• Title/Summary/Keyword: Game flow

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A Study on How Social Comparison Between Players on Mobile Puzzle SNG When Competeing on leaderboard, Affect the Competition and Chllenge - Focused on Self-Evaluation maintenance model - (모바일 퍼즐 SNG 순위경쟁상황에서 플레이어의 사회비교가 경쟁심과 도전감에 미치는 영향 - 자기평가유지모형을 중심으로 -)

  • Kim, Jaehyun;Choi, Chris Seoyun;Kim, Hyunsuk
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.5-15
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    • 2018
  • The biggest characteristic of Social Network Game(SNG) is that games are played through competition and cooperation with the actual acquaintances based on SNS. Even though such competition and challenge spirit have been dealt importantly as preceding factors having influence on the flow in games in the existing game area, it is rare to find researches deeply considering the characteristics of ranking competition between acquaintances in SNG. Moreover, it was not considered that such acquaintances could be the targets of competition and also challenge at the same time in SNG. Therefore, this study examined the achievements(big differences in ranking, small differences in ranking) of the targets for comparison and closeness(strong ties, weak ties) with the targets for comparison as factors having influence on competition and challenge spirit, and also empirically analyzed the influence of such factors and interactions between factors on players' competition and challenge spirit in the ranking competitive society, by analyzing the characteristics of ranking competition between acquaintances in the mobile puzzle, SNG based on SNS through the analysis on the preceding research on the self-evaluation maintenance model of the social comparison theory. In the results, when preferentially exposing competitors with small difference in ranking and also exposing competitors with stronger ties, players' competition is stimulated, so that it can improve their challenge spirit. Such results of this study can be expected to a lot contribute to the actual design work of SNG ranking table contents.

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Exploring the Effects of the Antecedents to Flow Experience and the Characteristics of War Simulation Systems on Soldiers' Intentions to Use the War Simulation Systems (플로우 경험의 선행요인들과 시뮬레이션 시스템의 특성이 군(軍)전투시뮬레이션 시스템 사용 의도에 미치는 영향에 관한 실증 분석)

  • Baek, Dae Kwan;Hau, Yong Sauk;Kim, Young-Gul
    • Information Systems Review
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    • v.16 no.1
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    • pp.89-106
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    • 2014
  • The war simulation systems in Republic of Korea Army have been getting more and more important because soldiers can effectively and efficiently learn and share their war-related knowledge based on the interactions through the systems. But, up to now, the access to the war simulation systems has been limited to only soldiers. So, little research on them has been conducted. This study explores the effects of the antecedents to the flow experience and the characteristics of the systems on soldiers' intentions to use them. Based on the 118 samples collected from officers in Republic of Korea Army, this study empirically shows the logical reality of the war simulation systems and the flow experience positively influence soldiers' intentions to use the systems and the clarified goals, feedbacks, and the levels of the missions in the systems are significant antecedents to the flow experience. Useful implications are presented and discussed based on the new findings.

Research on ANN based on Simulated Annealing in Parameter Optimization of Micro-scaled Flow Channels Electrochemical Machining (미세 유동채널의 전기화학적 가공 파라미터 최적화를 위한 어닐링 시뮬레이션에 근거한 인공 뉴럴 네트워크에 관한 연구)

  • Byung-Won Min
    • Journal of Internet of Things and Convergence
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    • v.9 no.3
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    • pp.93-98
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    • 2023
  • In this paper, an artificial neural network based on simulated annealing was constructed. The mapping relationship between the parameters of micro-scaled flow channels electrochemical machining and the channel shape was established by training the samples. The depth and width of micro-scaled flow channels electrochemical machining on stainless steel surface were predicted, and the flow channels experiment was carried out with pulse power supply in NaNO3 solution to verify the established network model. The results show that the depth and width of the channel predicted by the simulated annealing artificial neural network with "4-7-2" structure are very close to the experimental values, and the error is less than 5.3%. The predicted and experimental data show that the etching degree in the process of channels electrochemical machining is closely related to voltage and current density. When the voltage is less than 5V, a "small island" is formed in the channel; When the voltage is greater than 40V, the lateral etching of the channel is relatively large, and the "dam" between the channels disappears. When the voltage is 25V, the machining morphology of the channel is the best.

A Case Study on Kakao's Resilience: Based on Five Levers of Resilience Theory

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.9 no.3
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    • pp.44-58
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    • 2017
  • The purpose of this study is to prove the Korean Internet company, Kakao's resilience capacity. For it, this paper reviews the previous literatures regarding Kakao's business models and discusses 'resilience' theory. Then, it organizes the research questions based on the theoretical background and explains the research methodology. It investigates the case of Kakao's business and organization. The case analysis shows that five levers of resilience are a good indicator for a successful platform business evolution. The five levers are composed of coordination, cooperation, clout, capability, and connection: First lever, coordination that makes the company to restructure its silo governance in order to respond to actual business flow starting from the basic asset like game and music content; second lever, cooperation where the firm provides creative people with playground for startups such as KakaoPage; third lever, clout where the company shares its data by opening its API of AI and chatbot to $3^{rd}$ party developers; fourth lever, capability where the firm establishes AI R&D center, KakaoBrain as the function of multi-domain generalist for developing diverse platforms tackling customer needs; and the last fifth lever, connection where the firm continues to expand its platform business to the peripheries, O2O businesses such as KakaoTaxi, KakaoOrder, KakaoPay, and KakaoBank. In conclusion, this study proposes Internet companies to be a resilient platform utilizing those five levers of resilience in order to form successful platform. This study contributes to the agile innovation of Internet platform with ecological sense.

A Study on the Combustion Characteristics of Diffusion Flame Formed in the Wake of Cylindrical Bluff Body (원통형 보염기 후류에 형성되는 확산화염의 연소특성에 관한 연구)

  • An, J.G.;Lim, D.J.;Ro, T.S.;Song, K.K.
    • 한국연소학회:학술대회논문집
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    • 1998.10a
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    • pp.23-30
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    • 1998
  • The stabilization characteristics of diffusion flame formed in the wake of a cylindrical flame holder were investigated. Distribution of turbulence intensity, concentration distribution of combustion gas, and ion currents were measured. The turbulence intensity in the wake of cylindrical- game holder is increased with increase of diameter or blockage ratio of grid. If the auxiliary fuel is injected into recirculation zone, the concentration of $C_3H_8$ is high, but the concentration of $CO_2$ is low at the boundary of recirculation zone. The region with highest average value of ion currents in the middle of flame is moved to the upstream side by the turbulent components of main stream. The flame mass with partially active reaction is moved fast for uniform flow and turbulence generator G3, but the flame mass with relatively slow reaction is moved slowly for turbulence generator G1.

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Design the Customer-Retailer Collaboration Model Using Gamification for In-Store Management (게임화(Gamification)을 이용한 매장 관리 디자인 : 고객-매장관리자 협업모델)

  • Paik, Sihyun;Wen, Zhezhu
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.8-16
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    • 2015
  • How to measure and evaluate the performance of managing a store? Although it is important for a retailer to execute good management in a store, there are few efficient measurement tools and methods for In-store management. Also few people are trying to deal with variety of goods (number of categories), depth of a catagory (number of stock-keeping units within a category), and stock level (the number of individual items of a particular SKU) in a store. To solve the problem, this paper suggests the Customer-Retailer Collaboration (CRC) model that utilizes Gamification. By embedding gaming elements, the store management activities can be viewed as more game-like processes. Customers find some problems they encountered in the store and send the related signals via mobile APP, and the relevant store personnel copes with the signals. As the return for their collaboration, they both will obtain points and badge. This paper designs the CRC model and shows the flow of the model briefly.

Real-time Flocking Simulation through RBF-based Vector Field (방사기저함수(RBF) 기반 벡터 필드를 이용한 실시간 군집 시뮬레이션)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2937-2943
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    • 2013
  • This paper introduces a real-time flocking simulation framework through radial basis function(RBF). The proposed framework first divides the entire environment into a grid structure and then assign a vector per each cell. These vectors are automatically calculated by using RBF function, which is parameterized from user-input control lines. Once the construction of vector field is done, then, flocks determine their path by following the vector field flow. The collision with static obstacles are modeled as a repulsive vector field, which is ultimately over-layed on the existing vector field and the inter-individual collision is also handled through fast lattice-bin method.

Trends in Programmable Object-Based Content Production Technologies (프로그래밍 방식의 객체 기반 영상 콘텐츠 제작 기술 동향)

  • Lee, J.Y.;Kim, T.O.;Choo, H.G.;Lee, H.K.;Seok, W.H.;Kang, J.W.;Hur, N.H.;Kim, H.M.
    • Electronics and Telecommunications Trends
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    • v.37 no.4
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    • pp.70-80
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    • 2022
  • With the rapid growth in media service platforms providing broadcast programs or content services, content production has become more important and competitive. As a strategy to meet the diverse needs of global consumers for a variety of content and to retain them as long-term repeat customers, global over-the-top service providers are increasing not only the number of content productions but also their production efficiency. Moreover, a considerable amount of scene composition in the flow of content production work appears to be combined with rendering technology from a game engine and converted to object-based computer programming, thereby enhancing the creativity, diversity, quality, and efficiency of content production. This study examines the latest technology trends in content production such as virtual studio technology, which has emerged as the center of content production, the use cases in various fields of artificial intelligence, and the metadata standards for content search or scene composition. This study also examines the possibility of using object-based computer programming as one of the future candidate technologies for content production.

A Study on the Gaze Flow of Internet Portal Sites Utilizing Eye Tracking (아이트래킹을 활용한 인터넷 포털사이트의 시선 흐름에 관한 연구)

  • Hwang, Mi-Kyung;Kwon, Mahn-Woo;Lee, Sang-Ho;Kim, Chee-Yong
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.177-183
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    • 2022
  • This study investigated through eye tracking what gaze path the audience searches through portal sites (Naver, Daum, Zoom, and Nate). As a result of the layout analysis according to the gaze path of the search engine, the four main pages, which can be called to be the gateway to information search, appeared in the form of a Z-shaped layout. The news and search pages of each site use an F-shape, which means that when people's eyes move from top to right in an F-shape, they read while moving their eyes from left to right(LTR), which sequentially moves to the bottom. As a result of analyzing through the heat map, gaze plot, and cluster, which are the visual analysis indicators of eye tracking, the concentration of eyes on the photo and head copy was found the most in the heat map, and it can be said to be of high interest in the information. The flow of gaze flows downward from the top left to the right, and it can be seen that the cluster is most concentrated at the top of the portal site. The website designer should focus on improving the accessibility and readability of the information desired by the user in the layout design, and periodic interface changes are required by investigating and analyzing the tendencies and behavioral patterns of the main users.

Squash Athlete's Perception and Emotional Response on the Referee's Judgment (스쿼시 심판판정에 대한 선수들의 인식과 정서 반응)

  • Park, Kyoung-Shil;Kang, Ho-Seok
    • Journal of Digital Convergence
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    • v.15 no.11
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    • pp.497-511
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    • 2017
  • The purpose of this study was to explore players' perception and emotional reaction toward referee's judgment. The participants of this study were six players (three male and three female) in 2016 national team. The results of this study are as follows: First, the differences in referee judgement were dependant on referees' subjective view point, rapid judging capability, qualification and experience. Second, we found that the a referee's judgement less affected match's results. The countermeasures against the adverse referee judgment include excitement, appeal, flow interruption, thought conversion, and concentration. Third, there were many opinions that both the degree of influence of the referee's judgement and the countermeasures was such that athletes were "not affected". In conclusion, the major determinant of players' performance were game strategy and accuracy of skill although the referee's judgement affected player's emotional reaction both in positive and negative ways.