• Title/Summary/Keyword: Game Satisfaction Degree

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Internet Addiction and Life Satisfaction of Chinese Students in Korea (중국 유학생의 유학생활 만족도와 인터넷 중독에 관한 연구)

  • Fu, Wen Wen;Kim, Min Jeong
    • Korean Journal of Human Ecology
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    • v.23 no.3
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    • pp.557-569
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    • 2014
  • As the number of Chinese students in Korea has significantly increased, the problems of students' life and academic achievement has appeared obviously. Utilizing an analysis on the relationship between the life satisfaction of Chinese students in Korea and the degree of internet addiction, the purposes of this research are to improve the quality of Chinese students' life and to contribute to the growth of Chinese students in Korea. A questionnaire-type survey was conducted on 350 Chinese college students in Daegu. The results of this study are as follows: First, the used time on internet games, chat and on-line TV differs from gender, the duration of internet games and their academic performance. Second, there are significant differences by gender, Korean ability, and academic performance in the life satisfaction of Chinese students in Korea. Third, Chinese college students in Korea are more addicted in the internet than Korean or Chinese college students at their own country. Fourth, the longer playing online game, the longer watching online TV, the less communicating with the Koreans, and the less satisfying with non -study related activities, the more Chinese college students of studying in Korea are addicted in the internet.

The Effect of the Satisfaction after Consumption and Consumer Self-Confidence for Hedonic Products on Transaction Coupling (소비 후 만족도와 소비자 자신감이 거래 커플링에 미치는 영향 - 쾌락적 제품을 중심으로 -)

  • Kang, Seong-Min;Kang, Hyun-Mo
    • CRM연구
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    • v.4 no.2
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    • pp.1-17
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    • 2011
  • In the study of transaction coupling and consumer behavior it is argued that the satisfaction after consumption and consumer self-confidence would affect the degree of transaction coupling. Based on Kivetz(1999), this study expand transaction coupling which is a mental accounting process. Satisfaction after consumption and consumer self-confidence have been frequently cited as a key construct for predicting various consumer-related behaviors. The purpose of this research is to examine the effect of satisfaction after consumption and consumer self-confidence for hedonic products on transaction coupling. In order to explain the impact of consumer self-confidence clearly, the authors used a five-factor(i.e., information acquisition, consideration-set formation, personal and social outcomes, persuasion knowledge and marketplace interfaces). Using the scenario about baseball game, the authors manipulated the consumer satisfaction after consumption (satisfaction vs. dissatisfaction) between-subjects design. And consumer self-confidence was measured based on Bearden et al.(2001). The results of experimental study showed that the main effects of satisfaction after consumption is significant. The larger consumer satisfaction after consumption reflected a higher degree of transaction coupling. The 2-way interaction between satisfaction after consumption and consumer self-confidence is also significant. Specifically, the transaction coupling differentiation from satisfaction after consumption tends to be larger at high consumer-self confidence than at low one.

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A Utility-Based and QoS-Aware Power Control Scheme for Wireless Body Area Networks

  • Li, Yanjun;Pan, Jian;Tian, Xianzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4188-4206
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    • 2016
  • Power control is widely used to reduce co-channel interference in wireless networks and guarantee the signal-to-interference plus noise ratio (SINR) of ongoing connections. This technique is also effective for wireless body area networks (WBANs). Although achieving satisfactory SINR is important for WBAN users, they may not be willing to achieve it at arbitrarily high power levels since power is a scarce resource in WBANs. Besides, for WBANs with different purposes, the QoS requirements and concern about the power consumption may be different. This motivates us to formulate the power control problem using the concepts from microeconomics and game theory. In this paper, the QoS objective is viewed as a utility function, which represents the degree of user satisfaction, while the power consumption is viewed as a cost function. The power control problem consequently becomes a non-cooperative multiplayer game, in which each player tries to maximize its net utility, i.e., the utility minus the cost. Within this framework, we investigate the Nash equilibrium existence and uniqueness in the game and derive the best response solution to reach the Nash equilibrium. To obtain the optimal transmission power in a distributed way, we further propose a utility-based and QoS-aware power control algorithm (UQoS-PCA). Tunable cost coefficient in UQoS-PCA enables this scheme to be flexible to satisfy diverse service requirements. Simulation results show the convergence and effectiveness of the proposed scheme as well as improvements over existing algorithm.

Design and Implementation of a RPG edugame for Learning of History in Elementary School (초등학교 역사학습을 위한 RPG 에듀게임의 설계 및 구현)

  • Hong, Ki-Cheon;Chin, Sang-Deok
    • Journal of The Korean Association of Information Education
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    • v.10 no.3
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    • pp.327-340
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    • 2006
  • EduGame is suitable to create interesting and self-directed education environment. This paper develops edugame applicable to learning of History centered on Goguryeo history in elementary school. It is named to 'Bukbeol'. The main theme is that we must let elementary students to have a correct understanding about Goguryeo history. It is time to consider that China distorts Goguryeo history. To implement this game we have to consider the interesting elements in contexts and technology in order to overcome the formal combination of education and amusement. Bukbeol is developed with RPG making 2003(RPGツワ一ル2003) made by Enterbrain company in Japan. And this edugame is applied to students to investigate the degree of satisfaction. Results show the possibility for the study of history and necessity of graphic interface.

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Game Use Behaviors Classification of College Students: Focusing on Stress, Satisfaction and Balance of the Basic Psychological Needs (대학생의 게임 이용 행동 군집분류: 스트레스와 기본심리욕구 만족 및 균형을 중심으로)

  • Cho, Uihyeok;Jang, Sungho;Shin, Sungman
    • The Journal of the Korea Contents Association
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    • v.21 no.7
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    • pp.558-566
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    • 2021
  • This study was conducted to classify college students using games based on the stress, satisfaction and balance of basic psychological needs and to identify how gaming behaviors differ according to the divided clusters. This study used data of 447 college students who used games with the support of JangHoon Scholarship Foundation. As a result, the college students using games were divided into four groups with different characteristics according to stress, satisfaction and balance of basic psychological needs. Also, the level of gaming behavior was different according to the degree of satisfaction of basic psychological needs. The lower the stress and the higher the balance when the level of satisfaction was similar, the lower the level of gaming behaviors was. This study confirmed the importance of satisfactory balance of basic psychological needs as well as satisfaction, and supported the biopsychological perspective by suggesting that there are significant differences in gaming behavior according to clusters.

Resource Allocation for Guaranteeing QoE in Mobile Communication Networks

  • Lee, Moon-Ho;Lee, Jong-Chan
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.2
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    • pp.45-50
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    • 2017
  • This paper proposes a novel resource allocation scheme which allows to guarantee the user-perceived service quality for various high-quality mobile multimedia service such as interactive game, tactile internet service, remote emergency medical service or remote disaster handling robot control to a certain level in the mobile networks. In our proposed scheme, Mean Opinion Score(MOS), which represents the degree of user satisfaction for perceived quality, is determined based on the delay limit allowable to each service. Moreover resources are allocated in consideration of this MOS. Simulation results show that our proposed scheme can decrease the outage probability in comparison with existing schemes Moreover it can increase the total throughput as well.

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)
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    • v.10 no.8
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    • pp.3474-3497
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    • 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.

Immersion Power Decomposition of Multimedia Games with Ontology (온톨러지를 활용한 멀티미디어 게임 몰입력 분해)

  • Yang Jae-Gun;Bae Jae-Hak;Lee Jong-Hyeok
    • Korean Journal of Cognitive Science
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    • v.15 no.3
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    • pp.45-55
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    • 2004
  • Immersion means the state of total devotion to what one is involved in. The typical form of this immersion experience happens when one is engaging in computer games. We analyze how the users became immersed in computer games. There are 22 elements of immersion involved in cognitive and emotional fun based cm the flow theory. After analyzing these elements with respect to flow dimension and game mechanics, we find that there are differences in the degree of their immersion in games. There are 7 elements that may be considered preferentially in designing computer games: unity, stimulation, gambling, virtual reality, fantasy, satisfaction accomplishment. We match these elements to Roget's categories and search for new categories with heading information and reference information. As a result 22 immersion elements are subdivided into 229 factors in the concrete. With these factors, we can design a multimedia game which has mon powerful immersion.

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Adolescent' Internet Utilization Status of Dietary Information in Kyungnam (경남일부 청소년의 인터넷 식생활 정보이용에 관한 연구)

  • 이경혜;강현진;허은실
    • Journal of Nutrition and Health
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    • v.35 no.1
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    • pp.115-123
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    • 2002
  • This study was carried out to investigate the utilization status of internet dietary information by gender(boys: 363, girls: 366) in adolescent(middle & high school students). The results were summarized as follows. The internet using frequency of 6-7times per week had 45.0% of subjects and the using time of internet per a time was shown mainly'<2hours(68.5%)'. The main place for internet use was home(79.0%) and favorite search engine was 'Yahoo'(45.7%) and 'Daum'(19.3%). As main purpose using internet were mentioned 'social intercourse'(45.0%) and data search'(24.8%). The organization that offer to reliable internet information was educational institution'(49.4%). The problems in using information site were 'poor information'(26.4%), 'slow connection speed'(22.6%), and 'don't arouse interest'(18.8%). The search experience about dietary information had only 27.9% of subjects and search purpose was 'for homework'(33.3%) and 'for health'(32.0). The satisfaction degree of dietary information was not high. The connection motive to dietary information was mainly 'by site navigation casualty'(55.7%). Only 7.7% of subjects had experience of nutrition counseling using internet, and the motive of nutrition counseling was also 'by site navigation causally'(55.8%). The purpose of counseling was 'for diet'(41.5%) and 'for health problem'(30.2%), and the satisfaction degree of counseling result was very low. As the ask of improvement for counseling site were pointed out 'poor in answer content'(44.8%) and 'lazy answer'(31.0%). The subjects wanted to get the dietary information about 'growth in status'(41.4%), 'diet related skin beauty'(14.6%), the update period less 1 month, and the way of 'free board'(32.3%), 'game'(21.1%) and 'animation'(19.3%) as offer tool. The results of this study showed that although the internet using percent and frequency of subjects was high, they used dietary information very seldom and they are dissatisfied with internet nutritional information. Therefore, the information donor should consider which dietary information was needed and what is the optimal tool for adolescent.

Anti-doping education and dietary supplementation practice in Korean elite university athletes

  • Kim, Jong-Kyu;Lee, Nam-Ju;Kim, Eung-Joon;Ki, Sun-kyung;Yoon, Jae-Ryang;Lee, Mi-Sook
    • Nutrition Research and Practice
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    • v.5 no.4
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    • pp.349-356
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    • 2011
  • This study was conducted to investigate relationships and gender differences in dietary supplement (DS) and oriental supplement (OS) prevalence as well as anti-doping awareness during training and the game period. Korea National Sport University athletes (343 male and 136 female) participated in this study and completed DS and OS practice and anti-doping awareness questionnaires. Forty-six percent of athletes used DS during the training period, and there was significantly higher DS use in females (53%) compared to males (43%) (P < 0.05). Twenty-eight percent of athletes used OS, and there was significantly higher OS use in females (35%) than males (26%) (P < 0.05) during the training period. The primary reason of DS use was to supply energy both in males (36%) and females (28%). The main reason for male athletes' OS use was to supply energy (41 %). Meanwhile, the reasons for female athletes' OS use were to supply energy (23%), to maintain health (19%), and to improve recovery ability (20%), which showed a significant gender difference (P < 0.05). Athletes rated their perceived degree of satisfaction, perceived importance, and beliefs in efficacy of DS and OS use all over 50% during the training period, and no gender differences were detected. In a comparison between athletes educated about anti-doping (at least more than one time) and non-received athletes, DS and OS use during the training period was 2.30 (1.47-3.60) and 1.71 (1.03-2.82), respectively. DS and OS use immediately before the game period was 2.38 (1.50-3.80) and 3.99 (1.20-13.28), respectively.Elite athletes' anti-doping education was highly related to increased DS use during the training period and immediately before the game. Although elite athletes use various DS and OS during the training period and before the game period, doping education for elite athletes is related with DS and OS use during the training period and before the game.