the need for creative positioning of companies with an emphasis on building trust and loyalty to the brand. Consumers are becoming more demanding and due to a wide range of products in different markets, make demands that are more stringent on companies. The goal of this article was to study the main trends of branding and advertising on social networks to develop a new approach to brand promotion. Methodology. The quantitative and qualitative research design was used to determine the main trends in branding and advertising on social networks. The methodology included the following methods: 1) analysis of the relationship between brand value and brand content strategy, 2) content analysis of the content of companies in social networks on the example of 10 world-famous brands with the highest value. The results allowed forming the criteria of effective content and communication: simplicity of content and simplicity of communication, lack of direct advertising of products, emphasis on global socio-economic problems and social orientation, unobtrusive communication, content creativity, indirect information about the product or work, the history of the company's development through various tools. The main content strategies of brands are defined: storytelling strategy; strategy of informing about the history of the company's development; entertainment and information strategy; strategy of joint interaction with the audience through the involvement of wellknown influencers or users of products. The theoretical and practical value of the results is confirmed by the conceptualization of the main content strategies of world-famous brands, which are pioneers in new ways to build relationships with users through social networks. The research proposes to use a customer-oriented approach to brand promotion. This means studying consumer behavior and predicting possible changes in behavior, which determines the level of interaction with the brand, the content strategy of the brand, and its effectiveness.