• Title/Summary/Keyword: 적응적 게임활용

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The Longitudinal Mediation Effect of Adaptive Game Use on the Relationship of Adolescents' Game Usage and Self-control (청소년의 게임이용시간과 자기통제의 관계에서 적응적 게임활용의 종단적 매개효과)

  • Jin, Byung Jun;Lee, Ji Hae
    • Korean Journal of Culture and Social Issue
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    • v.28 no.3
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    • pp.331-352
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    • 2022
  • This study used a latent growth curve models(LGCM) to examine longitudinal changes in youth's game usage, self-control and the longitudinal mediation effect of adaptive game use in the relationship between game usage and self-control. A four-year longitudinal data of 863 adolescents from the Game User Panel Survey, provided through participation in the 2019 Game User Panel Research Conference hosted by the Korea Creative Contents Agency, was used to verify the longitudinal mediation effect of adaptive game use. SPSS 21 was used to verify the normality of variables from each wave, and to conduct correlation analysis. Mplus 6.12 was used to verify the longitudinal mediation effect. The results are as follows. First, game usage, self-control and adaptive game yielded linear temporal growth. Second, latent growth curve models showed that the direct effect of game usage on self-control was insignificant, but game usage had a significant indirect effect on self-control through adaptive game use. Continuous adaptive gaming increased self-control. Third, sobel test results showed that both the initial value and change rate of adaptive game use had a full-mediation effect, confirming the longitudinal mediation effect. This study verified the longitudinal change of self-control affected by change in game usage and adaptive game use.

Development and Validation of Adaptive Game Use Scale (AGUS) (적응적 게임활용 척도 개발 및 타당화)

  • Hoon-Seok Choi ;Kyo-Heon Kim ;Joung Soon Ryong ;Keum-Mi Kim
    • Korean Journal of Culture and Social Issue
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    • v.15 no.4
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    • pp.565-589
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    • 2009
  • The present study explored the major components of adaptive game behavior among adolescents in Korea. Based on relevant research and a pilot testing, an Adaptive Game Use Scale (AGUS) was developed and validated. A stratified sampling procedure was used to draw a representative sample, and a total of 600 male and female students from middle schools and high schools in various regions participated in the study. Factor analyses revealed 7 facets of adaptive game behavior, including experiencing vitality, expanding life experience, making good use of leisure time, experiencing flow, exercising control, experiencing self-esteem, maintaining and expanding social network. Internal consistency and temporal stability(4 weeks) of the scale were both high. A confirmatory factor analysis indicated that a 7-factor hierarchical model fits well with the data. Moreover, additional analyses suggested that AGUS and game addiction are conceptually distinct. Correlational analyses also indicated that AGUS has good discriminant validity and concurrent validity. Implications of the findings and future directions were discussed.

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Impact of Adolescent Game Addiction on School Adaption: Focused on the Mediating Effects of Social-support (청소년의 게임중독성이 학교적응에 미치는 영향: 사회적 지지의 매개효과를 중심으로)

  • Lee, Seong-Dae;Yeum, Dong-Moon
    • The Journal of the Korea Contents Association
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    • v.13 no.8
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    • pp.229-239
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    • 2013
  • The purpose of this study is to find out the mediation effects of social-support for adolescents' game addiction and school adaptation. For this study, 353 middle school students in the West-Gyungsangnamdo areas were included in the analysis. Setting as covariates, a mediator and extra variables significantly correlated with the criterion variable, regression analysis, SPSS Macro and bootstrapping methods were used to assess the mediation effects of social-support for adolescents' game addiction and school adaptation. The results showed that adolescents highly addicted to games tended to have more difficulty in adapting to school. However, it was found that social-support (mediator) fully mediated the influence of the adolescents' game addiction (predictor) on school adaptation (criterion variable). Based on the results of the analysis, we suggest implications for social work practice to improve how game-addicted adolescents settle down in middle school through increasing social-support - the mediator - and hence bring about a decrease in game addiction among adolescents.

Adaptive Power Control Algorithm based on the Evolutionary Game Theory (진화게임이론을 이용한 적응적 전력제어 알고리즘)

  • Kim, Deok-Joo;Kim, Sung-Wook
    • Journal of KIISE:Information Networking
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    • v.37 no.3
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    • pp.228-233
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    • 2010
  • During wireless network operations, adaptive power control is an effective way to enhance the network performance. In this paper, a new online power control scheme is proposed based on the evolutionary game theory. To converge a desirable network equilibrium, the proposed scheme adaptively adjusts a transmit power level in a distributed online manner. With a simulation study, we demonstrate that the proposed scheme improves network performance under widely diverse network environments.

The Game's Remediation (게임의 재매개성)

  • Sohn, Jong-Nam
    • Journal of Digital Convergence
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    • v.10 no.2
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    • pp.305-310
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    • 2012
  • As the era of change that has developed a variety of media. But no matter how hi-tech media it, even though several of the previous circular forms of media have evolved from. Jay David Bolter and Richard Grusin them academically for "old media remediation will use," he explains. The middle of media, especially games remediation nature of the game, the game plan, game content, game machines, etc. in various parts of the outward form, there is remediation characteristics. The use of these remediation allows users to facilitate access to the media, and more importantly are able to adapt quickly to the game controls. And Increase the fun of the game, given the immersion for the game that enhance the role is. Remediation of the game against a variety of elements in the game if they utilize in-depth research on the development of the game has been suggested that the role is a lot.

A Comparative Study on Game-Score Prediction Models Using Compuational Thinking Education Game Data (컴퓨팅 사고 교육 게임 데이터를 사용한 게임 점수 예측 모델 성능 비교 연구)

  • Yang, Yeongwook
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.11
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    • pp.529-534
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    • 2021
  • Computing thinking is regarded as one of the important skills required in the 21st century, and many countries have introduced and implemented computing thinking training courses. Among computational thinking education methods, educational game-based methods increase student participation and motivation, and increase access to computational thinking. Autothinking is an educational game developed for the purpose of providing computational thinking education to learners. It is an adaptive system that dynamically provides feedback to learners and automatically adjusts the difficulty according to the learner's computational thinking ability. However, because the game was designed based on rules, it cannot intelligently consider the computational thinking of learners or give feedback. In this study, game data collected through Autothikning is introduced, and game score prediction that reflects computational thinking is performed in order to increase the adaptability of the game by using it. To solve this problem, a comparative study was conducted on linear regression, decision tree, random forest, and support vector machine algorithms, which are most commonly used in regression problems. As a result of the study, the linear regression method showed the best performance in predicting game scores.

Increased Computing Thinking abilities with teaching-learning design based on game production (게임제작을 학습주제로 한 교수학습설계로 컴퓨팅 사고력 신장)

  • Kim, Jung Sook;Lee, Tae Wuk
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2017.07a
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    • pp.211-213
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    • 2017
  • 효율적인 학습활동을 위해 중요한 것 중 하나는 학습자의 학습의지다. 학습자의 학습동기를 유발할 수 있는 게임을 학습과 접목하여 학습내용으로 설정하고 프로그래밍 교육을 설계해보고자 한다. 교육도구로는 학습자들에게 친숙한 도구이자 일상생활에서 떼어놓을 수 없는 스마트 폰을 활용하고자 하며 프로그램으로는 앱 제작 프로그램인 앱 인벤터를 활용하고자 한다. 본 게임제작기반 교수학습설계를 통해 다양한 경우의 컴퓨팅 사고력을 훈련함으로 분석력, 논리력, 창의력 향상을 통한 문제해결력 신장과 제4차산업혁명시대에 적응할 수 있는 창의적 인재양성을 기대한다.

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초고밀화된 차세대 무선 네트워크를 위한 지능적 적응 최적화 프레임워크

  • Song, Bong-Yong;Park, Hyeong-Gon
    • Information and Communications Magazine
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    • v.30 no.12
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    • pp.83-89
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    • 2013
  • 본고에서는 차세대 무선 네트워크의 특징인 네트워크 초고밀화 (hyper-densification)와 네트워크 복잡도 증가를 살펴보고, 확장 가능한 (scalable) 무선 네트워크 설계 기술의 필요성이 증대하고 있음을 살펴본다. 획일적인 프로토콜 및 기능 규격으로는 확장 가능하고 주변환경의 변화에 적응적으로 최적화할 수 있는 네트워크를 구축하기 어려우므로, 3GPP 등의 무선 표준에서도 지능적인 소프트웨어를 통한 구현적 최적화를 강화하는 경향이 증가하고 있음을 살펴본다. 이를 위하여 지능적 적응최적화 프레임워크 개발에 대한 관심이 높아지고 있다. 각 통신 노드들이 다양한 정보를 수집하고 다른 통신 노드들과 필요에 따라 서로 통신 및 협력하며 각자의 정책 (policy)들을 적응적으로 최적화하는 방안이 고려되어야 할 것이다. 특히, 다양한 이론적인 도구들이 평가 되어야 하고, 각 네트워크 성능 지표별로 복수개의 이론적 도구들이 경쟁하며 발전할 것으로 예상된다. 3GPP 표준의 SON (Self-Optimizing Network) 기술들과 전력 소모 최적화 등은 이러한 프레임워크의 매우 적절한 적용 분야가 될 수 있을 것으로 기대된다. 게임 이론을 포함한 몇 가지 가능한 이론적 도구들의 무선 네트워크 활용 예들을 살펴본다.

Players Adaptive Monster Generation Technique Using Genetic Algorithm (유전 알고리즘을 이용한 플레이어 적응형 몬스터 생성 기법)

  • Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Internet Computing and Services
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    • v.18 no.2
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    • pp.43-51
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    • 2017
  • As the game industry is blooming, the generation of contents is far behind the consumption of contents. With this reason, it is necessary to afford the game contents considering level of game player's skill. In order to effectively solve this problem, Procedural Content Generation(PCG) using Artificial Intelligence(AI) is one of the plausible options. This paper proposes the procedural method to generate various monsters considering level of player's skill using genetic algorithm. One gene consists of the properties of a monster and one genome consists of genes for various monsters. A generated monster is evaluated by battle simulation with a player and then goes through selection and crossover steps. Using our proposed scheme, players adaptive monsters are generated procedurally based on genetic algorithm and the variety of monsters which are generated with different number of genome is compared.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
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    • v.10 no.1
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    • pp.138-146
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    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.