• Title/Summary/Keyword: Player Experience

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Multiple Vibration Signal Feedback for Mobile Devices (모바일 기기에서의 다중 진도 신호 피드백)

  • Yoo, Yongjae;Hwang, Inwook;Seo, Jongman;Choi, Seungmoon
    • Smart Media Journal
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    • v.1 no.4
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    • pp.8-17
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    • 2012
  • In this paper, we introduce the appoaches that aim to improve user experience in mobile device by the use of multiple vibration signal feedback, conducted by Haptics and Virtual Reality laboratory at POSTECH. We introduce current progresses of our 'Vibrotactile flow using multiple vibration actuators' and 'Real-time dual-channel haptic music player.' The 'Vibrotactile flow using multiple vibration actuators' produces vibrotactile flow sensations by using multiple actuators and that improves the information transfer on mobile devices. The 'Real-time dual-channel haptic music player' generates vibrotactile sensation by transforming auditory signal, which improves the user experience of mobile devices. These approaches can be good examples to fulfill the demands of better information transfer capability and user experience on mobile devices.

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Behavior Patterns and Visualization by Playing Experience in FPS Game (FPS게임의 플레이경험에 따른 행동패턴과 시각화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.16 no.4
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    • pp.35-44
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    • 2016
  • To apply the player's experiences to the design process of the game levels set by the developer, gameplay behavior analysis is needed. The player's behavior which is different by how much he got experiences from the play has generally been studied by one computational approach based on numerical data and the other HCI(human-computer interaction) approach through heuristic analysis. For the analysis of the player's behavior with the level design patterns in FPS(first-person shooter) games, in this paper those methods are used to code 12 main types of action, which in turn is simply categorized into 5 kinds of behavior pattern. Along with it, an optimized visualization is proposed to intuitively compare the flow of behavior pattern with the time of playing game.

The Prevalence of Playing-related Musculoskeletal Disorders of Traditional Korean Musical Instrument Player

  • Kim, Jung Yong;Min, Seung Nam;Cho, Young Jin;Choi, Jun Hyeok
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.749-756
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    • 2012
  • Objective: This study was performed to investigate the prevalence of musculoskeletal disorders of traditional Korean instrument player using a variety of traditional classical instruments: Gayageum, Geomungo, Ajaeng, Haegeum, Daegeum, Piri and Samul instruments. Background: A large percentage of instrument players have suffered from the musculoskeletal pain of each body parts. However, there is no research on the prevalence of musculoskeletal disorders of traditional Korean musical instrument players. Method: Through the focus group interview, a questionnaire to investigate musculoskeletal disorders was developed. The questionnaire consisted of four parts: demographic factors, performance factors, musculoskeletal disorders symptoms, musculoskeletal disorder experience. For the survey, 118 expert players participated. The data from the survey were analyzed by correlation analysis and chi-square analysis. Results: The symptoms of musculoskeletal disorders and the severe pain from musculoskeletal disorders were observed at neck, shoulder, back and knee. The musculoskeletal experience was statistically related to the factor of body height in Gayageum and Geomungo. In addition, the musculoskeletal experience in Geomungo was related to age and career. However, the musculoskeletal experience in Ajaeng and Haegeum was only related to the factor of hobby. The musculoskeletal experience in Daegeum and Piri was related to stretching. In addition, there was a statistical significance between the musculoskeletal experience and sex in Daegum. In Samul instruments, the statistical significance was observed at age, BMI, career and stretching. Conclusion: The symptoms of playing-related musculoskeletal disorders of traditional Korean musical players were prevalently observed at neck, shoulder, back and knee. In addition, these symptoms were related to the various demographic factors such as age, body height, BMI, career, sex, hobby and stretching. Application: The results of this study can be used as the preliminary data for preventing the musculoskeletal injuries of traditional Korean musical instrument players.

Daily Quest Design for Mobile Arcade Games -The Effect of Player's Tendency on Motivation- (모바일 아케이드 게임의 일일 퀘스트 디자인 연구 -플레이어의 성향과 동기를 중심으로-)

  • Ahn, Sihyeong;Lee, Sangwon
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.83-91
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    • 2019
  • These days, virtually every mobile game has a daily quest system. Daily quest is a great tool that can attract game players by providing daily rewards as the player conducts designated missions. However, conducting similar tasks repeatedly has a risk of becoming tedious duties, and maintaining an enjoyable daily quest is critical in enhancing the overall experience of a game. Based on the awareness on the need for academic research on daily quest systems, this study categorized the types of quests systems implemented in the current mobile games, observed how preferred type differs by player's propensity, and analyzed how motivation of a player can be improved using quest types. The results are (1) the staged rewards after each clearance of a task improve a player's motivation, (2) players with high autonomy should be given a freedom to choose their own quests, and (3) players who values their playing skills higher are motivated by providing a feedback on the completion of a task.

Development of Experience Dance Game using Kinect Motion Capture (키넥트를 이용한 체감형 동작 인식 댄스 게임 개발)

  • Yun, Hye-Jeong;Kim, Kwang-Il;Lee, Jeong-Hun;Lee, Hae-Yeoun
    • KIPS Transactions on Software and Data Engineering
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    • v.3 no.1
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    • pp.49-56
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    • 2014
  • Console game has high market occupancy in the world game market and has popular favor for many players. Especially, the experience console game in which body movement is used to control the game has made its own market. However, previous experience console games can easily make players to be boring and require additional payments to update the game. In this paper, we present an experience dance game using Kinet, which has high interest and can be continuously updated. Differently from previous console games, the presented game makes the player to see how they are playing and to know what the next action is. Also, the accuracy of the player motion is compared 20 times in each second to get high interests of players. Through these functions, the presented game can achieve high satisfaction rates based on the qualitative evaluation of users.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.

A Study on Effect of the Equity and the Cognitive Performance on the Flow Experience of the Game playing (자아효능감이 게임의 몰입에 미치는 영향)

  • Choi, Dong-Seong;Kim, Jin-Woo
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.87-96
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    • 2009
  • According to the Flow Theory, when the perceived level of Challenges of player and his skill are high, he is able to experience the flow state. What does the skill mean in the Flow Theory? This study suggests that the self-efficacy of the actor should be concerned to understand the perceived level of actor's skill in relation to the level of Challenges and his personal characteristics. This study hypothesizes the equity-distribution of extrinsic reward and the positive reputation influence the player's self-efficacy, and his self-efficacy affect the flow experience. This hypothesis is confirmed by the structure equation model test. This result can serve to understand skill related on the flow theory, and what factors players to get flow experience are given by.

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An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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A Direction of Emotion Design for Future MP3 Players by Trend Analysis (추세분석을 통한 미래 MP3 플레이어의 감성디자인 방향 모색)

  • Lee, Yu-Ri;Yang, Jong-Youl
    • Science of Emotion and Sensibility
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    • v.10 no.4
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    • pp.511-521
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    • 2007
  • It is very important that design based on preference of consumers who continuously change. Therefore, the method that can decide on the design concept which a consumer can prefer in future points of time that a design is released is necessary. There may be various ways to decide a design concept, but trend analysis is one of the best ways to be able to satisfy consumer preference. The purpose of this study is to provide a process that can give a direction of MP3 player design oriented consumer emotion. For the purpose, we considered about trend analysis as the ways that can present the design direction that can grasp a change of continuous preference, and a consumer can prefer with early bases in future points of time of a consumer. In this empirical research, we decided on design elements and levels of the elements after collecting 228 MP3 players released from 2000 to 2007, and carried out trend analysis through homogeneity analysis by SPSS program. In the result, we knew that future consumers also will regard emotional experience consumption as important. So, MP3 player design will be developed into consumer emotion-oriented design. We predict 4 trends for a future MP3 player design. 1. Development of high-priced MP3 player with various multimedia functions. 2. Development of MP3 player with basic functions. 3. Development of new convergence products with MP3 function. 4. Development of new MP3 player based on flash memory. If designers can infer a future MP3 player design from this design trend results, the probability that can occupy competitive advantage in their competitions will be high. Therefore this study can be useful.

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