• Title/Summary/Keyword: 게임 이용 동기

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Development of Automated External defibrillator training simulation using Virtual Reality (가상현실을 이용한 자동 제세동기(AED) 훈련 시뮬레이션 개발)

  • Im, Jeongsu;Lee, Yeongkwang;Song, Eunjee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.350-352
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    • 2017
  • Virtual reality technology was initially developed for entertainment purposes such as games, movies, sports, and theme parks, but gradually expanded to a number of industries such as education, e-commerce, and health care,. Therefore, safety education content incorporating VR is also rising rapidly. However, the program activity on safety education in our country is still insignificant. Although rescue of patients with acute cardiac arrest using defibrillators is one of the most representative safety education, in 2014, defibrillators are rarely used in Korea to save the lives of patients and there are very few cases of using defibrillators. The use of automatic defibrillators and the importance of knowing how to use them for expanding accessibility are necessary. However, it is not easy to provide experience education only after completing the safety education in simple theoretical education. In this paper, we propose a automatic defibrillator training simulation system using virtual reality that can be freelu trained at any time.

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Design and Implementation of Userspace Read-Copy Update scheme using Page Faults (페이지 폴트를 이용한 Userspace Read-Copy Update 기법 설계 및 구현)

  • Kim, Inhyuk;Shin, Eunhwan;Eom, Youngik
    • Proceedings of the Korea Information Processing Society Conference
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    • 2010.11a
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    • pp.1721-1724
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    • 2010
  • 멀티코어의 등장과 병렬 프로그래밍의 확산으로 lock-free 동기화 기법에 대한 관심과 필요성이 더욱 커지고 있지만, 대부분의 lock-free 동기화 기법들이 구현 복잡도와 동작시 오버헤드로 인해 실제 활용되는 사례는 미비하다. 하지만, RCU(Read-Copy Update) 기법의 등장으로 다양한 운영체제에서 이를 구현하여 활용하고, 최근에는 게임 서버와 같은 응용 프로그램에서도 이를 활용하려는 시도가 늘어나고 있지만, 기존에 제안된 URCU(Userspace RCU) 기법들은 메모리 순서오류 문제 해결을 위한 메모리 장벽 호출 및 reader와 updater 간의 IPC 등으로 충분한 성능을 보여주지 못하고 있다. 이에 본 논문에서는 페이지 폴트를 이용한 URCU 기법을 제안하고, 이를 구현하여 기존의 URCU 기법들과 실험을 통하여 평가하였다.

Ancient Cave Exploration: A Screen Climbing Game for Children (고대동굴탐험: 어린이를 위한 스크린 클라이밍 게임)

  • Kim, Jungsoo;Chung, Daniel;Sung, Bokyung;Chon, Suk;Ko, Ilju
    • Journal of Korea Game Society
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    • v.16 no.3
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    • pp.117-126
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    • 2016
  • Screen climbing is a kind of screen sports. In screen climbing, the software program is executed in a computer system and climbing is progressed by the interaction between a climber and the content of the screen. We implemented a screen climbing game with the ancient cave exploration considering the development of children and the children's motivation to sports climbing. The content of the game is projected to the artificial climb wall and the interaction between a user and the game is done by a user's input of Kinect's depth data. The game is popular with the children in the children's exhibition event. There should be implemented more screen climbing game.

Quality of Life, Motivations and Effects of Online Game Playing among Adolescents (청소년의 삶의 질과 온라인 게임 이용동기 및 결과에 관한 연구)

  • Sung, Yun Sook
    • Korean Journal of Child Studies
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    • v.24 no.2
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    • pp.93-108
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    • 2003
  • This study aimed at understanding motivations and effects of online game playing of adolescents related to quality of life. The field survey was administered to 836 $4^{th}-12^{th}$ grade students in their classrooms. Findings showed that the 5 critical motivations for playing online games were : attraction to the game characters, entertainment, avoidance, loneliness, and killing-time. Motivations differed by sex and grade in school. Quality of life was related to the motivations for online game playing and to the feelings of satisfaction obtained after playing online games. Implications of these findings were discussed from the perspective of policy for the information welfare of adolescents.

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Performance Improvement of MMO Gameservers Using RIO and HTM (RIO와 HTM을 이용한 MMO 게임서버의 성능 개선)

  • Kang, Subin;Jung, NaiHoon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.13-22
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    • 2020
  • RIO is a new network API for Windows that is designed to have high I/O performance through low overhead and latency. Using RIO, MMO game servers may have much performance benefits. In addition, HTM has better productivity and performance compared to existing synchronization methods, so adopting it may produce better performance, also. In this paper, we improved server performance by implementing a new MMO game server architecture optimized with RIO and HTM. The performance of the server was verified through a benchmark program, and the number of concurrent users increased by 19%.

A Motivation Decision Technique for Goal Selection of Virtual Humans (가상 인간의 목표 선택을 위한 동기 결정 기법)

  • Park, Jun-Seok;Lee, Chang-Sook;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.105-116
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    • 2009
  • The motives of human beings provide reasons to set goals and carry them out. Accordingly, to realize the behaviors of agents similar to human beings, research using motives has been actively conducted. However, it is difficult for this research to cope with unexpected situations in a dynamic environment as does the research in a static environment. Agents can set goals by themselves in the dynamic environment. Furthermore, the goals that are finally selected shall be quickly and definitely set. This study suggests how to determine motives using them in order to enable agents to set goals by themselves. The suggested method compares motives generated by recognizing the environment by phase in real time and identifies the appropriateness of this method. The identified motives are used to set up the goals of agents and to practice the goals. For the appropriateness of the suggested method, the experiment to compare the behaviors of agents with different features in a virtual environment was conducted. The results of the experiment indicate that when several motives are generated, the agents found the most appropriate motive in the present situation. Accordingly, the agents were able to set up optimum goals so that they could cope with dynamic environments using the final motives identified by the determination of motives.

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Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Analyzing the Online Game User's Game Item Transacting Behaviors by Using Fuzzy Logic Agent-Based Modeling Simulation (온라인 게임 사용자의 게임 아이템 거래 행동 특성 분석을 위한 퍼지논리 에이전트 기반 모델링 시뮬레이션)

  • Min Kyeong Kim;Kun Chang Lee
    • Information Systems Review
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    • v.23 no.1
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    • pp.1-22
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    • 2021
  • This study aims to analyze online game user's game items transacting behaviors for the two game genres such as MMORPG and sports game. For the sake of conducting the analysis, we adopted a fuzzy logic agent-based modeling. In the online game fields, game items transactions are crucial to game company's profitability. However, there are lack of previous studies investigating the online game user's game items transacting activities. Since many factors need to be addressed in a complicated way, ABM (agent-based modeling) simulation mechanism is adopted. Besides, a fuzzy logic is also considered due to the fact that a number of uncertainties and ambiguities exist with respect to online game user's complex behaviors in transacting game items. Simulation results from applying the fuzzy logic ABM method revealed that MMORPG game users are motivated to pay expensive price for high-performance game items, while sports game users tend to transact game items within a reasonable price range. We could conclude that the proposed fuzzy logic ABM simulation mechanism proved to be very useful in organizing an effective strategy for online game items management and customers retention.

A Case Study on Design of Theme-based Integrated Learning by Using QR Code (QR코드를 활용한 주제중심 통합학습 설계 사례연구)

  • Park, Hyung-Sung
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.141-152
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    • 2013
  • This research aims at suggesting a case of designing theme-based integrated learning for usage smart media. New approach and direction for developing a gaming instructional design was suggested which can encourage learners to participate in. Quest-based learning, the learning environment design where learners conduct various learner-centered activities, plays an important role of reinforcing the motivation, promoting experiential and cooperative learning based on social interaction. The design using QR codes has been proved to be able to offer the learner-centered learning environment which includes social interaction strategy required for learners expanding their cognitive structure, motivation enhancing strategy encouraging their consistent participation in learning, complex problematic situation and scaffolding strategy emphasized by constructivism. And it is expected to contribute to promoting the design of theme-based integrated learning which is being demanded in the educational environment recently by combining systematic design process and strategies.

A Study on the Creation of Stereoscopic Image and Three-Dimensional Sound in a Virtual Space (가상공간에서의 3차원 입체영상과 입체음향 생성에 관한 연구)

  • 김현라;이규동;임정빈
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2002.11a
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    • pp.71-74
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    • 2002
  • 이 연구에서는, 가상현실(virtual reality)분야에서 현실감 있는 가상공간을 구성하는데 중요한 요소인 3차원 입체영상과 입체음향을 하나의 메커니즘으로 구성하기 위한 알고리즘에 대해서 기술하였다 동기화 이중(Sync Doubling) 방식과 머리전달함수(Head Related Transfer Function: HRTF)를 이용하여 간단한 입체 게임을 구성한 후, 4명의 학생을 대상으로 실험한 결과, 3차원 입체영상은 모니터의 전후 방향으로 돌출되거나 함몰되는 현상을 나타냈으며, 영상에 따른 입체음향의 재생도 확인할 수 있었다.

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