• Title/Summary/Keyword: gaming

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Relationship between Adjustment to School Life and Stress Coping Style in Adolescents (청소년들의 학교생활적응과 스트레스 대처 방식 간의 관계)

  • Lee, Gyuyoung
    • Journal of the Korean Society of School Health
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    • v.26 no.1
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    • pp.34-44
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    • 2013
  • Purpose: The purpose of this study is to identify the relationship between school adjustment and stress-coping styles among adolescents. Methods: This is a descriptive correlation survey using a convenience sample of 701 middle school students in Seoul, Gyeonggi, Incheon, Jeonbuk, and Gangwon province, Korea. The study's questionnaire included a scale of school adjustment and a scale of stress-coping style. The data analysis, using the SPSS 19.0 program, involved frequency, the mean and standard deviation, the t-test, ANOVA, the scheffe test, and the Pearson correlation coefficient. Results: Positive correlations were identified between positive stress-coping styles and the adjustment to school life of adolescents. The degree of school adjustment varied significantly according to the region, grade, attending private educational institutes after school or not, academic performance, daily study hours after school, and the hours students spend on gaming and Internet use a day. With regard to the behaviors to cope with stress, teenagers with a higher sense of life-satisfaction tended to show active coping behaviors, and female students were more likely to show positive or negative coping behaviors than mystic coping behaviors. Since adolescents' stress-coping styles showed connection with their adjustment to school, it is necessary to develop stress management programs to help middle school students adjust to school life. Conclusion: Based on the study's findings, it is important to develop programs which can help students adjust to school and learn how to cope with stress positively.

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Designing a Digital Reconstruction of Koguryo Mural using Virtual Reality Technology for Interactive Cultural Heritage Learning (상호작용적인 문화 교육을 위해 가상현실을 이용한 고구려 벽화 복원 연구)

  • Cho Yong-Joo;Moon Hyung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.8
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    • pp.1359-1365
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    • 2006
  • Digital Koguryo is a virtual reality reconstruction of the Koguryo mural tumulus, Anak No. 3, designed for an interactive educational gaming and learning environment. Digital Koguryo aims at not only developing a digital reconstruction of cultural heritage but also helping young students learn the living style and the custom of Koguryo Kingdom while playing the game environment. This paper describes the digital restoration process of Koguryo mural paintings and 3D structure, as well as the construction of educational virtual environment designed to get more user's interests. It then discusses a few design issues learned from the development and the public demonstration. Finally, it will present the future research directions to improve the users' immersion.

Opportunistic Routing for Bandwidth-Sensitive Traffic in Wireless Networks with Lossy Links

  • Zhao, Peng;Yang, Xinyu
    • Journal of Communications and Networks
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    • v.18 no.5
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    • pp.806-817
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    • 2016
  • Opportunistic routing (OR) has been proposed as a viable approach to improve the performance of wireless multihop networks with lossy links. However, the exponential growth of the bandwidth-sensitive mobile traffic (e.g., mobile video streaming and online gaming) poses a great challenge to the performance of OR in term of bandwidth guarantee. To solve this problem, a novel mechanism is proposed to opportunistically forwarding data packets and provide bandwidth guarantee for the bandwidth-sensitive traffic. The proposal exploits the broadcast characteristic of wireless transmission and reduces the negative effect of wireless lossy links. First, the expected available bandwidth (EAB) and the expected transmission cost (ETC) under OR are estimated based on the local available bandwidth, link delivery probability, forwarding candidates, and prioritization policy. Then, the policies for determining and prioritizing the forwarding candidates is devised by considering the bandwidth and transmission cost. Finally, bandwidth-aware routing algorithm is proposed to opportunistically delivery data packets; meanwhile, admission control is applied to admit or reject traffic flows for bandwidth guarantee. Extensive simulation results show that our proposal consistently outperforms other existing opportunistic routing schemes in providing performance guarantee.

Knowledge Contribution through online Relationship in Social Network Site: Personal Relationship Theory Perspective (소셜 네트워크 사이트에서 온라인 관계를 통한 지식공헌: 개인관계이론 관점)

  • Chung, Namho;Han, Heejeong;Koo, Chulmo
    • Knowledge Management Research
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    • v.12 no.5
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    • pp.25-40
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    • 2011
  • Today, Internet users start off using heavily SNS(Social Network Site) such like, Facebook, Twitter. The reason of the growth of using SNS would be closely related to the various services of gaming, playing, entertainment items, sharing information etc., provided by the SNS, technically, the most important one out of the services provided would be behaving of sharing knowledge among people who connected and networked in the site. In sum, we assume that the users may communicate well each other and pay attention to build closely a social network using that kind of activities. However, nevertheless the new trends of communications and sharing knowledge become popular, researchers have just began the research issues in explaining why Internet user rush into SNS and enjoy the time in there. Therefore, we investigate on the reasons of posting knowledge voluntarily in the SNS and how others response to the posted information and actually affected by the behavior. We appled personal relation and social identity theory for this study, which personal relation in SNS may affect on social identity and make them produce knowledge generation. We found that social identity and involvement in SNS is closely related and influence knowledge creation and generation. This empirical study resulted in the importance of social relations in SNS, which leads to a sharing knowledge.

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Design and Implementation of Smartphone-based 3D Shooting Game Using Virtual Button Technology (가상 버튼 기술을 활용한 스마트폰 기반 3차원 슈팅게임의 설계와 구현)

  • Kim, Taelee;Cho, Hyung-Ju;Seo, Jeonghun
    • Journal of Korea Multimedia Society
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    • v.21 no.6
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    • pp.712-722
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    • 2018
  • This study investigates the merits of incorporating augmented reality in mobile games and proposes a mobile game application that combines augmented reality technology with gaming. The proposed study postulates that augmented reality technology can be employed for developing games on smartphones. The proposed application involves the implementation of a 3D virtual object in the real world by incorporating a target image. The proposed application also employs an intuitive interface with simplified manipulation based on touch, and allows players to collect and combine items for acquiring new items, thus making it elementary to pass the game stages. Furthermore, a ranking system has been introduced in the proposed application for enhancing the amusement factor of the game. The novelty of the proposed application lies in the fact that the virtual button function has been employed for combining physical and virtual objects while playing the game, without incorporating location-based services.

An Effects of Network Externalities for Knowledge Sharing Intention in Social Networking Sites: Social Capital and Online Identity Perspective (소셜 네트워킹 사이트에서 네트워크 외부성이 지식공유 의도에 미치는 영향: 사회적 자본과 온라인 정체성 관점)

  • Lee, Jungmin;Chung, Namho
    • Knowledge Management Research
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    • v.13 no.3
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    • pp.1-16
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    • 2012
  • Nowadays, many first-time Internet users start off heavily using SNSs (Social Network Sites), such as Cyworld, Facebook, and Twitter. The reason for the growth of SNS use is closely related to the various services of gaming, playing, using entertainment items, sharing knowledge etc., provided by the SNS; technically, the most important of the services provided would be the behavior of sharing knowledge among people connected and networked in the site. In sum, we assume that the users may communicate well with each other and pay attention to building a close social network using the abovementioned activities. However, researchers have just begun to focus on the issues explaining why Internet users rush into SNSs and enjoy their time there. Therefore, we investigated the reasons for posting and sharing knowledge voluntarily on the SNS and how others respond to the posted knowledge and are actually affected by the behavior. We applied social identity theory and social capital theory in this study to find which network externalities in SNSs may affect online identity-based attachment and cause them to produce a knowledge sharing generation. We found that people's online identity in SNSs is closely related to and influences knowledge sharing. This empirical study resulted in the importance of social relations in SNSs, which leads to sharing knowledge.

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A Study on Design Techniques of Gaming Service Architecture with Android-base (안드로이드 기반의 게임서비스 아키텍처 설계기법에 관한 연구)

  • Ryu, Chang-Su;Hur, Chang-Wu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.16 no.11
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    • pp.2563-2568
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    • 2012
  • The growth speed of the industry of national smart phone game service has become faster and the its economical and cultural effect has increased steadily these days. The DB design for data perpetuation in C/S MMO which has accumulated data a lot and many simultaneous plays like smart phone games is very important. This paper, mindful of the operation and the scalability suitable for android OS, by utilizing RDBMS, enabling very short, many transactions, their complexity, and a large amount of game data process, suggests fully-qualified MMORPG game service architecture design techniques widely available for more than online game industries.

The Method for Estimating the Inverse Demand Curve of Cournot Model in Electricity Market (전력시장 적용을 위한 쿠르노 모델에서의 역수요함수 추정 방법 제안)

  • Kang Dong-Joo;Hur Jin;Kim Tae-Hyun;Moon Young-Hwan;Lee Keun-Dae;Chung Koo-Hyung;Kim Balho H.
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.2
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    • pp.79-87
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    • 2005
  • At present Cournot model is one of the most commonly used theories to analyze the gaming situation in oligopoly market. But there exist several problems to apply this model to electricity market. The representative one is to obtain the inverse demand curve able to be induced from the relationship between market price and demand response. In Cournot model, each player offers their generation quantity to accomplish maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears on the long-term basis through the statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium.

A Proposal for Inverse Demand Curve Production of Cournot Model for Application to the Electricity Market

  • Kang Dong-Joo;Oh Tae-Kyoo;Chung Koohyung;Kim Balho H.
    • KIEE International Transactions on Power Engineering
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    • v.5A no.4
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    • pp.403-411
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    • 2005
  • At present, the Cournot model is one of the most commonly used theories to analyze the gaming situation in an oligopoly type market. However, several problems exist in the successful application of this model to the electricity market. The representative one is obtaining the inverse demand curve able to be induced from the relationship between market price and demand response. In the Cournot model, each player offers their generation quantity to obtain maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect the real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears over the long-term through statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as the trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium.

A Proposed Method for Estimating Demand function of Cournot Model in Electricity Market (전력시장에서의 쿠르노 수요함수 추정)

  • Kang, Dong-Joo;Hur, Jin;Oh, Tae-Kyoo;Chung, Koo-Hyung;Kim, Bal-Ho H.
    • Proceedings of the KIEE Conference
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    • 2005.11b
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    • pp.168-170
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    • 2005
  • At present Cournot model is one of the most commonly used theories to analyze the gaming situation in oligopoly market. But there exist several problems to apply this model to electricity market. The representative one is to obtain the inverse demand curve able to be induced from the relationship between market price and demand response. In Cournot model, each player offers their generation quantity to accomplish maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears on the long-term basis through the statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium

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