• Title/Summary/Keyword: Y-밸런스 테스트

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특별기고 / 사용자 테스트로 게임 향상시키기

  • Ri, Sa-Pae
    • Digital Contents
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    • no.7 s.122
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    • pp.146-150
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    • 2003
  • 대부분의 게임 디자이너들은 베타버전이 나와 제품에 대한 품질 확인 문의가 생길 때까지 제품에 대한 피드백을 받지 않는다. QA 테스터는 게임 제작의 관행을 깨기 위해 노력하고 있다. 특히 QA 테스터는 버그와 밸런스 문제를 찾고 주요 게임 플레이 문제까지도 찾아낸다. 하지만 이들이 디자인 문제에 대해 피드백을 준다고 하더라도 제품은 몇 달 이내의 빠른 시간 내에 선적되어야 하기 때문에 이 문제를 모두 해결하려면 시간이 너무 늦어진다.

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Development of MMORPG User Simulation -with Application on Travia Online Game- (MMORPG 사용자 시뮬레이션 개발 -트라비아 온라인을 중심으로-)

  • Sohn Hyoung-Ryul;Roh Chang-Hyun
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.1-7
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    • 2005
  • Beta-test is a essential step to verify a online-game developing. Through beta-test, we can find out some problems related to game-balancing, game-play, user behaviors and so on. And the game developing can be modified to make up a weak-point. However, a beta-test in online game development is a very time consuming and heavy expense work. Therefore, in this study, the simulation model for growth-balancing and battle among characters was proposed in order to reduce the duration and cost for beta-test. And it was applied to Travia online game successfully.

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Development of Knocking discrimination and Engine balance Correction Algorithm of CRDI Engine ECU (CRDI 엔진 전자제어컨트롤러(ECU)의 노킹 판별 및 엔진 밸런스 보정 알고리즘 개발)

  • Kim, Hwa-Seon;Jang, Seong-Jin;Jang, Jong-Yug
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2012.05a
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    • pp.391-394
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    • 2012
  • Recently, for appling to industrial engines to CRDI diesel engine to meet enhanced emission regulatory standards in native and foreign, ECU that be controlled only automaker develop engine control algorithm that adjust injection timing and injection as user's need and use testing, verification for engine performance and emissions reduction. For development only CRDI diesel engine emulator, using CKP and CMP sensor performance property of CRDI engine control ECU input element, in this paper, there determine the diesel knocking and propose design methodology of engine balance correction algorithm design of the correction algorithm. And there propose efficient Improvement for fuel efficiency increasing and reduction of emissions.

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Development and Analysis of the Balance Game for Elderlies: Based on Proposal of the Game-Aided (노인용 밸런스게임 개발 및 효능 연구: 복지형 게임 제언 중심으로)

  • Oh, Seong-Suk;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.33-42
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    • 2011
  • In this study, game-aided human life type game design method is suggested. It mainly deals with the permissiveness of the game rules and coenesthesia of the game that are fitted with the agility of the elders such as the performance of a selective response. And 'Rolling hoops Balance Game' has been implemented by applying the game-aided human life type game. Since the pressure sensors are installed on each parts of the chair type game controller, to play the game, a gamer simply uses her hands and feet to press the sensors without requirements of the complex movements. The goal of the game are the leg muscles strength and improvement of the body balancing ability. In addition, the game graphics consists of sensory stimuli package(Namazi, Haynes, reminiscence therapy, 1994) to make friendly mood for elders. We have tested 50 elders who were more than 65 years old. 74% of them answered they were satisfied totally for the game play. It is a meaningful result that 88% of participants replied they would like to play the game again.

A Genetic Algorithm-based Pattern Diversity Technique for Scrolling-Shooter Games (유전자 알고리즘을 이용한 비행슈팅게임의 패턴 다양화 기법)

  • Park, Chang-Hoon;Seo, Jinseok
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2016.07a
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    • pp.301-304
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    • 2016
  • 슈팅게임은 플레이어에게 두 가지 목표를 제시한다. 하나는 겉으로 드러난 목적으로 게임의 보스를 처치하여 엔딩을 보는 것이며 다른 하나는 플레이어에게 도전하고자 하는 심리를 자극하는 것으로 게임의 패턴을 파악하고 적응하여 최단시간 내에 클리어하는 것이다. 하지만 플레이어의 게임에 대한 흥미는 슈팅게임의 이동 패턴에 적응하는 순간부터 감소하게 되고 또 다른 패턴을 찾아 다른 게임으로 떠나게 된다. 본 연구는 사용자에게 주어지는 패턴을 유전자 알고리즘을 이용해 다양화하는 방법을 새로이 제안한다. 제안된 시스템을 통하여 게임 디자이너는 적은 양의 디자인으로 다양한 패턴을 쉽게 얻을 수 있다. 이는 최적의 패턴을 위한 밸런스 테스트 기간을 단축시키며, 플레이어에게 다양한 패턴을 제공하여 게임의 수명을 연장하는데 도움이 될 수 있다.

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Effects of Kettlebell Training on Functional Movement Screen and Balance in Middle School Baseball Players (케틀벨 훈련이 중학교 야구선수의 기능적 움직임(Functional Movememt Screen)과 균형성에 미치는 영향)

  • Kim, Tae-Yoon;Park, Woo-Young;Byun, Yong-Hyun
    • Journal of the Korean Applied Science and Technology
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    • v.39 no.1
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    • pp.96-107
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    • 2022
  • The purpose of this study was to demonstrate the effects of 8weeks Kettlebell training on the FMS and Balance in Middle school baseball player. Fourteen middle school baseball players were randomly assigned to a kettlebell group (n=8) and a control group (n=6), and kettlebell training was applied twice a week for 60 minutes. And the FMS, Y-balance test and static and dynamic balance test using smart shoes were tested before and after kettlebell training. Repeated two-way ANOVA measures was performed both before and after the exercise to verify the effect of kettlebell training. Also, if there was an interaction between time and group, a paired sample t-test was performed for each group. As a results of the study, FMS score showed a significant difference in IL (Inline Lunge) and TS(Total Score), and there was no significant difference in other variables of FMS. The YBT score showed a significant difference in all YBT variables except for the left AT. And the balance test using smart shoes, there was no significant interaction effect between group and period in all variables. In conclusion, it was found that the application of kettlebell training in middle school baseball players had an effects on the FMS and YBT scores related to functional movement and functional balance, but it did not affect the static/dynamic balance test using smart shoes evaluated by the foot pressure method. It seems that the results of this study can be provided as basic data necessary for planning a training program for middle school baseball players.

A Study on the Realization of a Map Simulator Reflecting Propensities of Gamers (Focused on Korean Style MMORPG) (게이머의 성향을 반영한 맵 시뮬레이터 구현에 관한 연구 (한국형 MMORPG게임을 중심으로))

  • Kim, Jung-Hyun;Kim, Kyung-Sik
    • Journal of Korea Game Society
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    • v.7 no.1
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    • pp.3-10
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    • 2007
  • The maps in the world of the role playing games provide not only areas for motions and actions of player characters, but also worlds of totally included monsters and NPC(Non Player Character). However, the design of maps and monsters in them could not be tested for their balances until the games had been developed quite a bit. So they need additional expense of extension period of developments. In this paper, we have designed and developed a map simulator to expect the popularities of the maps in the early stage of the game planning in order to prevent inefficient concentration of users on some maps by expecting the popularities of the maps in the early stage of game planning and by setting the parameters of monster arrangements in the map.

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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.

A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.93-107
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    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.

Effect of Immediate Dynamic Balance Ability of Chronic Low Back Pain on Maitland's Manual Therapy (메이트란드 도수치료가 만성 요통환자의 즉각적인 동적 균형능력에 미치는 영향)

  • Hyong, In-Hyouk;Ha, Mi-Sook
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.207-215
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    • 2009
  • There has been a diversity of therapeutic interventions for patients with chronic low back pain. However most of them have been focused on only pain. But the patients usually have a kind of structurally abnormal have fixed in lumbar vertebrae, which can decrease range of joint movement and, what is worse, reduce immediate dynamic balancing ability(IDBA). The reduced IDBA can increase the risk of injury and decrease coping ability in dangerous situation. So we introduced Maitland's manual therapy in this study in order to recover the IDBA in patients with chronic low back pain. Sixty-four patients diagnosed with chronic low back pain were included for the study. Among them, thirty-two patients(experimental group) were managed by Maitland's manual therapy, another thirty-tow patients(control group) were treated by physical science methods(H/P, TENS, U/S). Each group made use of highly reliable(0.81$\sim$0.96) star excursion balance test(SEBT) to compare the possible changes of IDBAs in two groups after treatment. In experimental group, IDBA has increased in forward, rightward, leftward, and backward, but in control group, not changed. According to the results, we concluded that Maitland's manual therapy is effective for increasing IDBA by making joints more flexible in lumbar vertebrae.