• Title/Summary/Keyword: 플레이테스팅

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A study on Match 3 Playtesting based on reinforcement learning (강화학습 기반 매치 3 플레이테스팅 연구)

  • Shin, Yuchul
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.611-612
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    • 2021
  • 매치 3게임에서 플레이테스팅 방법은 전통적으로 사람들을 이용하는 방법으로 지속되어 왔으며, 최근에는 딥러닝을 이용하는 방법으로서 게임의 장르적인 특성들을 고려해서 각 레벨에 대한 플레이 데이터를 이용한 지도학습 방법과 환경과 상황 그리고 보상을 통한 강화학습 방법들이 연구되고 있다. 본 논문에서는 매치 3게임에서 강화학습을 이용한 플레이테스팅의 향후 연구 방향성에 대해서 기준을 제시한다.

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A Study on the Game Quality Management Methodology (게임품질관리 수업 개선을 위한 게임 플레이 분석 시스템 설계)

  • Lee, Yoon-Yim;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.19 no.1
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    • pp.85-94
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    • 2019
  • This paper aims to improve teaching methods for changing the game-related department and game quality management classes of A university from theoretical to practical classes. The main goal is to design and develop a game play analysis system. The design and development of the game play analysis system enables the company to experience the overall process of game development that meets the requirements of the industry. Designs for systems that can improve understanding of game content by experiencing debugging to testing.

The embedded software testing Framework using dynamic instrumentation techniques (동적 인스트루멘테이션 기법을 이용한 임베디드 S/W 테스팅 프레임워크)

  • Jeong Doe-Kyun;Shin Seok-Kyoo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.10a
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    • pp.439-443
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    • 2004
  • 최근 임베디드 시스템 기술은 마이크로프로세스의 저가, 소형화, 고성능화에 따라 제품 경쟁력의 핵심이 H/W 생산기술에서 S/W 시험$\cdot$품질보증기술로 이동하고 있다. 그러나 마켓-플레이스의 다양한 임베디드 S/W 아키텍처 및 개발환경은 임베디드 S/W 자동차 시험방법에 대한 제약을 지닌다. 이에 본 논문에서는 동적 인스트루멘테이션(Dynamic Instrumentation)을 기법 및 그에 대한 디자인 프레임워크(Design Framework)를 제시한다. 이러한 동적 인스트루멘테이션 기법을 적용한 프레임워크는 다양한 임베디드 시스템 환경을 추상화(Abstraction)하여 임베디드 S/W 시스템의 신시간 수행과정에서 고품질달성과 관련된 데이터를 수집하고 분석하는데 이용되어질 수 있다.

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An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.

Implementation of a DI Multi-Touch Display Using an Improved Touch-Points Detection and Gesture Recognition (개선된 터치점 검출과 제스쳐 인식에 의한 DI 멀티터치 디스플레이 구현)

  • Lee, Woo-Beom
    • Journal of the Institute of Convergence Signal Processing
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    • v.11 no.1
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    • pp.13-18
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    • 2010
  • Most of the research in the multi-touch area is based on the FTIR(Frustrated Total Internal Re리ection), which is just implemented by using the previous approach. Moreover, there are not the software solutions to improve a performance in the multi touch-blobs detection or the user gesture recognition. Therefore, we implement a multi-touch table-top display that is based on the DI(Diffused Illumination), the improved touch-points detection and user gesture recognition. The proposed method supports a simultaneous transformation multi-touch command for objects in the running application. Also, the system latency time is reduced by the proposed ore-testing method in the multi touch-blobs detection processing. Implemented device is simulated by programming the Flash AS3 application in the TUIO(Tangible User Interface Object) environment that is based on the OSC(Open Sound Control) protocol. As a result, Our system shows the 37% system latency reduction, and is successful in the multi-touch gestures recognition.