• Title/Summary/Keyword: Game Save

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English Vocabulary Learning Application Development Applying Forgetting Curve and Match Result Based Rating System (망각곡선과 대결 기반 순위 결정 시스템을 적용한 영어 단어 학습 어플리케이션 개발)

  • Youm, Kiho;Oh, Kyoungsu;Chun, Youngjae
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.151-160
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    • 2015
  • This paper presents English vocabulary memorization system using forgetting curve to automatically adjust the vocabulary difficulty to match learner's level. Our system will decide the appropriate repetition cycle, depending on the number of memorizing words through the forgetting curve, then requires an iterative learning. No matter what learners know or do not know, words are reviewed. To save time by reviewing some words which have the highest probability that learners forget. And it provides vocabulary based on learner level, which makes learner maintain their interest and achievement. A general system provides vocabularies which difficulty matches with evaluated ones, or randomly provides some vocabularies without consideration of users' level. But we apply the "Glicko" system which is being used in the online chess game ranking system to adjust the vocabulary's difficulty. We utilize the system used in the one-by-one player system to our vocabulary-human system. As a result, learners's level and the vocabularies's difficulty is measured in the review process. Moreover it maximizes the performance of English vocabulary memorization by applying feedbacks from practice testing and distributed learning.

Analysis of the possibility of a MMORPG based on Taewonji - focused on the showing of outlook and new stage (<태원지>의 MMORPG 콘텐츠화 가능성 탐구 - 세계관과 공간의 제시를 중심으로 -)

  • Kim, Inhoi
    • (The)Study of the Eastern Classic
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    • no.68
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    • pp.509-538
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    • 2017
  • After 20thcentury, digital game has placed very important aspect in modern culture and industries. Thus, digital game industries have utilized ancient stories for themes and ideas. This trial is not only spotted in industrial sectors but also in liberal arts. This paper has a purpose to look at factors that can convert components from classic novels into digital games. Especially, it will focus on how researchers of classical literature can affect in different industrial sectors. Current analysis shows that stories, fantasies, items of classic novel can essentially help to create new games. However, a game consists of just more than the previous stated components; it requires rules, outcome, conflicts and voluntary to make the games much more interesting. It is often misunderstood that plot and fantasies in games may be the most significant aspects but they are actually not. Classic novel can help to make the rule of the four standards in creating a fun game. Here are rules that Taewonji suggests. First, gamers need to save the bleak world from a turbulent age. Second, The will of the absolute has the ultimate power, so those who have achieved god's will can raise a new country. Thirdly, the sinocentrism and the outskirts of the country are not imperative but they are adjustable notions. The first and second aspects are commonly found in Samkukjiyeonui. Hence, the pattern is very familiar. The most significant rule is the third determinant since the idea purely came from Taewonji. The main character Im Seong from the story was the center of his home country, but he later becomes the outskirt or the barbarian of the new country. Therefore, the players should maintain the three rules when they are following the plot and using different items in the digital game world. The researchers of classic literature should find rules that are suitable for the game from the classic novels. This way, there is no need to discover a separate field for digital games out of classical literature.

Factors Contributing to Winning in Ice Hockey: Analysis of 2017 Ice Hockey World Championship (2017 International Ice Hockey Federation World Championship의 승리 결정요인 분석)

  • Lee, Jusung;Kim, Hyeyoung;Kim, Chaeeun;Pathak, Prabhat;Moon, Jeheon
    • 한국체육학회지인문사회과학편
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    • v.57 no.4
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    • pp.387-394
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    • 2018
  • The purpose of this study is to provide information regarding the strategies by identifying the main variables that determines the winning team based on the records of all games of the 2017 IIHF World Championship Top league. 64 matches were analyzed for the study. 6 variables were analyzed which included ratio of saves, shots on goal, penalties in minutes, time for power play, power play goals, and face off wins. Logistic regression analysis (LRA), multiple regression analysis (MRA), and principal component analysis (PCA) were implemented to examine the relationship between win and loss. In case of LRA, shots on goal (p<.001), face-off wins (p<.001) had significantly positive relation to winning of game whereas, penalties in minutes (p<.01) and time on power play (p<.01) had significantly negative. Using MRA, win percentage was calculated which had significant positive correlation to ratio of saves (p<.01) and face-off wins (p<.001) whereas, a significant negative with penalties in minutes (p<.001). For PCA, the winning team consisted of penalty, attack, and defense factors whereas, losing teams consisted only the attack and defense factors.