• Title/Summary/Keyword: Experience Games

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A Study on User Performance Level according to Presence or Frequency of Providing Leaderboard in the Game (게임 중 Leaderboard 제공 유무 및 빈도에 따른 사용자 수행수준에 대한 연구)

  • Seo, Su-Jong;Jeong, Ji-Yeon;Kim, Eun-Kyoung;Han, Ye-Jin;Choi, Jong In;Kim, Jong-Hyun;Lee, Jung;Kim, Sun-Jeong
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.67-76
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    • 2018
  • The interaction between users and games is an important factor in game development. In this paper, we consider Leaderboard UI in shooting game and study user's performance level according to presence or frequency of providing Leaderboard UI. For this research, we developed a third person shooting game and conducted experiments for 80 college students. The results of the experiments were analyzed using statistical significance using the T-test method. Finally, in order to improve user's performance level, we conclude that the user's gaming experience is a bigger factor than the presence or frequency of providing Leaderboard, causing a significant difference.

Sensation Seeking Analysis of Olympic Team's Athletes and General Athletes (올림픽 국가대표 선수들과 일반선수들의 감각추구 성향 분석)

  • Ahn, Jeong-Deok;Kim, Jeong-Wan
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.407-416
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    • 2009
  • The purpose of this research is to compare a sensation seeking profiles of the members in Korean Olympic team with those of common athletes. The 261 participants(male: 134, female: 127) as the members of Korean Olympic team were randomly selected from the athletes, who were under training as the entrants for Athens 2004 Olympic Games. And 252 athletes who have never been national representatives, participated for the common athletes. We should find following result. First, Olympic team's athletes were lower than common athletes in TAS(p<.05), BS(p<.05), DIS(p<.001). Second, The ES factor did not find any difference following sex and level. Third, Male athletes were significantly higher than famale athletes in TAS(p<.01) and DIS(p<.001). Fourth, TAS was the highest factor in male athletes, otherwise BS was the highest factor in female athletes.

Price Competition in Duopoly Multimedia Cloud Service Market (복점 멀티미디어 클라우드 서비스 시장에서의 가격 경쟁)

  • Lee, Doo Ho
    • The Journal of the Korea Contents Association
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    • v.19 no.4
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    • pp.79-90
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    • 2019
  • As an increasing number of cloud service providers begin to provide cloud computing services, they form a competitive market to compete for users. Due to different resource configurations and service workloads, users may observe different response times for their service requests and experience different levels of service quality. To compete for cloud users, it is crucial for each cloud service provider to determine an optimal price that best corresponds to their service qualities while also guaranteeing maximum profit. To achieve this goal, the underlying rationale and characteristics in this competitive market must be clarified. In this paper, we analyze price competition in the multimedia cloud service market with two service providers. We characterize the nature of non-cooperative games in a duopoly multimedia cloud service market with the goal of capturing how each cloud service provider determines its optimal price to compete with the other and maximize its own profit. To do this, we introduce a queueing model to characterize the service process in a multimedia cloud data center. Based on performance measures of the proposed queueing model, we suggest a price competition problem in a duopoly multimedia cloud service market. By solving this problem, we can obtain the optimal equilibrium prices.

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.146-151
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    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

A Study on the Rise and Success of Korean-style Collection RPG Genre (한국형 수집 RPG 장르 형성 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.327-337
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    • 2018
  • The Korean-style Collection RPG is a unique sub-genre of RPG developed in a new environment of the smartphone era. Based on CCG in Japan, the Korean collection RPG was able to have its own color by adding action style based on the experience of MMORPG development. Since the genre, many games have been released and have had amazing success. This success is not only limited to domestic but also extends overseas. In this study, I try to find out the reasons for the emergence and success of the Korean collection RPG, and analyze "Seven Knights", which has been a great success in Korea, and "Summoners War", which has achieved great success in the world. Through this, I will contribute to the competitiveness of Korean smartphone game industry.

Interface Design for Motion-Based Physical Interactive Games (체감형 게임을 위한 운동 동작 기반 인터페이스 설계)

  • Jang, Won-Jun;Gil, Young-Ik;Seo, Hye-Ran;Sung, Bokyung;Kim, Da-In;Ko, Il-Ju
    • Journal of Korea Game Society
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    • v.19 no.4
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    • pp.15-26
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    • 2019
  • In this paper, an interface for the physical interactive game based on the exercise movement was designed. The interface which uses exercise motion detects was designed and applied to the physical interactive game. As a result, this application to the contents was made possible by combining the physical movements that involve motility through the training method. Furthermore, accurate exercise motions that correspond to each situation were induced using the game objects. The developed interface is expected to be used in a physical interactive game that incorporates other types of exercises.

A Convergency Study on University Freshmen's Academic Emotions towards English: Difference depending on level, team-teaching & communicative activities (우리나라 대학 신입생의 영어 학습 감정에 대한 융합적 연구: 수준별, 팀티칭, 의사소통활동유형에 따른 차이)

  • Park, Ok Hee
    • Journal of the Korea Convergence Society
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    • v.12 no.4
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    • pp.369-375
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    • 2021
  • The study explores the kinds of emotions freshmen in South Korea universities experience. Specifically, the study examines their emotional experiences on level-differentiated classes, team-teaching by native speakers and Korean professors, and communicative activities. 327 freshmen participated in the survey based on 'Academic Emotions Questionnaire (AEQ)' and the statistical results are as follows: Firstly, research showed that the participants in advanced classes feel higher negative emotions such as 'worries' and 'boredom' than those of beginner and intermediated classes (P < .05). Secondly, participants feel higher level of 'fun', 'satisfaction' and lower level for 'boredom' in the native speaker classes than those of Korean professors (P < .001). Thirdly, participants feel games are the most 'fun' and 'satisfying', while presentations are viewed as the most 'worrying' and 'boring' among the communicative activities (P < .001). Finally, the pedagogical implications and suggestions are discussed.

An Exploratory Study on the Success Factors of Project Management After Content Investment (콘텐츠 투자 후 관리 성공요인에 관한 탐색적 연구)

  • Lee, Junho;Lee, Jihoon;Baek, Seunghyeok
    • Journal of Korea Society of Industrial Information Systems
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    • v.26 no.3
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    • pp.41-57
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    • 2021
  • This study explores the success factors of post-investment management in content projects, which have recently seen increasing quantitative and qualitative status. The dependence on investment is huge in projects in the domestic content industry. As a result, unlike other industries, the content industry has a large role and contribution of investors in terms of project management. This study is conducted on 15 venture capitalists who have a key function in domestic content investment, and draws on their successful experience, what factors are successful in management(project management). To this end, 10 representative project management areas at the research and practice level are manipulated to suit content projects, and success factors by management area are derived in a qualitative manner for films and games with genre and industrial representation. For each area of management, a total of 38 success factors were derived, ranging from as little as three to as many as five. Given the theoretical and practical implications of research and the limitations of research, we present future research directions.

Intrahospital Transport of Critically Ill Patients: Critical Care Nurses' Perceptions (중환자실 간호사가 인식한 병원 내 중환자 이송 현황 조사)

  • Kim, Yeonsu;Kwon, In Gak
    • Journal of Korean Critical Care Nursing
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    • v.15 no.1
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    • pp.1-12
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    • 2022
  • Purpose : This study aimed to identify the status of intrahospital transport (IHT) of critically ill patients and provide baseline data to form recommendations for safer transport. Methods : Data were collected from 141 intensive care unit (ICU) nurses who attended national conferences between February and August, 2018. The collected data were analyzed using descriptive statistics and ANOVA, and post-hoc analysis was conducted with the Scheffé and Games-Howell tests. Results : Of the nurses surveyed, 61.7% answered that their workplace had a transport guideline. In terms of the experience of ICU nurses, 31.2% of respondents answered that they had received training on IHT. This result indicated that the degree of implementation of the guidelines for IHT was generally high, but some, including guidelines on personnel, equipment, and monitoring, were not. Guidelines of IHT were well observed when the institutes had specific guidelines for IHT of critically ill patients with specified transport grades, a scoring system to assess stability of a patient, a checklist and a protocol for action in case of problems, and when healthcare providers were provided with training. Conclusion : These results suggest that organized infrastructure, such as a transport guideline with transport grades, a checklist to improve the implementation of guidelines, and a protocol for coping with a problem, should be provided for safe transport. Additionally, effective education and evaluation to improve the competency of staff participating in the transport of patients will help reduce the occurrence of adverse events in intensive care transport in hospitals and promote patient safety.

Virtual Reality Based Fall Training System (가상현실기반 낙하훈련시스템 개발)

  • Ryu, Jae-Jeong;Kang, Seok-Joong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.25 no.12
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    • pp.1749-1755
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    • 2021
  • Virtual reality is actively applied in the fields of games, entertainment, communication, sports, and architecture. In particular, many virtual reality-based education systems are being developed in the field of education, creating efficient learning effects. In addition, virtual reality-based education is used in areas such as maintenance, fighter control, medical care, and firefighting as it can maximize the educational effect through the mastery process of the function itself through the curriculum as well as indirect experiences of dangerous situations that are difficult to experience. However, due to technical limitations, lack of contents, and lack of theoretical research, the level of application of military education and training is still insufficient. This paper aim to contribute to the development of a virtual reality-based education system as a military training system by developing a high-quality drop training system applicable to military group descent training, studying key technologies and implementation methods necessary for development.