• 제목/요약/키워드: gaming

검색결과 331건 처리시간 0.022초

3D 1인칭 슈팅 게임에서의 시각적 요소와 주체 (Screen Image and Subjectivity of 3D First-Person Shooting Game)

  • 전경란
    • 한국게임학회 논문지
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    • 제10권3호
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    • pp.37-45
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    • 2010
  • 이 연구에서는 3D 1인칭 슈팅게임의 시각적 요소를 살펴보고, 그 고유한 특징으로 인해 새롭게 구성되는 주체의 문제를 검토하였다. 3D 1인칭 슈팅게임은 현실 세계에서 인간이 갖는 시각 경험을 재매개함으로써 게이머로 하여금 몰입감을 창조한다. 주관적 시점의 구성, 상대적으로 투명한 인터페이스의 설정 등은 3D 1인칭 슈팅게임의 영상이 지니고 있는 특징이라 할 수 있다. 이러한 게임의 시각적 요소를 통해 구성되는 주체는 영화에서 봉합과 같은 장치를 통해 형성되는 주체와 다른 것이며, 게이머는 주관적 시점과 자율적인 영상 구성을 통해 시선의 주체, 행위의 주체이자 서술의 주체가 된다. 그러나 3D 1인칭 슈팅게임에서 게이머는 완전한 의미의 말하는 주체가 아니라 시야의 제한으로 인해 불완전한 수준의 주체에 머무르게 된다.

A dynamic procedure for defection detection and prevention based on SOM and a Markov chain

  • Kim, Young-ae;Song, Hee-seok;Kim, Soung-hie
    • 한국산학기술학회:학술대회논문집
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    • 한국산학기술학회 2003년도 Proceeding
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    • pp.141-148
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    • 2003
  • Customer retention is a common concern for many industries and a critical issue for the survival in today's greatly compressed marketplace. Current customer retention models only focus on detection of potential defectors based on the likelihood of defection by using demographic and customer profile information. In this paper, we propose a dynamic procedure for defection detection and prevention using past and current customer behavior by utilizing SOM and Markov chain. The basic idea originates from the observation that a customer has a tendency to change his behavior (i.e. trim-out his usage volumes) before his eventual withdrawal. This gradual pulling out process offers the company the opportunity to detect the defection signals. With this approach, we have two significant benefits compared with existing defection detection studies. First, our procedure can predict when the potential defectors could withdraw and this feature helps to give marketing managers ample lead-time for preparing defection prevention plans. The second benefit is that our approach can provide a procedure for not only defection detection but also defection prevention, which could suggest the desirable behavior state for the next period so as to lower the likelihood of defection. We applied our dynamic procedure for defection detection and prevention to the online gaming industry. Our suggested procedure could predict potential defectors without deterioration of prediction accuracy compared to that of the MLP neural network and DT.

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Are Online and Offline Delinquency Mutually Exclusive? Blurred Boundaries between Cyber Space and the Real-World

  • Ko, Nayoung;Hong, Myeonggi;Hwang, Jeeseon;Chang, Jeonghyeon;Hwang, EuiGab
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권8호
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    • pp.3048-3067
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    • 2021
  • This study examines the similarities and differences between the causes of juvenile delinquency in online and offline environments and in personal characteristics. The study utilizes data from the '2014 Survey on Juvenile Victimization in Korea'. The population of this survey is students attending middle and high schools across the country. While this paper is based on the Self-Control theory, opportunity factors based on the Routine Activity theory and the Situational Action theory are also applied. Results show that the causes of offline delinquency are low self-control, routine activity and frequent gaming and SNS use. The causes of online delinquency are high self-control, existence of communication with unknown persons and the spectrum of personal information online. The common element of offline and online delinquency was the presence of delinquent peers. These results show that while online and offline delinquency cannot be explained with the same methodology, at the same time they are not mutually exclusive.

FDVRRP: Router implementation for fast detection and high availability in network failure cases

  • Lee, Changsik;Kim, Suncheul;Ryu, Hoyong
    • ETRI Journal
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    • 제41권4호
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    • pp.473-482
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    • 2019
  • High availability and reliability have been considered promising requirements for the support of seamless network services such as real-time video streaming, gaming, and virtual and augmented reality. Increased availability can be achieved within a local area network with the use of the virtual router redundancy protocol that utilizes backup routers to provide a backup path in the case of a master router failure. However, the network may still lose a large number of packets during a failover owing to a late failure detections and lazy responses. To achieve an efficient failover, we propose the implementation of fast detection with virtual router redundancy protocol (FDVRRP) in which the backup router quickly detects a link failure and immediately serves as the master router. We implemented the FDVRRP using open neutralized network operating system (OpenN2OS), which is an open-source-based network operating system. Based on the failover performance test of OpenN2OS, we verified that the FDVRRP exhibits a very fast failure detection and a failover with low-overhead packets.

뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과 (Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction)

  • 주명우;손정락
    • 디지털융복합연구
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    • 제17권9호
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    • pp.479-486
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    • 2019
  • 본 연구는 뉴로피드백 (Neurofeedback) 훈련이 게임중독 증상이 있는 대학생들의 뇌파, 다차원적 충동성, 감각추구, 게임중독 증상 및 게임 갈망에 미치는 효과를 알아보기 위한 것이다. 386명의 대학생을 대상으로 "한국형 성인용 게임중독 척도 (KGAS), 다차원적 충동성 척도 (UPPS-P), 역학조사센터 우울증 척도 (CES-D)"를 실시하였고, 이를 토대로 12명의 대학생을 처치집단에 6명, 통제집단에 6명씩 배정하였다. 뉴로피드백 집단에게 총 20회기의 뉴로피드백 훈련을 실시하였고, 통제집단에는 어떠한 처치도 실시하지 않았다. 연구 결과, 뉴로피드백 집단은 통제집단에 비해 뇌파, 게임중독 증상 심도와 충동성에서 유의한 향상이 있었고, 이러한 향상은 추적 조사에서도 유지되었다.

박물관 전시용 기능성 게임을 위한 가이드라인 연구 (Guidelines for Serious Game Museum Exhibits)

  • 권정민
    • 한국게임학회 논문지
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    • 제19권4호
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    • pp.119-138
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    • 2019
  • 박물관에서의 디지털 전시의 확장에 따라 사용자의 경험 또한 점차로 강조되고 있는 추세이다. 그러나 기존의 박물관 관련 게임 연구는 주로 게임 개발 기술과 사례 소개 등 개발자 중심의 연구가 주를 이루어 왔으며 다양한 분야의 연구를 융합하여 기준을 제시하고자 하는 노력은 아직 미미한 실정이다. 이에 본 논문에서는 박물관 전시로서의 기능성 게임이 박물관의 목적에 부합하게 디자인되기 위한 가이드라인을 제시하고자 하였다. 이를 위해 박물관 교육, 공공장소에서의 HCI, 기능성 게임, 유니버설 디자인 등의 분야에서 박물관 게임과 관련된 문헌을 찾아 각 분야 연구를 내용분석하여 코딩한 후 좋은 디자인의 기준을 종합하여 정리하였다. 연구 결과 인지/물리, 개인/사회적 맥락 학습모형에 기초하여 총 16개 항목의 가이드라인이 추출되었다. 본 연구에서 개발된 가이드라인은 향후 박물관 내 기능성 게임의 디자인과 전시의 질을 향상시키는데 사용될 수 있을 것이다.

메타버스 비대면 친구사귀기 시스템 디자인 및 구현 (Metaverse Friend Making System Design and Implement)

  • 정혜경;고장혁
    • 반도체디스플레이기술학회지
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    • 제20권3호
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

How Do Children Interact with Phishing Attacks?

  • Alwanain, Mohammed I
    • International Journal of Computer Science & Network Security
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    • 제21권3호
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    • pp.127-133
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    • 2021
  • Today, phishing attacks represent one of the biggest security threats targeting users of the digital world. They consist of an attempt to steal sensitive information, such as a user's identity or credit and debit card details, using various methods that include fake emails, fake websites, and fake social media messages. Protecting the user's security and privacy therefore becomes complex, especially when those users are children. Currently, children are participating in Internet activity more frequently than ever before. This activity includes, for example, online gaming, communication, and schoolwork. However, children tend to have a less well-developed knowledge of privacy and security concepts, compared to adults. Consequently, they often become victims of cybercrime. In this paper, the effects of security awareness on users who are children are investigated, looking at their ability to detect phishing attacks in social media. In this approach, two Experiments were conducted to evaluate the effects of security awareness on WhatsApp application users in their daily communication. The results of the Experiments revealed that phishing awareness training has a significant positive effect on the ability of children using WhatsApp to identify phishing messages and thereby avoid attacks.

A Study on Brand Image Analysis of Gaming Business Corporation using KoBERT and Twitter Data

  • Kim, Hyunji
    • 한국게임학회 논문지
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    • 제21권6호
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    • pp.75-86
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    • 2021
  • 브랜드 이미지는 고객, 이해관계자, 시장 전체가 해당 브랜드를 어떻게 보고 인지하는지를 뜻한다. 긍정적 브랜드 이미지는 계속적인 구매를 유발하지만, 부정적인 브랜드 이미지는 구매를 중단하게 만드는 등 소비자의 구매행동에 직결되기 때문에, 기업 입장에서는 빠르고 정확히 파악할 필요가 있다. 현재 브랜드 이미지를 조사하는 방법으로는 설문조사, SNS조사 등이 있는데, 표본의 수가 한정되고 시간과 비용이 많이 소요된다는 이슈가 있다. 따라서 본 연구에서는 딥러닝 기반의 KoBERT 모델을 활용하여 소셜미디어 상의 텍스트 데이터에 대한 감성분석을 실시한 후, 이를 브랜드 이미지 분석에 활용하는 방법을 제시하고, 이에 대한 성능을 검증하였다. 결과적으로, 다섯 개의 브랜드 이미지 순위를 매긴 결과가 한국기업평판연구소의 순위와 일치함으로써 본 연구의 사용성을 입증하였다.

The Role of Wearable Devices for the Success of the Healthcare Business: Verification from PRISMA Approach

  • KIM, Ji-Hye;KANG, Eungoo
    • 융합경영연구
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    • 제10권4호
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    • pp.13-24
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    • 2022
  • Purpose: Although numerous research has covered content on trends in the adoption and use of wearable devices, their uses across several sectors such as healthcare, gaming, and fashion, there seems to be a considerable paucity with regard to empirical research focusing on the solutions for factors that undermine the effectiveness of wearable devices in healthcare. The present research aims to highlight what has been covered on wearable devices in healthcare while highlighting the limitations for future research. Research design, data, and methodology -The present authors conducted one of the most famous qualitative literature approach which has been called as PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) statement. The selecting criteria for eligible prior studies was estimated by whether studies are suitable for the current research, identifying they are peer-reviewed and issued by notable publishers between 2017 and 2022. Result - Our results indicated that (1) Increasing the Affordability and User Education on Wearable Devices in Healthcare (2) Tackling the Technological Issues in Wearable Devices to Promote Healthcare Delivery (3) Solving Security and Privacy Issues Associated with Wearable Devices (4) Promoting Standards and Appropriate Regulations for Wearable Devices. Conclusion - To add, resolving the technological issues associated with wearable devices in healthcare will ensure that the new devices in the market will have longer battery life, multiple functions, and enhanced accuracy, thus ensuring that patients receive better care. Necessary interventions are taken on time to avoid any deleterious consequences such as proliferating mortality rates among the different patient groups.