• Title/Summary/Keyword: 게임의 품질 평가

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Design of the Interactive Educational Game using the Digital Game-based Learning Methodology (디지털 게임 기반 학습 방법을 이용한 대화형 교육 게임의 설계)

  • Wahyutama, Aria Bisma;Agustin, Ririn Dwi;Hwang, Mintae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.10
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    • pp.1337-1344
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    • 2021
  • This paper presents an interactive educational game design procedure using the DGBL (Digital Game-based Learning) methodology that will help developers to design a multipurpose educational game. The DGBL consists of five stages, which are Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. This paper is focusing only on the specific technologies included in the Analysis and Design stages based on the DGBL. The first Analysis stage consists of gathering requirements, determining game ideation and learning objectives, and the second Design stage consists of defining the game architecture and database scheme. In this paper, we have designed a lecturers introduction game for a new student or freshmen as a case study to apply the Analysis and Design stages based on DGBL, as well as showing the prototype result in the form of a storyboard.

A Hand-off Technique for Cellular Networks Using Game Theory (셀룰라 네트워크에서 게임 이론을 이용한 핸드오프 기법)

  • Hong, Jin-Dae;Lee, Sin-Kyu;Kim, Hyun-Tae;Ra, In-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2399-2404
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    • 2009
  • In cellular network systems one of the most significant quality metrics to measure quality of performance is the average number of call drops in a system. It ensures that the active calls in the system are successfully completed without being dropped in the mid communication for ultimate customer satisfaction. Hand-off mechanism increases cellular system reliability by seamless continuation of active calls by transferring active calls from one base station to another. In this paper, we study and propose a simple hand-off mechanism using game theory. We conclude that using the simple QoS utility function proposed in this paper, our optimal deterministic hand-off strategy is to transfer the active calls to the base station with greater signal-to-interference ratio (SIR) and greater number of available channels.

Evaluation of MOS for the Access Delay of Internet Service (인터넷 서비스의 접속지연에 대한 MOS 평가)

  • Lee, Hoon;Lee, Young-Ok
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.34 no.9B
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    • pp.900-907
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    • 2009
  • With the introduction of the concept such as QoS, QoE, and MOS for the multimedia services over the high-speed network the user's concern about the degradation in the perceived quality of service for the conventional data service has become a new problem to the Internet service providers. In this work we propose a method to evaluate the subjective QoE such as MOS for the high-speed Internet service, where the round trip time for the data transfer is taken into account as a performance parameter for the experienced delay. We develop a tool to evaluate an MOS that enables us to investigate the behavior of users for diverse delay times for the web access service, via which we analyze the sensitivity of users with regard to MOS as a function of delay.

기획 특집 - 전기에너지산업 현장(現場)을 가다 - LS산전(주)

  • 대한전기협회
    • JOURNAL OF ELECTRICAL WORLD
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    • s.408
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    • pp.69-76
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    • 2010
  • 'Smart Grid 선도 기업', '국내 최고의 전력 자동화 기업' 등이 최근 LS산전을 인식하는 대표적인 상징어로 각인되고 있다. 이 가운데 스마트 그리드 분야의 선도 이미지는 LS산전이 지난 10여 년간 투자해온 전력IT 분야의 결실로 평가되고 있다. 1974년 설립된 LS산전(대표 구자균)은 과거의 생존게임을 탈피, 대단위 투자를 통한 그린 비지니스 전략 및 비전을 구체화 하고 있다. 국가적 차원의 아젠더로 추진되면서 일상생활의 패러다임을 변화시킬 원천기술인 스마트 그리드와 HVDC, 전력선 통신, 연료전지 등의 상용화 기술개발에도 박차를 가하고 있다. 품질경영과 혁신활동을 중시하면서도 창조적이고 역동적인 소통의 기업문화를 자랑하는 LS산전의 미래성장을 위한 글로벌 열정은 여전히 진행 중이다.

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A Concurrency Control and a Collaborative Editing Mechanism in a Collaborative Virtual Environment for Designing a Game Map (게임 맵 디자인을 위한 협업 가상 환경에서의 동시성 제어 및 공동 편집 방법)

  • Park, Sung-Jun;Lee, Jun;Lim, Min-Gyu;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.15-26
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    • 2011
  • Game level design is a collaborative work to create a virtual world for a computer game including maps, agents, monsters, objects, players and events based on predefined its game scenario. It is a promising collaborative design application. The game level design generally requires much time and cost, as the size of its target game space becomes huge. However, traditional game level design tools do not provide concurrency control mechanisms among multiple participating game designers. They do not provide consistency of undo and redo mechanisms for erroneous collaborative tasks during iterative modifications and updates of collaborative tasks among multiple designers. In this paper, we propose a concurrency control and a collaborative editing mechanism to enhance productivity of the collaborative game level design. The proposed system provides hierarchical structures of shared objects and a concurrency control mechanism for each object. The proposed system also provides a consistent undo and redo mechanism to enhance modifications and updates on intermediate results of the level design procedures.

The structural relationships among Weblog service quality(wb-SERVQUAL), user satisfaction and loyalty (Weblog 서비스 품질(wb-SERVQUAL)과 사용자 만족도, 충성도에 관한 구조적 관계)

  • Kim, Su-Yeon;Yeo, Sang-Pyo;Hwang, Hyun-Seok
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.5
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    • pp.67-77
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    • 2006
  • According to increasing activities in the cyberspace, various on-line services through the Internet have been offered, and many recent studies on the Internet services such as instant messenger, game, and portal site have been performed to evaluate quality of these services. However researches on weblog(blog), a personal online journal for general public consumption, have not been performed much yet. Therefore, we have conducted an empirical study on investigating the structural relationships among weblog service quality, satisfaction and loyalty in this study. After reviewing the related literatures, we have suggested a model for evaluating the service quality of weblog, wb-SERVQUAL(weblog-SERVQUAL), by modifying the conventional SERVQUAL model based on characteristics of weblog. Structural Equation Model(SEM) has been used to analyze the structural relationships among service quality of weblog, user satisfaction and customer loyalty. Managerial implications are also suggested for managing the weblog sites in conclusion.

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소프트웨어-콘텐츠 국내 표준화 추진 현황

  • Park, Seung-Min
    • Information and Communications Magazine
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    • v.31 no.7
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    • pp.32-38
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    • 2014
  • 소프트웨어-콘텐츠 산업은 IT 및 전통산업에서도 대표적인 지식산업이면서 타 산업에 대한 연관관계가 매우 높고 파급효과도 대단히 높은 산업으로 고부가가치를 실현할 수 있는 산업이다. 한국통신기술협회(TTA) 소프트웨어-콘텐츠 기술위원회(TC6)는 기반 소프트웨어 기술(공개SW, 메타데이터, 소프트웨어 품질평가, 웹서비스 등)과 융합 소프트웨어 기술(임베디드SW, 사이버-물리시스템(CPS), e-내비게이션, e-퍼블리싱 등), 그리고 디지털 콘텐츠 기술(게임, 디지털시네마, 컴퓨터그래픽 등) 분야의 표준 제정을 담당하고 있다. 본고에서는 TC6 산하 9개의 PG에서 2013년에서 현재까지 제정한 70여건의 표준에 대하여 간략하게 정리하여 제시함으로써, 향후 소프트웨어-콘텐츠 분야의 표준이 참조될 수 있는 기회가 있기를 희망하며 표준화 추진 동향에 대하여 소개 하고자 한다.

Optimal Load Allocation Scheme for Cloud Service (클라우드 서비스를 위한 최적 부하할당 기법)

  • Han, Young-Joo;Lee, Yo-Han;Youn, Chan-Hyun
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.216-219
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    • 2011
  • 이 기종의 컴퓨팅 자원들로 구성된 데이터센터에서 사용자가 제출한 클라우드 작업의 서비스 품질을 보장하기 위해서는 효율적인 작업할당 기법이 필요하다. 본 논문에서는 작업의 처리시간을 사용자의 QoS 로 정의하고 작업처리시간을 최소화하면서 동시에 모든 사용자에게 차별 없이 동일한 수준의 서비스를 제공할 수 있는 최적 작업할당 문제를 정의한다. 협력적 게임모형인 NBS(Nah Bargaining Solution)을 이용하여 정의한 문제를 해결하였고 이를 이용하여 각 자원에 할당되는 작업부하를 효율적으로 제어함으로써 파레토 최적을 유지할 수 있는 협력적 부하분산 정책을 도출하였다. 또한, 성능 평가를 통해 제안한 기법이 작업처리시간을 최소화하면서도 모든 자원에서의 작업처리시간이 동일함을 보였다.

Effect of a Mobile Application Incorporating a Serious Game on the Self-care Behavior of Patient with Diabetes (기능성 게임을 접목한 모바일 헬스케어 앱이 당뇨환자의 자가간호수행에 미치는 효과)

  • Kim, Yu-Jeong;Wie, Seoung-Uk
    • Journal of Industrial Convergence
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    • v.20 no.3
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    • pp.63-71
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    • 2022
  • This study attempted to investigate the effect of 'RolyPoly 160' on the self-care of diabetes in the community. The experimental group was 60 diabetes living in estern region, G-Metropolitan City, and 'RolyPoly 160' was used more than 5 times a week within 5-10 minutes for 12 weeks. The control group was a resident in the western region, and once received a group lecture in the beginning of the experiment, The study period was from July 1 to September 20, 2019. Self-care tests were conducted before and after the study. The collected data was analyzed with frequency analysis, descriptive statistics, independent sample t-test and cross-tabulation analysis. In the experimental group, drug therapy, foot care, exercise therapy, and diet self-care were statistically significantly increased than before the experiment. Therefore 'RolyPoly 160' can be used as a nursing intervention program to help diabetic patients perform self-care in the future.

Interactive Face Warping Software for Smartphone (스마트폰용 대화식 얼굴 변형 소프트웨어)

  • Kim, Nam-Yun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.5
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    • pp.65-71
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    • 2011
  • Face warping techniques have been used for correcting image distortion as well as for creative purposes(e.g., morphing). Smartphone can capture an image from camera and transfer it through network. Thus, warping software which is implemented on the smartphone may be widely used in the fields of game and plastic surgery. This paper describes the design of face warping software using transformation with multiple pairs of lines and bilinear interpolation, and then shows the implementation results on the smartphone. Through many people review, this software showed real-time responsiveness and good transformation quality.