• Title/Summary/Keyword: Design Game

Search Result 1,522, Processing Time 0.021 seconds

Recognition of the impact of success of task in human sleep with conditional random fields (CRF를 이용한 일의 성공이 수면에 미치는 영향 분석)

  • Yang, Hee Deok
    • Smart Media Journal
    • /
    • v.10 no.2
    • /
    • pp.55-60
    • /
    • 2021
  • In this research, we design and perform experiment to investigate whether neuronal activity patterns elicited while solving game tasks are spontaneously reactivated in during sleep. In order to recognize human activity EEG-fMRI signals are used at the same time. Experimental results shows that reward for the success of tasks performed before sleeping have an effect on sleep brain activity. The study uncovers a neural mechanism whereby rewarded life experiences are preferentially replayed and consolidated while we sleep.

An Intelligent Residual Resource Monitoring Scheme in Cloud Computing Environments

  • Lim, JongBeom;Yu, HeonChang;Gil, Joon-Min
    • Journal of Information Processing Systems
    • /
    • v.14 no.6
    • /
    • pp.1480-1493
    • /
    • 2018
  • Recently, computational intelligence has received a lot of attention from researchers due to its potential applications to artificial intelligence. In computer science, computational intelligence refers to a machine's ability to learn how to compete various tasks, such as making observations or carrying out experiments. We adopted a computational intelligence solution to monitoring residual resources in cloud computing environments. The proposed residual resource monitoring scheme periodically monitors the cloud-based host machines, so that the post migration performance of a virtual machine is as consistent with the pre-migration performance as possible. To this end, we use a novel similarity measure to find the best target host to migrate a virtual machine to. The design of the proposed residual resource monitoring scheme helps maintain the quality of service and service level agreement during the migration. We carried out a number of experimental evaluations to demonstrate the effectiveness of the proposed residual resource monitoring scheme. Our results show that the proposed scheme intelligently measures the similarities between virtual machines in cloud computing environments without causing performance degradation, whilst preserving the quality of service and service level agreement.

A Study on the Effects of Silver Housing on Evacuation Safety using Human Behavior Simulation - Focused on Floor Planning of Corridor Types in Urban Silver Housing - (인간행동 시뮬레이션을 통한 노인주거 피난안전성 검증에 관한 연구 - 도심형 노인주거의 복도 유형별 평면계획 분석 중심으로 -)

  • Cho, Seung-Woo;Kim, Kyeong-Bae
    • Journal of the Architectural Institute of Korea Planning & Design
    • /
    • v.35 no.9
    • /
    • pp.41-48
    • /
    • 2019
  • Recently as the rapid increasing of the elderly, silver housing has grown up. Though much fire evacuation and safety law, fire accident is most dangerous problem in our society. So this study is the purpose to analyze evacuation safety in urban silver housing of floor planning by corridor types using human behavior simulation. The methodology of this study is 'Literature Review' and 'Simulation'. This study has been carried out on silver housing's definition, types, fire safety theory and relation law. To proof evacuation safety, this study measured escaping time, longest distance, and bottleneck counting using human behavior simulation. This study use game engine simulation program to analyze 6 corridor types experimental model. As the result of simulation, this study compare between ASET and simulation result. The result come down to 3 part. First, double loaded corridor type is the most dangerous on urban silver housing. Second, Safe shelter's location and number cause increasing of escaping time. Lastly escaping time is influenced by behavior of agent, bottle neck strike frequency.

A case study on value creation of fashion brands using content collaboration targeting MZ generation (MZ세대의 콘텐츠 콜라보레이션을 활용한 패션브랜드의 가치창출 사례연구)

  • Shin, Haekyung
    • The Research Journal of the Costume Culture
    • /
    • v.28 no.6
    • /
    • pp.830-844
    • /
    • 2020
  • The fourth Industrial Revolution, known as digital transformation, has made MZ generation to be the focus of the new consumer market, brought about the use of technological platforms a new consumption method. Currently, as various types of content collaboration are emerging that specifically targeting at the MZ generation. Content collaboration are considered an integration of content to create new values through co-existence and co-prosperity. This study identified the characteristics of collaboration of fashion brands from 2018 using literature and online news articles, and identified and classified through case studies of it determined movie content, game and virtual characters. By this research, it shown that collaboration with movie contents have increased the collaborative synergy by using the story in global media content. Collaboration with mobile games was generally used by young casual and sportswear brands. These brands which utilized characters from mobile games popular with to attract more teen consumers and strengthen brand awareness by adding values of high-technology and scarcity to the familiar images. In addition, collaboration with virtual characters has expanded value of the collaborative approach on expanding the range of advanced digital technology, from a promotional strategy during the distribution process through to the use of virtual models. As such, collaboration using the various types of content has developed beyond simple integration of identities among various areas, integrated products or brands that as a new value.

How Consumers Spend and Distribute Money Tainted by Anger

  • PARK, Hyun Young
    • Journal of Distribution Science
    • /
    • v.19 no.7
    • /
    • pp.51-59
    • /
    • 2021
  • Purpose: Anger has become one of the dominantly experienced emotions in recent years, particularly under the COVID-19 pandemic. Considering the critical role that anger plays in consumers' lives, the present research examines how feeling angry about money influences consumers' spending and money distribution decisions. Research design and methodology. Three experiments were conducted using different emotion induction methods (i.e., dictator game, autobiographical recall, and scenario). Results. Feeling angry about money decreased pro-social spending (i.e., less money distribution to the others), but it did not affect virtuous or utilitarian spending for the self-unlike past finding on negative feelings that increased utilitarian spending. Furthermore, whereas anger-tainted money decreased pro-social spending of that money, guilt-tainted money increased pro-social spending. However, the effects of guilt versus anger were not completely symmetrical. The antagonistic effect of anger was diffusive across spending on distant and close others, whereas the pro-social effect of guilt was limited to distant others. Conclusions: These findings help policy makers and financial institutions forecast how money will be distributed or circulated when it is likely to be dampened by anger under the pandemic. They also highlight the importance of examining the effects of discrete emotions (e.g., anger vs. guilt) beyond valence.

Sport and Culture: Application of Traditional and Contemporary Content

  • CHANG, Deok Seon;KIM, Hae Yu;LEE, Hyuk Jin
    • Journal of Sport and Applied Science
    • /
    • v.5 no.2
    • /
    • pp.1-7
    • /
    • 2021
  • Purpose: This study started with an interest in sports culture-related content and aims to comprehend the application of traditional and contemporary cultural content to sport business. Research design, data, and methodology: The current study reviews related-documents, research papers, media reports, and a secondary data. The collected data were multiple reviewed via content analysis. Results: Findings are as follow. First, the study found that sports is born in religious rituals which are associated with human needs for survival and prosperity. Second, sports is sort of official format that inherent desire of human could be satisfied, representing play and game. Third, the current study discovered that sports could be cultural products such as literature and film. This is because sport has often been used as major themes in contemporary art production. Finally, this study included important cultural content categories, but could not cover all categories due to the limitations of the study. Conclusions: this study reviewed multiple literature to decode historical and anthropological meanings of sport. The finding presents the cultural traits and meaning of contemporary sport. Further implications were discussed.

Study of User Reuse Intention for Gamified Interactive Movies upon Flow Experience

  • Han, Zhe;Lee, Hyun-Seok
    • Journal of Multimedia Information System
    • /
    • v.7 no.4
    • /
    • pp.281-293
    • /
    • 2020
  • As Christine Daley suggested, "interaction-image" is considered to be typical in the age of "Cinema 3.0", which integrates the interactivity of game art and obscures the boundary between producers and customers. In this case, users are allowed to involve actively in the scene as "players" to manage the tempo of the story to some extent, it, thus, makes users pleased to watch interactive movies repeatedly for trying a diverse option to unlock more branch lines. Accordingly, this paper aims to analyze the contributory factors and effect mechanism of users' reuse intention for gamified interactive movies and offer specific concepts to improve the reuse intention from the interactive film production and operation perspectives. Upon integrating the Flow theory and Technology Acceptance Model (TAM) and separating the intrinsic and extrinsic motivations of key factors based on Stimulus-Organism-Response (S-O-R), the research builds an empirical analysis model for users' reuse intention with cognition, design, attitude emotional experience and conducts an empirical analysis on 425 pieces of valid sample data applying SPSS22 and Amos23. The results show that user satisfaction and flow experience impact users' reuse intention highly and perceived usefulness, perceived ease of use, perceived enjoyment, remote perception, interactivity, and flow experience have significant positive influence on user satisfaction experience.

A Study on the Emotional Cognitive Characteristics of Formative Elements - Focusing on Color and Form - (조형요소의 감성적 인지특성에 관한 연구 - 색상과 형태를 중심으로 -)

  • Hwang, Mi Kyung;Kwon, Mahn Woo;Kim, Chee Yong
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.3
    • /
    • pp.460-467
    • /
    • 2021
  • Among the formative elements, color and form are the most critical elements that can capture a person's perspective. Companies are concentrating on developing visual perception-oriented products by accommodating the diverse needs of consumers, where the emotional factor plays as an important design consideration. Accordingly, the visual perception reaction of consumers was analyzed through a questionnaire focusing on color and form. The result finds that, when Ernst Gombrich (1909-2001) perceives objects in questionnaires related to personal preferences for color and form, humans do not rely solely on the eyes, but describes with the knowledge diagram through that knowledge. In doing so, the knowledge that we already know plays a part to describe the object. In addition, colors and forms are recognized by combining the social and cultural information experiences of the perceiver with the learned knowledge. In the future studies that define the interrelationships of the formative elements should be continued through the analysis of more complex and clear visual perception characteristics of the formative elements.

Research on the Influence of Curiosity on MMORPG Grinding Player Experience

  • Yang, Dan;Cho, Dong-Min
    • Journal of Multimedia Information System
    • /
    • v.9 no.2
    • /
    • pp.127-136
    • /
    • 2022
  • In MMORPGs, there are many problems with the Grinding player experience. This research divides the Grinding player experience into four dimensions: Grinding in-Autonomy, Competence, Relatedness and Positive affect through theoretical investigation of game experience. Through the study of Litman (2008), Curiosity is divided into two dimensions, I-Type Curiosity and D-Type Curiosity, and the relationship between Curiosity and Grinding player experience is studied. By distributing questionnaires, collecting data, and using SPSS software to conduct reliability analysis, validity analysis, correlation analysis and multiple regression analysis on the data, it is verified that in MMORPG, I-Type Curiosity can positively affect Grinding in-Autonomy, Competence, Relatedness and Positive affect. D-Type Curiosity can positively affect Grinding in-Autonomy, Competence and Positive affect, but D-Type Curiosity has no statistical relationship with Grinding in-Relatedness. And through the standardized coefficient (Beta) value, between the Curiosity factors, I-Type Curiosity has a greater impact on Grinding in-Autonomy and Positive affect, and D-Type Curiosity has a greater impact on Grinding in-Competence. Finally, from the perspective of I-Type Curiosity and D-Type Curiosity, combined with the drawbacks of the MMORPG Gringding mechanism, some concrete and feasible suggestions and optimization schemes are put forward to improve the Grinding player experience. This research result can provide some feasible suggestions for MMORPG developers and designers, optimize the MMORPG Grinding mechanism from the perspective of I-Type Curiosity and D-Type Curiosity, and improve the Grinding player experience. It can provide appropriate assistance for the improved development of MMORPG games.

Research Joint Ventures and Cartels in International Product R&D

  • Yang, Il-Seok
    • Journal of Korea Trade
    • /
    • v.23 no.2
    • /
    • pp.46-58
    • /
    • 2019
  • Purpose - This paper analyzes how Research and Development (R&D) cartelization and Research Joint Ventures (RJV) affect firms that engage in Cournot competition in their product market using a model in which the Home and Foreign firm produce differentiated products and export their total output to a third country's market. Design/Methodology - In a two-stage game, research expenditures incurred in the first stage improve product quality and are subject to various degrees of spillovers. We consider four different scenarios. Findings - In a symmetric equilibrium we observe the following: (i) an RJV that cooperates in R&D decision yields the highest R&D expenditure. However, the scenario which yields the lowest expenditure depends on the extent of differentiation between the goods and the degree of spillovers; (ii) RJV cartelization yields the highest product quality, output, and consumer surplus in the third country; however, the lowest is produced by R&D competition if spillovers are strong and by R&D cartelization if spillovers are weak; and (iii) each firm's profit is at its minimum in R&D competition and its maximum in RJV cartelization. Furthermore, if spillovers are strong, the profit of each firm in R&D cartelization is greater than that in RJV competition, and vice versa. Originality/value - By analyzing product innovation in international markets, we can find similarities and differences between process R&D and product R&D in international markets.