• Title/Summary/Keyword: game control

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Design of Computer Using-Time Control System for Prevention of Game Toxication (게임중독 예방을 위한 컴퓨터 사용시간 제어시스템)

  • Cho, Sang-Hyun;Choi, Min-Kyu
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.17-23
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    • 2001
  • In this paper, we refer to positive effect and negative effect of game. And we inquire the recent trend of edutainment that emphasizes charm of game and educational effect at the same time. Because the simulation game and the role-playing game have strong toxication, the limitation of computer use is essential. Therefore, we present dynamic computer using-time control system for prevention of game toxicaton and for activity of educational contents. The method considered in this paper increases computer using-time n proportion to using of educational contents. So it lead user of computer to use educational contents voluntarily.

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Optimal Power Control in Cooperative Relay Networks Based on a Differential Game

  • Xu, Haitao;Zhou, Xianwei
    • ETRI Journal
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    • v.36 no.2
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    • pp.280-285
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    • 2014
  • In this paper, the optimal power control problem in a cooperative relay network is investigated and a new power control scheme is proposed based on a non-cooperative differential game. Optimal power allocated to each node for a relay is formulated using the Nash equilibrium in this paper, considering both the throughput and energy efficiency together. It is proved that the non-cooperative differential game algorithm is applicable and the optimal power level can be achieved.

The Effects of Violent Internet Game Usage and Game Overindulgence on Aggressive Behavior in Elementary School-Aged Boys (초등학교 남아의 인터넷 폭력게임 사용시간과 게임과몰입정도가 공격적 행동에 미치는 영향)

  • Jung, Ji Hae;Park, Ju Hee;Lim, Yang Mi
    • Korean Journal of Child Studies
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    • v.35 no.4
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    • pp.41-59
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    • 2014
  • The purpose of this study was to examine the effects of the time spent on violent internet games and game overindulgence on aggressive behavior exhibited by elementary school-aged boys and to investigate the mediating effects of self-control on the relationship between children's game overindulgence and their aggressive behavior. The subjects of this study were 118 fourth to sixth grade boys from five elementary schools. The instruments used were the aggression subscale of the Korean-Youth Self Report (Oh, Ha, Lee, & Hong, 2001), a questionnaire of the time spent playing violent internet games developed by the authors, the Internet Game Addiction Scale for Children (Kim, Lee, Kim, Kim, & Kim, 2006) and the Self-Control Scale (Nam, 1999). The data were analyzed by means of a Structural Equation Model (SEM). The results were as follows. First, children's self-control mediated the relationship between game overindulgence and aggressive behavior. Second, the amount of time spent playing violent internet games had no effect on children's aggressive behavior.

Research about a game image 3D versification (3D 게임영상 작성법에 관한 연구)

  • Lee Dong-Lyeor
    • Journal of Game and Entertainment
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    • v.1 no.1
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    • pp.31-38
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    • 2005
  • Correct flow of various game manufacture among the justice which is used at the game development. and The understanding about the manufacture regards we making rather correct game. We justice understanding which we are correct in the image manufacture to become the reason air control of the game and We put the center in a 3B game image manufacture understanding. we are marked in maneuvered the game in actual game good. The image of the back of Cut Scene which is inserted at an opeuning incomparableness event time, we have been produced in this method. The thing which a 3D game image is utilized in a special effectiveness image though it is different from the game in the theater movie, we are the graphic which a game manufacture o'clock must be considered. The reason air control which the game player Is rather correct, we are regarded we offer the reason to immerse with his game.

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A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

An Exploratory Study on the Extraction of Game Addiction Factors (게임 중독 요인추출에 관한 탐색적 연구)

  • Park, Jeong-Eun;Kwon, Hyeog-In
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.163-177
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    • 2007
  • This research is the concept of a game addiction absorbed in the game based on the review and analysis of factors that affect the characteristics of game addiction, it is appropriate to extract the purpose of factors. Game addiction factor is composed of a total of 32 questions, and a total of 356 people, to collect data through surveys. Factor analysis of the collected data to the target as a result of physical and mental problems, loss of control, tolerance, and avoidance of real world consists of three sub-factors. Factors that affect flow of tolerance and loss of control, and avoid the real world, including two sub-factors that could determine. Diagnostic game addiction factor in the reliability coefficients (Cronbach alpha) is a robust .966 aspects in the event. The game addiction scale score of 90-game addiction by category 'regular user', 90 points and 114 between the terms 'potentially dangerous user' and 13 percent of the overall. Finally, more than 115 points in the 'high-risk user' has been classified as 5% of the overall distribution of the notice that. Such factors extract game is a game addict, addicted users of the game and tend to properly evaluate and navigate game addiction-related problems early in the game addiction and found it could be used properly.

Power Control Algorithm with Finite Strategies: Game Theoretic Approach (게임이론을 이용한 유한 전략 집합을 갖는 전력제어 알고리즘)

  • Kim, Ju-Hyup;Jang, Yeon-Sik;Lee, Deok-Joo;Hong, Een-Kee
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.87-96
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    • 2009
  • The purpose of this paper is to analyze the power control problem in wireless communications with game theoretic approach. The major contribution of the present paper is that we formulated the problem as a game with a finite number of strategies while most of the previous game theoretic power control literatures modeled with continuous game in which there are infinite number of strategies. It should be noted that the closed-loop power control would be performed in a discrete manner, power up or down from the present level of power with fixed power control step size. We model the current closed-loop power control scheme with the famous Prisoner's dilemma model and show that the power-up strategy is Nash equilibrium. That is, every mobile tries to increase their power and approach to their maximal power. Thus, the outcome of current power control (Nash equilibrium) is inefficient. In order to attain efficient power control for the environment where ICI(Inter-Cell Interference is severe, we developed a new payoff function in which the penalty mechanism is introduced and derived conditions under which power-down becomes Nash equilibrium strategy for all players. Furthermore we examined the trajectory of equilibrium power when the power control game will be played repeatedly.

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Causes of Adolescent Game Addiction and the Mediating Effect of Game Motives (중학생 게임 과몰입의 원인과 이용동기의 매개효과 연구)

  • Kim, Hyoung-Jee;Oh, Rosy;Huh, Eun
    • Journal of Korea Game Society
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    • v.19 no.2
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    • pp.5-22
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    • 2019
  • This study analyzed the causes of over-flow of adolescent games as loneliness, lack of self-control, parents-open communication, peer-emotional support and the game motivation(immerse, social relations, achievement). For analysis, the research data, 'Game User Panel Research(1 to 4 years)', was provided by Korea Creative Content Agency. As a major result, adolescence loneliness and lack of self-control directly affected game over-flow, and the game's achievement motive in their relation of influence was mediated. Over time, the structure of the relationship between the cause and the effect has shown mostly consistent results.

The Effects of Self-control and Construal Level on Game Addiction (게임이용자의 자기통제와 해석수준이 게임중독에 미치는 영향)

  • Jang, Ye-Beet;Lee, Hye-Rim;Kim, Min-Kyu;Jeong, Eui-Jun;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.131-142
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    • 2013
  • The current study examined how different level of self-constol and construal level influences game users' game addiction. Also we explored the interaction effect between the individual's self-control and construal level on game addiction. To answer the research questions, we conducted an online survey and total 918 participants were selected for the final analysis. According to the results, users with low level of self-control and low-level construal showed higher level of game addiction. In addition, we found a significant interaction effect between self-control and construal-level on game addiction. In high self-control group, game addiction level was low regardless of level of self-construal. However, in low self-control group, the level of construal-level affected game addiction. We found that construal-level played an important mediating variable. These findings suggest a noble insight for autonomous control in alleviatinggame addiction by changing one's level of self-control and self-construal.