• Title/Summary/Keyword: 게임 위험

Search Result 192, Processing Time 0.025 seconds

The Study on the Distorted Instances of Korean History in Japanese Game (일본 게임속에 나타난 한국 역사의 왜곡 사례에 관한 연구)

  • Ko, Byeong-Hee
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2006.05a
    • /
    • pp.512-516
    • /
    • 2006
  • The relations between the two countries, Korea and Japan, are growing worse because of the matter of distorting korean history, absurd remark for aggressive war, and claiming Tokto by Japan. At the point of time, I research the distorted instances of Korean history in Japanese game. The distorted instances of Korean history in game are existed in any countries' game such as China and The West; however, Japanese game takes distorted instances too far. Teenagers in the interior of a country and people from other countries easily access the distorted game because of the development of Internet and promoted cultural exchange among nations so it is necessary that systematic countermeasure should be set.

  • PDF

A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
    • /
    • v.26 no.1
    • /
    • pp.93-107
    • /
    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.

Relationship between Middle School Boys' Game Addiction and Anger Behavior: Focused on the Mediation Effects of Irrational Belief (남자 중학생들의 게임중독과 분노행동의 관계: 비합리적 신념의 매개효과를 중심으로)

  • Lim, Jeeyoung
    • The Journal of the Korea Contents Association
    • /
    • v.14 no.4
    • /
    • pp.227-236
    • /
    • 2014
  • This study was conducted to explore the mediation effects of irrational belief on the relationship between game addiction and anger behavior. For this study, 431 middle school boys in Chungcheong areas were included in the analysis. The results showed that game addiction was positively correlated with direct anger-out, rumination, diffusion as well as irrational belief. The boys at high risk of game addiction showed higher mean scores on irrational belief, direct anger-out, rumination: and diffusion than other students. Irrational belief (mediator) partially mediated the influence of the boys' game addiction (independent variable) on direct anger-out, rumination, and diffusion (dependent variable). Finally, limitations of this study and suggestions for future study were discussed.

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
    • /
    • v.17 no.1
    • /
    • pp.19-26
    • /
    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

  • PDF

A Study on Countermeasures for Personal Data Breach and Security Threats of Social Network Game (소셜 네트워크 게임(SNG) 서비스의 개인정보 유출 및 보안위협 대응방안에 관한 연구)

  • Lee, Sang Won;Kim, Huy Kang;Kim, Eun Jin
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.77-88
    • /
    • 2015
  • As the smart phone market is drastically expanding, there is a steady growth of recent vicious activities such as data manipulation, billing fraud, identity theft, and leakage of personal information that are security threats to Social Network Games(SNG). Due to the threats, Strong development standard is required for security enhancement of SNG. Nonetheless, short life-spans, additional expenses, and the necessities to provide a sound game service hinders developers from reaching their security goals. Therefore, this research investigates the weak points of SNG through memory manipulation experiments based on the currently provided SNG services. In addition, the research presents counter measures and security enforcements that are light in service load and simplistic which can be applied in the developing process.

3-DAT Based Evaluation Method for Mobile Game Development Process (3-DAT 기반의 모바일 게임 개발 프로세스 평가 방법)

  • Lee, Ji-Won;Kim, Kyung-Sik;Park, Sung-Jun
    • Journal of Korea Game Society
    • /
    • v.10 no.6
    • /
    • pp.15-23
    • /
    • 2010
  • The 4-DAT is a tool for analyzing general development process such as XP and Scrum. In this paper, we suggest a new evaluation method based on 3-DAT for mobile game. Since the 4-DAT has inappropriate evaluation items and unnecessary elements for mobile game development, a revised evaluation method which was optimized using three dimension. The 3-D based evaluation method have development context variables of 5 items and 20 detailed criteria. They were defined based on the theory of P.Abrahammsson, B. Boehm and R. Turner. For the experiment, We applied to five mobile game developments which were earned out for 4 months. It analyzed the three factors of the development teams dependence, inequity and flexibility. This study found that short-term mobile game developments can be completed with low risk when dependence is low, inequity is high and flexibility is high.

A Game Model on the Venture Capitalist's Investment Strategies Capitalists under Uncertainty and Information Asymmetry (불확실성과 정보비대칭성 하에서 벤처캐피탈의 투자전략에 관한 게임 모형)

  • Lee, Ju-Heon
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2004.05a
    • /
    • pp.568-571
    • /
    • 2004
  • 본 논문의 목적은 벤처캐피탈(Venture Capitalist)의 투자전략을 게임이론을 통해 분석하고 이해하자는 것이다. 벤처캐피탈은 성장가능성은 높지만 불확실한 벤처기업에 투자하는 전문투자자이다. 벤처캐피탈은 이익을 극대화하기 위해서 성장가능성이 크고 위험관리가 가능한 기업에 투자를 하여야 한다. 하지만, 벤처캐피탈은 일반적으로 제한된 시간과 벤처기업의 속성 때문에 기업에 대한 정보가 부족한 상태에서 투자결정을 내려야 하는 경우가 대부분이다. 투자가 이루어진 후 벤처캐피탈은 벤처기업의 운영 및 기업활동을 감시(Monitor)하고 자문활동(Consulting Activity)을 수행하면서 차츰 기업에 대한 정보를 습득하게 되고 기업의 가치를 판단할 수 있게 된다. 본 논문은 앞에서 기술한 바와 같은 정보 불확실성 상태에서 창업자의 효용(utility)와 벤처캐피탈의 가치평가(value evaluation)를 바탕으로 벤처캐피탈의 투자전략을 게임이론을 통해 분석하였다. 본 논문은 벤처캐피탈이 전환사채형태의 투자를 하는 논거를 밝혀내었다.

  • PDF

Development of an Immersive Inline Skate System (체감형 인라인 시스템 개발)

  • Jo Yong-Jun;Ryu Young-Kee;Oh Chun-Suk
    • Proceedings of the KAIS Fall Conference
    • /
    • 2004.06a
    • /
    • pp.182-184
    • /
    • 2004
  • 컴퓨터를 이용한 멀티미디어의 발전으로 인하여 3차원 가상현실의 구현이 빠르게 발전되어 가고 있다. 특히 멀티미디어 컨텐츠에서의 게임은 가장 인기 있고 넓은 시장을 가지고 있다. 하지만 대부분은 제한된 인터페이스의 데스크탐용 PC에 한정되어 있다. 직접 체험을 하며 게임을 하는 체감형 시스템을 갖춘 게임의 개발은 아직 활성화되지 않고 있다. 최근 인라인 스케이트가 여가를 즐기는 레포츠로 전세계적으로 인기를 얻고 있다. 그러나 인라인 스케이트를 충분히 즐기기 위해서는 넓은 공간이 제공되어야 하지만 넓은 공간은 제한되어 있으며, 일반도로에서 주행을 할 경우 대형사고에 노출되는 문제점을 가지고 있다. 본 논문에서는 이러한 인라인 스케이트의 위험에 노출되는 문제점을 해결하기 위하여 한정된 공간에 인라인 스케이트를 즐길 수 있는 전동장치인 스케이트 밀을 개발하고 사용자의 위치를 측정하여 체감 게임을 구현하고자 한다.

  • PDF

Generating Safe Path with a Gradation Grid Map (점층적 격자지도를 이용한 안전한 경로 계획)

  • Choi, Sunglok;Lee, Jae Yeong;Lee, Yu-Cheol;Park, Seung-Hwan;Yu, Wonpil
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2009.11a
    • /
    • pp.311-312
    • /
    • 2009
  • $A^*$ 알고리즘을 이용한 경로 계획은 이동 로봇이나 게임 유닛이 주어진 환경에서 장애물과 충돌 없이 이동 가능한 경로를 찾는데 많이 사용된다. 그러나 $A^*$ 알고리즘은 출발 지점에서 목적 지점까지의 최단 거리를 갖는 경로를 찾는다. 두 지점 사이에 장애물이 있는 경우, 최단 경로는 보통 두 지점 사이의 장애물의 모서리를 스치는 경로이다. 따라서 로봇이나 게임 유닛이 최단 경로로 이동할 때, 장애물의 모서리에 부딪힐 수 있는 위험성이 커진다. 일반적인 격자 지도의 한 셀은 장애물이 있는 경우의 무한대의 비용과 장애물이 없는 경우의 비용을 갖는다. 본 논문에서는 장애물에 가까울수록 장애물이 없는 경우보다 높은 비용을 갖는 점층적 격자 지도(gradation grid map)를 이용한다. 점층적 격자 지도를 통해 $A^*$ 알고리즘은 장애물 근처의 높은 비용을 갖는 셀을 되도록 통과하지 않는 경로, 즉 보다 안전한 경로를 생성한다.

Relationships Between Children's Stress-Coping Styles and Risk of Internet Gaming Addiction (아동의 스트레스 대처행동과 인터넷 게임중독 위험성과의 관계)

  • Shin, Hyo Mi;You, Mee Sook;Cho, You Jin
    • Korean Journal of Child Studies
    • /
    • v.28 no.6
    • /
    • pp.233-247
    • /
    • 2007
  • The relation of children's stress-coping styles to Risk of Internet Gaming Addiction(RIGA) was examined in 662 4th, 5th and 6th grade subjects. Results showed that active coping styles were negatively but aggressive and passive/avoidant coping styles were positively related to RIGA. In male students, coping styles of "active" and "passive/avoidant", "aggressive" influenced RIGA factors of "maladaptive behaviors" and "negative emotional experience". In female students, coping styles of seeking social support related positively to RIGA; coping styles of "active", "passive/avoidant", and "aggressive" influenced "maladaptive behaviors", "negative emotional experience", and coping styles of "active" and "passive/avoidant", "seeking social support" influenced "low academic attitude", RIGA factors, respectively. Coping styles of "active", "passive/avoidant", "aggressive", and "seeking-social-support" influenced "psychological absorption and fixation".

  • PDF