• Title/Summary/Keyword: Game Emotion

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Can Random Reward Item Usage Predict the Internet Gaming Disorder Tendency? (확률형 아이템 이용은 인터넷 게임 과몰입을 예측하는가?)

  • Lee, Soo Jin;Jeon, Yong June;Chae, Han
    • The Journal of the Korea Contents Association
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    • v.22 no.6
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    • pp.439-452
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    • 2022
  • This study aimed to explore the relationships between random item usage and gaming disorder tendency. A total of 413 adults participated and demographic and psychosocial variables were collected using Cloninger's Temperament and Character Inventory, Cognitive Emotion Regulation Questionnaire, and Daily Hassles Scale for Korean Worker. The results are as follows. First, two-third of gamers used the random item games and women are more engaged than men in random item games. Second, there were significant differences of gaming disorder tendency, game use time, and game use money (both for general and random item) depending on the item use type. Third, predictors of gaming disorder tendency were found as game use money (general), game use time, maladaptive emotion regulation, stress, novelty seeking, and stress using multiple regression analysis. Proper intervention for gaming disorder tendency and the need of further research were discussed.

Emotion Changes during Virtual Bowling Game: An EEG Study on Hemispheric Asymmetry (가상현실볼링 수행에 따른 정서변화: 대뇌반구 비대칭 연구)

  • Shin, Kyeong-Sik;Kim, Jin-Gu;Ryu, Kwang-Min
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.49-56
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    • 2017
  • The purpose of this study was to investigate the effects of virtual reality bowling on emotional changes using EEG (Electroencephalogram). Sixteen bowling players who have at least three years of experiences in bowling participated in this study. Their aged ranged from 26 to 35 years old with a mean age of 29.6 years. The frontal lobes (Fp2-Fp1, F4-F3, F8-F7) of each player were measured while subjects were performing five games of bowling. And after performing every frame, their emotion was measured immediately with Visual Analogue Scale. The data were analyzed by one-way analysis of variance to test differences in the alpha value of each region of the frontal lobes. The dependent variable is the alpha power of the cerebral asymmetry. The results showed that players who scored a strike showed higher VAS values than those who missed the spares or cleared the spares; those who cleared spares showed higher VAS values than those who missed spares In addition, with respect to frontal R-L asymmetry score, the alpha-wave of the left frontal lobe was activated when scoring a strike and clearing spares and the alpha-wave of the right frontal lobe was activated when missing spares. In conclusion, the results of this study demonstrated that success or achievement in competition gives rise to positive emotions and vice versa. This study neurophysiologically proved that performance outcomes during a competition directly influence players' emotion and brain waves.

EEG Dimensional Reduction with Stack AutoEncoder for Emotional Recognition using LSTM/RNN (LSTM/RNN을 사용한 감정인식을 위한 스택 오토 인코더로 EEG 차원 감소)

  • Aliyu, Ibrahim;Lim, Chang-Gyoon
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.4
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    • pp.717-724
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    • 2020
  • Due to the important role played by emotion in human interaction, affective computing is dedicated in trying to understand and regulate emotion through human-aware artificial intelligence. By understanding, emotion mental diseases such as depression, autism, attention deficit hyperactivity disorder, and game addiction will be better managed as they are all associated with emotion. Various studies for emotion recognition have been conducted to solve these problems. In applying machine learning for the emotion recognition, the efforts to reduce the complexity of the algorithm and improve the accuracy are required. In this paper, we investigate emotion Electroencephalogram (EEG) feature reduction and classification using Stack AutoEncoder (SAE) and Long-Short-Term-Memory/Recurrent Neural Networks (LSTM/RNN) classification respectively. The proposed method reduced the complexity of the model and significantly enhance the performance of the classifiers.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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A Study on Enhancing Emotional Engagement in Learning Situation - Based on Development Case of English Learning Serious Game 'Word Collectrian' (학습 장면에서 감정 개입을 촉진하기 위한 기능성 게임의 활용 - 단어 시각화 기반의 영어 학습용 기능성 게임 '워드 콜렉트리안' 제작 사례를 바탕으로)

  • Lee, Haksu;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.95-106
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    • 2012
  • Emotion is very important feature in educational situation. Because it has high influence to memory, educational achievement, motivation. This study tried to find out possibility of serious game as emotional engagement tool in educational situation. We did our pilot experiment to elementary school students who are english as second language. In this L2 learning situation, we did our basic experiment with English language learning serious game called 'Word Collectrian". Word Collectrian has some features for emotional engagement. It has interaction for dynamic word visualization, providing context video for word usage, putting visualized word on learner's virtual home. According to experimental result, word Collectrian has possibility for educational achievement and emotional engagement effect.

Emotion-on-a-chip(EOC) : Evolution of biochip technology to measure human emotion (감성 진단칩(Emotion-on-a-chip, EOC) : 인간 감성측정을 위한 바이오칩기술의 진화)

  • Jung, Hyo-Il;Kihl, Tae-Suk;Hwang, Yoo-Sun
    • Science of Emotion and Sensibility
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    • v.14 no.1
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    • pp.157-164
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    • 2011
  • Emotion science is one of the rapidly expanding engineering/scientific disciplines which has a major impact on human society. Such growing interests in emotion science and engineering owe the recent trend that various academic fields are being merged. In this paper we propose the potential importance of the biochip technology in which the human emotion can be precisely measured in real time using body fluids such as blood, saliva and sweat. We firstly and newly name such a biochip an Emotion-On-a-Chip (EOC). EOC consists of biological markers to measure the emotion, electrode to acquire the signal, transducer to transfer the signal and display to show the result. In particular, microfabrication techniques made it possible to construct nano/micron scale sensing parts/chips to accommodate the biological molecules to capture the emotional bio-markers and gave us a new opportunities to investigate the emotion precisely. Future developments in the EOC techniques will be able to help combine the social sciences and natural sciences, and consequently expand the scope of studies.

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An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

Physical symptoms generated by internet game addiction and relationship between physical symptom and game addiction grade. (인터넷 게임 중독으로 발생하는 신체증상과 중독성 사이의 상관성 연구)

  • Cho, Sung-Min;Yoon, Kyung-Hee;Koh, Duck-Jae;You, Han-Jung;Lee, Jin-Yong;Kim, Deog-Gon
    • The Journal of Pediatrics of Korean Medicine
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    • v.20 no.3
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    • pp.143-160
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    • 2006
  • Objectives : As the side effect brought up by internet game addiction, many reports come out, but most of past articles are for middle or high school students. There is seldom a poisoning game treatise to a primary school student, if there is treatise, it is real condition that treatise for lead pipe with psychological reasons is seldom discussion about physical symptoms. This research searches high grade elementary students' game use actual conditions and when divide to general user group, latent danger use group, high dangerous use group, according to serious illness degree of game poisoning, three groups and game poisoning happens, recognized about body symptoms that happen much. Methods : Target population of these questionnaire are fifth and sixth grade elementary student of Seoul city 2 school. Chose 263 elementary students, 144 men, 119 women who understand purpose of research and admit participation is 25 October, 2006 since 1 September, 2006 Results : As poisoning serious illness degree is high, there are many number of game times, much more boys are addicted to internet game than girs, insomnia is apt to happen frequently in game poisoning danger group, and correlation is high by megrim, shoulder ache, digestive trouble. Insomnia, symptoms that show next even if some symptoms show first because there is high correlation between megrim, shoulder ache, digestive trouble is high possibility to happen among four symptoms. Insomnia, megrim, shoulder ache, digestive trouble that happen by internet game poisoning, is apt to increase by increasing addiction. Symptoms treatment can divide by internal treatment that treat insomnia, megrim, digestive trouble, external treatment that is typical symptoms of VDT syndrome shoulder ache, headache, fatigue persimmon. Root treatment is mind symptoms treatment. Game addiction treatment is relationship method 'seven emotions injury treatment' in oriental medicine. 'promote the normal flow of qi' and 'adjustment of suitable emotion' can talk as pivotal point of treatment.

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EXPLORING THE MEANING OF COMFORTABILITY IN WEB SITES: THE KANSEI APPROACH

  • Okada, Roberto;Watanabe, Yuri
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2002.05a
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    • pp.51-56
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    • 2002
  • Information Technology is becoming ubiquitous. Our lifestyle is changing due to this digital revolution. Many researchers had been working on exploring the meaning and ways to realize the comfortability in physical sites. With the appearance of huge amount of Web sites, which provide a variety of services like electronic commerce, network game, search engines and so on, there are many researchers working on the definition of Web Usability. In this research, we go one step forward, by exploring the meaning of Web Comfortability, based on Kansei Engineering methods.

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Prototyping a Student Model for Educational Games

  • Choi, Young-Mee;Choo, Moon-Won;Chin, Seong-Ah
    • Journal of Information Processing Systems
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    • v.1 no.1 s.1
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    • pp.107-111
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    • 2005
  • When a pedagogical agent system aims to provide students with interactive help, it needs to know what knowledge the student has and what goals the student is currently trying to achieve. That is, it must do both assessment and plan recognition. These modeling tasks involve a high level of uncertainty when students are allowed to follow various lines of reasoning and are not required to show all their reasoning explicitly. In this paper, the student model for interactive edutainment applications is proposed. This model is based on Bayesian Networks to expose constructs and parameters of rules and propositions pertaining to game and problem solving activities. This student model could be utilized as the emotion generation model for student and agent as well.