• Title/Summary/Keyword: NCsoft

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The Perceptions of Apparel Design and Merchandising Students on Creativity and Apparel Design Copyright

  • Salusso, Carol J.;Lee, Jaeil;Lee, Yoon-Jung;Kim Lin, Janet
    • International Journal of Costume and Fashion
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    • v.16 no.1
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    • pp.1-16
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    • 2016
  • The purpose of this study was to explore fashion design and merchandising students' perception of creativity and the copyright protection of apparel design. A survey with open-ended questions was developed and distributed to a total of 100 fashion major students with specializations in apparel design and merchandising from three different universities located in a northwestern state of the United States. A majority of respondents showed their awareness that copying apparel design is ethically wrong and counterfeiting is legally wrong. They were able to distinguish between copying and interpreting and were aware that incorporating limited elements from inspirations was ethically acceptable. However, many of the students look for design inspiration from secondary sources, such as existing designers' works which they observe over the Internet, magazines, fashion shows, and store shopping, which may pose them to the temptation to copy such ideas. Although fashion copyright protection law has yet to become enacted, a majority of respondents support passage of fashion copyright protection law. The results give support to the needs for addressing the creative problem-solving processes and ethical decision-making jointly within apparel design and merchandising curriculum.

Valuation of Online Game Developers Using Real Options Analysis: the Case of Korea (실물옵션을 이용한 온라인게임 개발사 가치평가 사례연구)

  • Yoo, Chang-Sok;Heo, Eunn-Yeong;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.31-41
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    • 2011
  • To sustain the competitive edges in the online game industry, many publishers invest online game developers at early stages. However, the fair value of online game developers at early stages cannot be calculated with traditional valuation methods due to the high level of uncertainties in technology and market. Based on the literature reviews, we recommended real options analysis for the proper valuation methods of online game developers at early stages, and compared it with other methods using "Bluehole Studio" investment case. The case study result showed that real options analysis is better in explaining the market value as expected.

A Visualization Tool for Job Mentor Network System (취업 멘토 네트워크 시스템 시각화 도구)

  • Im, Bo-Mi;Jang, In-Seon;Ji, Eun-Hye;Kim, Seungtae;Park, Uchang
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.103-105
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    • 2010
  • 소셜 네트워크는 인적 네트워크을 통하여 정보를 공유하거나 커뮤니티를 구성하는 시스템이다. 소셜 네트워크가 많이 활성화 되고 있지만 구성원간의 연관성 파악, 직접적 관계가 없던 구성원간의 연결 등을 통하여 관계를 확대해 나가는 것을 돕는 시스템은 아직 부족하다. 이에 본 연구에서는 대학의 취업 네트워크를 2차원 화면에 시각화를 통하여 취업 멘토 네트워크 시스템을 개발하였다. 취업 멘토 네트워크 시스템은 취업 졸업생 멘토의 출신학교, 취업회사, 동아리, 학과, 출신고등학교에 대한 정보 네트워크를 구축하고, 재학생 멘티가 이를 활용하기 위한 관심있는 멘토 필터링, 카테고리 검색 등의 기능을 제공한다. 또한 자바 애플릿을 이용해 웹상에서 가능함으로써 시공간적인 검색제약을 없앴다. 완성된 시스템은 졸업생 멘토와 재학생 멘티의 관계 형성을 효과적으로 지원한다.

Sentence Interaction-based Document Similarity Models for News Clustering (뉴스 클러스터링을 위한 문장 간 상호 작용 기반 문서 쌍 유사도 측정 모델들)

  • Choi, Seonghwan;Son, Donghyun;Lee, Hochang
    • Annual Conference on Human and Language Technology
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    • 2020.10a
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    • pp.401-407
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    • 2020
  • 뉴스 클러스터링에서 두 문서 간의 유사도는 클러스터의 특성을 결정하는 중요한 부분 중 하나이다. 전통적인 단어 기반 접근 방법인 TF-IDF 벡터 유사도는 문서 간의 의미적인 유사도를 반영하지 못하고, 기존 딥러닝 기반 접근 방법인 시퀀스 유사도 측정 모델은 문서 단위에서 나타나는 긴 문맥을 반영하지 못하는 문제점을 가지고 있다. 이 논문에서 우리는 뉴스 클러스터링에 적합한 문서 쌍 유사도 모델을 구성하기 위하여 문서 쌍에서 생성되는 다수의 문장 표현들 간의 유사도 정보를 종합하여 전체 문서 쌍의 유사도를 측정하는 네 가지 유사도 모델을 제안하였다. 이 접근 방법들은 하나의 벡터로 전체 문서 표현을 압축하는 HAN (hierarchical attention network)와 같은 접근 방법에 비해 두 문서에서 나타나는 문장들 간의 직접적인 유사도를 통해서 전체 문서 쌍의 유사도를 추정한다. 그리고 기존 접근 방법들인 SVM과 HAN과 제안하는 네 가지 유사도 모델을 통해서 두 문서 쌍 간의 유사도 측정 실험을 하였고, 두 가지 접근 방법에서 기존 접근 방법들보다 높은 성능이 나타나는 것을 확인할 수 있었고, 그래프 기반 접근 방법과 유사한 성능을 보이지만 더 효율적으로 문서 유사도를 측정하는 것을 확인하였다.

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A Study on Design of a Serious Game of 'Law and Order' for Both Parents and Children (부모와 자녀가 함께 하는 법질서 기능성 게임설계 연구)

  • Kim, Byoung-Wook;Kim, KyungSik;Kang, JoonMo;Park, HyungJoon
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.29-40
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    • 2015
  • Education of 'Law and Order' is necessary in our recent society. However it is so difficult subject for students in the elementary schools to be learned efficiently. In this research, we have studied how to utilize the game as an educational contents with good effects of the game. And we have designed a game in which children could experience various situations where they had to make decisions based on proper law and order. Parents were also encouraged to participate and play along the game with role balances as mentors to their children. The effectiveness was tested with experience of the developed prototype game and questions. Through the study we expect and hope to use games as effective learning tools for children in the future.

Chatting Pattern Based Game BOT Detection: Do They Talk Like Us?

  • Kang, Ah Reum;Kim, Huy Kang;Woo, Jiyoung
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2866-2879
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    • 2012
  • Among the various security threats in online games, the use of game bots is the most serious problem. Previous studies on game bot detection have proposed many methods to find out discriminable behaviors of bots from humans based on the fact that a bot's playing pattern is different from that of a human. In this paper, we look at the chatting data that reflects gamers' communication patterns and propose a communication pattern analysis framework for online game bot detection. In massive multi-user online role playing games (MMORPGs), game bots use chatting message in a different way from normal users. We derive four features; a network feature, a descriptive feature, a diversity feature and a text feature. To measure the diversity of communication patterns, we propose lightly summarized indices, which are computationally inexpensive and intuitive. For text features, we derive lexical, syntactic and semantic features from chatting contents using text mining techniques. To build the learning model for game bot detection, we test and compare three classification models: the random forest, logistic regression and lazy learning. We apply the proposed framework to AION operated by NCsoft, a leading online game company in Korea. As a result of our experiments, we found that the random forest outperforms the logistic regression and lazy learning. The model that employs the entire feature sets gives the highest performance with a precision value of 0.893 and a recall value of 0.965.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.

A Study on the Characteristics of Technology Subjects in the Media Field - Analysis of Types of Korean Patent Applicants - (미디어 분야의 기술 주체 특성 연구 -한국특허 출원인 유형 분석-)

  • Yeon-Ju Jeong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.18 no.5
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    • pp.911-918
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    • 2023
  • This paper analyzed technologies related to video and sound device manufacturing closely related to media images, divided applicants into companies, research institutes, universities, individuals and the public, and conducted technical statistical analysis, collective intelligence analysis, and open innovation analysis. It is necessary to express innovative ideas through technology in research institutes or universities, and efforts are needed to expand technologies in the media field in universities. Looking at the contents of patents actually filed, patents filed by companies or individuals were mostly related to media technology, and patents filed by universities and research institutes were mostly related to media content. This means that hardware technology patents should be developed extensively and in-depth in an inseparable relationship between media technology and content, and should be a driving force for software content to play a more diverse and creative role.

Density Estimation Technique for Effective Representation of Light In-scattering (빛의 내부산란의 효과적인 표현을 위한 밀도 추정기법)

  • Min, Seung-Ki;Ihm, In-Sung
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.9-20
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    • 2010
  • In order to visualize participating media in 3D space, they usually calculate the incoming radiance by subdividing the ray path into small subintervals, and accumulating their respective light energy due to direct illumination, scattering, absorption, and emission. Among these light phenomena, scattering behaves in very complicated manner in 3D space, often requiring a great deal of simulation efforts. To effectively simulate the light scattering effect, several approximation techniques have been proposed. Volume photon mapping takes a simple approach where the light scattering phenomenon is represented in volume photon map through a stochastic simulation, and the stored information is explored in the rendering stage. While effective, this method has a problem that the number of necessary photons increases very fast when a higher variance reduction is needed. In an attempt to resolve such problem, we propose a different approach for rendering particle-based volume data where kernel smoothing, one of several density estimation methods, is explored to represent and reconstruct the light in-scattering effect. The effectiveness of the presented technique is demonstrated with several examples of volume data.

Light ID and HMD-AR Based Interactive Exhibition Design for Jeonju Hanok Village Immersive 3D View (전주 한옥마을의 실감 3D View를 위한 Light ID 및 HMD-AR 기반 인터렉티브 전시 설계)

  • Min, Byung-Jun;Mariappan, Vinayagam;Cha, Jae-Sang;Kim, Dae-Young;Cho, Ju-Phil
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.414-420
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    • 2018
  • The digital convergence looking for new ways to engage visitors by superimposing virtual content on projection over the real world captured media contents. This paper propose the Light ID based interactive 3D immersive exhibition things view using HMD AR technology. This approach does not required to add any additional infrastructure to be built-in to enable service and uses the installed Lighting or displays devices in the exhibit area. In this approach, the Light ID can be used as a Location Identifier and communication medium to access the content unlike the QR Tag which supports provide the download information through web interface. This utilize the advantages of camera based optical wireless communication (OWC) to receive the media content on smart device to deliver immersive 3D content visualization using AR. The proposed exhibition method is emulated on GALAXY S8 smart phone and the visual performance is evaluated for Jeonju Hanok Village. The experimental results shows that the proposed method can give immersive 3D view for exhibit things in real-time.