• Title/Summary/Keyword: Computer game room

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Computer Game Addiction and it's Predictors of Korean Elementary School Children (고학년 초등학생의 컴퓨터 게임 중독 실태 및 영향요인)

  • Oh Won-Oak
    • Child Health Nursing Research
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    • v.10 no.3
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    • pp.282-290
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    • 2004
  • Purpose: The measure the degree of computer game addiction; to examine the relationship between computer game addiction and contributing factors; and to discover the predictors of computer game addiction of elementary school children of Korea. Method: Data were assembled from questionnaires distributed among 455 children from four elementary schools in Gyung-buk Province. Result: The level of computer game addiction of subjects was rather low, and correlated significantly with gender, academic performance, family economic status, playmates for leisure time, place of playing computer game, length of the habit of playing game, average playing time of game per day, frequency of PC-room(Internet Cafe for game) visits per week, game partners and reasons for playing game. Multiple regression analysis showed that 45% of the computer game addiction was significantly related to gender(21%), impulsiveness(10%), average playing time of game per day(9%), depression(2%) and other variables(3%) such as playmates for leisure time, academic performance and frequency of PC-room visits per week. Conclusion: We suggest these results be used to develop a computer game addiction prevention program.

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Implementation of Room Escape Game with Action-adventure Genre, 'Memento Mori' (액션 어드벤처 장르를 접목한 방 탈출 게임 구현, 'Memento Mori')

  • Han-Moi Shim;Kyung-Hye Lee;Ye-Jin Lim;Jeong-Won Choi;Ye-Jin Hong
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.455-456
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    • 2023
  • 본 논문에서는 Puzzle Adventure 장르의 평범한 게임에 긴장감을 높이는 Action, 진화하는 Graphic과 같이 다양한 요소를 가미하여, 퍼즐을 끝까지 풀고 탈출할 때까지 흥미진진한 Room Escape 게임 'Mementomori'를 개발하였다. 게임을 끝까지 진행하고 탈출하기 위해 Player는 매 Stage 바뀌는 주변 환경을 고려해가며 적절한 퍼즐을 풀고, 환경에 따라 등장하는 다양한 위험요소에 재빠른 대응을 해내야만 한다.

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A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
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    • v.7 no.6
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    • pp.814-823
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    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

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Factors on Internet Game Addiction among Adolescents (청소년의 인터넷게임 중독 영향 요인)

  • Park, Hyun-Sook;Kwon, Yun-Hee;Park, Kyung-Min
    • Journal of Korean Academy of Nursing
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    • v.37 no.5
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    • pp.754-761
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    • 2007
  • Purpose: The purpose of this study was to explore factors related to internet game addiction for adolescents. Method: This study was a cross-sectional survey, and data was collected through self-report questionnaires. Data was analyzed using the SPSS program. Results: In logistic regression analysis, the risk of being addicted to internet games was 2.22 times higher in males than females. Adolescents with low and middle academic performance also had a higher risk(2.08 times and 2.54 times) to become addicted to internet games. For the location of the computer, the risk of becoming addicted to internet games were .01 times lower in the living room or brother or sisters' room than in their own room. The risk of becoming addicted to internet games was 1.18 times higher in the higher usage time of internet games. The risk of becoming addicted to internet games was .49 times lower in the more accepting and autonomic parents' rearing attitude and .02 times lower in the high self-efficacy group than the low group. Conclusion: The result of this study suggests that there are noticeable relationships between internet game addiction and gender, academic performance, location of computer, usage time of internet games, parents' rearing attitude, and self efficacy.

Impact of the Smoke-free Law on Secondhand Smoke in Computer Game Rooms (금연정책 시행이 전국 PC방의 간접흡연에 미치는 영향)

  • Guak, Sooyoung;Lee, Kiyoung;Kim, Sungreol;Kim, Sungcheon;Yang, Wonho;Ha, Kwonchul
    • Journal of Environmental Health Sciences
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    • v.41 no.1
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    • pp.11-16
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    • 2015
  • Objectives: This study assessed the impact of the smoke-free law on secondhand smoke exposure in computer game rooms by measuring concentrations of particulate matter smaller than $2.5{\mu}m$($PM_{2.5}$). Methods: Indoor $PM_{2.5}$ concentrations were measured in 56 (during the smoke-free guidance period) and 118 computer game rooms (after the law went into effect) in four cities (Seoul, Cheonan, Daegu and Kunsan) in Korea. The number of smokers in the computer game rooms was also counted every five minutes. Results: Although a smoking ban had been implemented nationally, smoking was observed in 47% of the computer game rooms. Smoking density decreased from 1.62 persons per $100m^3$ during the guidance period to 0.32 persons per $100m^3$ after the smoke-free law. There is no statistically significant difference of $PM_{2.5}$ concentrations before and after the smoking ban. The $PM_{2.5}$ concentration was two times higher than the US NAAQS of $35{\mu}g/m^3$. The $PM_{2.5}$ concentration in computer game rooms without smokers was two times higher than the outdoor concentration. Conclusion: The smoke-free law in computer game rooms was complied with, even after the guidance period, in Korea. Indoor $PM_{2.5}$ concentration after smoke-free law implementation was high due to this non-compliance. High $PM_{2.5}$ concentration in computer game rooms without smokers might be due to smoking booths. The complete prohibition of smoking in computer game rooms should be implemented to protect patrons from secondhand smoke exposure.

Corps-Level War-Game Model (군단급 워${\cdot}$게임모델)

  • Oh, Hyung-Jae
    • Journal of the military operations research society of Korea
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    • v.3 no.1
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    • pp.51-82
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    • 1977
  • Decision making is a function of many variables, but among these, human burden (soft-ware) and machine burden (hard-ware) are critical. Decision Maker is rather concerned with the soft-ware and just wants to have machine calculate the quantitative arithmetic involved in the decision-making study, because he is responsible for that decision whether or not he knows details about the techniques used by his staffs. From the point of these considerations, computer-assisted war game model has its significance in military decision making. The major outcome of this model is time-phased FEBA movement. FEBA is moved mainly by the ratio of the Index of Combat Effectiveness (ICE). To calculate ICE, Ground Forces are concerning the Index of Firepower (IFP) of individual weapons and in the case of Air Force, sorties are allocated into each sector, and added to the Ground Force IFP. With the ratio of total ICE, FEBA is moved according to the War Game Tables and process is repeated after consideration of casualties. This model is used by IBM-370/135 in MND computer room and also tested by IBM-3741/3717 established at ROKA HQ.

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A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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Pacman Game Using Skin Color Extraction and Center of Gravity of Hand (손의 피부색 추출과 무게중심을 이용한 팩맨 게임)

  • Shin, Seong-Yoon
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.6
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    • pp.49-55
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    • 2012
  • Pacman is one of the world-famous and have been chosen game in the game room at the arcade. In this paper, pacman game gives you the ability to perform by simple hand movement alone. First, we obtain binary RGB image to extract skin color, and convert into binary image YCbCr by minus the luminance in this image. Next, we extract the hand region by the product of an binary RGB image and binary YCbCr image. Finally, the hand region, we obtain the center of gravity by the minimum bounding rectangle and the center of the hand pixel area, and we used to obtain the center of the hand area with an average of two center of gravity. In other words, we presented the game of motion that can take the place of arrow key by using the center coordinates of hand. In addition, these experiments showed the average movement and error rate, and cause of the error type was also investigated.

Development and Evaluation of the V-Catch Vision System

  • Kim, Dong Keun;Cho, Yongjoo;Park, Kyoung Shin
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.3
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    • pp.45-52
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    • 2022
  • A tangible sports game is an exercise game that uses sensors or cameras to track the user's body movements and to feel a sense of reality. Recently, VR indoor sports room systems installed to utilize tangible sports game for physical activity in schools. However, these systems primarily use screen-touch user interaction. In this research, we developed a V-Catch Vision system that uses AI image recognition technology to enable tracking of user movements in three-dimensional space rather than two-dimensional wall touch interaction. We also conducted a usability evaluation experiment to investigate the exercise effects of this system. We tried to evaluate quantitative exercise effects by measuring blood oxygen saturation level, the real-time ECG heart rate variability, and user body movement and angle change of Kinect skeleton. The experiment result showed that there was a statistically significant increase in heart rate and an increase in the amount of body movement when using the V-Catch Vision system. In the subjective evaluation, most subjects found the exercise using this system fun and satisfactory.

A Study on Efficient VR Room Escape Game Production (효율적인 VR방탈출 게임 제작에 관한 연구)

  • Lee, Yun-ho;Sheo, Dong-hee;Song, Eun-jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.05a
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    • pp.579-580
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    • 2022
  • As virtual reality drew attention, VR room escape games were based on the most popular and successful VR content. This study was based on the survey results of citizens who experienced actual VR room escape and field-type room escape. It clarifies the parts that can be implemented and the parts that have technical limitations. And the factors that can increase the immersion of VR room escape games are analyzed. It is hoped that the significance of the research can contribute to the production of more advanced VR escape games and further VR contents.

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