• Title/Summary/Keyword: Serious Games

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Development and Evaluation of a Nutrition Education Website for the Prevention and Management of Childhood Obesity (어린이의 비만 예방과 관리를 위한 영양교육 웹사이트 개발 및 평가)

  • Yon, Mi-Yong;Park, Chan;Yoo, Kwan-Hee;Hyun, Tai-Sun
    • Korean Journal of Community Nutrition
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    • v.17 no.4
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    • pp.390-406
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    • 2012
  • Childhood obesity has rapidly increased worldwide and is one of the most serious health problems in this age group. In order to prevent and manage childhood obesity, we developed a nutrition education website. The website consisted of three parts. The first part was made for self-assessment with regard to obesity index, dietary habits, food frequency, dietary attitude, nutrition knowledge, nutrient intake, energy expenditure, and the stage of behavioral change, and tailored messages and advice according to the assessment results. A total of 612 real-size food photos as well as a nutrient database of 3,346 foods and 541 dishes were created to help children estimate nutrient intakes accurately. In addition, an energy expenditure database of 156 activities for children was established to calculate calorie consumption. The second part was made for setting long-term and short-term goals and keeping track of the changes in energy intake and expenditure in one's own page. The third part was made for education. Various types of nutrition information were provided; texts, pictures, calculators and games. The readability and design of the website were evaluated by 46 obese children. Usefulness, design and readability of the website were found to be desirable for children. This website is expected to be used by an obese child alone or with parents or nutrition teachers in order to control body weight through healthy dietary habits and physical activities. In addition, a non-obese child can also use this website for maintaining healthy dietary habits and preventing obesity.

A Study on the Relationship between Psychophysiological Experience and Negative Attitude in Smoking Serious Games (흡연 기능성 게임에서 심리생리학적 경험과 흡연의 부정적 태도와의 관계에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.189-198
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    • 2017
  • The purpose of this study is to investigate the relationship between smoking attitudes and psychophysiological variables and to find out whether smoking cessation activities can be helpful for smoking cessation. We set up Negative Attitudes experience as a dependent variable. Several factors including Psychological Resistance, Psychological Distress and brainwave(Left brain ${\theta}$, Right Brain ${\theta}$) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, psychological resistance had negative influences on negative attitudes toward smoking in smoking simulation game and psychological distress had positive effect. And left brain ${\theta}$ had negative influences on negative attitudes toward smoking in smoking simulation game and right brain ${\theta}$ had positive effect.

A Study on The Problem in Policy of Korean Resident Registration Number: On Basis of Freedom of Data Provision (현행 주민번호제도의 문제점에 관한 연구: 정보 제공 자유도를 기반으로)

  • Rhee, Hae-kyung
    • Journal of Digital Convergence
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    • v.14 no.11
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    • pp.45-51
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    • 2016
  • Although the problem of personal data leakage is reported to be serious, there has been no research that tries to excavate out that real cause of the leakage in scientific prospective. Although this topic is considered to be crucial, there have been no literatures relevant to the topic, and the reason for this limitation is that scientific approach to this problem was not feasible. In this respect, in this paper a model for such scientific analysis and a methodology of analysis have been devised. Results show that the degree of rigidity turns out be the determinant that vindicates the degree of leakage. The notion of data rigidity is revealed to be very strongly correlated to the number of hacking incidents in each country. The notion of resident data freedom was then deployed in this paper to determine the world-wide ranking for a slew of different countries. The United Kingdom and the Republic of Korea turned out to be the two extreme countries that lie in the spectrum of the scale, with UK the most flexible and ROK one of the most rigid.

Analysis and Prospect on the Terrorism in China: Focusing on the Xinjiang Uighur (중국의 테러리즘 분석과 그 전망: 신장 위구르족을 중심으로)

  • Lee, Dae-Sung;Kim, Tae-Jin
    • The Journal of the Korea Contents Association
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    • v.14 no.9
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    • pp.218-226
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    • 2014
  • China has become a G-2 Superpower country as result of rapid economic growth through the reform and opening-up in these days. It expressed its confidence by helding a few big international events, such as Bejing Olympic Games. Shanghai Expo. Though most Chinese people give their agreement and support to the government, there are serious, ill-concealed political problems behind the curtain in China. As a multi-ethnic nation, China has repeated experience of fragmentation and integration of various ethnic groups through her long history. In spite of top-level political leaders of communist party always concern the issues of separatism very sensitively, China has suffered occasional bloodshed terrorism because of erupting ethnic and religious conflicts. Especially there are many disruption and fear due to the bloodshed and terrorism by a minority race-seperatists of Uighur tribe in Xinjiang province. The Uighur in Xinjiang province is very different from major Chinese Han ethnically and culturally. Although Chinese government has presented various policies in order to suppress the Uighus's desire for seperation, they have not been able to offer a fundamental, satisfying solution. Because we, Korean people face the expansion of possibility of conflicts, such as increasing of foreign workers, multi-cultural families and extremists. At this point, I believe we can learn valuable lessons from Chinese experiences for anti-terrorism.

An Effect of the Prefrontal Lobe Influenced by Game Music Mixed with White Noise (백색잡음을 혼합한 게임음악이 전전두엽에 미치는 영향)

  • Choi, Jong-Yun;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.3-11
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    • 2011
  • The sound of digital media would be able to perform communication by stimulating body's senses. Because the sound stimuli could arouse a person into the physiological excitement and sensitivity, which appear as the changes of heartbeat, blood pressure, brain waves(EEG) signals. In this paper, we would like to examine whether the game music mixed with relaxing white noises has an effect to relax game player or not through the EEG changes of game players. For the experiment, we divided game players into group A that plays game while hearing game music mixed with white noises, and group B that plays game while hearing game music not mixed. And we measured the EEG changes of the prefrontal lobe between two groups. The result shows that the game music mixed with white noises has an relaxing effect for the left brain, but fall short of the expectations for the right brain. It would be a basic research which will contribute to the development of serious games for psychotherapy using relaxing white noises.

Developing Functional Game Contents for the Silver Generation (실버세대를 위한 기능성 게임 콘텐츠 개발)

  • Kim, Eun-Seok;Lee, Hyun-Cheol;Joo, Jea-Hong;Hur, Gi-Taek
    • The Journal of the Korea Contents Association
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    • v.9 no.9
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    • pp.151-162
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    • 2009
  • As the aging population has increased, the silver generation is getting to account for the considerable percent of economic activities and becomes the main body of production and consumption. Although the economic activity of silver generation is increased, the development of silver contents for the leisure activities is still not revitalized. The serious silver contents and the easy-to-use interface are very important because the silver generation is relatively weaker than young people in perception, studying, and exercise, and is fragile in mobility and vitality. This paper suggests methods to develop sensory bicycle, gate ball, and mole game contents haying lower body exercise effects for the silver generation to utilize leisure and maintain health. Along with fun as games, functional design factors suitable to the cognitive ability and bodily activity ability of the silver generation were considered and through sensory intefaces that are easy for the silver generation to use and customized progressing methods complying with individual characteristics, it was attempted to induce continued interests and lower body exercise effects.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

What Factors Influence on Immoral Behavior in Games? - Focused on user identity, moral perception toward in-game rules, and moral positioning (게임 내 비도덕적 행동에 대한 영향 요인 연구 - 이용자 정체성, 게임규칙 인식 및 도덕적 포지셔닝을 중심으로)

  • Lee, Sung Je;Piao, Mei Ying;Jeong, Eui Jun
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.149-160
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    • 2021
  • Recently in the gaming market, immoral game behaviors such as flaming, trolling, and illegal program use have drawn attention as serious problems. With 209 gamers of , this study analyzed the effects of perception toward in-game rules, social identity, moral identity, and moral positioning with control of gender and gaming time. Results showed that moral identity and formal moral perception toward in-game rules had positive effects while moral positioning and social identity had negative effects on immoral behavior. Notably, moral identity had interaction effect with moral positioning.

Why Should I Ban You! : X-FDS (Explainable FDS) Model Based on Online Game Payment Log (X-FDS : 게임 결제 로그 기반 XAI적용 이상 거래탐지 모델 연구)

  • Lee, Young Hun;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.32 no.1
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    • pp.25-38
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    • 2022
  • With the diversification of payment methods and games, related financial accidents are causing serious problems for users and game companies. Recently, game companies have introduced an Fraud Detection System (FDS) for game payment systems to prevent financial incident. However, FDS is ineffective and cannot provide major evidence based on judgment results, as it requires constant change of detection patterns. In this paper, we analyze abnormal transactions among payment log data of real game companies to generate related features. One of the unsupervised learning models, Autoencoder, was used to build a model to detect abnormal transactions, which resulted in over 85% accuracy. Using X-FDS (Explainable FDS) with XAI-SHAP, we could understand that the variables with the highest explanation for anomaly detection were the amount of transaction, transaction medium, and the age of users. Based on X-FDS, we derive an improved detection model with an accuracy of 94% was finally derived by fine-tuning the importance of features that adversely affect the proposed model.

Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.157-163
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    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.