• Title/Summary/Keyword: 게임Al

Search Result 19, Processing Time 0.026 seconds

Implementation of NPC server for adaptive Al in online game (온라인 게임에서의 적응형 Al 구현을 위한 NPC 서버의 설계)

  • Mun, Sung-Won;Han, Sung-Ho
    • Journal of Korea Game Society
    • /
    • v.5 no.4
    • /
    • pp.23-32
    • /
    • 2005
  • This paper introduces environment analysis way to improve the game AI. The way of environment analysis can provide game user the more reality than generally used AI patterns. This paper suggests the way to make die NPC patterns variously. To realize this theory we designed the organization of NPC server newly, and also accomplished the experiment of NPC server simulation test to get the performance applied in real situation.

  • PDF

Research on Intelligent Agent System for Online Game (온라인게임을 위한 지능형 에이전트 시스템에 대한 연구)

  • Jeong, Eon-San
    • Proceedings of the Korean Institute of Intelligent Systems Conference
    • /
    • 2005.11a
    • /
    • pp.165-168
    • /
    • 2005
  • 최근 온라인 게임 시장이 커지면서 게임을 위한 필수요소로 동시 접속자를 지속적으로 확보/유지해야 하는 문제가 이슈화 되고 있다. 온라인 게임을 즐기는 유저 수는 정해져 있는 반면, 게임 컨텐츠 수는 지속적으로 증가되고 있는 상황에서 온라인 게임 시장은 전형적인 레드오션[1]의 시장형태로 변모되어 가고 있다 이러한 문제를 보완하기 위한 대안으로서 본 논문에서는 에이전트 시스템을 이용한 동시 접속자를 생성, 유지할 수 있는 솔루션에 대해서 제시한다. 이를 통해 경쟁력 있는 게임 컨텐츠가 시장 진입을 보다 원활하게 할 수 있을 것으로 기대하며, 아울러 게임 초반의 스트레스 테스트를 위한 툴로써의 활용, 게임의 라이프 사이클의 증대, 경쟁력 강화로 이어질 수 있을 것으로 기대된다

  • PDF

Developing a Conceptual Model for Measuring the Electronic Commerce Success of Online Game Websites (온라인게임 웹사이트의 전자상거래 성공측정모델의 개발에 관한 연구)

  • Hong, Ilyoo
    • Informatization Policy
    • /
    • v.19 no.1
    • /
    • pp.45-73
    • /
    • 2012
  • Most online games today are provided via a website interface. Researchers found that various aspects of a game website importantly influence the success of the online game business. This paper aims at identifying key site-related quality factors affecting the success of online casual game websites and creating a model for measuring such success. To meet this end, we extracted basic factors from the literature and expanded them through a Delphi survey method in which domain experts were asked to identify key quality factors of online game websites. Then we performed a questionnaire survey using online game users for an empirical analysis. The results revealed that information quality, service quality, and system quality are all positively related to user satisfaction and that an increase in user satisfaction leads to an improvement in both gamer loyalty and business outcomes. However, it was found that gamers' loyalty does not necessarily increase business outcomes. The paper offers practical as well as academic implications based on the research findings.

  • PDF

Analysis on Attitudes of Different Individuals toward On-line Game Portal Sites (개인의 특성이 온라인 게임 포털 사이트에 대한 태도에 미치는 영향에 관한 분석)

  • Lee, Eun-Ah;Kim, Eun-Jung;Jung, Jai-Jin;Kim, Tai-Suk
    • Journal of Korea Multimedia Society
    • /
    • v.12 no.4
    • /
    • pp.583-590
    • /
    • 2009
  • For entertaining information system such as online games that value pleasures, characteristics of individuals can be very important factor. In this study, the influence of individuals' characteristics on the emotional and perceptive attitudes toward portal sites was analyzed with statistical method through surveys using Technology Acceptance Model suggested by Davis et al. (1989). As a result of the study, it was found that the influence that the influence of game's characteristics have on the perceived accessibility has significant influence on the emotions about game portal site, which means familiarity is influential Detailed assumptions on the influence of game portal site on the perceived accessibility showed that familarity and achievement mavenism are all influential. It showed that the perceived accessibility about game portal site has significant influence on the perceived pleasure. Also, it was found that the perceived pleasure about game portal site has influence on cognitive attitude but the perceived accessibility has no influence on cognitive attitude. Also, the influence of the perceived pleasure and the perceived accessibility about game portal site on emotional attitude and the influence of the perceived pleasure on cognitive attitude were studied. As a result, it was found that the perceived pleasure and the perceived accessibility have influence on emotional attitude.

  • PDF

Development and Application of a Science History Role-Playing Game for High School Students' Understanding of Nature of Science: Focus on Storytelling of the Continental Drift Theory (고등학생의 과학의 본성 이해를 위한 과학사 롤플레잉게임(SHRPG) 개발 및 적용 -대륙이동설 스토리텔링을 중심으로-)

  • Shim, Eun-Ji;Choe, Seung-Urn;Kim, Chan-Jong
    • Journal of The Korean Association For Science Education
    • /
    • v.39 no.1
    • /
    • pp.45-57
    • /
    • 2019
  • NOS education through the history of science is regarded effective. However, science teaching has been criticized for not considering the interest of the learners enough and providing the context of learning themes that hinder the understanding of NOS. This study intends to convey the NOS element through the rich context of storytelling. The theme of the story is the history of continental drift, in which, the debate of many scientists and Wegener's creativity are prominent. Of the various media that deliver storytelling, the most powerful medium that leads to personal immersion is computer games, and among many kinds of games, the main genre of storytelling is role-playing games (RPGs). We developed the science history role-playing game (SHRPG) focusing on continental drift. The game development procedure followed Kim's 4F process (2017), which consists of the Figure Out, Focus, Fun Design, and Finalize. The story was constructed based on the NOS elements of Lederman et al. (2002), namely creativity and imagination demand, subjectivity, socio-cultural personality and tentativeness, which are all present in the story of the continental drift theory. The mechanics and rules of the RPG included quests, rewards, quizzes, NOS scores, and rankings. In the final phase of development, the game developed was pilot tested four times. The results of the tests showed that students' understanding of NOS through SHRPG has increased, especially in the creativity domain. The students' satisfaction with the fun, sympathy, and immersion during the game was very high.

A Study on the Analysis of Authentication and ID-based key Management Protocol in Online Game Environment (온라인 게임 환경에서 인증 및 ID 기반 키 관리프로토콜 분석 연구)

  • Lee, Yang-Sun;Park, Sang-Oh
    • Journal of Advanced Navigation Technology
    • /
    • v.15 no.4
    • /
    • pp.664-671
    • /
    • 2011
  • The development of IT technology and breakthrough of the network and the wired network, wireless network boundaries disappear and wired and wireless integrated service environment is the advent in online game environment. However, the wired and wireless integrated service environment appropriate security technology is still inactive, wired and wireless integration environment due to the characteristic as well as security threats wired network and security threats in wireless networks should be considered. Therefore, This wired and wireless integrated environment has been considering studied various, Among them wired and wireless environment considering the lightweight of ID-based authentication and key management has been in progress. In recent, Moon et al. pervasive environment in authentication and ID-based key management protocol is proposed. However, Moon et al.'s scheme is use the ID-based public-key approach to decreased the amount of computation. However, pairing by using a technique similar to the existing public key scheme can represent the amount of computation. Therefore, In this paper the way of Moon etc in security vulnerability analysis.

A Study on Platform Strategies of Korean First Mobile Instant Messenger KakaoTalk (주식회사 카카오의 플랫폼 전략에 대한 연구)

  • Jang, Kyoung Young;Oh, Jung Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
    • /
    • v.8 no.4
    • /
    • pp.49-56
    • /
    • 2013
  • KakaoTalk, a Korean mobile instant messenger service launched by KAKAO Inc., has grown remarkably popular in a short period of time, with its number of subscribers exceeding 100 million as of July 2013. Today, KakaoTalk is an everyday communication tool among most Korean mobile users. Although KAKAO has been the subject of many business and consumer studies, the KakaoTalk platform strategy has not been studied thoroughly. In this study, we analyze its platform strategy through the lens of several widely utilized frameworks such as Platform Leadership (Gawer & Cusumano 2002, 2008), Winner-take-all dynamics (Eisenmann et al. 2006), and Open Service Innovation (Chesbrough 2011). Our results show that Eisenmann et al (2006)'s "Winner-Take-All" platform best explains how KakaoTalk dominated its rivals, Mypeople by Daum Communications and Line by Naver Corporation. In surpassing its rivals, KAKAO delivered a solution to the 'essential problem' that mobile social communication should be upgraded from mobile companies' paid "Short Message Service" (SMS). By doing so, KakaoTalk fulfilled the first requirement of Gawer & Cusumano (2008)'s "Coring" strategy, which explains how a new platform is created. KakaoTalk also satisfied the second requirement of "Coring" by providing economic incentives for KakaoTalk members to interact through its Games and Items store. Actively accepting its customers' ideas and upgrading its services, KAKAO reinforced its platform leadership to its customers and put Chesbrough (2011)'s "Outside In - Open Service" innovation strategy into practice.

  • PDF

User Perception on Character Clone of Crowds based on Perceptual Organization (군중에서의 캐릭터 복제에 관한 지각체제화 기반 사용자 인지)

  • Byun, Hae-Won;Park, Yoon-Young
    • Journal of KIISE:Computing Practices and Letters
    • /
    • v.15 no.11
    • /
    • pp.819-830
    • /
    • 2009
  • When simulating large crowds, it is inevitable that the models and motions of many characters will be cloned. McDonnell et al. analyzed user's perception to find cloned characters. They established that clones of appearance are far easier to detect than motion clones. In this paper, we expand McDonnell's research[1], with the focus on multiple clones and the appearance variety in real-time game environment. Introducing the perceptual organization, we show the appearance variety of crowd clones by using game items and texture modulation. Other factors that influence the ability to detect clones were examined, such as the moving direction and distance between character clones. Our results provide novel insights and useful thresholds that will assist in creating more realistic crowds of game environments.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
    • /
    • v.18 no.2
    • /
    • pp.147-187
    • /
    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

  • PDF