• Title/Summary/Keyword: Game Event

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A Study on the Relationship between Release Time and number of Events (게임출시시기와 이벤트 개최 횟수와의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.599-600
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    • 2021
  • 국내 게임 산업은 1998년 리니지의 성공 그리고 2020년 모바일 게임으로의 발전까지 급성장하여 왔다. PC온라인게임으로 시작하여 현재 모바일게임까지 급성장을 보여 온 국내 게임시장은 수년동안 지속적으로 시장이 성장하면서 시장에 공급되는 게임의 수가 증가하였다. 그 결과 개발 뿐만 아니라 홍보, 광고, 이벤트 등 마케팅 활동이 중요한 시기가 되었다. 이에 게임 출시 시기에 따라 이벤트 개최 횟수가 게임의 성공 여부에 커다란 영향을 미칠 것으로 예상하고, 본 연구에서는 출시 시기에 따라 세 개의 게임을 선정하여 빈도분석을 실시하여 각 게임간의 이벤트 횟수를 살펴보았다.

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Psychophysiologic Response in Patients with Panic Disorder (공황장애환자의 정신생리적 반응)

  • Chung, Sang-Keun;Cho, Kwang-Hyun;Jung, Ae-Ja;Park, Tae-Won;Hwang, Ik-Keun
    • Sleep Medicine and Psychophysiology
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    • v.8 no.1
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    • pp.52-58
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    • 2001
  • Objectives: An Increased level of psychophysiologic arousal and diminished physiologic flexibility would be observed in patients with panic disorder compared with a normal control group. We investigated the differences of psychophysiologic response between patients with panic disorder and normal control to examine this hypothesis. Methods: Ten Korean patients with panic disorder who met the diagnostic criteria of DSM-IV were compared with 10 normal healthy subjects. In psychological assessment, levels of anxiety and depression were evaluated by State-Trait Anxiety Inventory, Beck's Depression Inventory and Hamilton Rating Scale For Anxiety and Depression. Heart rate, respiration rate, electrodermal response, and electromyographic activity were measured by biofeedback system (J & J I-330 model) to determine psychophysiologic responses on autonomic nervous system. Stressful tasks included mental arithmetic, video game, hyperventilation, and talking about a stressful event. Psychophysiologic responses were measured according to the following procedures : baseline(3 min)-mental arithmetic (3 min)-rest (3 min)-video game (3 min)-rest (3 min)-hyperventilation (3 min)-rest (3 min)-talking about a stressful event (3 min). Results: The baseline level of anxiety and depression, electrodermal response (p=.017), electromyographic activity (p=.047) and heart rate (p=.049) of patients with panic disorder were significantly higher than those of the normal subject group. In electrodermal response, patient group had significantly higher startle response than the control group during hyperventilation (p=.001). Startle and recovery responses of heart rate in the patient group were significantly lower than responses in the control group during mental arithmetic (p=.007, p=.002). In electrodermal response of the patient group, startle response was significantly higher than recovery response during mental arithmetic (p=.000) and video game task (p=.021). Recovery response was significantly higher than startle response in respiratory response during hyperventilation. Conclusion: The results showed that patients with panic disorder had higher autonomic arousal than the control group, but the physiologic flexibility was variable. We suggest that it is helpful for treatment of panic disorder to decrease the level of autonomic arousal and to recover the physiologic flexibility in certain stressful event.

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Dispute Settlement in Construction Contracts Under FIDIC (FIDIC에 의한 건설계약 분쟁 해결방안에 관한 연구)

  • Kim, Seong-Chirl;Jung, Byeong-Hwa
    • Journal of the Korea Institute of Building Construction
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    • v.10 no.4
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    • pp.21-29
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    • 2010
  • International construction contractors are often faced with the situation of working in an unfamiliar construction environment. Under FIDIC rules, the contractor has the right to make a claim requesting the consulting engineer for an adjustment to the contract price or the time for completion when a part or parts of the works have changed, or in the event of unforeseeable conditions. Contractors generally have more access to the costs and time implications of such a change or unforeseeable conditions than the consulting engineer or outside neutrals. Due to such an asymmetry of information, the contractor may be motivated to dispute frivolous claims of less merit, expecting erroneous judgments by the consulting engineer or the neutrals. In this paper, a claiming behavior model is presented by using game theory and experience data to study the manner in which frivolous claims develop into disputes. The model also analyzes the impacts of DAB/DRB upon the frivolous claims.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

Marathon Game and Strategy of Humanoid Robot (휴머노이드 로봇의 마라톤 경기 및 전략)

  • Lee, Ki-Nam;Ryoo, Young-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.1
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    • pp.64-69
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    • 2016
  • In this paper, a marathon of a humanoid robot is introduced, and its strategy is proposed. In order to develop humanoid robots for the purpose of cooperation and symbiosis with humans, the technologies such as increasing operating time and stability or recognizing surrounding environment are more important. One proper research model for the technologies is a human's marathon. In this paper, we introduce the human's marathon, and propose the humanoid robot's marathon. The marathon event of HuroCup has the most similar game rules to the human's marathon. The humanoid robot developed with the proper operating time, stability and ability to recognize the surrounding environment performed the marathon in HuroCup. The robot recognizes a marathon track using a computer vision, and builds the strategies for the race competition. By analyzing the experimental results, the humanoid robot performed in a real competition.

Design the Time-Interval Based Fairness Partitioning Method in DVE (DVE에서 시간 기반 균등 부하 분산 방식 설계)

  • Won, Dong-Kee;An, Dong-Un;Chung, Seung-Jong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.45 no.1
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    • pp.48-54
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    • 2008
  • MMORPGs may involve a great number of concurrent players, and those servers usually have to manage hundred, or even thousands of avatars co-existing in the same virtual world. So if failing to send a command or an event message, or sending it too late may cause damages to the avatar evolution(death, injury, loss of resources), and may result in unjustified penalties for the player. Many policies could be defined to realize a ranking evaluation of available servers. Unfortunately, due to the highly dynamic characteristics of server loads and network performances, any optimal allocation would soon become sub-optimal. In order to solve those problems we propose the "time-interval based fairness partitioning method"(TIP). TIP will distribute the avatar to the game server equally with time-interval in order to avoid the problems form the unfairness of game servers load.

The Kinematic Analysis of the Rybalko Motion on the Horizontal Bar (철봉 리발코(Rybalko) 동작의 운동학적 분석)

  • Lee, Byoung-Won
    • Korean Journal of Applied Biomechanics
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    • v.16 no.1
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    • pp.109-117
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    • 2006
  • The purpose of this study was done in order to investigate the Kinematical variables of the Rybalko motion on the Horizontal bar using the 3-dimensional cinematographic method. For this study, three excellent athletes take part in a 2003 Daegue universid game were chosen. The subject,s Rybalko motion was filmed with S-VHS camera at the speed of 60 fields per second and digitized the each fields. And the Kwon3D 3.1 version program was employed to obtain 3-dimensional data. As a result of this study. 1. A total time spent for performing Rybalko skill was Mean $2.52{\pm}0.13sec$. From starting down swing to releasing right hand the Mean $0.84{\pm}0.24sec$ was taken. 2. In the event 3 of Rybalko motion, that is, the moment which the right-hand is released on the bar, the center of mass must is employed at the position above the horizontal line of bar. In this research, the average vertical displacement(z axe) of center of mass shows $47.87{\pm}3.14cm$. 3. In the event 5, that is, the moment which the right-hand is catched again on the bar, the center of mass is employed at the position before the vertical line of bar. In this research, the average horizontal displacement(z axe) of center of mass shows $47.87{\pm}3.14cm$. 4. It has been seen that, at the moment of release of right-hand, lateral variation of center of mass is 13.395cm, vertical variation of center of mass is 7.41cm Thus, it is concluded that lateral variation of center of mass should be reduced for high grade to be acquired. 5. It has been founded that high speed of down swing influences speed of up swing, and that, in the motion of twist, the horizontal speed is little changed.

Design and Implementation of Real-Time Parallel Engine for Discrete Event Wargame Simulation (이산사건 워게임 시뮬레이션을 위한 실시간 병렬 엔진의 설계 및 구현)

  • Kim, Jin-Soo;Kim, Dae-Seog;Kim, Jung-Guk;Ryu, Keun-Ho
    • The KIPS Transactions:PartA
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    • v.10A no.2
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    • pp.111-122
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    • 2003
  • Military wargame simulation models must support the HLA in order to facilitate interoperability with other simulations, and using parallel simulation engines offer efficiency in reducing system overhead generated by propelling interoperability. However, legacy military simulation model engines process events using sequential event-driven method. This is due to problems generated by parallel processing such as synchronous reference to global data domains. Additionally. using legacy simulation platforms result in insufficient utilization of multiple CPUs even if a multiple CPU system is under use. Therefore, in this paper, we propose conversing the simulation engine to an object model-based parallel simulation engine to ensure military wargame model's improved system processing capability, synchronous reference to global data domains, external simulation time processing, and the sequence of parallel-processed events during a crash recovery. The converted parallel simulation engine is designed and implemented to enable parallel execution on a multiple CPU system (SMP).

A Study on the Various Attributes of E-Sport Influencing Flow and Identification (e-스포츠의 다양한 속성이 유동(flow)과 동일시에 미치는 영향에 관한 연구)

  • Suh, Mun-Shik;Ahn, Jin-Woo;Kim, Eun-Young;Um, Seong-Won
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.1
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    • pp.59-80
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    • 2008
  • Recently, e-sports are growing with potentiality as a new industry with conspicuous profit model. But studies that dealing with e-sports are not enough. Hence, proposes of this paper are both to establish basic model that is for the design of e-sport marketing strategy and to contribute toward future studies which are related to e-sports. Recently, the researches to explain sports-sponsorship through the identification theory have been discovered. Many researches say that somewhat proper identification is a requirement for most sponsors to improve the their images which is essential to sponsorship activity. Consequently, the research for sponsorship associated with identification in the e-sports, not in the physical sports is the core sector of this study. We extracted the variables from online's major characteristics and existing sport sponsorship researches. First, because e-sports mean the tournaments or leagues in the use of online game, the main event of the game is likely to call it online game. Online media's attributes are distinguished from those of offline. Especially, interactivity, anonymity, and expandibility as a e-sport game attributes are able to be mentioned. So, these inherent online attributes are examined on the relationship with flow. Second, in physical sports games, Fisher(1998) revealed that team similarity and team attractivity were positively related to team identification. Wann(1996) said that the result of former game influenced the evaluation of the next game, then in turn has an effect on the identification of team supporters. Considering these results in the e-sports side, e-sports gamer' attractivity, similarity, and match result seem to be important precedent variables of the identification with a gamer. So, these e-sport gamer attributes are examined on the relationship with both flow and identification with a gamer. Csikszentmihalyi(1988) defined the term flow as feeling status for him to be making current positive experience optimally. Hoffman and Novak(1996) also said that if a user experienced the flow he would visit a website without any reward. Therefore flow might be positively associated with user's identification with a gamer. And, Swanson(2003) disclosed that team identification influenced the positive results of sponsorship, which included attitude toward sponsors, sponsor patronage, and satisfaction with sponsors. That is, identification with a gamer expect to be connected with corporation identification significantly. According to the above, we can design the following research model. All variables used in this study(interactivity, anonymity, expandibility, attractivity, similarity, match result, flow, identification with a gamer, and identification with a sponsor) definitely were defined operationally underlying precedent researches. Sample collection was carried out to the person who has an experience to have enjoyed e-sports during June 2006. Much portion of samples is men because much more men than women enjoy e-sports in general. Two-step approach was used to test the hypotheses. First, confirmatory factor analysis was committed to guarantee the validity and reliability of variables. The results showed that all variables had not only intensive and discriminant validity, but also reliability. Then, research model was examined with fully structural equation using LISREL 8.3 version. The fitness of the suggested model mostly was at the acceptable level. Shortly speaking about the results, first of all, in e-sports game attributes, only interactivity which is called a basic feature in online situation affected flow positively. Secondly, in e-sports gamer's attributes, similarity with a gamer and match result influenced flow positively, but there was no significant effect in the relationship between the attractivity of a gamer and flow. And as expected, similarity had an effect on identification with a gamer significantly. But unexpectedly attractivity and match result did not influence identification with a gamer significantly. Just the same as the fact verified in the many precedent researches, flow greatly influenced identification with a gamer, and identification with a gamer continually had an influence on the identification with a sponsor significantly. There are some implications in these results. If the sponsor of e-sports supports the pro-game player who absolutely should have the superior ability to others and is similar to the user enjoying e-sports, many amateur gamers will feel much of the flow and identification with a pro-gamer, and then after all, feel the identification with a sponsor. Such identification with a sponsor leads people enjoying e-sports to have purchasing intention for products produced by the sponsor and to make a positive word-of-mouth for those products or the sponsor. For the future studies, we recommend a few ideas. Based on the results of this study, it is necessary to find new variables relating to the e-sports, which is not mentioned in this study. For this work to be possible, qualitative research seems to be needed to consider the inherent e-sport attributes. Finally, to generalize the results related to e-sports, a wide range of generations not a specific generation should be researched.

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System Analysis Method Using Composition and Minimization (합성 및 축소화 기법을 이용한 시스템의 해석 방법)

  • Lee, Wan Bok
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.10
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    • pp.2330-2336
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    • 2013
  • Since many man-made systems consist of autonomous and interactive components, it is intrinsically difficult to analyze their abnormal behavior. The logical analysis of such a system is an indispensable process for high quality and reliable system development. In this paper, we propose an analysis method using two algebraic operations, named composition and minimization. Repetitive composition and minimization of component models with respect to a set of important events produces a new analysis model that has the same input output responses to an environment. An analysis example of the alternating bit protocol demonstrates the effectiveness of the proposed method showing that each message generated at the sender side eventually arrives to a receiver.