• Title/Summary/Keyword: Blade and Soul

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Group Behavior Pattern Analysis with respect to Playing Loyalty among Blade & Sole Game Users (충성도에 따른 블레이드 앤 소울 게임의 사용자 그룹 행동 패턴 분석)

  • Chung, Ji-in;Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.10
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    • pp.1340-1346
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    • 2018
  • There have been researches on game continuance intention based on consumer behaviour theory of management science. Such macro access of computer game analysis might be insufficient to draw valuable results due to complex subsystem structure of recent computer games. In this paper, we choose 'Blade and Soul' game that was first published in 2012 and has been within top 20 MMORPG in Korea but known as a 'long time users' only game'among game players recently. Three user groups - long loyalty, concentrated, casual - are classified based on their play history and play time per day of Blade and Soul. The first survey with 222 subjects revealed that the real strength of the game was not the combat - Dungeon, Arena, Battleground competition - but very cohesive game community Blade and Soul has. Thus, we conduct another survey on the game community issues among 148 long time users (over 3 years playing history) and analyze their traits and behaviour patterns.

A Study on User Identity according to MMORPG's Narrative Mode Focused on and (MMORPG의 서사 양식 전환에 따른 사용자 정체성 연구 <블레이드 앤 소울>과 <다크폴> 분석을 중심으로)

  • Yun, Hye-Young;Kim, Jeong-Yeon
    • Journal of Korea Game Society
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    • v.15 no.1
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    • pp.45-54
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    • 2015
  • This study analyzes the change of MMORPG in terms of conversion of narrative mode and discusses user identity according to the narrative mode, focused on and . These two games represent the conversion of narrative mode from Romance which has ideal story for it's main plot, to Irony, which has no background story. This change leads players to have performative persona composed by player's personal motive, compared to the persona composed by narrative motive.

The Study of Users' Satisfaction on Game AI - Focused on Blade&Soul AI by NCSoft - (게임 인공지능 초기이용자 만족에 미치는 요인 분석 - 엔씨소프트의 블레이드앤소울 AI 조기수용자를 중심으로 -)

  • Yeo, Hyang-Ran;Wi, Jong Hyun
    • Journal of Korea Game Society
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    • v.20 no.3
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    • pp.3-14
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    • 2020
  • The purpose of this paper is to analyze the factors effecting users' satisfaction on game AI for early AI diffusion. For this purpose, we interviewed 20 users who had experiences playing Blade&Soul, made by NCsoft. Interview data had been analyzed through the Semantic Network Analysis program to identify key subject words and their relations. As a result, the paper has found keywords such as patterns, contents, variety, system, and getting new users as factors effecting users satisfaction on game AI.

The Development of Exclusive CAD/CAM System for Impeller Blades Formed by Ruled Surface I(A Study on the Modeling) (Ruled Surface로 형성된 임펠러 블레이드 전용 CAD/CAM 시스템 개발 I (모델링에 관한 연구))

  • ;;;;;;Yu-Ge Dong
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.10 no.6
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    • pp.71-77
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    • 2001
  • We have developed the exclusive CAD/CAM system for the machining of impeller blades. This study is about the mod-eling method for the effective machining of impeller blades farmed by ruled surface. As the impeller is consisted of boss part and blade part, the boss is modeled by rotational surface of hub curve on z-axis and the blade is described by ruled- surfaces between hub curve and shroud curve. This modeling process can be carried out on the software developed in this study. And, the developed software can describe the impeller as a solid model through interface with Solid-Works soul- ware. The developed software containing the interface method proposed in this study was very effective fur impeller modeling.

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Study the graft method related to the design of monster character in games (게임 괴물 캐릭터 조형의 접목 방법에 대한 연구)

  • Sun, Shu-Ping;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.357-364
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    • 2015
  • Because of the unique images of monsters and people curious about the unknown things in the game, gamers escape from ordinary life to explore a whole new world of games in the virtual space. Gamers monster while dealing with characters that are not in the real world, I feel the joy and freshness, much to the popularity of these unique characters are gamers. Is the study of the game Monster character to now is still food that fell short, there is currently many games with the simple design by limiting the monster character design for simple figurative design in the characters monster representation of the figurative simple character designs is fulfilling the week The feed. To analyze the convergence of the monster character design in various ways and to apply the formative apply thoughtful design of the monster characters. This study combines research with a multidisciplinary approach based on the traditional image of the monster character image.

Using Image Visualization Based Malware Detection Techniques for Customer Churn Prediction in Online Games (악성코드의 이미지 시각화 탐지 기법을 적용한 온라인 게임상에서의 이탈 유저 탐지 모델)

  • Yim, Ha-bin;Kim, Huy-kang;Kim, Seung-joo
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.27 no.6
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    • pp.1431-1439
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    • 2017
  • In the security field, log analysis is important to detect malware or abnormal behavior. Recently, image visualization techniques for malware dectection becomes to a major part of security. These techniques can also be used in online games. Users can leave a game when they felt bad experience from game bot, automatic hunting programs, malicious code, etc. This churning can damage online game's profit and longevity of service if game operators cannot detect this kind of events in time. In this paper, we propose a new technique of PNG image conversion based churn prediction to improve the efficiency of data analysis for the first. By using this log compression technique, we can reduce the size of log files by 52,849 times smaller and increase the analysis speed without features analysis. Second, we apply data mining technique to predict user's churn with a real dataset from Blade & Soul developed by NCSoft. As a result, we can identify potential churners with a high accuracy of 97%.