• Title/Summary/Keyword: FPS

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A Case Study on PVP Level Design Patterns of FPS games - Focusing on 'Point Blank' - (FPS 게임의 PVP 레벨 디자인 패턴 고찰 -포인트 블랭크를 중심으로-)

  • Kang, Soo-Chang;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.39-48
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    • 2015
  • Level design of online FPS games has not been researched enough for its active development and service. For the most part, FPS design patterns only have been classified based on PVE level design. However, it is necessary to look at it in light of PVP level design in the online FPS multi-player games. Therefore, we analyzed one of the most preferred team-death match levels in 'Point Blank'. This research holds its significance in suggesting the new PVP level design patterns compared to PVE level design patterns after conducting in-depth interviews on three FPS developers.

Challenges in Cancer Control Services Provided by Family Physicians in Primary Care: A Qualitative and Quantitative Study From Karabuk Province in Turkey

  • Ozdemir, Raziye;Ural, Sevda;Karacali, Merve
    • Journal of Cancer Prevention
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    • v.23 no.4
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    • pp.176-182
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    • 2018
  • Background: Family physicians (FPs) play an important role in cancer control. The aim of this study was to understand the functions of FPs in cancer control and to explore FPs' perceptions of their own roles and the difficulties they face in cancer control in Karabuk province, Turkey. Methods: The study consisted of two methodological parts. The qualitative part included a descriptive study in which data were collected from 87.5% (n=56) out of all FPs in Karabuk using a questionnaire. In the quantitative part, in-depth interviews with 15 FPs were conducted and analyzed through content analysis. Results: Half of the FPs (50.0%) provided cancer prevention information for their registered people, focusing on especially smoking cessation. In the last three months, the proportion of FPs who had not invited anyone to screenings was 37.5% for the pap test, 26.8% for the mammography, 19.0% for the fecal occult blood test and 34.5% for the colonoscopy. Only 16.1% of them reported that they made home visits for cancer patients. In the qualitative part of study, the following themes were highlighted: the perceived responsibilities of FPs regarding cancer control; the effect of geographically undefined working area of FPs; the issues with coordination between FPs and specialists; the effect of the number of primary care team members. Conclusions: Cancer control services provided by FPs have significant problems in terms of the FPs' approach to the services and their content, continuity and coordination.

The Reproduction of the class in games and The direction of regulation of Game Hack - Focusing on the Online FPS game 'Overwatch' and 'Battleground' communities - (게이머 계급의 재생산과 게임 핵의 규제 방향성 - 온라인 FPS 게임 '오버워치'와 '배틀그라운드' 커뮤니티를 중심으로 -)

  • Jo, Hui-Seon
    • Journal of Korea Game Society
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    • v.21 no.2
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    • pp.3-16
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    • 2021
  • This study examined to the aspects of capital and class structure, focusing on 'Reproduction' of Bourdieu, P, through collecting the post titles of the game community of online FPS games 'Overwatch' and 'Battleground', related to keyword, 'Game Hack'. The data used in the study was collected and refined through the statistical program R and analyzed by the analysis site 'Bigkinds'. At results, we will reveal that the class structure of the online FPS gamer group is based on cultural capital and reproduction, and suggest the right direction for the Game Hack regulation policy from the point of view of the cultural capital theory.

Study on the Palatability, Digestibility and Feeding Behavior in Spotted Deer (Cervus nippon) Fed Forest by-product Silage (육림부산물 발효사료 급여 꽃사슴에 있어서 채식기호성, 소화율 및 채식행동에 관한 연구)

  • 전병태;문상호;이상무;권영재
    • Journal of The Korean Society of Grassland and Forage Science
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    • v.22 no.3
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    • pp.177-186
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    • 2002
  • This experiment was conducted to examine possibility and suitability of forest by-product as a roughage source of deer. As a experimental diet, forest by-product silage(FPS) and commercial mixed ration(CMR) were prepared to compare dry matter intake, digestibility, nitrogen balance and feeding behavior in feeding trials with spotted deer. The digestibility of dry matter was higher(P<0.05) in CMR than in FPS. The digestibility of crude protein was higher in CMR than in FPS and there was significant difference(P<0.05). CMR had more digestibility of crude fiber than FBS but the difference was not significant. Dry matter intake were similar in both diets. Digestible dry matter intake was higher in CMR than FPS, however, there was no significant difference between experimental diets. Nitrogen intake, urinary and digestible nitrogen were significantly higher(P<0.05) in CMR than FPS. The efficiency of nitorgen utilization was higher for FPS than for CMR. Feeding behavior were similar in FPS and CMR. Consequently. It would be expected that FPS that composed with various feed sources can be used as a good roughage source of deer. Because it has high digestibility, dry matter intake and internal availability of nitrogen.

Analysis of Players' Eye-Movement Patterns by Playing Experience in FPS Game (FPS게임 플레이경험에 따른 플레이어의 시선경로 패턴 분석)

  • Choi, GyuHyeok;Kim, Mijin
    • Smart Media Journal
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    • v.5 no.2
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    • pp.33-41
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    • 2016
  • FPS Games are usually centered on a combat game play where the player plays through a first-person perspective as the in-game character, in order to strike the opponent in accordance with each level's objective. In such type of game play, the decision making that leads the player to take certain actions is carried out based on the player's visual cognitive information, and information collected both directly/indirectly via previous game play experiences. Particularly in the case of a FPS game where the mutual interaction between the player and each game level is the key, an analysis of a FPS game player's visual cognitive information can provide intelligence which can help design or adjust structures of a game level. For this thesis, a sample group has been collected and divided into a novice group and an expert group based on their level of experience with FPS games. Then, using eye-tracking equipments, the point of gaze of players in each group were recorded whilst they were playing levels of a well-known FPS title. The point of gaze in the moment the player starts to take actions -right before/after the start of a combat- was recorded in 500 play videos, and as a result each group's intrinsic pattern of gaze could be identified. Through these results, the author plans to develop a methodology that can enhance the difficulty setting and the playability of FPS game levels.

A Study on Factors to Affect Reuse Intention and Conversion Intention by Evaluation after Game Use - with Two FPS Games as a Main Consideration - (게임 이용 후 평가에 의한 재이용 의도 및 전환의도에 미치는 요인에 관한 연구 -2개의 FPS 게임을 중심으로-)

  • Lee, Ji-Hun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.69-77
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    • 2009
  • Game producers provide their products and service to users. But the need and desire of users change in many ways as time goes. But game Co. Ltd is difficult because of the capital and the technical identities for providing characteristic products and service etc. Specially, the FPS game which is popular among users is developed by game Co. Ltd as the maximum reflects desire of users, but is similarly developed in other companies FPS game by similar desire. This cannot accept from desire of a certain prospective customer furthermore, decrease of a loyalty customer and a new customer, and a company is difficult of market activity. Therefore, this research is to find of user's psychological needs by FPS game user after gaming on reusing intention and switching intention factors influencing. As the result, the intention of satisfaction and re-use for FPS game is 84.9%, the conversion intention to special force game is 9.6% and the conversion intention to the game of Sudden attack is 5.5%. It shows that desire of the user for certain games is changing.

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Analysis of Character Types for FPS Game -based on Team Fortress2- (FPS 게임에서의 캐릭터 성격 분석 연구 -FPS 게임 팀 포트리스2를 중심으로-)

  • Park, Myoung-Hoon;Noh, Seung-Seok;Park, Jin-Wan
    • The Journal of the Korea Contents Association
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    • v.11 no.2
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    • pp.152-161
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    • 2011
  • The FPS, featured with high quality graphic of superior visual reality, is steadily growing because of the improvement of computer performance and technological advancement of game production. But most of the FPS games provide monotonous freedom with which players can only change the weapons in one character and this will make users lose their interests when playing games for long hours. Valve has introduced 'Team Fortress Classic' in 1999, in order to change the monotonous game methods. This game has attracted great attention because of the composition of various and unique characters through the introduction of military specialty system: that is the first trial in the history of FPS game. I, by analyzing this using MBTI, intend to analyze how much of immersion and interest the characters of various military specialties can provide to players when FPS games are developed.

Design of Gaming Interaction Control using Gesture Recognition and VR Control in FPS Game (FPS 게임에서 제스처 인식과 VR 컨트롤러를 이용한 게임 상호 작용 제어 설계)

  • Lee, Yong-Hwan;Ahn, Hyochang
    • Journal of the Semiconductor & Display Technology
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    • v.18 no.4
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    • pp.116-119
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    • 2019
  • User interface/experience and realistic game manipulation play an important role in virtual reality first-person-shooting game. This paper presents an intuitive hands-free interface of gaming interaction scheme for FPS based on user's gesture recognition and VR controller. We focus on conventional interface of VR FPS interaction, and design the player interaction wearing head mounted display with two motion controllers; leap motion to handle low-level physics interaction and VIVE tracker to control movement of the player joints in the VR world. The FPS prototype system shows that the design interface helps to enjoy playing immersive FPS and gives players a new gaming experience.

Overexpression of Farnesyl Diphosphate Synthase by Introducing CaFPS Gene in Panax ginseng C. A. Mey. (인삼에서 Farnesyl Diphosphate Synthase 과발현이 진세노사이드 생합성에 미치는 영향)

  • Park, Hong Woo;Kim, Ok Tae;Hyun, Dong Yun;Kim, Yong Bum;Kim, Jang Uk;Kim, Young Chang;Bang, Kyong Hwan;Cha, Seon Woo;Choi, Jae Eul
    • Korean Journal of Medicinal Crop Science
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    • v.21 no.1
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    • pp.32-38
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    • 2013
  • FPS (farnesyl diphosphate synthase) plays an essential role in organ development in plants. However, FPS has not previously been identified as a key regulatory enzyme in triterpene biosynthesis. In order to investigate the effect of FPS on ginsenosides biosynthesis, we over-expressed FPS of Centella asiatica (CaFPS) in Panax giseng adventitious roots. PCR analysis showed the integrations of the CaFPS and hygromycin phosphotransferase genes and we ultimately selected three lines. The result of Southern blot analysis demonstrated the introduction of the CaFPS gene into genome of ginseng. In addition, the results of RT-PCR analysis revealed that CaFPS gene overexpression induced an accumulation of its transcription in the ginseng adventitious roots. To determine whether or not the overexpression of the CaFPS gene contributes to the downstream gene expression associated with triterpene biosynthesis, the level of mRNAs was analyzed by real-time PCR. The result showed that no differences were detected in any expression of all genes. To determine quantitatively the content of ginsenosides in transgenic ginseng adventitious roots, HPLC analysis was conducted. The content of total 7 ginsenosides was increased to 1.8, 1.4, and 1.7 times than that of the controls, respectively. This indicated that the overexpression of CaFPS in ginseng adventitious roots causes an increase in ginsenoside content, although down stream genes of FPS gene were suppressed by CaFPS overexpression.

A Proposal of Level Design Guidelines through Attribute Analysis of Cover Pattern on FPS Game by Theme (테마별 FPS게임의 엄폐물 패턴 속성분석을 통한 레벨 디자인 가이드라인 제안)

  • Cheon, Yu-Chan;Kim, Mi-Jin
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.35-42
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    • 2012
  • Main focus of FPS game's play is securing vantage points in space based on specific theme and removing enemies. It could be more directly interacted with players' game space than other genres. This paper analyzes design patterns on FPS game of nine types consisted of three themes : past war, modern war, near future war, which is based on 10 different patterns of near future theme-oriented by Hullett and Whitehead. As an outcome, an important function of 'element of cover' was found additionally as a main pattern besides the 10 different patterns. And by analyzing its attributes, it is suggested the efficient way to use the 'cover' pattern for level-design. This result can be utilized as an empirical guideline for level-design of FPS games by theme.