• Title/Summary/Keyword: Game Evaluation

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Study of the effectiveness of a supporting model for the domestic online game industry to go abroad (국내 온라인 게임 기업의 해외진출지원 모델의 효율성 연구)

  • Joo, KiHwan;Moon, Nammee
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.9
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    • pp.5769-5775
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    • 2014
  • This paper reports the political supporting platform, and the outcome evaluation model, which was developed for the Korean on-line game companies that have started to go abroad to publish their games. When they begin to sell their games, they have many difficulties in promoting in other countries including the USA & EU. They try to find solutions to solve these problems, but on-line games still do not have a successful business model because of their unique attributes and environmental features, even though they spent a lot of money and time to enter the international on line game market. Thus far, the local on-line game supporting policy has tried to improve the world competitiveness of local companies by doing diverse activities, such as Global Service Platform(GSP) service, international game competition, and globalization, marketing. On the other hand, there has been only a small number of fruitful results except for GSP. Therefore, in this paper, the result of GSP was verified using the Global on-line game Supporting Chain Model(GoGSCM), which is the new political supporting and evaluation model through survey targeting GSP participations. As a result, GSP was evaluated based on the compatibility, efficiency, effectiveness, and continuity.

Performance Evaluation of Coalition and Bargaining Games for Efficient and Fair Bandwidth Allocation (효율적이고 공정한 대역폭 할당을 위한 제휴 게임과 협상 게임의 성능 평가)

  • Park, Jae-Sung
    • The KIPS Transactions:PartC
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    • v.17C no.4
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    • pp.385-390
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    • 2010
  • Fair and efficient bandwidth allocation methods using the coalition game theory and the bargaining game theory following the axiomatic approach have been proposed when sending nodes with different traffic input rate try to share the bandwidth. These methods satisfy the axiomatic fairness provided by the mathematical ground of the game theories. However, since the axioms of the two game models are different from one another, the allocated bandwidths to each sending nodes become different even in the same communication environments. Thus, in this paper, we model the bandwidth allocation problem with these game theories, and quantitatively compare and analyze the allocated bandwidth and loss rate of each sending nodes in various communication environments. The results show that the bargaining game allocates relatively less bandwidth to a node with a higher sending rate than that with a lower sending rate while coalition game allocates bandwidth according to the sending rate of each node.

The Suggestion for the Introduction of Game Culture to Museums (뮤지엄의 게임문화 수용을 위한 제안)

  • Kim, Young-Ae
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.47-60
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    • 2013
  • Current perception of games is divided. On the one hand, they are criticized as harmful entertainment due to their violent content and addictive nature, and on the other hand, they are evaluated positively as products of a creative industry that offers alternative, interactive entertainment. Based on the latter, this paper will reevaluate the positive element of such games in relation to the museum, the canon of historical and cultural evaluation. The analysis on game culture introduction to the museums consists of three categories: the practical application that includes educational, communicational, and promotional purposes; the approval of games as industrial assets and their extensive cultural influence; and the indirect acceptance of art works using games. A panoramic view of game culture development would promote research on the link between game culture and museums; furthermore, it would establish a basis for an introduction of game culture in academia and predict the future of the industry.

Effects of Active Craniocervical Movement Training Using a Cognitive Game on Stroke Patients' Balance (인지적 게임을 이용한 능동적 두경부 움직임 훈련이 뇌졸중 환자의 균형에 미치는 영향)

  • Kim, Mi-sun;Choi, Woo-sung;Choi, Jong-Duk
    • Physical Therapy Korea
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    • v.28 no.1
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    • pp.47-52
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    • 2021
  • Background: Compared with normal people, stroke patients have decreased voluntary craniocervical motion, which affects their balance. Objects: This study was conducted in order to examine the effects of active craniocervical movement training using a cognitive game on stroke patient's cervical movement control ability, balance, and functional mobility. Methods: The subject of this study were 29chronic stroke patients who were randomly allocated to either an experimental, cognitive game group (n = 15), or control group (n = 14), to which only neuro-developmental treatment (NDT) was applied. The intervention was conducted 5 times per week, 30 minutes per each time, for a total of 4 weeks. Active angle reproduction test, static stability test, limits of stability test, and Time up and Go (TUG) test, respectively, were carried out in order to evaluate cervical movement control ability, static balance, dynamic balance, and functional mobility. Paired t-test was used in order to compare differences between prior to after the intervention, along with an independent-test in order to compare prior to and after-intervention differences between the two groups. Results: After the craniocervical training with a body-driven cognitive game, the experimental group showed significant differences in flexion, extension, and lateral flexion on the affected side, and rotation on the affected side in the active angle reproduction test. The experimental group indicated significant differences in sway length both with eyes-open and with eyesclosed in the static stability test and in limits of stability test and TUG test. The control group to which NDT was applied had significant differences in flexion in the active angle reproduction test and in limits of stability test and TUG test. Conclusion: The above results mean that craniocervical training using a body-driven cognitive game positively influences stroke patient's cervical movement control ability and as a result their balance and functional mobility.

Comparative Evaluation of Exercise Effects of Motion-based Sports Game (체감형 스포츠 게임의 운동 효과 비교 평가)

  • Boo, Jae Hui;An, Ji Hyeon;Kim, Jeong Hyeon;Kim, Dong Keun;Park, Kyoung Shin
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.3
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    • pp.403-411
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    • 2022
  • A motion-based sports game uses a motion sensor or a camera to exercise based on body movements, and it is possible to obtain exercise effects such as improving physical strength while enjoying the game. In prior works, various studies such as usability evaluation has been conducted on motion-based sports games. However, there has been no discussion about how the exercise effect is exerted on users when experiencing motion-based sports games as individual or team play. This study compared the user's exercise effects by analyzing the user's ECG (Electrocardiogram) sensor and the Kinect sensor's skeletal information using Nintendo Switch game that is played individually and as a team. In this paper, the experimental design and method, the quantitative measurement results based on ECG and Kinect, and the results of the post-test subjective measurement are discussed.

The Quality Evaluation Model for Mobile RPG (모바일 RPG의 품질평가모델)

  • Kim, Giuhyoung;Lee, Nam-yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.10a
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    • pp.457-460
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    • 2014
  • As to the rapid development of mobile technology, the era of 1-person 1-smart phone has come. Also, the application of smart phone became the part of our life. Especially mobile RPG(Role Playing Game) has the biggest market and the largest number of users. There could be no precise quality assessment result, if quality evaluation model of PC RPG game were applied to the mobile RPG. Thus, it is time to focus on new quality evaluation model for mobile RPG with the great reflection of smart phone attributes. In this paper, based on ISO/IEC 9126, the international standard of software quality, quality evaluation elements for mobile RPG were deducted. Then metrics for validation of elements were redefined and new quality evaluation model was proposed.

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Developing and Exploring the Possibility of Serious Language Training Game for Students with Intellectual Disabilities (지적장애 학생을 위한 기능성 언어게임의 개발 및 적용 가능성 탐색)

  • Lee, Tae-Su;Kim, Yeon-Pyo
    • The Journal of the Korea Contents Association
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    • v.17 no.1
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    • pp.287-298
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    • 2017
  • The purpose of this study was to develop and to explore the possibility of the serious language training game for students with intellectual disabilities. To do this, words of language training program were extracted from the National Common Basic Curriculum of Special School and the contents design of language training program were developed based on the evaluation of significance and difficulty by special teachers, special education professors, and special education experts. To explore the possibility of applying the serious language training game, a usability evaluation was conducted with 45 special school teachers and 31 students with intellectual disabilities. The results showed that the serious language game had a high level of usability as the special school teachers received 4.25 and the students with intellectual disabilities received 4.33 out of 5. But there is no difference of usability evaluation on the level of school and the arrangement of school. As a result of this study, we can draw a conclusion that there is a high possibility of applying the serious language game to language education for students with intellectual disabilities.

Usability Test of Serious Game Robot App for Hospitalized Children (입원 아동 환자를 위한 로봇용 기능성 게임 앱 사용성 평가)

  • Jin, Mei-Ling;Kim, Jeong-Eun
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.20 no.2
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    • pp.228-234
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    • 2019
  • This study was conducted to evaluate the usability of serious-game apps for robots that are being developed for hospitals to add familiarity to hospital life for hospitalized patients. We conducted a usability test of 10 experts and 12 elementary school students with inpatient experience. The usability evaluation of the developed apps was based on the professional (MARS) evaluation tool and the user (uMARS) evaluation tool. The results of the usability test of the serious game robot app were $3.67{\pm}0.342$ for professionals and $3.68{\pm}0.592$ for children. The expert group obtained the highest score in the aesthetics category, and the user group obtained the highest score in the functionality category. In the subjective comments, the experts pointed out the game layout and the consistency of the style. According to the children, the methods were easy to learn, and the screen movement was mainly described. Both groups received low ratings in terms of engagement through participation. This study will provide useful reference material when the functional game app is actually installed in the robot and the usability test is conducted again after the results obtained in this study are considered.

Design of Omok AI using Genetic Algorithm and Game Trees and Their Parallel Processing on the GPU (유전 알고리즘과 게임 트리를 병합한 오목 인공지능 설계 및 GPU 기반 병렬 처리 기법)

  • Ahn, Il-Jun;Park, In-Kyu
    • Journal of KIISE:Computer Systems and Theory
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    • v.37 no.2
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    • pp.66-75
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    • 2010
  • This paper proposes an efficient method for design and implementation of the artificial intelligence (AI) of 'omok' game on the GPU. The proposed AI is designed on a cooperative structure using min-max game tree and genetic algorithm. Since the evaluation function needs intensive computation but is independently performed on a lot of candidates in the solution space, it is computed on the GPU in a massive parallel way. The implementation on NVIDIA CUDA and the experimental results show that it outperforms significantly over the CPU, in which parallel game tree and genetic algorithm on the GPU runs more than 400 times and 300 times faster than on the CPU. In the proposed cooperative AI, selective search using genetic algorithm is performed subsequently after the full search using game tree to search the solution space more efficiently as well as to avoid the thread overflow. Experimental results show that the proposed algorithm enhances the AI significantly and makes it run within the time limit given by the game's rule.

Development of Multi-Experience AR Board Game 'ZOOCUS' For Intellectual Disabled Students (지적장애학생을 위한 다중체험형 AR 보드게임 'ZOOCUS' 개발)

  • Jeong, Hyo-Won;Park, Min-Ji;Choe, Myeong-Seon;Kwon, Ho-Jong;Sung, Jung-Hwan
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.121-132
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    • 2020
  • This paper is about development of AR board game, "ZOOCUS", combined with board game and AR application for students with intellectual disabilities to improve their sociability, concentration, and working memory. This game, conducted with the support of the Netmarble Foundation in 2019, allows user to select different game level for individual intellectual level. Through the cloud server with network, student's experience can be shared with each other, and play data can be accumulated for objective evaluation of student's capabilities.