• Title/Summary/Keyword: Game events

Search Result 113, Processing Time 0.023 seconds

Playing Trauma -A Study on the Representation of History in Taiwan Horror Game Detention (플레잉 트라우마 -대만 호러게임 <반교>의 역사 재현 연구)

  • Bae, Ju-Yeon
    • Journal of Popular Narrative
    • /
    • v.26 no.2
    • /
    • pp.87-122
    • /
    • 2020
  • This study explores the method of representation of traumatic history in 2D horror game Detention developed by Taiwan game production company Red Candle through an analysis of its method of storytelling. Unlike conventional public media, video/digital games are based on interactivity, in which game players engage in the narratives. Thus, the relationship between players and the history in the game world may also change. This research investigates how the players build their way of remembering and recognizing the past in a different relationship. Detention, which was well received, not only in Taiwan but also around the world upon its launch in 2017, is set in a middle school during the martial law era in Taiwan in the 1960s. In the game, the main character encounters her lost memories in the process of following clues and game rules, and finally realizes she is implicated in the 1960s' event. Detention was cinematized after the success of the game. The film achieved enormous popularity both in terms of box office success and criticism. In this paper, the strategy of the game's storytelling is introduced in comparison to the film's approach in the representation of historical events. In particular, the paper explores elements such as the interactivity of the game medium, narrative fragmentation, quests, hints and cues, and the horror genre, that asks users to understand history beyond the game world differently from the point of view of other media. Though this study, it can be considered that the digital game is a medium exploring history in a serious manner. In particular, Detention invokes the matter of game-mnemonics as well as cine-mnemonics. Compared to plentiful research in cine-mnemonics, game-mnemonics has not been extensively studied to date. Therefore, through the analysis of Detention, this paper explores the relationship between digital games, history and memory.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
    • /
    • v.3 no.1
    • /
    • pp.9-21
    • /
    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

COMPUTER GAME PLAYING PATTERNS, PARENTAL REARING PATTERNS AND INDIVIDUAL PSYCHOPATHOLOGY IN ADOLESCENTS (청소년의 컴퓨터게임 이용실태, 부모양육방식, 개인의 정신병리)

  • Ryu, Jeoung-Whan;Kim, Young-Mi;Jeong, Hong-Kyung;Jo, A-Ra;Lee, Jung-Ho;Choi, Young-Min;Lee, Gi-Chul;Jeon, Seong-Ill
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.11 no.1
    • /
    • pp.27-41
    • /
    • 2000
  • Objects:This study was designed for studying of current Korean adolescents computer game playing habits and exploring associations with parental rearing patterns and individual psychopathology. Methods:One hundred twenty four adolescents(age 13-15) who reside in urban area completed self-report questionnaires containing Questionnaires designed by authors, Symptom Checklist-90-Revision of Korean Version(SCL-90-R) and Parental Bonding Instrument(PBI). Results:1) Computer game playing appears to be one of the social and leisure phenomena in these days. Although Adolescents spend a lot of times on computer game, Many of them perceive not problematic. 2) Compared with females, Male play computer games more regularly, more longer, spent more times in gamebang. 3) There was positive relationship between anxiety subscale in SCL-90-R and detrimental effects of computer game. 4) There was positive relationship between game frequency and maternal overprotection. 5) The main reasons for playing are 'for an avoidance of stressful life events', academic burden was the most troublesome issues in korean adolescents. 6) Many adolescents use gamebang as a social place, but they thought that gamebang is not good places to have a good time. Conclusion:This papers shows that computer game playing is a popular social leisure activity in Korean adolescents. And, Most of korean adolescents reported that they are suffered from pressure of academic achievements. They use computer game mainly by means of relieving academic pressures. In a heavy game users who have many conflicts with parents, teacher and who has frequent truancy and social withdrawal show significant anxiety. Maternal overprotection was observed in heavy game users. Authors recommended that clinicians should be careful in examining heavy computer game behaviors. Both underlying affective states and environmental influences, including family situations should be vicariously examined.

  • PDF

A Maximum Entropy-Based Bio-Molecular Event Extraction Model that Considers Event Generation

  • Lee, Hyoung-Gyu;Park, So-Young;Rim, Hae-Chang;Lee, Do-Gil;Chun, Hong-Woo
    • Journal of Information Processing Systems
    • /
    • v.11 no.2
    • /
    • pp.248-265
    • /
    • 2015
  • In this paper, we propose a maximum entropy-based model, which can mathematically explain the bio-molecular event extraction problem. The proposed model generates an event table, which can represent the relationship between an event trigger and its arguments. The complex sentences with distinctive event structures can be also represented by the event table. Previous approaches intuitively designed a pipeline system, which sequentially performs trigger detection and arguments recognition, and thus, did not clearly explain the relationship between identified triggers and arguments. On the other hand, the proposed model generates an event table that can represent triggers, their arguments, and their relationships. The desired events can be easily extracted from the event table. Experimental results show that the proposed model can cover 91.36% of events in the training dataset and that it can achieve a 50.44% recall in the test dataset by using the event table.

Normal and Malicious Application Pattern Analysis using System Call Event on Android Mobile Devices for Similarity Extraction (안드로이드 모바일 정상 및 악성 앱 시스템 콜 이벤트 패턴 분석을 통한 유사도 추출 기법)

  • Ham, You Joung;Lee, Hyung-Woo
    • Journal of Internet Computing and Services
    • /
    • v.14 no.6
    • /
    • pp.125-139
    • /
    • 2013
  • Distribution of malicious applications developed by attackers is increasing along with general normal applications due to the openness of the Android-based open market. Mechanism that allows more accurate ways to distinguish normal apps and malicious apps for common mobile devices should be developed in order to reduce the damage caused by the rampant malicious applications. This paper analysed the normal event pattern from the most highly used game apps in the Android open market to analyse the event pattern from normal apps and malicious apps of mobile devices that are based on the Android platform, and analysed the malicious event pattern from the malicious apps and the disguising malicious apps in the form of a game app among 1260 malware samples distributed by Android MalGenome Project. As described, experiment that extracts normal app and malicious app events was performed using Strace, the Linux-based system call extraction tool, targeting normal apps and malicious apps on Android-based mobile devices. Relevance analysis for each event set was performed on collected events that occurred when normal apps and malicious apps were running. This paper successfully extracted event similarity through this process of analyzing the event occurrence characteristics, pattern and distribution on each set of normal apps and malicious apps, and lastly suggested a mechanism that determines whether any given app is malicious.

A Gamer Perception Study of Analyzing by Ecological Psychology in Virtual Environment -Focus on Battleground- (생태학적 심리학관점에서 분석한 게이머의 가상환경 지각연구 -배틀그라운드 중심으로-)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
    • /
    • s.50
    • /
    • pp.239-273
    • /
    • 2018
  • There have been many topics in gamer research on gamers' game addiction, education, and psychological interest. This paper investigates how to perceive the virtual environment of gamers based on James Gibson 's theories of cognitive science. Gibson's theory is not a stimulus input through individual sensory receptors, but rather a learning process such as establishing a cognitive relationship between perceptual systems, external invariant property separation, behavioral learning, invariant property separation of events, selectiveism development. Based on this analysis tool, I collected and verified gamers' perception of game environment of by FGI survey method. The results of the analysis showed that Gibson 's perceptual learning process was perceived as a virtual environment as in reality, and there was also perceptual difference found only in games. Patterned perception develops in the direction of classifying invariant properties appearing in the game based on the purpose of the game. In this study, it can be seen as a result of the research that FGI interview can be summarized as patterning (typification) perception process based on the goal consciousness of gamers. But,The results of the study suggest that the psychological analysis of the gamer can not be presented by the FGI results alone. In the future, we need a model study to confirm the causality and the verification through statistical analysis.

Interactive VR film Storytelling in isolated space

  • Kim, Tae-Eun
    • International journal of advanced smart convergence
    • /
    • v.9 no.1
    • /
    • pp.163-171
    • /
    • 2020
  • There are many differences in narrative delivery between common movies and Virtual Reality(VR) films due to their differences in the appreciation structure. In VR films, scene changes by cuts have hindered the immersion of the audience instead of promoting narrative delivery. There are a range of experiments on narratives and immersion to solve this issue in VR films. Floating Tent applies hand gestures and immersive effects found in game elements and does not disturb narrative delivery by setting proper spaces and employing a direction technique to enable the melting of narratives into the characteristics of the spaces. There are time limits to offsound and mission performance, and devices fit for apocalyptic spatial expressions are made through a program. One of measures for the increasingly growing interactive storytelling in VR films is effective immersion. In narrative delivery, it is important to consider spatial setting and immersion to enable active intervention into events for immersion rather than passive audience only supposed to watch characters' acting.

Statistcal Analysis of Sports Injury (스포츠 손상의 통계적 분석)

  • Hong, Seong-Ryul
    • 물리치료
    • /
    • s.34
    • /
    • pp.2-8
    • /
    • 1985
  • STATISTCAL ANALYSIS OF SPORTS INJURY Seong-Ryul Hong R.P.T. Seoul School Health Center Hospital Upon comings of 1986 Asian Games and 1988 Olympiad in Seoul , Korean people have more enthusiasm for sports than any other time .It's very desirable that student athletes are doing thier best to train skills and to improve records for the coming 2 international sports events .I concluded as followings from the statistical analysis of 159 student athletes about sports injury who had been received Physiotherapy in School Health Center Hospital in Seoul from Jan.8 1982 to Dec,4 1984Track & field is the most common team among school sports team in Seoul.47 Students(30%) were injuried during football game, Career of sports injury: 88 students(55.3 %) were injured for the first time .Location of injury: More than 30% in both sexs were injuried in the Lumbar Frequency in injury in lower limb is higher than that of upper . Frequency of injury in upper right limb and lower left limb are higher than of counterparts6. Diagnosis: 32% of students were diagnosed as lumbago. Treatment period: 42.7% of students were healed within a week and 76.8% within 2 weeks

  • PDF

A research on Characteristics of the Spatial Compositions in Kindergarten -The Case Study of Kindergarten in Daegu Area- (피유치원의 공간구성적 특성에 관한 연구 -대구지역 유치원 사례를 중심으로-)

  • Jeong, Chang-Won
    • Journal of the Korean Society of Industry Convergence
    • /
    • v.16 no.3
    • /
    • pp.75-83
    • /
    • 2013
  • The purpose of this study was to investigate its characteristics of the spatial compositions at several kindergartens in Daegu area. Through this, the study is intended to provide the basic data of the efficient building planning and facility operations in the kindergarten. The results of this study are as follows. 1) Recently, the spatial compositions of kindergarten was classified as education, educational aids, educational support, teacher / administration, and public service area. 2) The concept of special classroom space was set up in all the surveyed facilities. This space was used for small-scale events, meals, and game features. 3) Support staff, including teachers, are insufficient for the service space. 4) The size of total land area of the facility's public service area was affecting. 5) The Lobby and aisle space of the surveyed facilities was used as a multipurpose space. 6) In response to diverse educational content, the direction to plan should be seperated by multi-space.

Using Fuzzy Logic for Event Detection in Soccer Video

  • Thanh Nguyen Ngoc;Giao Le Ngoc
    • Proceedings of the IEEK Conference
    • /
    • summer
    • /
    • pp.119-121
    • /
    • 2004
  • Video event detection has become an essential application in multimedia computing. For sports video, salient events are usually detected by analyzing video sequence by specific decision rules. However in many kinds of sports video (e.g. soccer), the game contains continuous actions, in which the boundaries of shots, scenes are uncertain. So the conventional analyzing methods using crisp decisions are not efficient. Fuzzy logic is a natural approach that can tackle this problem. In this paper, we present a new approach using fuzzy technique for event detection in soccer video. The experiment shows encouraging results for this method

  • PDF