• Title/Summary/Keyword: Game score

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An Assessment System Model for Game Satisfaction Degree to Establish Game Development Strategy (게임개발 전략 수립을 위한 게임만족도 평가시스템 모형 개발에 관한 연구)

  • Ham Hyung-Bum;Lee Yang-Sun;An Chang-Ho
    • Journal of Korea Multimedia Society
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    • v.7 no.11
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    • pp.1630-1638
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    • 2004
  • The ultimate purpose of game production is to make a game which satisfy game players and to sell maximum of products. In this paper, we suggest an assessment system model which can evaluate game satisfaction degree quantitatively, for preparing foundations that can make games which the suppliers and demanders of game business want. For it, we computed weight of constituent factors for game with AHP method based on survey, and quantified degree of satisfaction for genre of games to score. Also we analyzed affective factors for game satisfaction by SEM using LISREL software. In result, the greatest affective factor for game satisfaction is fun. For making the game with high degree of satisfaction, we propose that constructive investment and enough technology for fun are needed.

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Comparison of three behavior modification techniques for management of anxious children aged 4-8 years

  • Radhakrishna, Sreeraksha;Srinivasan, Ila;Setty, Jyothsna V;Murali, Krishna DR;Melwani, Anjana;Hegde, Kuthpady Manasa
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.19 no.1
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    • pp.29-36
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    • 2019
  • Background: An inability to cope with threatening dental stimuli, i.e., sight, sound, and sensation of airotor, manifests as anxiety and behavioral management problems. Behavior modification techniques involving pre-exposure to dental equipment will give children a first-hand experience of their use, sounds, and clinical effects. The aim of this study was to compare the techniques of Tell-Show-Play-doh, a smartphone dentist game, and a conventional Tell-Show-Do method in the behavior modification of anxious children in the dental operatory. Methods: Sixty children in the age group of 4-8 years, with Frankl's behavior rating score of 2 or 3, requiring Class I and II cavity restorations were divided into three groups. The groups were Group 1: Tell-Show-Play-doh; Group 2: smartphone dentist game; and Group 3: Tell-Show-Do technique and each group comprised of 20 children. Pulse rate, Facial Image Scale (FIS), Frankl's behavior rating scale, and FLACC (Face, Leg, Activity, Cry, Consolability) behavior scales were used to quantify anxious behavior. Operator compliance was recorded through a validated questionnaire. Results: The results showed lower mean pulse rates, lower FIS and FLACC scores, higher percentage of children with Frankl's behavior rating score of 4, and better operator compliance in both the Tell-Show-Play-doh and smartphone dentist game groups than in the conventional Tell-Show-Do group. Conclusion: The Tell-Show-Play-doh and smartphone dentist game techniques are effective tools to reduce dental anxiety in pediatric patients.

The Effect of Uncertain Information on Supply Chain Performance in a Beer Distribution Game-A Case of Meterological Forecast Information (불확실성 정보가 맥주배송게임 기반의 공급사슬 수행도에 미치는 영향 평가 : 기상정보 사례를 중심으로)

  • Lee, Ki-Kwang;Kim, In-Gyum;Ko, Kwang-Kun
    • Journal of Information Technology Applications and Management
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    • v.14 no.4
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    • pp.139-158
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    • 2007
  • Information sharing is key to effective supply chain management. In reality, however, it is impossible to get perfect information. Accordingly, only uncertain information can be accessed in business environment, and thus it is important to deal with the uncertainties of information in managing supply chains. This study adopts meteorological forecast as a typical uncertain information. The meteorological events may affect the demands for various weather-sensitive goods, such as beer, ices, clothes, electricity etc. In this study, a beer distribution game is modified by introducing meterological forecast information provided in a probabilistic format. The behavior patterns of the modified beer supply chains are investigated. for two conditions using the weather forecast with or without an information sharing. A value score is introduced to generalize the well-known performance measures employed in the study of supply chains, i.e.. inventory, backlog, and deviation of orders. The simulation result showed that meterological forecast information used in an information sharing environment was more effective than without information sharing, which emphasizes the synergy of uncertain information added to the information sharing environment.

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The Effects of Board-Game Therapy on Cognitive Rehabilitation in Patients with Chronic Schizophrenia (정신분열병 환자의 인지 기능 재활에 대한 보드게임 요법의 효과 분석)

  • Youn, Tak;Jeong, An-Soon
    • Korean Journal of Biological Psychiatry
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    • v.13 no.2
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    • pp.82-94
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    • 2006
  • Objectives : In order to explore effects of board-game therapy for cognitive rehabilitation in patients with schizophrenia, we investigated the change of executive cognitive function over a 2-month period of board-game therapy in patients with schizophrenia. Methods : Two groups of chronic schizophrenic inpatients were participated in this study. One group(n=21) were treated with board-game therapy for 2 months and the other control group(n=19) were not treated. For the evaluation of the executive cognitive function, a Wisconsin Card Sorting Test(WCST) was administered before and after the introduction of the board-game therapy. PANSS score change was also evaluated. Result : At the beginning of this study, there was no significant difference in performance of cognitive function tests, demographical data or clinical severity between both patient groups. After 2 months of treatment with the board-game therapy, the board-game therapy group showed significant improvements of executive cognitive function without any significant change of their schizophrenic symptoms. On the contrary, there was no change in control group. Conclusion : This study showed that a board-game therapy is effective for the enhancement of executive cognitive function in patients with chronic schizophrenia. A board-game therapy could be introduced with ease into psychiatric fields, such as inpatients' or outpatients' clinic wards and day hospital. Our result indicates that the board-game therapy is a promising tool for the enhancement of cognitive function, especially executive cognitive function and helpful for cognitive rehabilitation for schizophrenic patients.

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Implementation of the Educational Game for Learning the Lecturers Information using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 강사 소개 교육용 게임의 구현)

  • Wahyutama, Aria Bisma;Gusdya, Wanda;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.9
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    • pp.1190-1198
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    • 2021
  • In this paper, we present the results of implementing an interactive lecturer introduction game that allows new students or freshmen to learn about their lecturer's information using a Digital Game-based Learning (DGBL) methodology. This game provides information such as the lecturer's name, photo, the courses that they teach in the form of a quiz game, with Unity and PHP used as the development environment. Communication between the game, Content Management System (CMS), and the database is by using the REST API, which enables the administrator to manage the content of the game such as score and number of questions for each level, user's password, and performance threshold, as well as the lecturer's information itself. Since the developed interactive game uses an integrated CMS, the content can be updated dynamically according to the situation, therefore, it can be easily applied to other departments, as well as other various educational games.

Automatic Summarization of Basketball Video Using the Score Information (스코어 정보를 이용한 농구 비디오의 자동요약)

  • Jung, Cheol-Kon;Kim, Eui-Jin;Lee, Gwang-Gook;Kim, Whoi-Yul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.9C
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    • pp.881-887
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    • 2007
  • In this paper, we proposed a method for content based automatic summarization of basketball game videos. For meaningful summary, we used the score information in basketball videos. And the score information is obtained by recognizing the digits on the score caption and analyzing the variation of the score. Generally, important events of basketball are the 3-point shot, one-sided runs, the lead changes, and so on. We have detected these events using score information and made summaries and highlights of basketball video games.

Automatic Summarization of Basketball Video Using the Score Information (스코어 정보를 이용한 농구 비디오의 자동요약)

  • Jung, Cheol-Kon;Kim, Eui-Jin;Lee, Gwang-Gook;Kim, Whoi-Yul
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.32 no.8C
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    • pp.738-744
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    • 2007
  • In this paper, we proposed a method for content based automatic summarization of basketball game videos. For meaningful summary, we used the score information in basketball videos. And the score information is obtained by recognizing the digits on the score caption and analyzing the variation of the score. Generally, important events of basketball are the 3-point shot, one-sided runs, the lead changes, and so on. We have detected these events using score information and made summaries and highlights of basketball video games.

Big Data Analysis of the Women Who Score Goal Sports Entertainment Program: Focusing on Text Mining and Semantic Network Analysis.

  • Hyun-Myung, Kim;Kyung-Won, Byun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.222-230
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    • 2023
  • The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program 'Women Who Score Goal', which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to 'Kick a Goal' were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a 'program' cluster related to the broadcast content of 'Kick a Goal' and a 'Soccer' cluster, a sports event of 'Kick a Goal'. In addition to the scenes about the game of the cast, it was analyzed as an 'Everyday Life' cluster about training and daily life, and a cluster about 'Broadcast Manipulation' that disappointed viewers with manipulation of the game content.

The Development of Realistic Virtual Reality Game with Leap Motion Reflected Physical strength and Score Characters (물리적인 힘과 스코어 캐릭터를 반영한 립모션 체험형 가상현실 게임개발)

  • Park, Gangrae;Lee, Byungseok;Kim, Seongdong;Chin, Seongah
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.69-78
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    • 2016
  • With the development of game technology, the realistic game graphics, interface technology, and various content services with immersion are being required in the content area. NUI has been developed through CLI and GUI. Unlike the conventional methods, it is an interface that could be the intuitive and realistic interface for human as a natural action realized. we propose a boxing simulation game using leap motion of it. Providing a realistic 3D experimental environment through VR headsets game, we also propose a method that can be calculated the scores if the user-controlled interface (fist) could be to punch the target (sandbag) of the internal in accordance with changes of the angle of target impact with the physical characteristics.

A Study on the Educational Game Design for Practicing Energy Saving in Elementary School Students (초등학생의 에너지 절약 실천을 위한 교육용 Game Design 연구)

  • Park, Hyun-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.14-20
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    • 2019
  • Energy saving is becoming more and more important issue due to lack of resources and limited nature. However, There is a lack of learning status on energy saving in the school field. In particular, in elementary education on energy saving was not linked to practice, and the educational effect was insufficient. Although various kinds of learning tools are utilized, many successful cases of energy saving game strategy are introduced in overseas industry field, and game design is proposed so that energy related education can be played through games. Because energy conservation can not be effective without practice, learning using games as a tool is expected to be more effective than learning based on knowledge transfer in the classroom. We propose a defense game for energy conservation education by using the mission elements, score acquisition element, time limit element, and character element which are the interesting elements of the game designed in the previous research.