• Title/Summary/Keyword: Game Data Analysis

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A Watermarking Algorithm of 3D Mesh Model Using Spherical Parameterization (구면 파라미터기법을 이용한 3차원 메쉬 모델의 워더마킹 알고리즘)

  • Cui, Ji-Zhe;Kim, Jong-Weon;Choi, Jong-Uk
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.18 no.1
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    • pp.149-159
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    • 2008
  • In this paper, we propose a blind watermarking algorithm of 3d mesh model using spherical parameterization. Spherical parameterization is a useful method which is applicable to 3D data processing. Especially, orthogonal coordinate can not analyse the feature of the vertex coordination of the 3D mesh model, but this is possible to analyse and process. In this paper, the centroid center of the 3D model was set to the origin of the spherical coordinate, the orthogonal coordinate system was transformed to the spherical coordinate system, and then the spherical parameterization was applied. The watermark was embedded via addition/modification of the vertex after the feature analysis of the geometrical information and topological information. This algorithm is robust against to the typical geometrical attacks such as translation, scaling and rotation. It is also robust to the mesh reordering, file format change, mesh simplification, and smoothing. In this case, the this algorithm can extract the watermark information about $90{\sim}98%$ from the attacked model. This means it can be applicable to the game, virtual reality and rapid prototyping fields.

A Study on the Detection of Malware That Extracts Account IDs and Passwords on Game Sites and Possible Countermeasures Through Analysis (게임 사이트의 계정과 비밀번호 유출 악성코드 분석을 통한 탐지 및 대응방안 연구)

  • Lee, Seung-Won;Roh, Young-Sup;Kim, Woo-Suk;Lee, Mi-Hwa;Han, Kook-Il
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.22 no.2
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    • pp.283-293
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    • 2012
  • A new type of malware that extracts personal and account data over an extended period of time and that apparently is resistant to detection by vaccines has been identified. Generally, a malware is installed on a computer through network-to-network connections by utilizing Web vulnerabilities that contain injection, XSS, broken authentication and session management, or insecure direct-object references, among others. After the malware executes registration of an arbitrary service and an arbitrary process on a computer, it then periodically communicates the collected confidential information to a hacker. This paper is a systematic approach to analyzing a new type of malware called "winweng," a kind of worm that frequently made appearances during the first half of 2011. The research describes how the malware came to be in circulation, how it infects computers, how its operations expose its existence and suggests improvements in responses and countermeasures. Keywords: Malware, Worm, Winweng, SNORT.

A Study on User Evaluation of VR Games on Improving Visual Immersion (시각적 몰입감 향상에 관한 VR 게임의 사용자 평가 연구)

  • Lee, Lang-Goo;Chung, Jean-Hun
    • Journal of Digital Convergence
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    • v.20 no.2
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    • pp.407-413
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    • 2022
  • This study conducted empirical analysis through user experience and questionnaire to find out whether the technical and contextual elements of the 'COVID-19 SABER' VR game produced and developed through initial research affect the improvement of the user's visual immersion. As a result first, the hypotheses regarding the resolution, viewing angle, effect, and design quality of the technical elements were accepted, but the hypotheses regarding the frame rate and the brightness of the lighting were rejected. Next, as for the hypothesis of the contextual elements, the hypothesis about background, directing, color and texture, interest and fun was adopted, and the hypothesis about storytelling was rejected. In summary, it was concluded that in order to increase the visual immersion of VR games, technical elements resolution, viewing angle, effect, design quality, contextual elements background, directing, color and texture, interest and fun must be designed and produced. The results of this study are expected to serve as basic data for the production and development of VR games that can induce and improve user's visual immersion in the future.

Assessment of Library and Information Professionals' Perception of COVID-19 and Its Impacts on Libraries in Nigeria

  • Adegbilero-Iwari, Idowu;Ikenwe, Iguehi Joy;Adegbilero-Iwari, Oluwaseun Eniola
    • International Journal of Knowledge Content Development & Technology
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    • v.12 no.4
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    • pp.25-39
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    • 2022
  • Perceptions of Library and Information (LI) professionals in Nigeria and the impact of COVID-19 on libraries, librarians and library services, were studied. The significance of demographic factors on LI professionals' perception of COVID-19 and its impact on libraries was tested. Descriptive survey design and Purpose sampling technique were adopted. LIS professionals in Nigeria constituted the population, and an online questionnaire designed by the researchers through Microsoft Forms was used. Descriptive analysis of respondents' demographic data and their covid-19 perception were presented in frequencies and percentages using tables while multivariate regression technique was used to test the significance of relationship between variables at P < 0.05. Findings revealed that many (61.4%) of the respondents agreed that COVID-19 is real but have personal reservations. However, 47.5% indicated that COVID-19 is a scientific invention. On the impacts of COVID-19 on libraries, the study found that COVID-19 is a game changer that will enhance the creation of new services by libraries, cause the reconfiguration of library space for safe operations in post-COVID, establishment of new rules and regulations, and more reliance on e-resources. On the test of association, educational qualification of respondents had a significant impact on respondents' perceptions that COVID-19 will reduce the use of library print resources (P-value = 0.005, B: 0.38, [95% CI: 0.115 - 0.646]) and that library will create new services to address the changes caused by COVID-19. Also, educational qualification of respondents significantly influenced respondents' perception that COVID-19 is real. The study recommends that libraries should take advantage of the season to innovate, and that public health institutions should continually educate people on corona virus to disabuse people's mind of conspiracy theories.

Dynamics in Election News Making: An Exploratory Study (선거보도의 역동성에 대한 탐색적 연구)

  • Lee, Han Soo
    • Korean Journal of Legislative Studies
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    • v.27 no.3
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    • pp.155-188
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    • 2021
  • This study examines dynamics in election news making. It is important to understand when and how news media produce election news in order to grasp news making and voting behavior. The news media sometimes make election news by focusing on issues and policies. Often they frame elections as a game and focus on election strategies while covering elections. This article argues that as time goes by during the election period, the number of policy news tends to decrease while the frequency of strategic news is likely to increase. Also, TV's and newspapers show distinctive patterns of election news making. In order to examine the arguments, this study categorizes election news stories into policy and strategic news stories produced during the 2020 Korean congressional elections and constructs daily time-series data of them. The results of structural break and regression analyses partially support the arguments.

A Study on Switching Intention of Broadcasting Service to MCN Service by Migration Theory (새로운 방송 서비스로의 이전 : 이주 이론을 통한 MCN으로 전환의도 연구)

  • Kim, Yonghee
    • The Journal of Industrial Distribution & Business
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    • v.10 no.1
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    • pp.59-67
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    • 2019
  • Purpose - The Millennial Generation, which grew in the wake of the spread of the Internet and rapid changes in the media environment, is rapidly moving from the traditional broadcasting environment to the Internet-broadcasting environment in terms of content acceptance. With the emergence of UGC (User-generated content), the change in the status of single-person content creators enables the growth of multi-channel networks (MCN), a new content-distribution platform and an agency concept for single creators. Youtube-based MCN produces multiple single star producers and casts and provides its own video series through Youtube. It is also emerging as a major M&A target for global media providers in terms of providing content to a wide range of consumers with the same interests and consumption characteristics. In addition, for the Millennials generation, which are part of their lives, MCN is becoming the most suitable media for TGIF (Twitter, Google, i-phone, Facebook). Accordingly, this study defines newly emerging MCNs and analyzes the factors for accepting MCN-produced content based on the push-pull-mooring (PPM) model. Research design, data, and methodology - An empirical analysis is performed through a questionnaire survey. For this purpose, 204 people who have experience of watching MCN were studied. Collected data is processed through analysis of a structural equation model using R to test the hypothesis. Results - For the MCN service to become an alternative to existing media, it is necessary to continuously promote cultural diversity and diversity of attempts that conventional media cannot provide. It is the attractiveness of the alternative that has the greatest influence on the intention to switch to a MCN service. When we look at MCN content so far, certain patterns such as game progress, introduction, food, and chat rooms have already appeared. We need to overcome this and develop a completely new conceptual content that we have never seen before. This requires a more generous viewer perception of the topics covered. For diversity, linguistic and verbal violence should be tolerant in common sense to provide a foundation for securing cultural diversity. Conclusions - In this study, we tried to develop a comprehensive approach to the substitution effect of MCN. In terms of academic achievement, the PPM model is used to enhance the utilization of media and broadcasting. Practical implications are to provide an analytical framework for verifying alternative or complementary effects when viewers switch to MCN.

A COMPARATIVE ANALYSIS OF MOTHER-CHILD PLAY BETWEEN AUTISTIC AND NORMAL GROUPS FOR PROMOTING THE AUTISTIC CHILDREN'S SYNCHRONIZED BEHAVIORS (자폐적인 아동의 일치적 애착 행동 증진을 위한 정상군/자폐군 모-아놀이의 비교 분석)

  • Im, Sook-Bin
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.10 no.1
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    • pp.76-90
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    • 1999
  • This study was performed 1) to compare the nature of the synchronized behaviors in mother-child plays between autistic and normal groups quantitatively and qualitatively and 2) to identify the behavioral data to improve synchrony. The subjects were consisted of 20 mother-child pairs, 10 for each autistic group(AG) and normal group(NG). The developmental age of two groups was under 24 months old and equally matched. Data were collected by video-taped mother-child free play and analyzed with Wilcoxon Rank Sign(Sum) Test, Spearman Correlation Coefficient, Scheffe's Test, and Content Analysis. The score on synchronized behaviors of AG was significantly lower than that of NG(p<.05). As time progressed, the difference was much higher between the 2 groups. And the structure of motherchild plays in AG was poor and most of the interactions were discontinued as 1 or 2 episodes. On the other hand, mother-child plays in NG were enriched and became somewhat like game or play. The score of mother's growth-fostering nurturing behaviors showed positive relation to synchrony and much highly related to the group of 16 months-old or above. Mother's laughing and patting responses and pausing to get the child's initiative were especially related highly to synchronized behaviors. In conclusion, these mother's growth-fostering nurturing behaviors should be stressed at the mother-child interactions and also well structured therapeutic play with considering in children's developmental level should be given.

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Provisioning Anonymous Communication in Ad Hoc Networks (Ad Hoc 네트워크상에서 익명성을 보장하는 방법에 관한 연구)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
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    • v.15 no.1
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    • pp.77-85
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    • 2006
  • The cost of downloading content from the Internet may be costly for mobile device users using its 3G connection, because the 3G connection cost to download data from the Internet is a function of the amount of data downloaded. This paper introduces an approach in which mobile devices, called peers, form an ad hoc network and share their downloaded content with others. As an example, spectators may want to collect/share information about players and game records in a stadium. In an art gallery, visitors may want to retrieve some background information about the displayed work from the nearby ad hoc network. In an outdoor class, a teacher may download today's topic files from the Internet, and all students may share the content with minimal or no cost paid. This is possible if mobile device has both a 3G interface and a wireless LAN interface. If the peers want to improve privacy md discourage traffic analysis when sharing content, this paper describes a low-delay anonymous connection between the sending peer and the receiving peer using two additional peers. Simulation results show that the transmission time overhead of the anonymous connection may increase 50% or less as the number of peers increase or the peers are scattered over the larger area.

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Influences of Smartphone Overuse on Health and Academic Impairment in Adolescents : Using Data from Korea Youth Risk Behavior Web-based Survey of 2017 (스마트폰 과사용이 청소년의 건강과 학업에 미치는 영향 : 2017년 청소년건강행태온라인조사 자료를 이용하여)

  • Moon, Jong-Hoon;Jeon, Min-Jae;Song, E-Seul
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.2
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    • pp.177-186
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    • 2019
  • The purpose of this study was to investigate the influences of the smartphone overuse on health and academic impairment in adolescents. This study used data from Korea youth risk behavior web-based survey of 2017. This survey was conducted on 64,991 adolescents(middle and high school students), and 62,276 (95.8%) responded. The researchers used frequency analysis, independent t test, chi-square test and Pearson correlation analysis using SPSS 22. As a result, the usage rate of adolescents's smartphone was 54,603 out of 62,276, which was 87.7%. The purpose of smartphone usage was messenger(1st rank, 27.3%), SNS(2nd rank, 18.7%) and game(3rd rank, 13.3%). The average daily use time of the smartphone was 206.68±194.73 minutes. Girl students showed significantly more use time of smartphones than boy students(p<.001). Students with more than 206 minutes of smartphone use had worse health and academic performance than students with less than 206 minutes(p<.001). Time of smart phone usage and academic ability showed a weak correlation(p<.001, r=.245). The present findings showed that the higher the smartphone usage, the lower the health level and academic ability, and the author discussed these results.

Prediction of commitment and persistence in heterosexual involvements according to the styles of loving using a datamining technique (데이터마이닝을 활용한 사랑의 형태에 따른 연인관계 몰입수준 및 관계 지속여부 예측)

  • Park, Yoon-Joo
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.69-85
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    • 2016
  • Successful relationship with loving partners is one of the most important factors in life. In psychology, there have been some previous researches studying the factors influencing romantic relationships. However, most of these researches were performed based on statistical analysis; thus they have limitations in analyzing complex non-linear relationships or rules based reasoning. This research analyzes commitment and persistence in heterosexual involvement according to styles of loving using a datamining technique as well as statistical methods. In this research, we consider six different styles of loving - 'eros', 'ludus', 'stroge', 'pragma', 'mania' and 'agape' which influence romantic relationships between lovers, besides the factors suggested by the previous researches. These six types of love are defined by Lee (1977) as follows: 'eros' is romantic, passionate love; 'ludus' is a game-playing or uncommitted love; 'storge' is a slow developing, friendship-based love; 'pragma' is a pragmatic, practical, mutually beneficial relationship; 'mania' is an obsessive or possessive love and, lastly, 'agape' is a gentle, caring, giving type of love, brotherly love, not concerned with the self. In order to do this research, data from 105 heterosexual couples were collected. Using the data, a linear regression method was first performed to find out the important factors associated with a commitment to partners. The result shows that 'satisfaction', 'eros' and 'agape' are significant factors associated with the commitment level for both male and female. Interestingly, in male cases, 'agape' has a greater effect on commitment than 'eros'. On the other hand, in female cases, 'eros' is a more significant factor than 'agape' to commitment. In addition to that, 'investment' of the male is also crucial factor for male commitment. Next, decision tree analysis was performed to find out the characteristics of high commitment couples and low commitment couples. In order to build decision tree models in this experiment, 'decision tree' operator in the datamining tool, Rapid Miner was used. The experimental result shows that males having a high satisfaction level in relationship show a high commitment level. However, even though a male may not have a high satisfaction level, if he has made a lot of financial or mental investment in relationship, and his partner shows him a certain amount of 'agape', then he also shows a high commitment level to the female. In the case of female, a women having a high 'eros' and 'satisfaction' level shows a high commitment level. Otherwise, even though a female may not have a high satisfaction level, if her partner shows a certain amount of 'mania' then the female also shows a high commitment level. Finally, this research built a prediction model to establish whether the relationship will persist or break up using a decision tree. The result shows that the most important factor influencing to the break up is a 'narcissistic tendency' of the male. In addition to that, 'satisfaction', 'investment' and 'mania' of both male and female also affect a break up. Interestingly, while the 'mania' level of a male works positively to maintain the relationship, that of a female has a negative influence. The contribution of this research is adopting a new technique of analysis using a datamining method for psychology. In addition, the results of this research can provide useful advice to couples for building a harmonious relationship with each other. This research has several limitations. First, the experimental data was sampled based on oversampling technique to balance the size of each classes. Thus, it has a limitation of evaluating performances of the predictive models objectively. Second, the result data, whether the relationship persists of not, was collected relatively in short periods - 6 months after the initial data collection. Lastly, most of the respondents of the survey is in their 20's. In order to get more general results, we would like to extend this research to general populations.