• Title/Summary/Keyword: 플레이어

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광디스크 플레이어의 턴테이블용 폴리머재료의 마찰ㆍ마멸 특성 연구

  • 지광열;김대은
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2004.05a
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    • pp.60-60
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    • 2004
  • 광디스크 미디어 저장기기에 있어서 음악과 영상을 재생하는 광디스크 플레이어의 기구부품 중 턴테이블은 디스크를 장착, 고정하여 디스크에 기록된 신호를 재생케 하는 광디스크 메커니즘의 중요기능 부품이다. 특히 별도의 클램퍼 없이 턴테이블에 부설된 탄지력만으로 디스크를 장착, 고정하는 슬림형 플레이어에서 스핀들 모터의 회전 시 턴테이블에 장학된 광디스크의 슬립은 재생에러를 야기한다. 스피닝 회전속도가 증가할수록 디스크의 슬립을 방지하기 위해서는 디스크와 턴테이블의 증가된 마찰력이 요구된다.(중략)

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A Study on AOI for Massively Multiplayer Online Role-Playing Games (대용량 롤-플레잉 게임을 위한 AOI에 관한 연구)

  • Jeon, Il-Gon;Oh, Sam-Kweon
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.135-138
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    • 2004
  • MMORPG(Massively Multiplayer Online Role Playing Game)에서의 게임 서버는 모든 플레이어에게 게임 정보(오브젝트, NPC, 이벤트, 다른 플레이어들의 정보 등)를 실시간으로 전송해야 한다. 그러나, MMORPG에 참여하는 플레이어의 증가로 인해 전송되는 정보의 양이 많아지면 네트워크 전송 지연과 서버의 부담으로 인해 플레이어들간 정보 전송의 문제가 발생한다. 이를 해결하기 위해 본 논문에서는 AOI(Area Of Interest, 관심영역)를 이용하여 자원 이동 및 동기화를 효율적으로 관리할 수 있는 구성요소들과 적용방안을 제시한다.

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A Study on the Extrinsic and Intrinsic Reward Influencing on the Flow (몰입에 영향을 미치는 내적보상과 외적보상)

  • Choi, Dong-Seong
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.37-48
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    • 2011
  • As people increasingly play online games, numerous new features have been proposed to increase players' log-on time at online gaming sites. However, few studies have investigated why people continue to play certain online games. This research would verify that enjoyment experience could be explained by the conceptual framework. In the first, this study results indicate that customers would show a higher level of loyalty if they had an optimal experience with the games. The state of flow was felt when players were aware of opportunities for personal interaction and social interaction. The personal interaction could be motivated either to achieve the high cognitive performance or by providing the equity of distribution of the objective performance in order to examine players' cognitive performance; the social interaction can be motivated either to enhance a high level of self-esteem of player or to achieve the positive reputation in order to evaluate their self-esteem. This finding can answer the questions of what enjoyment experience is and why players are repeatedly playing specific online games.

Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.

Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Study on the Effect of the Cognitive Performance, Self-Efficacy and Self-Esteem on the Players' Flow Experience during Playing Online Games (온라인 게임 플레이 과정에서 인지적 성과, 자아효능감, 자아존중감이 플레이어의 몰입 경험에 미치는 영향)

  • Choi, Dongseong;Kim, Jinwoo
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.5-14
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    • 2013
  • This study has focused to identify what kinds of psychological state are most closely related in players experiencing flow while playing game. This study constructs a conceptual model of flow for game players by conducting a survey to 303 online game players. The results indicate that the state of flow was reached when players may gain opportunities for having high self-efficacy as they accomplished tasks. At the same time, it indicate that the higher cognitive performance and self-esteem was able to enhance the higher flow experience while playing a game. This study provides both practical and theoretical implications on how to increase players' flow by providing critical psychological states in the game.

A Validation of Differences in Academical Achievement among Bartle's Player Types in Educational Gamification Environments (교육 게이미피케이션 환경에서 바틀의 플레이어 유형간 학업 성취도 차이 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.25-36
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    • 2017
  • The purpose of this study is to verify the difference in academic achievement among Bartle's player types in an educational gamification environment. For the research, we conducted a questionnaire survey of 250 students who took courses at the K - university in $2^{nd}$ semester, 2016. A total of 235 people participated a survey. The Overall score data and player type questionnaire results were combined and statistical analysis was used to validate the difference in academic achievement. According to the results, there was a significant difference in academic achievement by each type of players. The result of this study may be used to design a gamified curriculum considering the characteristics of learner's player types.

VD Now-MP3 플레이어의 변신

  • Korea Venture Business Association
    • Venture DIGEST
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    • s.91
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    • pp.8-9
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    • 2006
  • 최근 몇 년간 발전과 혁신을 거듭하며 디지털 문화의 중심으로 자리매김해 온 MP3플레이어. 이제 단순한 MP3플레이어는 경쟁에서 살아남기 어려워졌을 만큼 변화속도가 빨라지고 있다. 디지털기기의‘컨버전스’화 속에 업계는 휴대용 게임기, 포터블미디어플레이어 (PMP), 디지털멀티미디어방송(DMB) 등으로 영역 확대를 시도하는 중이다.

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Development of Media Player for Personal Broadcasting based on Home Server (홈 서버용 개인형 방송 미디어 플레이어 개발)

  • Lee, Yun-Ju;Keum, Seung-Woo;Song, Jae-Chong;Lim, Tae-Beom;Lee, Seok-Pil
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2008.11a
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    • pp.169-172
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    • 2008
  • 집안의 TV 수신기로 접수되는 TV 프로그램 신호를 끊임없이 외부의 라우터로 중계하여 집밖의 어디에서든 인터넷만 연결되어 있으면 집안의 TV, PVR 또는 DVD 플레이어를 원격 작동하여 집밖에서 집안의 기기들의 컨텐츠를 감상할 수 있다. 이 때 홈 서버용 개인형 방송 미디어 플레이어를 제안함으로써 집 밖의 원거리에 있는 내 PC상에서 집 안의 기기들의 컨텐츠 데이터를 실제 리모콘을 조작하듯이 TV를 켜고, 끄고, 채널을 변경하고, 외부입력(PVR 또는 DVD 플레이어 등)을 전환하는 등 가상의 리모콘을 통해 사용자 마음대로 전송받고 제어할 수 있는 홈 서버용 개인형 방송 미디어 플레이어를 제안한다.

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온라인 게임 플레이어의 사회적 정체성이 지속적인 게임 행동에 미치는 영향

  • Jo, Su-Ran;Mun, Jeong-Hun;Kim, Chi-Gyeong;Kim, Yong-Jin
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.634-639
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    • 2007
  • 본 연구에서는 MMORPG(Massively Multiplayer Online Role-Playing Game)의 게임 플레이어들을 상대로 길드원들간의 인지되는 상호작용과 사회적 정체성 이론의 세가지 표출 형태인 인지적, 감정적, 평가적 사회정체성과의 관계에 기반하여, 이 세가지 표출 형태와 플레이어의 게임 충성도의 영향 관계를 분석하였다. 분석결과 길드원간의 상호작용을 통해 형성된 사회정체성은 MMORPG 플레이어의 게임에 대한 충성도 형성에 기여한다고 나타났다. 이러한 연구결과는 온라인 게임 개발 업체가 게임플레이어들을 성공적으로 확보할 수 있는 게임 개발 전략 수립에 가이드라인을 제공해 줄 것이다.

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