• Title/Summary/Keyword: use for game

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A Development of Metadata Integration Management System for Serious Game (기능성게임 메타데이터 통합관리시스템 개발)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.4
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    • pp.57-64
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    • 2013
  • During the past 10 years, serious game industry has been growing steadily. But the system which could stably and reliably provide metadata information and quality information related to serious game remained unexploited. Existing systems only support the basic management functions of metadata search centered. Therefore, we have developed an integrated system to manage the quality information of serious game as well as to improve the inconvenient details of the existing systems. And we designed quality evaluation elements and quality information supply-methods, and linked up them to the system. Furthermore, we conducted user's satisfaction assessment survey on the use of the system. The advantage of the system is that the system provide a lot of useful information for general users and developers, and support a tool to manage all information related to serious game by easy and convenient method for managers.

Classification of Smartphone Game based on Mechanics (게임 메커니즘에 따른 스마트폰 게임 분류 연구)

  • Chun, Yeonbi;Chang, Sung Kyun;Woo, Tack
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.15-24
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    • 2012
  • The recent growth of smartphone users and high speed network has fueled the expansion of the market for mobile application. Among these applications with various purposes, smartphone games are the hottest contents on this market. Smartphone games are far different from former games due to their new input and output interface (e.g. touch sensors and gyro sensors).It is possible that the most resonable way to categorize these new smartphone games is comparisons of different objects, in this case, various smarphone games. But there exists no classification of the games neither for the use of the market nor the purpose of researches. Even though there are few classifications for games, those classifications have a major flaw that their criteria are derived from superficial features of games. In this paper, we propose a new method to categorize smartphone games through game mechanics of principal design components.

3D First Person Shooting Game by Using Eye Gaze Tracking (눈동자 시선 추적에 의한 3차원 1인칭 슈팅 게임)

  • Lee, Eui-Chul;Park, Kang-Ryoung
    • The KIPS Transactions:PartB
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    • v.12B no.4 s.100
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    • pp.465-472
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    • 2005
  • In this paper, we propose the method of manipulating the gaze direction of 3D FPS game's character by using eye gaze detection from the successive images captured by USB camera, which is attached beneath HMB. The proposed method is composed of 3 parts. At first, we detect user's pupil center by real-time image processing algorithm from the successive input images. In the second part of calibration, when the user gaze on the monitor plane, the geometric relationship between the gazing position of monitor and the detected position of pupil center is determined. In the last part, the final gaze position on the HMD monitor is tracked and the 3D view in game is controlled by the gaze position based on the calibration information. Experimental results show that our method can be used for the handicapped game player who cannot use his(or her) hand. Also, it can Increase the interest and the immersion by synchronizing the gaze direction of game player and the view direction of game character.

The Relationship between Male Adolescents' ADHD Traits and Life Satisfaction: Focused on Mediating Effect of Interpersonal Initiation and Internet Game Addiction (남자 청소년의 ADHD성향과 삶의 만족 간의 관계: 대인관계 형성과 인터넷 게임중독의 매개효과를 중심으로)

  • Chung, Sung-Jin
    • The Journal of the Korea Contents Association
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    • v.22 no.3
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    • pp.212-221
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    • 2022
  • This study aimed to analyze the relationship between ADHD trait and life satisfaction among male adolescents, and to examine the mediating effect of interpersonal initiation and internet game addiction on that relationship. The participants were 285 male students from middle and high schools. For this study, World Health Organization ADHD Self-Report Scale, Interpersonal Competence Questionnaire, Internet Gaming Use-Elicited Symptom Screen, and Satisfaction with Life Scale were used. PROCESS Macro 3.5 Model 4 was used to analyze a double mediating effect. Results revealed that male adolescents' ADHD trait was negatively correlated with interpersonal initiation and life satisfaction, while it was positively correlated with their internet game addiction. And, male adolescents' interpersonal initiation was positively correlated with life satisfaction, whereas internet game addiction was negatively correlated with life satisfaction. In addition, male adolescents' interpersonal initiation and game addiction were mediating ADHD trait and life satisfaction. These findings suggest that the interpersonal initiation and game addiction should be treated to improve life satisfaction of male adolescents with high ADHD trait.

A Study on the Development Strategy of VR Game Content by Group Based on Conjoint Analysis (컨조인트 분석을 통한 집단별 VR게임콘텐츠의 개발 전략에 관한 연구)

  • Lee, Ho Seok;Jeong, Jong In;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.21 no.1
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    • pp.137-146
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    • 2020
  • VR(Virtual Reality), which has drawn attention as a major area in ICT, is currently being used in various fields, including medical care, movies and architecture. Although VR technology is used in various fields, contents are mainly developed by creators where needs of users are easily left out of consideration leading to failure in forming a consensus between UI(User Interface) and UX(user experience). To identify the consumer preference and attribute level of VR game content, which is responsible for the largest proportion of VR contents, this study was designed to examine the consumers' preference properties of VR game contents through a Conjoint Analysis and derive the relative importance and weightings of each group. The study collected 166 questionnaires over a total of three months from May to July 2019, 150 of which were completed (90.4%). Statistic analysis was conducted using SPSS Ver. 25.0. The results of the study showed that the genre of the game (42.6%), number of players (24.0%), price for payment (20.3%) and game planning (13.1%) were important attributes in choosing VR games. The optimal mix of attributes was derived with new games, RPGs, multi-play and medium price (22,000 KRW). Before mentioning technology in the expectations of users who use VR game content, which is the most preferred among VR contents, this study recognized the need to have a fun and new experience through VR game content. Therefore, it is expected that this will serve as a reference for consumer behavior of VR game contents and research on VR game contents development.

Polygonal Model Simplification Method for Game Character (게임 캐릭터를 위한 폴리곤 모델 단순화 방법)

  • Lee, Chang-Hoon;Cho, Seong-Eon;Kim, Tai-Hoon
    • Journal of Advanced Navigation Technology
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    • v.13 no.1
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    • pp.142-150
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    • 2009
  • It is very important to generate a simplified model from a complex 3D character in computer game. We propose a new method of extracting feature lines from a 3D game character. Given an unstructured 3D character model containing texture information, we use model feature map (MFM), which is a 2D map that abstracts the variation of texture and curvature in the 3D character model. The MFM is created from both a texture map and a curvature map, which are produced separately by edge-detection to locate line features. The MFM can be edited interactively using standard image-processing tools. We demonstrate the technique on several data sets, including, but not limited to facial character.

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Measuring the accuracy of the Pythagorean theorem in Korean pro-baseball (한국프로야구에서의 피타고라스 정리의 정확도 측정)

  • Lee, Jangtaek
    • Journal of the Korean Data and Information Science Society
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    • v.26 no.3
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    • pp.653-659
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    • 2015
  • The Pythagorean formula for baseball postulated by James (1982) indicates the winning percentage as a function of runs scored and runs allowed. However sometimes, the Pythagorean formula gives a less accurate estimate of winning percentage. We use the records of team vs team historic win loss records of Korean professional baseball clubs season from 2005 and 2014. Using assumption that the difference between winning percentage and pythagorean expectation are affected by unusual distribution of runs scored and allowed, we suppose that difference depends on mean, standard deviation, and coefficient of variation of runs scored per game and runs allowed per game, respectively. In conclusion, the discrepancy is mainly related to the coefficient of variation and standard deviation for run allowed per game regardless of run scored per game.

Does Fixed Assets Revaluation Create Avenues for Financial Numbers Game? Evidence from a Developing Country

  • RAHMAN, Md. Tahidur;HOSSAIN, Syed Zabid
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.9
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    • pp.293-304
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    • 2020
  • The study reveals the extent of changes in selective financial numbers caused by fixed asset revaluation (FAR) and explores whether there was a management motive for playing the financial numbers game through using the FAR model. The data set consists of a sample of 142 listed companies purposively selected from 13 industries. The study found a significant impact of FAR on the net asset value (NAV), fixed asset intensity (FAI), and debt-to-equity ratio (DER). These findings are supported by the political cost and the debt covenant hypotheses. The study also observed a high growth of fixed assets by 9.5% to 14,603.8% resulting from FAR. More revealing is that FAR increased NAV in revaluer companies by an average of 427.20% as compared to 6.86% in non-revaluer companies. Even some companies with negative NAV took resort on FAR to show positive NAV. Besides, revaluer companies managed to reduce their DER by 70.45% as opposed to an increase of 8.45% in non-revaluer companies. Hence, the study concludes that most of the publicly-listed companies are involved in financial numbers game by the use of the FAR model. To build confidence among investors, companies should practice FAR rightly and disclose related information to help reduce information asymmetry.

Analysis for the Correlations between health Problems and Computer Game Needs in the Elderly (노인들의 건강문제와 컴퓨터 게임 요구도의 상관성 분석)

  • Lim, Kyung-Choon;Lee, Yoon-Jung;Ahn, Joon-Hee
    • The Journal of the Korea Contents Association
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    • v.9 no.11
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    • pp.475-486
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    • 2009
  • Regular activity program is needed for managing chronic disease and obesity and preventing falls as a nursing intervention. It seems that serious game will be very important for older people to keep them active with fun to improve their health. This study was conducted to explore the correlations between health problems and computer game needs in the elderly. This was a cross-sectional study. A questionnaire was developed and administered to a convenience sample of adults who are older than 55 years, recruited from several places through trained research assistants and research center that has online pools in Korea. 778 subjects (mean age: $61.4\;{\pm}\;5.6$) were participated in this study. The majority of subjects was male (68.6%). We found that there was higher needs for exercise or serious game in the group of ma1e(55.4%), below undergraduate(66.2%), under two family members(32.5%), over 350,000 won of pocket money/month (40.1%), mild depressive symptom (51.7%), and online responser(68%). Especially, they wanted to overcome physical limitations through games. Higher education, more experiences and skills of using computer/internet was statistically and positively significant to the needs for exercise or serious game. In conclusion, there exists a potential market within this demographic group for the use of serious games. Thus, we need to develop senior games in Korean to improve quality of life and health promotion.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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