• Title/Summary/Keyword: use for game

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Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Development of Coupon based Earnings Model in Smart Phone Game Market (스마트 폰 게임시장에서 쿠폰을 기반으로 한 수익 창출 프레임워크 개발)

  • Bae, Gook Jea;Lee, Jun Young;Kim, Soo Kyun;Kang, Shin Jin
    • Journal of Korea Game Society
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    • v.14 no.2
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    • pp.19-28
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    • 2014
  • This paper studies current market of smart phone game and suggests the new earning model. In paper, it is not just for spending free time but seeking profits to play game. Making profits is operated in mutual beneficial way. First, a partnership company cooperates with a game company. And then the partnership company issues coupons about its product which game players can get in game and can use in real. by this way, the partnership company can expect the advertising effect. Besides, game company can spare some burden about earning by cooperation. Eventually It is respected that users spend their money and purchase products with coupon they get in game on offline shop. In this paper, the earning model is integrated in real platform and explain the process.

Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.157-163
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    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.

The Framework Design for Expansion in UCG Authoring Tool (확장성을 고려한 UCG 저작도구의 구조 설계)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.75-85
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    • 2008
  • For the activation and wide distribution of User Created Contents (UCC) sites have diversified user-created possibilities. Among these contents, User Created Game (UCG) sites are places where users can create and share their game contents with others. The method of UCG development can be classified into two categories according to the uses' level of professionalism. First, the method of using the authoring tools is suggested for those unfamiliar with the development or creation of contents. Although the authoring tool is easy to use, there are many functional limitations. Second, development using program languages is suggested for trained advanced users but has the limitation of a prolonged development period. This paper proposes a new method, generating the script which will expand the current functional limitations entailed behind the authoring tools used by first time and less trained users. In order to verify the proposed method in a real UCG development environment, a framework encompassing GUI, script generating function and program source generating function were constructed.

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Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.

Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

Design and Development Shooting Game base on Rhythm under Unity System (유니티 환경에서 리듬기반 슈팅 게임 설계 및 개발)

  • Kim, Min-Woo;Jeong, Sang-Woo;Jang, Cheol-Young;Sim, Kyu-Bo;Song, Teuk Seob
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.05a
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    • pp.797-799
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    • 2016
  • It is difficult for user to use arcade shooting games because patten of the missiles patterns are not dynamic. And users are hard to access to high level because spped of missiles is very fast. In this paper, we propose rhythm based shooting game. The game give us pleasant environment and use can play the game easily.

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Study on the game graphic contents of the China's MMORPG (중국 MMORPG 그래픽 콘텐츠에 관한 연구)

  • Ning, Shu-jia;Kueng, Byung-Pyo;Ryu, Seuc-ho;Lee, Wan-bok
    • Proceedings of the Korea Contents Association Conference
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    • 2010.05a
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    • pp.37-39
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    • 2010
  • China's online games have been developed a decade, the online game development is very fast. The last monitoring from "gameScan$^{TM}$" shows that there are 6 local manufacturing MMORPG games in the top 20 in march 2010 of china.Through research top 4 MMORPG games, their graphic content is too similar. All of them are the subject of Chinese Martial-Arts and Chinese Mythology, the graphic design elements all from China's traditional culture. This phenomenon will be two defects, the first if the design follow the trend, it can reduce the risk of failure, but it'll lack of competitiveness also. The second is it can meet the needs of Chinese culture for the game players in china, but the complex Chinese mythology and the culture of Martial-Arts are not easy to be accepted for foreigners. There are many European and American games failed in China, because of the differences cultural, the Game players can't understand the history, religion and culture. so, we can get some experience from the successful game cases of Korea and Japan. Use of common cultural elements combined with some Chinese traditional culture to create a new fantasy world. And try some now contents about future or science fiction.

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Evaluation of AHP-Based Mobile MMORPG Game Interface Usability (AHP 기반 모바일 MMORPG 인터페이스 사용성 평가)

  • Kwon, Il-Kyoung;Lee, Sang-Yong
    • Journal of Digital Convergence
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    • v.13 no.3
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    • pp.255-261
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    • 2015
  • The use of games using smartphones have become universal, and the market share of MMORPG among various game genres shows an uptrend. However, MMORPG requires complex interface in view of the genre characteristics, and therefore, there are difficulties in building interface for efficient game play. This study analyzed game interface characteristics to suggest MMORPG game interface suitable for the mobile environment, and carried out a questionnaire survey evaluation on the usability of fight, exploration, character and transaction interfaces targeting 12 users. To quantitatively evaluate the subjective questionnaire survey results, this study analyzed a correlation between the characteristics of game interface and popularity using AHP. As a result, there was a close correlation between game selection & popularity and interface, and this study ascertained that interface development through game interface usability evaluation using AHP was possible.

Game Theory for Routing Modeling in Communication Networks - A Survey

  • Pavlidou, Fotini-Niovi;Koltsidas, Georgios
    • Journal of Communications and Networks
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    • v.10 no.3
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    • pp.268-286
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    • 2008
  • In this work, we review the routing models that use game theoretical methodologies. A very common assumption in the analysis and development of networking algorithms is the full cooperation of the participating nodes. Most of the analytical tools are based on this assumption. However, the reality may differ considerably. The existence of multiple domains belonging to different authorities or even the selfishness of the nodes themselves could result in a performance that significantly deviates from the expected one. Even though it is known to be extensively used in the fields of economics and biology, game theory has attracted the interest of researchers in the field of communication networking as well. Nowadays, game theory is used for the analysis and modeling of protocols in several layers, routing included. This review aims at providing an elucidation of the terminology and principles behind game theory and the most popular and recent routing models. The examined networks are both the traditional networks where latency is of paramount importance and the emerging ad hoc and sensor networks, where energy is the main concern.