• Title/Summary/Keyword: 아이템 중요도

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

A Design of Similar Video Recommendation System using Extracted Words in Big Data Cluster (빅데이터 클러스터에서의 추출된 형태소를 이용한 유사 동영상 추천 시스템 설계)

  • Lee, Hyun-Sup;Kim, Jindeog
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.2
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    • pp.172-178
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    • 2020
  • In order to recommend contents, the company generally uses collaborative filtering that takes into account both user preferences and video (item) similarities. Such services are primarily intended to facilitate user convenience by leveraging personal preferences such as user search keywords and viewing time. It will also be ranked around the keywords specified in the video. However, there is a limit to analyzing video similarities using limited keywords. In such cases, the problem becomes serious if the specified keyword does not properly reflect the item. In this paper, I would like to propose a system that identifies the characteristics of a video as it is by the system without human intervention, and analyzes and recommends similarities between videos. The proposed system analyzes similarities by taking into account all words (keywords) that have different meanings from training videos, and in such cases, the methods handled by big data clusters are applied because of the large scale of data and operations.

A Study on the Use of RDW Data in Virtual Environment (가상환경에서 방향전환보행 데이터 활용 연구)

  • Lim, Yangmi
    • Journal of Broadcast Engineering
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    • v.27 no.5
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    • pp.629-637
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    • 2022
  • This study is an experiment on the use of RDW(Redirected Walking) technology, which helps users to hardly feel the difference of user movement in the limited physical space and the extended virtual space when the user moves while wearing the HMD in the real world. The RDW function installed in 3D space realization software such as Unity3D is used to induce the user's redirection by slightly distorting the virtual space according to the user's point of view. However, if the RDW distortion rate is used excessively, dissonance is highly likely to occur. In particular, it is easy to make errors that cause cybersickness of users. It is important to obtain the RDW data value in the virtual environment so that the user does not feel fatigue and cybersickness even after wearing the HMD for a long time. In this experiment, it was tested whether the user's RDW was safely implemented, and item and obstacle arrangement data were obtained through this experiment. The RDW data obtained as a result of the experiment were used for item placement and obstacle placement in the virtual space.

User's Emotional Experience Through the Retro Content Trend: A Case Study on the Answer me 1994 (Retro(복고) 콘텐츠 트렌드(Trend)를 통해 살펴본 사용자의 감성적 경험연구: <응답하라 1994>를 중심으로)

  • Shin, Dong-Hee;Kim, Tae-Yang
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.123-134
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    • 2014
  • Recently, the retro content emerges one of the highest topics in the cultural content area. This retro content has been exponentially expanded through the series of and the success of the series highlights the importance of content that can cause user's emotional experience. Along the line, this research tries to know how the retro contents draw user's emotional experience beyond the role of just user's recall for the past through the Answer me 1994 syndrome. As the result of factorial analysis for the user's emotional experience, five factories were classified: the emotional experiences by music, item, sensory, story and actors exposed in the drama. Also, the five emotional experience factories influence the relations between the viewers and retro content. Specifically, the factories for the emotional experiences are statistically significant to the viewer's satisfaction. They significantly influence the viewer's trust and attachment for the retro content as well. The influence for the emotional experience factors which affect to viewer's satisfaction are music, item, sensory, story, and actors in order. The influence on the trust about the retro content are music, sensory, story, item in order. On the other hand, the emotional experience by actors are not significantly affect to the trust for the retro content. Lastly, The influence for the attachment about the retro content are music, item, actors, sensory, and story in order.

Using Degree of Match to Improve Prediction Quality in Collaborative Filtering Systems (협업 필터링 시스템에서 Degree of Match를 이용한 성능향상)

  • Sohn, Jae-Bong;Suh, Yong-Moo
    • Information Systems Review
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    • v.8 no.2
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    • pp.139-154
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    • 2006
  • Recommender systems help users find their interesting items more easily or provide users with meaningful items based on their preferences. Collaborative filtering(CF) recommender systems, the most successful recommender system, use opinions of users to recommend for an active user who needs recommendation. That is, ratings which users have voted on items to indicate preference on them are the source for making recommendation. Although CF systems are designed only to use users' preferences as the source of recommendation, use of some available information is believed to increase both the performance and the accuracy of CF systems. In this paper, we propose a CF recommender system which utilizes both degree of match and demographic information(e.g., occupation, gender, age) to increase the performance and the accuracy. Since more and more information is accumulated in CF systems, it is important to reduce the data volume while maintaining the same or the higher level of accuracy. We used both degree of match and demographic information as criteria for reducing the data volume, thereby naturally enhancing the performance. It is shown that using degree of match improves the prediction accuracy too in CF systems and also that using some demographic information also results in better accuracy.

Empirical Study on Survival Factors of Youth Start-Ups (청년창업기업의 생존요인에 관한 실증연구)

  • Choon Ju Park;Jae Bum Hong
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.18 no.6
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    • pp.27-40
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    • 2023
  • This study analyzes the factors affecting the survival of young start-up companies. A youth start-up company was defined as a company with a founder's age under 39. The study was based on evaluation data from 3,540 companies evaluated by the Technology Guarantee Fund to support youth start-up guarantees during the period from 2012 to 2015. In this study, independent variables were defined as founder characteristics, start-up environment, and start-up strategy, and entrepreneurship, knowledge level, and development capabilities were set as variables for start-up characteristics, competition conditions and comparative advantage with alternatives in the start-up environment, and item novelty, commercialization plan and financing plan were set as variables. For variable measurement, the evaluation index of the youth start-up evaluation model of the Technology Guarantee Fund was used. Management performance was defined as the survival of a company, and the survival of 12, 36, 60, and 84 months was measured based on the occurrence of insolvency registered by the Korea Technology Guarantee Fund. The Cox proportional risk model was used for hypothesis testing. As a result of the analysis, knowledge level and development capability were statistically significant in the characteristics of the founder, and the financing plan in the start-up strategy was statistically significant regardless of the survival period. Among the start-up strategies, the novelty of the item had a positive effect on survival after 36 months. Entrepreneurship was significant only in 12-month survival. The most important order for survival was identified in the order of financing plan, knowledge level, item novelty and development capability, of which the founder's knowledge level in the beginning and the funding plan in the second half had the greatest impact.

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A Study on the Effects of Support Service of Gyeonggi-do Cultural Contents Area Business Incubating Center on Corporate Performance: Focusing on the Business Validity of Business Start-Up Items (경기도 문화콘텐츠분야 창업보육센터 지원서비스가 입주기업 성과에 미치는 영향에 관한 연구: 창업아이템의 사업타당성을 중심으로)

  • Hong, Dae Ung;Lee, Il han;Son, Jong Seo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.12 no.4
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    • pp.47-60
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    • 2017
  • As the recent cultural contents area start-ups are creating remarkable outcomes such as investment attraction together with the reinforced institutional supports from the government, this study aimed to reverify the significance of researches related to correlation analysis between service of Business Incubating Center of Small & Medium Business Administration operated with no separation of business type, and corporate performance, in the aspect of Business Incubating Center in cultural contents area, and also to suggest the importance of establishing the business incubating system in the systematic and rational cultural contents area through the differentiated business incubating service by verifying the significant effects of the business validity of items on corporate performance, and then discovering services suitable for business incubating in cultural contents area, targeting Gyeonggi-do cultural contents area Business Incubating Center recently showing the biggest growth. Especially, contrary to the existing researches, in order to verify the characteristics of Gyeonggi-do Cultural Contents Business Incubating Center, the personal support service and marketing support service were included. It also aimed to understand the effects of the business validity of start-up items on corporate performance. Summarizing the results of this study, contrary to the results of the existing researches saying that spatial & additional support service, management support service, technical support service, personal support service, and marketing support service had significant effects on corporate performance, among the support service of Gyeonggi-do cultural contents area Business Incubating Center, the spatial & additional support service, personal support service, and marketing support service had significantly positive(+) effects on corporate performance while the management support service and technical support service had no significant effects on it. Comparing with the results of the researches on the support service of Business Incubating Center(BI) of Small & Medium Business Administration, the effects of the management support service and technical support service of Gyeonggi-do cultural contents area Business Incubating Center on corporate financial/non-financial performance were not huge. Also, in the results of analyzing the business validity of star-up items, the spatial & additional support service, management support service, and technical support service did not have significant effects on the business validity of start-up items while the personal support service and marketing support service had significantly positive(+) effects on it. In case when selecting companies, Gyeonggi-do Business Incubating Center emphasized the business validity of start-up items. However, the support service provided after the selection did not have huge effects on the business validity of start-up items. Lastly, in the results of analyzing the effects of the business validity of start-up items in Gyeonggi-do cultural contents area on corporate performance, among the success factors of business start-up, the business validity of start-up items was an important element having effects on corporate performance(financial/non-financial) in the cultural contents area.

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Purchase Behavior of Eyewear and Eyewear Design (안경 구매행태와 안경디자인)

  • Jang, Jun-Young;Kim, Dae-Nyoun;Choi, Byung-Jin
    • Journal of Korean Ophthalmic Optics Society
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    • v.12 no.4
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    • pp.23-27
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    • 2007
  • This research was conducted to assist with domestic eyewear industry to gain better understanding of manufacturing through study relationship between purchase behaviors and selecting elements such as design, brand, price, material and nation. Domestic consumers think that the most important factor is a design when they purchase eyeglasses regardless of kinds and brands of eyeglasses, and optometrists choose the eyewear design as a primary factor when they buy eyeglasses for display and sale. As a role of eyeglasses for fashion items increases, the interest of the eyewear design will be higher. Many optometrists have plans to import and make house brand. Some of them also would like to study eyewear design.

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An emotional study on the pattern of men's trunk pants (남성 트렁크 팬티용 문양의 감성 연구)

  • Gwon, Yeong-A;Gong, Jin-Hui
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.231-234
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    • 2009
  • 남성 속옷은 신체 보호의 기능이 중요하지만 운동이나 거실 생활에서 속옷노출이 일반화됨에 따라 개성과 이미지를 표현할 수 있는 패션 아이템으로 변화되고 있는 실정이다. 따라서 남성 속옷 시장에서 소비자가 원하는 감성과 이미지를 파악하고 소비자가 선호하는 감성요구에 부합하는 소재 특성이 데이터베이스로 만들어져 소비자가 원하는 속옷 제품개발이 이루어지는 시스템의 구축이 필요하다. 본 연구에서는 남성용 속옷 문양디자인 개발을 위한 목적으로 남성 트렁크 팬티용 문양의 감성 이미지를 파악하고자 하였다. 본 연구를 위하여 시판하는 트렁크 팬티 중 문양의 형태 및 크기, 색상을 달리한 50 종을 수집하였고, 이중 25 종의 트렁크 팬티용 문양 이미지에 대한 주관적 감성평가를 2009년 4 월 부산지역에 거주하는 20 대 남녀 22 명을 대상으로 실시하였다. 주관적 감성평가를 위해 직물 문양 선호도에 관한 선행연구를 바탕으로 빈번하게 출현되는 26 개의 감성 형용어를 추출하였다. 감성 형용어를 7 점 척도로 문항화하여 설문지를 구성하고 설문지와 함께 25 종의 팬티 자극물을 보고 평가하도록 하였다. 수집한 자료의 통계분석을 위해 SPSS Win 12.0을 사용하여 빈도분석, 카이제곱 검정, 요인분석 분간분석 사후분석을 실시하였다. 본 연구결과 남성용 트렁크 팬티의 문양에 관한 감성 형용에는 '고급성', '활동성', '단순성', '호화성', '성숙성'의 요인으로 요약되었으며, 문양의 고급 감성 및 활동적 스타일이 트렁크 팬티 선호도에 영향을 주는 것으로 나타났다. 또한 트렁크 팬티의 색상 및 문양 유형이 선호도에 중요한 영향을 미치는 변수로 나타났는데, 남성 트렁크 팬티에 사용될 수 있는 무채색 계열의 고급스러우면서 단순한 도형 문양 디자인의 개발이 필요하다고 하겠다.

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Recovery Techniques for Deleted Email Items in Email Client (이메일 클라이언트 내의 삭제된 이메일 복원에 관한 연구)

  • Jeong, Cho-Rong;Lee, Keun-Gi;Lee, Sang-Jin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.21 no.6
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    • pp.45-54
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    • 2011
  • Corporations use e-mail as their primary method for internal communication and business processes. By their nature, the e-mails are in general used for major business processes that contain large amounts of business information. When there is a critical event, such as Technology leakage, an e-mail message can become important evidence. However, as there is a high likelihood that a suspect will intentionally erase an e-mail message, the ability to recover deleted e-mail is very important. This pater analyzes the deleted e-mail item structure in files of various e-mail clients, and explains the possibility and methods of recovery.