• Title/Summary/Keyword: Game Play

Search Result 704, Processing Time 0.025 seconds

Museum Gamification Design using Story Elements

  • Jeon, Se-Won;Ryu, Gihwan;Moon, Seok-Jae
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.25-32
    • /
    • 2020
  • Currently, Korean museums use gamification in addition to various viewing methods, such as video and VR/AR. However, museums using museum gamification are still progressing to a special program level. The purpose of this paper is to make the contents of the museum easy to understand and to give the viewers fun. This paper goes beyond the existing museum gamification and proposes a museum story gamification that combines story elements with gamification. This proposal system collects information from each museum in cooperation with museums, art galleries, and exhibition halls and proceeds with related story games. Museum Story Gamification provides related stories according to the theme of the museum and allows viewers to select their own stories. Also, based on the story, you can directly select the difficulty level that suits you and play a personalized game. Unlike the general museum program, the methodology proposed in this paper allows visitors to experience the museum with various story contents. In addition, it will contribute to the development and implementation of programs with gamification in other tourism fields as well as museums.

Mining Loot Box News : Analysis of Keyword Similarities Using Word2Vec (확률형 아이템 뉴스 마이닝 : Word2Vec 활용한 키워드 유사도 분석)

  • Kim, Taekyung;Son, Wonseok;Jeon, Seongmin
    • Journal of Information Technology Services
    • /
    • v.20 no.2
    • /
    • pp.77-90
    • /
    • 2021
  • Online and mobile games represent digital entertainment. Not only the game grows fast, but also it has been noted for unique business models such as a subscription revenue model and free-to-play with partial payment. But, a recent revenue mechanism, called a loot-box system, has been criticized due to overspending, weak protection to teenagers, and more over gambling-like features. Policy makers and research communities have counted on expert opinions, review boards, and temporal survey studies to build countermeasures to minimize negative effects of online and mobile games. In this process, speed was not seriously considered. In this study, we attempt to use a big data source to find a way of observing a trend for policy makers and researchers. Specifically, we tried to apply the Word2Vec data mining algorithm to news repositories. From the findings, we acknowledged that the suggested design would be effective in lightening issues timely and precisely. This study contributes to digital entertainment service communities by providing a practical method to follow up trends; thus, helping practitioners have concrete grounds for balancing public concerns and business purposes.

Strategy for Providing Optimal VMS Travel Time Information Using Bi-Level Programming (Bi-Level 프로그래밍 기법을 이용한 최적의 VMS 통행시간 정보제공 전략)

  • Baik, Nam Cheol;Kim, Byung Kwan;Lee, Sang Hyup
    • KSCE Journal of Civil and Environmental Engineering Research
    • /
    • v.26 no.4D
    • /
    • pp.559-564
    • /
    • 2006
  • The purpose of this study is to minimize negative effect of VMS travel time information service by sensitivity analysis, which forecasts the change in link traffic volume. As a result, strategies for providing travel information that can change driving patterns for minimizing travel time were found. The framework for analysis is recently expanded with the application of game theory. According to the experiment, the algorithm generated for travel time information service reduces total travel time and yields travel patterns that is very close to the system optimization. Also, this study found that the route the travel time service information is provided about could play the important role.

Analysis of Korea Science Academy and Min Jok Leadership Academy Students's Leisure Activity Actual Condition (한국과학영재학교와 민족사관고 학생의 여가활동실태 분석)

  • Lee, Hoon-Sik;Song, Kang-Young;An, Jeong-Deok
    • The Journal of the Korea Contents Association
    • /
    • v.7 no.3
    • /
    • pp.101-109
    • /
    • 2007
  • The purpose of this study was to analyse the actual condition of leisure activity in the case of Korea Science Academy students(KSA) and Min Jok Leadership Academy(MLA) students. The participants consisted of KSA students(male:122, female:44) and MLA students(male:71, female:113) with voluntary consent. 1) KSA and MLA's male students showed the highest ratio for participation in the sports, KSA's female students in the taste-culture activity and MLA's female students in the sight-seeing. 2) Mental stress treatment showed the highest ratio in the response to the question asking the principal straight motive of leisure activity, and $75\sim80%$ students considered the leisure activity as an important means to maintain health and physical fitness. 3) The students's 30% answered that they participate by themselves, and KSA male's 51% and female's 40%, MLA male's 40% and female's 48% participated in leisure. Activity planlessly. 4) In weekdays, KSA's male students enjoyed mostly the sport for leisure activity, but taste-culture activity showed the bighest ratio in the case of MLA students and KSA female students. 5)The mae students, 38% of KSA and 54% students of MLA did not play computer game at al in weekdays, and 70% of the female students in total did not play computer game. KSA's male students spent more time in playing computer game than MLA's male students did 6) The biggest reason for being unable to participate in the leisure activity was the insuficiency of time due to homework or studying for quiz. The laziness also showed high po-centage of $19\sim25%$ varying between the groups.

An Optimized Deployment Mechanism for Virtual Middleboxes in NFV- and SDN-Enabling Network

  • Xiong, Gang;Sun, Penghao;Hu, Yuxiang;Lan, Julong;Li, Kan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.10 no.8
    • /
    • pp.3474-3497
    • /
    • 2016
  • Network Function Virtualization (NFV) and Software Defined Networking (SDN) are recently considered as very promising drivers of the evolution of existing middlebox services, which play intrinsic and fundamental roles in today's networks. To address the virtual service deployment issues that caused by introducing NFV or SDN to networks, this paper proposes an optimal solution by combining quantum genetic algorithm with cooperative game theory. Specifically, we first state the concrete content of the service deployment problem and describe the system framework based on the architecture of SDN. Second, for the service location placement sub-problem, an integer linear programming model is built, which aims at minimizing the network transport delay by selecting suitable service locations, and then a heuristic solution is designed based on the improved quantum genetic algorithm. Third, for the service amount placement sub-problem, we apply the rigorous cooperative game-theoretic approach to build the mathematical model, and implement a distributed algorithm corresponding to Nash bargaining solution. Finally, experimental results show that our proposed method can calculate automatically the optimized placement locations, which reduces 30% of the average traffic delay compared to that of the random placement scheme. Meanwhile, the service amount placement approach can achieve the performance that the average metric values of satisfaction degree and fairness index reach above 90%. And evaluation results demonstrate that our proposed mechanism has a comprehensive advantage for network application.

Analysis of Chinese Game Cosplay Photography - Focused on 'Qiwei Zoe' - (중국 게임 코스프레(cosplay) 사진 연구 - '칠미조(七味zoe)'를 중심으로-)

  • Jin, Tao;Lee, Sang Eun;Yang, Jong Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.11
    • /
    • pp.470-478
    • /
    • 2017
  • Costume play is an act of imitating the appearance or behavior of characters in digital games, cartoons or animations. In recent years, cosplay culture has become popular in China as the digital game is made into a movie. The number of cosers has also increased. Especially, Qiwei Zoe has been very popular among cosers because her cosplay photography reflects the understanding of the cosplay culture. A number of cosers admit that her work shows a commercial and artistic potential of cosplay photography. This paper analyzed how she maintains the contents of the original but creatively reimplementing them. She shoots the fantastic image of the character like it really exists in reality so that she can avoid excessive editing work. She emphasizes the character's action that symbolizes its personality and utilizes a variety of outdoor shooting locations similar to the original scenes. We also discussed how cosplay photographers can create cosplay photography by maintaining its artistic features.

Satisfying Desires Using Auto-Combat in Mobile RPG (모바일 RPG 자동전투 기능을 통한 욕망 충족 양상 연구)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
    • /
    • v.15 no.5
    • /
    • pp.29-38
    • /
    • 2015
  • The purpose of this study is to analyze how auto-combat function in mobile RPG satisfies player's desires. The auto-combat is classified into two types-complete and partial- by timing of activation and degree of control. With elicited aspects of play, players' desires are examined based on Lacan's Desire Theory. A player employing partial auto-combat desires to master higher stages with perfect or flawless control, and one's 'object petit a' is to be the difficulty of the stages. On the other hand, a player applying the complete auto-combat demands to fully comprehend the rules of the game and to attain the rewards of completed stage to build more competent characters. Once a player acquires the desirable object, one recognizes the illusion of one's achievement and seeks for new objects. In this succession, auto-combat function is utilized as an active action of willingness for fulfilling one's desire.

A Study of the Effect of Character Perspectives on the Player's Moral Decision in Interactive Story (인터랙티브 스토리 내에서 플레이어의 도덕적 결정에 대한 캐릭터 시점의 영향 연구)

  • Yang, Jung-Woo;Gang, Shin-Jin;Bae, Byung-Chull
    • Journal of Korea Game Society
    • /
    • v.16 no.6
    • /
    • pp.111-120
    • /
    • 2016
  • This paper aims to study whether the perspective of the character controlled by a player can affect the player on her moral decision. To this end we designed and developed Castaway, an interactive story using Unity3D game engine. The main story plot of Castaway is based on the trial 'R v Dudley and Stephens (also known as mignonette 1884) which occurred at 1884 in U.K. In Castaway, the player can choose either the accused or the victim, and then play the interactive story with the perspective of the chosen character. To investigate the relationship between the player's empathy to the player character and player's moral decision, we conducted a small-scale (n=10) pilot study. Results of the pilot study have shown that different perspectives can influence the player on her empathy to player character and her moral decision. In near future we plan to conduct a main study with more participants.

The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.205-206
    • /
    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

  • PDF

VR Theme Park Activation Issues (VR 테마파크 활성화 이슈)

  • Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.10a
    • /
    • pp.122-123
    • /
    • 2018
  • The purpose of this study is to investigate the problem of installing VR theme park in Korea and to find a solution for it. VR is expected to play a leading role in the fourth industrial revolution as a new industry, but it is a reality that it is hard to feel its value in actual field. This is a reality that can not move one step further because it is trapped in the existing legal network rather than the essence of VR because it sees VR from the existing law frame. Because VR is regarded as an amusement device in the amusement facility and is regarded as a game, the former is applied to the Tourism Promotion Law and the latter is applied to the game industry law. When one content and hardware are applied to both laws at the same time and other regulations are applied to it, it is practically impossible to operate VR properly. In order to solve this problem, it is necessary to revise each law little by little in each law and amend the law that can apply VR itself. This study is expected to contribute to the revitalization of VR industry by presenting the ultimate problems and solutions in creating VR theme parks in Korea.

  • PDF