• Title/Summary/Keyword: game information system

Search Result 724, Processing Time 0.029 seconds

The Comparative study on Game Contents Costing by Single Game Element and Multi Game Elements (다중게임요소와 단일게임요소에 의한 게임콘텐츠 원가산정 방법에 관한 비교연구)

  • Lim, Deuk-Soo;Lee, Kook-Chul;Park, Hyun-Ji
    • Journal of Information Technology Applications and Management
    • /
    • v.15 no.1
    • /
    • pp.67-81
    • /
    • 2008
  • Last decade, IT industry in Korea has been developed greatly. The game industry as an international leader has given good value added to its country. Game industry is one of the speedy improved one and it showed over 20% of growth rate from 2002. Most distressings in Game industry, there are no established costing system in spite that there should be in emerging market. In 2004, Game Contents Costing Model using Mission and Event was developed and also the study of Game Elements weight was done in 2005. The cost of Game Contents can be calculated by GEP and its unit price. The study of Game Contents Sizing Model was done in 2005. The costing of Game Contents by single Game Element which represents software which is one of 3 Game Elements-plan, graphic and software-and it is counted by mission and event. If the software element only can not well represent Game Contents volume, we can include plan and graphic elements for Game Contents costing. And we can say above two methods as a costing model of Game Contents. In this paper, these models were tested empirically and proved as usable.

  • PDF

Towards the Determinants of On-Line Game Sites (온라인 게임사이트 성공요인에 관한 연구)

  • Son, Dal-Ho;Jang, Kyung-Ho
    • The Journal of Information Systems
    • /
    • v.20 no.4
    • /
    • pp.73-101
    • /
    • 2011
  • This study tried to find the source of the success of on-line game sites and the way how the absorption and the satisfaction would have the relationship with the intention-to-use of on-line game sites. The primary purpose of this study is to establish the empirical model on the determinants of on-line game sites. The research model of this study will have insights which are trigger to the higher dimensions on the model and to the importance of the evaluation criterions of game sites. The suggestions of the study are as follows. First, the precedent factors of research model were tested for the commonality with explorative factor analysis and then tried the confirmative factor analysis. Thus, the determinants in this model will be used for further study without an evaluation. Second, the factors which have a most significant effect on the mediating factor like the absorption are a skill of user and an activity of community. Furthermore, the information quality of game sites was most significant in the satisfaction of user. Third, the most factors which included in the research model were significant to intention-to-use, however, the system quality did negatively significant.

Key Elements of Rating Classification of Adult Arcade Games : Toward Golden Poker Castle, Adult Non-Amusement With Prize Arcade Game (성인용 아케이드게임물의 등급분류 핵심요소 : 황금(黃金) 포커성(城), 성인용 비경품 아케이드게임물을 중심으로)

  • Song, Seung-Keun
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.18 no.6
    • /
    • pp.1469-1474
    • /
    • 2014
  • This research aims to investigate the difference between game graphics which considers key elements and game systems which do them in the rating classification of adult arcade games during reviews. The case of the supreme court about 'The Golden Porker Castle' last year for 3 years presents the basis whether considers the game graphics or the game system during the review for the game. It implies to identify the gambling game device for the adult arcade game. This research try to find the direction for the scientific, systematic rating classification to enhance the reliability and the validity in it.

Research on Improving Memory of VR Game based on Visual Thinking

  • Lu, Kai;Cho, Dong Min;Zou, Jia Xing
    • Journal of Korea Multimedia Society
    • /
    • v.25 no.5
    • /
    • pp.730-738
    • /
    • 2022
  • Based on visual Thinking theory, VR(virtual reality) game changes the traditional form of memory and maps the content into game elements to realize the immersive spatial memory mode. This paper analyzes the influencing factors of game design and system function construction. This paper proposes a hypothesis: with the help of visual thinking theory, VR game is helpful to improve learners' visual memory, and carries out research. The experiment sets different levels of game through empirical research and case analysis of memory flip game. For example, when judging two random cards. If the pictures are the same, it will be judged as the correct combination; if they are different, the two cards will be restored to the original state. The results are analyzed by descriptive statistical analysis and AMOS data analysis. The results show that game content using the concept of "Memory Palace", which can improve the accuracy of memory. We conclude that the use of spatial localization characteristics in flip games combining visual thinking can improve users' memory by helping users memorize and organize information in a Virtual environment, which means VR games have strong feasibility and effectiveness in improving memory.

Joint Beamforming and Power Allocation for Multiple Primary Users and Secondary Users in Cognitive MIMO Systems via Game Theory

  • Zhao, Feng;Zhang, Jiayi;Chen, Hongbin
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.7 no.6
    • /
    • pp.1379-1397
    • /
    • 2013
  • We consider a system where a licensed radio spectrum is shared by multiple primary users(PUs) and secondary users(SUs). As the spectrum of interest is licensed to primary network, power and channel allocation must be carried out within the cognitive radio network so that no excessive interference is caused to PUs. For this system, we study the joint beamforming and power allocation problem via game theory in this paper. The problem is formulated as a non-cooperative beamforming and power allocation game, subject to the interference constraints of PUs as well as the peak transmission power constraints of SUs. We design a joint beamforming and power allocation algorithm for maximizing the total throughput of SUs, which is implemented by alternating iteration of minimum mean square error based decision feedback beamforming and a best response based iterative power allocation algorithm. Simulation results show that the algorithm has better performance than an existing algorithm and can converge to a locally optimal sum utility.

A Study on the Data Modeling decreasing the Data Obesity (데이터 비만도를 개선한 데이터 모델링에 관한 연구)

  • Rhee, Hye Kyung;Kim, Hee Wan
    • Journal of Digital Convergence
    • /
    • v.11 no.11
    • /
    • pp.359-366
    • /
    • 2013
  • In this paper, we studied how the data obesity can affect in which the response speed of database gradually slows down. Our research is performed by analyzing how the game data infrastructure is well-formed. Although there are a variety of ways to evaluate to measure the level of infrastructure, we performed with real information system. We analyzed data obesity by comparing the entity-relationship models between the products of real game information system and newly modeled databases. We could find data obesity is over 60% among overall average of game information system. It shows that 45% higher than standard obesity which is 15%. In this paper, data redundancy rate after performing the procedure of the data modeling was 41% resulting in an improvement of 23% compared to 64% of an existing model.

Design of a Stress Measurement System for State Recognition of Game Addicts

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.6
    • /
    • pp.87-93
    • /
    • 2017
  • In this paper, we design a small low power single channel ECG(Electrocardiogram) system of Chest Belt type with fiber-type electrodes to measure emotional state change of game addict. HRV(Heart Rate Variability) is analyzed through heart rate signal measurement and the psychological stress state is judged by using it. And it verifies its effectiveness through prototype. First, we design HR measurement module through low power MCU(Micro Controller Unit) and implement prototype level measurement system. The results showed that the difference between the addiction group and the general group was confirmed and that the system was effective. The result of this study can be used for health management such as reduction of stress of the user through music and breathing that lowers the stress by detecting the stress state of the general person or the chronic ill person.

A Study on the Efficient Information Security Methodology under a Korea War-Game Exercise System (워게임 연습체계에서의 효율적 정보보호 방안 연구)

  • 이강택;이동희;김귀남
    • Proceedings of the Korea Information Assurance Society Conference
    • /
    • 2004.05a
    • /
    • pp.219-225
    • /
    • 2004
  • There is increasing tension in the Korean Peninsula from the US' putting the NK's nuclear issue along the line of war in Iraq. However, there is worsening in ROK's field exercise condition from decresing defense financial supports, being difficlut to obtain enough space for volumable exercises, and securities and circumstances issues. With acknowleging those problems, CPX(Command Post Exercise), namely war game exercise which is more economical and scientific exercise has earned its attention as the best alternative measure of field exercise war game exercise has already been applyied to independent, joint, and combined exercises. However, the current war game system contains lots of problems in terms of security. Defense network uses dedicated line isolated with internet and secure data through network level encoding. It is vulerable to get attack during war game exercise or from credited network. System security is also subject to reinforced. This research is performed focusing on network and system level securities, and through it, the author will show the effective and optimized security solution for war game system.

  • PDF

Power Control Scheme Based on Non-Cooperative Game in a Heterogeneous Network (이종 네트워크에서의 비협력 게임 기반 전력 할당 기법)

  • Bae, Insan;Lee, Jinnyoung;Jang, Sungjin;Kim, Jaemoung
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.39B no.11
    • /
    • pp.771-778
    • /
    • 2014
  • We propose Femto-cell power control scheme in HeNet with Game Theory. The Femto-cell which provide high quality with low power is issued by many benefits, however there is a bunch of interferences when many Femto-cells use overlapped bandwidth with Macro-cell. We defined base station of cellular networks and mobile users as players of Game Theory, and configured interference effect among each other as power utility function. Futhermore, we showed enhanced overall system performance, lower power usage and interference decrease by using optimal power.

Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
    • /
    • v.14 no.6
    • /
    • pp.882-889
    • /
    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.