• Title/Summary/Keyword: Group game

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A 2-Tier Server Architecture for Real-time Multiple Rendering (실시간 다중 렌더링을 위한 이중 서버 구조)

  • Lim, Choong-Gyoo
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.13-22
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    • 2012
  • The wide-spread use of the broadband Internet service makes the cloud computing-based gaming service possible. A game program is executed on a cloud node and its live image is fed into a remote user's display device via video streaming. The user's input is immediately transmitted and applied to the game. The minimization of the time to process remote user's input and transmit the live image back to the user and thus satisfying the requirement of instant responsiveness for gaming makes it possible. However, the cost to build its servers can be very expensive to provide high quality 3D games because a general purpose graphics system that cloud nodes are likely to have for the service supports a single 3D application at a time. Thus, the server must have a technology of 'realtime multiple rendering' to execute multiple 3D games simultaneously. This paper proposes a new architecture of 2-tier servers of clouds nodes of which one group executes multiple games and the other produces game's live images. It also performs a few experimentations to prove the feasibility of the new architecture.

The Effect of Trunk Control Training Using Virtual Reality Game-based Training Program on Balance and Upper Extremity Function of Subacute Stroke Patients (가상현실 게임기반 훈련프로그램을 이용한 체간조절훈련이 아급성기 뇌졸중 환자의 균형 및 상지기능에 미치는 영향)

  • Park, Sam-Ho;Kim, Byeong-Soo;Lee, Myung-Mo
    • Journal of Convergence for Information Technology
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    • v.9 no.5
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    • pp.172-179
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    • 2019
  • The purpose of this study was to investigate the effects of virtual reality game based training on balance and upper limb function in subacute stroke patients. Thirty patients with subacute stroke were randomly assigned to experimental groups(n=15) and control groups(n=15) applying virtual reality game-based training programs. Intervention is applied three times a week for 6 weeks, 30 minutes for 1 time. In the study group, there was a significant improvement in balance ability, upper extremity function, and trunk impairment scale(p<.05), and the difference between the two groups was significant in the BBS, TUG, TIS(p<.05). Based on these results, the virtual reality game based training program is clinically useful exercise program for subacute stroke patients.

A Study on Analysis of Color characteristic of On-line of Game Play Image of according to the Users (온라인 게임 플레이영상의 이용자에 따른 색채 특성 분석 연구)

  • Jang, Hyun-Joo;Jung, Hyung-Won
    • Journal of Digital Convergence
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    • v.15 no.10
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    • pp.399-404
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    • 2017
  • If game images use colors improper for certain ages, the characteristics of games disappear, and the efficiency of image expression drops. thus a study in color is very important. Nevertheless, there is a lack of research on this subject. In this study, we investigated the difference of color of game images according to users. User group is divided into all users and users over 18 years old. Among the rank of games,10 each from games for all ages and games for non-teen-rated are selected, and the game-playing images are taken as snapshots to have 100 each images each, A total of 2000 images were extracted and the mean values of RGB and HSB of each game were obtained and independent sample t test was performed. The results showed that the RGB color values between the two users were significantly significant. In the future, it is expected that it will be helpful in color selection when developing psychotherapy games and emotional games using color psychology. Furthermore, we will use color image scales to express colors as adjectives, analyze colors in a variety of ways, and investigate the difference in color of game images in each country.

The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot! (간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

Influence of Virtual Reality Games on eye-hand coordination in children with developmental disordered (가상현실게임 프로그램이 발달장애 아동의 눈-손 협응력에 미치는 영향)

  • Cho, Moo-Sin
    • The Journal of Korean society of community based occupational therapy
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    • v.5 no.1
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    • pp.63-69
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    • 2015
  • Objective : This study was the influence of the training program using virtual reality on eye-hand coordination in children with developmental disordered. Methods : Six children(5 males, 1 female)with developmental disordered were recruited and randomly assigned to the control group(n=3) and the experimental group(n=3). Three children in the control group performed a fifty minutes of SI program ten times for ten weeks. In the experimental group, the other three children underwent a fifty minutes of SI program and virtual reality game. K-DTVP-2(Korean Developmental Test of Visual Perception)was used to measure the eye-hand coordination. Results : After a ten weeks of training program, there were significant differences in the eye-hand coordination in the experimental group. Conclusion : The training program using virtual reality games influenced for improving at the eye-hand coordination in children with developmental disordered.

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Bidding Strategy Determination by Defining Strategic Vector

  • Kang, Dong-Joo;Kim, Balho H.;Chung, Koo-Hyung;Moon, Young-Hwan
    • KIEE International Transactions on Power Engineering
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    • v.3A no.1
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    • pp.47-52
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    • 2003
  • This paper presents a schematic process based on the method of eliminating dominated strategies to obtain the optimal bidding strategy Pursuing the Nash equilibrium Point. The Proposed approach is demonstrated for a bidding game in a generation competitive market with 2-dimensional bidding strategy vectors constituting a price-quantity strategy curve.

Effect of Virtual Reality Game on Old Patient's Depression, Relationship and Life Satisfaction (가상현실 게임이 노인 뇌졸중 환자의 우울, 대인관계, 삶의 만족도에 미치는 효과)

  • Shin, Kyung-Eun;Oh, Myung-Hwa;Chung, Hyun-Ae;Kim, Hee-Dong
    • 재활복지
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    • v.21 no.4
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    • pp.101-118
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    • 2017
  • This study was conducted to investigate the effect of virtual reality game on old stroke patient's depression, relationship and life satisfaction. The subjects of this study were 40 stroke patients of over 65 years old and each 20 patients were randomly assigned in two groups. The study was conducted for 12 weeks. Nintendo Wii Sports Resort program was applied to the virtual reality game for the experimental group. In order to investigate psychological social factor (depression, relationship) and life satisfaction of the objects, BDI, RCS, LSI-Z were checked three times. The results are as followings. First, the psychological social change (depression, relationship) after the training program showed that depression is significantly decreased (p<.001) along with the intervention period in both 2 groups. Second, change of life satisfaction after the training program showed that significant statistical improvement were found both in control group(p<.05), and experimental group(p<.001). Third, depression, relationship showed the significant statistically correlation with life satisfaction(p<.05). We can conclude from the above that virtual reality games which were played by 2 persons had the significant effect on old stroke patient's psychological social factor(depression, relationship) and life satisfaction.

A Convergence Study of Effects of Usage Time of Computer Game on Thickness of Trunk Muscles and Pressure Pain Threshold (컴퓨터 게임 사용 시간이 몸통 근육의 근 두께와 압력 통증 역치에 미치는 영향에 관한 융합연구)

  • Lee, Seol-A;Yang, No-yul;Choung, Sung-Dae
    • Journal of the Korea Convergence Society
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    • v.10 no.3
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    • pp.67-72
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    • 2019
  • The purpose of this study was to analyze the effects of computer game usage time on trunk muscle thickness and pressure pain threshold. The 33 study participants were divided into Group A, which spent less than 10 hours per week playing computer games; Group B, which spent between 10 and 20 hours per week playing computer games; and Group C, which spent more than 20 hours per a week playing computer games. The thickness of the participants' upper trapezius (UT), pectoralis minor (PM), anterior scalene (AS), and middle scalene (MS) muscles as well as the pressure pain threshold of their UT, PM, AS, MS, and levator scapular (LS) were measured. The study found that the PM, AS, and MS muscle thickness in group C was significantly greater than in the other groups (p<.05), and the UT, AS, PM, and LS pressure pain threshold in group C was significantly lower than in other groups (p<.05). Therefore, those who use computers for a long period of time during the week should recognize that their computer usage may cause musculoskeletal disorders.