• Title/Summary/Keyword: Paper Entertainment

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Comparative Analysis for Educational Puzzle Game Development (교육용 퍼즐 게임 개발을 위한 비교)

  • Shin, Yongwoo
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.7-14
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    • 2014
  • Since educational and fun elements coexist in an educational game, it is important to come up with standards that can elicit fun with the game as well as educational standards. Many of the existing developed educational games have received low marks in the characteristics of entertainment and game design. Thus, how to make up for their entertainment characteristics is important. This paper analyzes gaming elements of puzzle games that were released for smart phones and gained massive popularity from their users and will apply them to educational games. Such games that have gained popularity and won a commercial success include Anipang, Anipang 2, Candy Crush Saga, Farm Heroes Saga and Pokopang. This study will analyze gaming elements of these games. By analyzing the educational games, it is applied to the game elements of casual games. In addition, we have proposed a element that can enhance the immersive. Game design elements that can improve entertainment characteristics include game rules, stages and missions. Elements that can increase immersion include items, background maps and new learning environments. This paper has significance in that it analyzes entertainment characteristics, which mean the fun of games through those that have been a commercial success and applies them to educational games.

Implementation of Underwater Entertainment Robots Based on Ubiquitous Sensor Networks (유비쿼터스 센서 네트워크에 기반한 엔터테인먼트용 수중 로봇의 구현)

  • Shin, Dae-Jung;Na, Seung-You;Kim, Jin-Young;Song, Min-Gyu
    • The KIPS Transactions:PartA
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    • v.16A no.4
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    • pp.255-262
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    • 2009
  • We present an autonomous entertainment dolphin robot system based on ubiquitous sensor networks(USN). Generally, It is impossible to apply to USN and GPS in underwater bio-mimetic robots. But An Entertainment dolphin robot which presented in this paper operates on the water not underwater. Navigation of the underwater robot in a given area is based on GPS data and the acquired position information from deployed USN motes with emphasis on user interaction. Body structures, sensors and actuators, governing microcontroller boards, and swimming and interaction features are described for a typical entertainment dolphin robot. Actions of mouth-opening, tail splash or water blow through a spout hole are typical responses of interaction when touch sensors on the body detect users' demand. Dolphin robots should turn towards people who demand to interact with them, while swimming autonomously. The functions that are relevant to human-robot interaction as well as robot movement such as path control, obstacle detection and avoidance are managed by microcontrollers on the robot for autonomy. Distance errors are calibrated periodically by the known position data of the deployed USN motes.

A Case study of "Branded Contents" applied Gamification concepts (게이미피케이션 개념을 적용한 브랜디드 콘텐츠 사례 연구)

  • Na, Ji Young;Park, Young Il;Kim, Hye Bin
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.45-56
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    • 2016
  • This paper researches on the cases wherein the concept of gamification is applied to branded content. Gamification is the application of game elements to non-game fields, and it is being actively utilized in the areas of education, marketing, medical, sports, and shopping. Especially, the concept of gamification is applied to branded content and wherein marketing (advertisements) are expanded into entertainment content. This paper studies the methods on how the concept of gamification affects marketing, and application in the expansion of branded content into entertainment content. To achieve this, this paper looked into the concepts and characteristics of gamification and branded content, and analyzed the methods on how the elements of game (goal, competition, feedback, reward) were applied to five kinds of real cases. Finally, this paper verified that gamification is an efficient method of extending branded content into entertainment content.

An Efficient Conceptual Clustering Scheme (효율적인 개념 클러스터링 기법)

  • Yang, Gi-Chul
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.4
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    • pp.349-354
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    • 2020
  • This paper, firstly, propose a new Clustering scheme Based on Conceptual graphs (CBC) that can describe objects freely and can perform clustering efficiently. The conceptual clustering is one of machine learning technique. The similarity among the objects in conceptual clustering are decided on the bases of concept membership, unlike the general clustering scheme which decide the similarity without considering the context or environment of the objects. A new conceptual clustering scheme, CBC, which can perform efficient conceptual clustering by describing various objects freely with conceptual graphs is introduced in this paper.

Experimental Studies on Bouncing and Driving Control of a Robotic Vehicle for Entertainment and Transportation (운송 및 엔터테인먼트용 로봇차량의 바운스 및 주행제어 실험 연구)

  • Cho, Sung Taek;Jung, Seul
    • Journal of the Korean Institute of Intelligent Systems
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    • v.25 no.3
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    • pp.266-271
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    • 2015
  • This paper presents the driving and bouncing control of a robotic vehicle for entertainment and transportation. The robotic vehicle is aimed to carry two passengers with a balancing mechanism by two wheels. To maximize the entertaining purpose, not only the balancing control performance but the bouncing control performance is implemented. Passengers can select different driving modes such as regular driving mode, balancing mode, and bouncing mode. Experimental studies of the balancing control performance as well as the bouncing control performance are conducted to see the feasibility as an entertainment robotic vehicle.

A Study on Extended Technology Acceptance Model for On-Line Games : Japanese Experiences (확장된 기술수용모형을 이용한 온라인 게임 성공요인 분석 - 일본 게이머를 중심으로)

  • Um, Myoung-Yong;Jo, Sung-Han;Kim, Tae-Ung
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
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    • v.29
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    • pp.173-196
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    • 2006
  • Online game business has emerged as the most lucrative entertainment industry, with over 10 million players in South Korea and over 30 million in Japan in 2005. The popularity of online games can be attributed to the availability of broadband network, pushing online games into the mainstream entertainment culture. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the interactive entertainment market continues to expand, with many new online game publishers entering the Japan, relatively little is known about which factors influence online game players' behavioral intentions to play continuously in this area. This study investigates major factors which influence the acceptance of online game services based on the theoretical backgrounds of the technology acceptance model(TAM) and the flow theory. This paper extended the Davis' TAM model by including the flow concept as another major factor toward the intention to play online game. Based on data collected from online questionnaire survey, we show that the proposed model provides an adequate fit to the data, and that the flow experience is another important factor influencing the intention to play online game, as well as the perceived ease of use.

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A Study on the Effectiveness of Video Advertisements Generated by Social Media Users: Centered on Video Content Type and Information Framework (소셜미디어 사용자가 만드는 동영상 광고효과에 관한 연구: 동영상 콘텐츠 유형 및 정보 프레임워크 중심으로)

  • Zhang, Ning;KIM, Chee-yong
    • Journal of Korea Multimedia Society
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    • v.25 no.1
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    • pp.103-113
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    • 2022
  • Based on the information framework and regulatory focus theory, this paper verifies the impact on the advertising effect when the matching effect forms between the video advertising content type (Information Type, Entertainment Type) and the information framework (Promotional, Prevention) and the regulatory focus (Promotion Orientation, Prevention Orientation) in social media. In order to verify, after selecting of the experimental subjects and finishing the prior investigation of the experimental operation, four video advertisements and formal experiments were performed. The experimental results showed that first, the content type affects the advertising effect of the video and the information framework; when the information video matches the preventive information framework, it will have a more obvious positive effect on the advertising effect; when the entertainment video matches the promotion information framework, it will have a more obvious positive effect on the advertising effect. Second, with the two matches of video content type and information framework, the entertainment-oriented video has a more obvious positive effect for the information-oriented video audience; the above results enrich user created content research and improve the quality and communication efficiency of video in social media.

The Effect of Tik Tok Users' Love Types on Love Videos' Motivation and User Satisfaction (틱톡(Tik Tok) 이용자의 연애유형이 연애 동영상의 이용 동기, 이용 만족도에 미치는 영향)

  • Zhao, Meng;Yang, Xi;Lee, Sang Hoon
    • Journal of Korea Multimedia Society
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    • v.25 no.5
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    • pp.703-720
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    • 2022
  • Based on the love styles theory used in psychology, this paper classifies users(Passionate Love, Game-playing Love, Friendship Love, Practical Love, Possessive Love, Altruistic Love) and investigates satisfaction with the motivation for using TikTok love videos(Entertainment, Social Relationship, Love skills-learning, Self-verification, Problem-solving) according to the theory of use and satisfaction. First, 414 users were selected to conduct TikTok surveys to collect data. Then, through the analysis of the research results, among the six love types, game-playing type and possessive type have a positive (+) impact on entertainment motivation and love skill-learning motivation. Game-playing type also have a positive (+) impact on social relationship motivation and self-verification motivation. In addition, altruistic type and possessive type are also factors to strengthen the motivation of self-verification. The altruistic type, possessive type and practical type will improve the problem-solving motivation. Finally, through hierarchial multiple regression analysis, it is confirmed that game-playing love type, entertainment motivation, love skill-learning motivation and self-verification motivation can improve user satisfaction. The above results enrich the research of user classification as well as providing inspiration for improving the quality and communication efficiency of TikTok's video and enhancing user experience.

Application of Human Machine Interface and Augmented Reality Technology to Flight Operation (인간-기계 인터페이스 및 증강현실 기술의 항공운항 분야 적용)

  • Park, Hyeong Uk;Chung, Joon;Chang, Jo Won;Joo, Seonghyeon;Hwang, Young Ha
    • Journal of the Korean Society for Aviation and Aeronautics
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    • v.27 no.2
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    • pp.54-69
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    • 2019
  • The primary objective of this paper is to introduce the application of Human-Machine Interface (HMI) and Augmented Reality (AR) technologies in flight operations. These include: self-check-in, baggage handling, airport security and surveillance, airport operations monitoring, In-Flight Entertainment and Connectivity (IFEC), cockpit design, and cabin crew support. This paper investigates the application status and development trends of HMI and AR technologies for airports and aircraft. These technologies can provide more efficient in-flight passenger service and experience by using AR devices. This paper also discusses the developments such as; the Integrated Control Application (ICA) for the IFEC interface, AR flight simulation training program using the fixed-based simulator, and the AR aircraft cabin interior concept test program. These applications present how HMI and AR techniques can be utilized in actual flight operations. The developed programs in this paper can be applied to their purpose within aircraft interiors and services to enhance efficiency, comfort, and experience.

A Study on User Willingness of Intelligent Music Platform Based on TAM Model

  • Li, Jingrong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.10
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    • pp.43-50
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    • 2020
  • In this paper, we propose to study the factors affecting the user's intention to use smart music platform, and on the basis of studying the impact of service quality on the user's intention to use, such as perceived usability, perceived ease, perceived entertainment and perceived cost, respectively. Based on this, the impact factors model on the usage intention of smart music platform users was presented, and 398 questionnaires were collected through a survey of university students majoring in Chinese music, and the collected data were obtained by conducting frequency analysis, reliability analysis, exploratory factor analysis, correlation analysis, and structural equation model analysis using spss20.0 and amos20.0. The results show that: Quality of service has a positive effect on perceived usefulness, perceived ease of use, perceived entertainment and perceived cost. A study found that perceived usefulness, perceived ease of use, and perceived entertainment have a positive effect on users' intention of use and perceived cost has a negative effect on their intention of use. Through this conclusion, the entrepreneur presented an important meaning in promoting sustainable development of smart music platforms by improving the operation and profit model of smart music platforms.