• Title/Summary/Keyword: game-behaviors

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A Study on Spatial Implementation of Flash Mob based on Placeness - Focused on Public open Spaces - (장소성을 바탕으로 한 플래시 몹의 공간적 구현에 관한 연구 - 공적 공공공간을 중심으로 -)

  • Lim, Sang-Hyun;Kim, Kai-Chun
    • Korean Institute of Interior Design Journal
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    • v.22 no.6
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    • pp.181-189
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    • 2013
  • Space in the past had characteristics of place which are required for specific behavior to be done as we recognized it easily. However, for space in modern times, the purpose, forms and behavior space has, have changed as tools comprising the space have changed. 'Virtual space' which has been a conversation topic recently is unspecific and changeable space whose forms and geological location are not defined clearly. In addition, behaviors caused by this virtual space in combination with real space are taking place. The nature of Flash Mob which is one of the typical behaviors which take place starting from virtual space to be connected with real space, is that it is intangible game culture whose forms and behaviors are not fixed, and it is not limited to a specific place. Besides, Flash Mob is characteristic of representing game culture in modern society, and its nature can be summarized as temporariness, non-placeness, anonymity, double-sidedness and so forth. Since events generally take place in every place when man is involved in space, it's possible to generally think events derived from interpersonal relationships between man and man. We are to study spatial characteristics of Flash Mob by analyzing features and cases of the Flash Mob by means of them.

An Improvement Of Spatial Partitioning Method For Flocking Behaviors By Using Previous k-Nearest Neighbors (이전 k 개의 가장 가까운 이웃을 이용한 무리 짓기에 대한 공간분할 방법의 개선)

  • Lee, Jae-Moon
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.115-123
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    • 2009
  • This paper proposes an algorithm to improve the performance of the spatial partitioning method for flocking behaviors. The core concept is to improve the performance by using the fact that even if a moving entity, boid in flock continuously changes its direction and position, its k-nearest neighbors, kNN to effect on decision of the next direction is not changed frequently. From the previous kNN, the method to check whether new kNN is changed or not is proposed in this paper and then the correctness of the proposed method is proved by two theorems. The proposed algorithm was implemented and its performance was compared with the conventional spatial partitioning method. The results of the comparison show that the proposed algorithm outperforms the conventional one by about 30% with respect to the number of frames per a second.

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Stealthy Behavior Simulations Based on Cognitive Data (인지 데이터 기반의 스텔스 행동 시뮬레이션)

  • Choi, Taeyeong;Na, Hyeon-Suk
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.27-40
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    • 2016
  • Predicting stealthy behaviors plays an important role in designing stealth games. It is, however, difficult to automate this task because human players interact with dynamic environments in real time. In this paper, we present a reinforcement learning (RL) method for simulating stealthy movements in dynamic environments, in which an integrated model of Q-learning with Artificial Neural Networks (ANN) is exploited as an action classifier. Experiment results show that our simulation agent responds sensitively to dynamic situations and thus is useful for game level designer to determine various parameters for game.

Big Five Personality in Discriminating the Groups by the Level of Social Sims (심리학적 도구 '5요인 성격 특성'에 의한 소셜 게임 연구: <심즈 소셜> 게임의 분석사례를 중심으로)

  • Lee, Dong-Yeop
    • Cartoon and Animation Studies
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    • s.29
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    • pp.129-149
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    • 2012
  • The purpose of this study was to investigate the clustering and Big Five Personality domains in discriminating groups by level of school-related adjustment, as experienced by Social Sims game users. Social Games are based on web that has simple rules to play in fictional time and space background. This paper is to analyze the relationships between social networks and user behaviors through the social games . In general, characteristics of social games are simple, fun and easy to play, popular to the public, and based on personal connections in reality. These features of social games make themselves different from video games with one player or MMORPG with many unspecific players. Especially Social Game show a noticeable characteristic related to social learning. The object of this research is to provide a possibility that game that its social perspective can be strengthened in social game environment and analyze whether it actually influences on problem solving of real life problems, therefore suggesting its direction of alternative play means and positive simulation game. Data was collected by administering 4 questionnaires (the short version of BFI, Satisfaction with life, Career Decision-.Making Self-.Efficacy, Depression) to the participants who were 20 people in Seoul and Daejeon. For the purposes of the data analysis, both Stepwise Discriminant analysis and Cluster analysis was employed. Neuroticism, Openness, Conscientiousness within the Big Five Personality domains were seen to be significant variables when it came to discriminating the groups. These findings indicated that the short version of the BFI may be useful in understanding for game user behaviors When it comes to cultural research, digital game takes up a significant role. We can see that from the fact that game, which has only been considered as a leisure activity or commercial means, is being actively research for its methodological, social role and function. Among digital game's several meanings, one of the most noticeable ones is the research on its critical, social participating function. According to Jame Paul gee, the most important merit of game is 'projected identity'. This means that experiences from various perspectives is possible.[1] In his recent autobiography , he described gamer as an active problem solver. In addition, Gonzalo Francesca also suggested an alternative game developing method through 'game that conveys critical messages by strengthening critical reasons'. [2] They all provided evidences showing game can be a strong academic tool. Not only does a genre called social game exist in the field of media and Social Network Game, but there are also some efforts to positively evaluate its value Through these kinds of researches, we can study how game can give positive influence along with the change in its general perception, which would eventually lead to spreading healthy game culture and enabling fresh life experience. This would better bring out the educative side of the game and become a social communicative tool. The object of this game is to provide a possibility that the social aspect can be strengthened within the game environment and analyze whether it actually influences the problem solving of real life problems. Therefore suggesting it's direction of alternative play means positive game simulation.

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.53-61
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    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

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A Study on Applying Real Card to Online Trading Card Game (온라인 TCG 게임에의 현실 카드 적용 방안 연구)

  • Park, Jong-Il;Kim, Soo-Hong
    • Journal of Korea Game Society
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    • v.12 no.4
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    • pp.45-51
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    • 2012
  • Current virtual game interfaces cannot comprehend our metaphor, cannot reflect on our natural behavior aspect, cannot make us immerse into a game, and makes a barrier between virtual game space and our real behavior. It is very meaningful issue to use real objects tightly related to human-being's behaviors or reactions for interacting with game applications. Interactive Augmented Reality interfaces may augment users' perception of the real world by adding virtual information to it. We attempted an experiment on camera-based non-marker interface for online TCG application. This experiment uses real TCG cards which are recognized by our two phases Image KeyPoint Extraction/Matching Algorithm. These initiative experiments not only enlarge immersion and reality to the game, but also make real and virtual world seamless.

Traffic Analysis and Modeling for Network Games (네트워크 게임 트래픽 분석 및 모델링)

  • Park Hyo-Joo;Kim Tae-Yong
    • Journal of Korea Multimedia Society
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    • v.9 no.5
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    • pp.635-648
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    • 2006
  • As the advances of Internet infra structure and the support of console and mobile for network games, the industry of online game has been growing rapidly, and the online game traffic in the Internet has been increasing steadily. For design and simulation of game network, the analysis of online game traffic have to be preceded. Therefore a number of papers have been proposed for the purpose of analyzing the traffic data of network games and providing the models. We make and use GameNet Analyzer as a dedicated tool for game traffic measurement and analysis in this paper. We measure the traffic of FPS Quake 3, RTS Starcraft and MMORPG World of Warcraft (WoW), and analyze the packet size, packet IAT(inter-arrival time), data rate and packet rate according to the number of players and in-game behaviors. We also present the traffic models using measured traffic data. These analysis and models of game traffic can be used for effective network simulation, performance evaluation of game network and the design of online games.

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Comparative Study on Nutrients Intake, Physical Activities and Bone Mineral Density of Specialized Game High School dentsaccording to Obesity Level (게임특성화 고등학교 학생의 비만도에 따른 영양상태, 생활습관 및 골밀도 비교 연구)

  • Oh, Yun-Kyoung;Sohn, Cheong-Min
    • Korean Journal of Community Nutrition
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    • v.15 no.3
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    • pp.393-402
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    • 2010
  • The purpose of this study was performed to evaluate the prevalence of overweight and to compare the dietary behaviors, nutrient intake and physical activities of specialized game high school students. Total of 163 subjects participated and their weight, height, waist circumference, hip circumference and bone status by a quantitative ultrasound method were measured. The subjects were surveyed by a self-administered questionnaire about general characteristics, dietary behaviors and physical activities. Nutrient intakes of the subjects were assessed by semi-quantitative food frequency questionnaire. The subjects were divided into four groups on their obesity level by BMI. The prevalence of underweight, normal, overweight and obese group was 6%, 58%, 16%, and 20% respectively. BMI was negatively correlated with bone mineral density (p < 0.01) and positively correlated with WHR (p < 0.01). The dietary guideline compliance score for "Enjoy Korean rice food style" was 2.63, followed by "Prepare food sanitarily"2.48, "Do not skip breakfast"2.29, "Eat a variety of vegetables, fruits, dairy products daily"2.25, "Drink water instead of beverage"2.10, "Choose less fried foods"2.09 and "Maintain healthy weight"1.91. The exercise frequency of walking was not significantly different between groups; however, heavy exercise frequency was significantly lower in underweight group than the other groups (p < 0.05). The energy intake was 2153 kcal, which was 81.2% of the Estimate Energy Requirement, and the intake of calcium and vitamin $B_2$ was 66.7% and 77.8% of KDRIs. Particularly, the intake of iron, vitamin A and vitamin C was about 59.4%, 52.2% and 55.4% of KDRIs and INQ was 0.71, 0.63 and 0.65 respectively, and intake of folic acid fell behind 39.1% of KDRIs and INQ was 0.46. Our study suggests that the systematic and continuous nutrition education will have to be provided at schools to improve dietary and health behaviors and prevent chronic metabolic disease for students of specialized game high school.

Convergent Factors Affecting Problem Behaviors in Out-of-school Adolescents: A Focus on Gender Difference (학교 밖 청소년의 문제행동 관련 융복합적 요인: 성별차이를 중심으로)

  • Lee, Jaeyoung
    • Journal of Digital Convergence
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    • v.16 no.10
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    • pp.333-342
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    • 2018
  • The objective of this study was to investigate the problem behavior and its convergent factors in out-of-school adolescents, with a focus on gender differences. This study was a secondary data analysis study using out-of-school adolescents research data at Busan women and family development institute. The study was conducted in a total of 499 out-of-school adolescents (337 males, 162 females). The type of the 8 problem behaviors (run away from home, drop out, prostitution, violence, internet game addiction, theft, drug addiction, and smoking) were identified. The collected data were analyzed with multiple logistic regression. Among the problem behaviors of the participants, internet game addiction and theft were more significantly high in male out-of-school adolescents than female out-of-school adolescents. In internet game addiction, male out-of-school adolescents were 1.90 times higher than female out-of-school adolescents (p=.008, 95% CI=1.18-3.06). In theft, male out-of-school adolescents were 1.92 times higher than female out-of-school adolescents (p=.006, 95% CI=1.21-3.03). When the social measures were provided for those adolescents, a distinguished approach is required depending on the problem behavior and gender.

One-man Mobile Casual Game Production Using Unity 3D (Unity 3D를 활용한 1인 모바일 캐주얼 게임 제작)

  • Jung, Seo-Won;Kim, Jin-Mo
    • Journal of Digital Contents Society
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    • v.15 no.4
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    • pp.501-512
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    • 2014
  • Due to smart phones introduced since 2007, mobile contents production become activated and with this trend, attention among different age groups to production of mobile games has been growing. Whereas in the past, development of games was the domain of developers equipped with technical knowledge, provision of editor-type engines in recent times is lowering the high barrier of entry to game production. This paper proposes an event-based module design method from the perspective of general users, aimed at producing games by oneself with a Unity 3D, one of editor-type game engines. This is to plan behaviors and roles in the unit of modules in the whole process of a game to be in line with the perspective of game production by one person. Each module includes diverse events that express game characteristics. In addition, the script function provided by the Unity 3D is appropriate to embody the proposed module structure and utilizes the Unity 3D. Lastly, this study produce a simple 3D mobile casual game in order to verify whether effective game production from the planning to the development is possible through the proposed method.