• 제목/요약/키워드: Game flow

검색결과 210건 처리시간 0.025초

MMORPG의 재미 평가 모델에 관한 연구

  • Yun, Hyeong-Seop
    • 한국게임학회지
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    • 제6권1호
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    • pp.66-69
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    • 2009
  • 지속적인 성장을 거듭하고 있는 온라인 게임은 사회적 상호작용과 집단 경쟁 등 스탠드 얼론(stand alone) 게임에서는 느낄 수 없는 새로운 재미를 제공하고 있다. 그럼에도 불구하고 온라인 게임 플레이의 경험 중가장 핵심적인 주제인 재미에 대한 연구는 휴리스틱한(heuristic) 연구에 머물고 있다. 본 연구는 기존 연구의 한계를 극복하고, 게임플레이의 재미에 대한 과학적인 평가를 위해 MMORPG의 재미 평가 모델을 제시하고, 그 유용성을 검증하는 데 목적이 있다. 본 연구는 동기이론, 몰입(Flow) 이론, 기존의 문헌연구와 설문조사를 통하여 온라인 게임의 핵심적인 재미 요소를 도출하였다. 도출된 20여개 의 요인들을 매트릭스 분석을 통해 범주화하고, Ermi & Mayra(2005)의 게임플레이 경험 모델에 통합하였다. 다양하고 정성적인 평가기준을 체계화하기 위해 AHP(Analytical Hierarchy Process) 이론에 입각하여 감각적 재미, 도전적 재미, 상상적 재미, 사회적 상호작용의 재미의 4개 측면을 포함하는 계층분석도를 구성하였고, 게임업계 전문가들의 검토와 중요도 평가를 통해 MMORPG의 재미 평가 모델을 제안하였다. 제안된 모델에 의해 구성된 설문문항을 3개 MMORPG를 즐기고 있는 이용자 87명을 대상으로 평가한 결과, WOW, Aion, Lineage2순으로 각각 75.247점, 68.649점, 62.205점을 얻어냈다. 이러한 평가 결과는 현재 MMORPG 중에서 가장 높은 시장점유율과 매출 실적이 좋은 WOW를 가장 재미있는 게임으로 선정하였고, Aion과 Lineage2도 현재의 시장 점유율과 매출 실적과도 정확하게 일치하고 있다. 이러한 결과로 본 연구에서 제안된 MMORPG의 재미 평가 모델의 유효성이 검증되었다. 본 연구의 결과는 가장 재미있는 게임의 선정뿐만 아니라 각 게임의 재미 요소별 강약점을 분석하여, 왜 어떤 게임은 성공적이며, 다른 게임들은 그렇지 않은가에 대한 이해를 제공할 수 있다. 결론적으로 본 연구에서 제안된 MMORPG의 재미 평가 모델은 어떤 게임이 가장 재미있는 게임인지를 선정하는데 활용될 수 있으며, 궁극적으로는 보다 구체적인 재미 요소별 분석을 가능하게 하여 보다 재미있는 온라인 게임을 개발하는데 기여할 것이다. 그러나 다른 장르까지 확장하여 활용하기 위해서는 후속 연구가 뒷받침되어야 한다.

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A comparison of the forces on dome and prism for straight and tornadic wind using CFD model

  • Yousef, Majdi A.A.;Selvam, Panneer R.;Prakash, Jai
    • Wind and Structures
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    • 제26권6호
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    • pp.369-382
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    • 2018
  • Tornadoes are vertical swirling air formed because of the existence of layers of air with contrasting features of temperature, wind flow, moisture, and density. Tornadoes induce completely different wind forces than a straight-line (SL) wind. A suitably designed building for an SL wind may fail when exposed to a tornado-wind of the same wind speed. It is necessary to design buildings that are more resistant to tornadoes. In tornado-damaged areas, dome buildings seem to have less damage. As a dome structure is naturally wind resistant, domes have been used in back yards, as single family homes, as in-law quarters, man caves, game rooms, storm shelters, etc. However, little attention has been paid to the tornadic wind interactions with dome buildings. In this work, the tornado forces on a dome are computed using Computational Fluid Dynamics (CFD) for tornadic and SL wind. Then, the interaction of a tornado with a dome and a prism building are compared and analyzed. This work describes the results of the tornado wind effect on dome and prism buildings. The conclusions drawn from this study are illustrated in visualizations. The tornado force coefficients on a dome building are larger than SL wind forces, about 120% more in x- and y-directions and 280% more in z-direction. The tornado maximum pressure coefficients are also higher than SL wind by 150%. The tornado force coefficients on the prism are larger than the forces on the dome, about 100% more in x- and y-directions, and about 180% more in z-direction. The tornado maximum pressure coefficients on prism also are greater those on dome by 150% more. Hence, a dome building has less tornadic load than a prism because of its aerodynamic shape.

A study of kinetic narrative educational contents based on English literature: A convergent approach (영문학 기반 키네틱 교육 콘텐츠의 교육적 유의미성과 현장 활용 방안 탐구)

  • Kim, Eun-Jung;Shin, Dong-il;Kim, Keum-Sun
    • Journal of Digital Convergence
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    • 제14권4호
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    • pp.43-53
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    • 2016
  • The purpose of this study is to examine the meaningfulness and the possibility of developing kinetic narrative educational contents based on English literature with convergent approaches. To accomplish the objective, this paper examines three areas of research such as kinetic education, English literature education, and total physical response-storytelling method. It introduces the following three stages of development procedure: 1) selecting and analyzing English literature, 2) designing a prototype including the story flow, the movement and the motion interaction design, and 3) constructing motion database using Laban movement analysis. Then, how to apply it to young learners is illustrated with 'the story of the three little pigs,' Finally, implication for the field of young learner English education and English literature is discussed.

A Study on the Effects of Information Perception and Purpose of Information Use on Trust in Government (정보화 인식과 정보활용 목적이 정부신뢰에 미치는 영향에 관한 연구)

  • Myeong, Seunhwan;Kwon, Yongmin;Park, Juyong;Lee, Bokja
    • Informatization Policy
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    • 제19권1호
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    • pp.25-44
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    • 2012
  • This study examined the relationship among perception on information, purpose of information use, and trust in government. It also identified different patterns of groups by their ideological inclination via a national survey on sample population over the age of twenty. The result showed the statistical significance of the relationship among information perception, purpose of information use, ideological inclination, and trust in government. The analysis result implies that the role of government should be readjusted in terms of publicness toward meta-data provider which is transparent and fair without any discrimination by individual difference and economic condition. This will increase the level of trust in government data and its utilization will be tied into the individual connectedness for social integration. The role of government as an information provider needs to establish the role of mediator which always keeps social rules and tracks down violators in a timely manner in the process of information production. With transparent information flow and fair game, the richness of information and a positive production environment will be created.

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Reproducing water flow using 3D game engine (3D게임엔진을 이용한 물 흐름 재현)

  • Woochul Kang;Eun-kyung Jang
    • Proceedings of the Korea Water Resources Association Conference
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    • 한국수자원학회 2023년도 학술발표회
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    • pp.432-432
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    • 2023
  • 한국건설기술연구원(Korea Institute of Civil Engineering and Building Technology, KICT)의 안동하천연구센터(Andong River Experiment Center, REC)는 다양한 하천 관련 실규모 실험을 수행하기 위해 3개의 수로를 보유하고 있다. 본 연구의 주목적인 실증 실험 계측 결과를 기반으로 3D 게임엔진을 이용하여 물 흐름을 재현하기 위해 A1 수로를 대상구간으로 설정하였다. 실증 실험의 경우 2개의 수문 개도율 조건에서 ADV와 ADCP를 활용하여 계측된 유량 및 유속 결과들을 비교하였으며, 추가적으로 영상 데이터로 부터 표면유속(LS-PIV)을 산정하였다. 3D 게임 엔진은 렌더링 엔진, 물리 엔진, 오디오 엔진, UI 시스템, 게임플레이 프레임워크 등이 잘 융합된 소스코드들과 개발자들이 이용하기 쉬운 방식으로 변환된 툴(tool)로 제공하여 현실 세계를 가상 세계에 시각화하여 구현하는데 큰 장점을 가지고 있다. 또한 기존의 흐름 재현이 가능한 수리/수문 모델링의 경우 특정한 목적으로만 이용가능하고 연산에 소용되는 시간 때문에 실시간 흐름재현이 어렵지만, 3D 게임엔진을 이용하는 경우 다양한 목적과 여러 분야와의 고려가 동시에 가능하며 연산의 단순화를 통해 실시간 흐름 재현이 가능하다는 장점이 있다. 본 연구에서는 언리얼 엔진의 Niagara Fluids와 Fluid flux 툴들을 활용하여 하천실증실험 시설 일부 구간에 대해 물 흐름을 재현하였다. 먼저 하천실험실증시설을 드론과 RTK-GPS를 이용하여 촬영된 결과를 정합하여 3D 게임엔진 기반 흐름 재현을 위한 지형 기초 자료를 구축하였다. 지형 계측 결과를 기반으로 A1 수로 전체 구간을 대상구간으로 설정한 이후 수문 조절을 통해 흐름 조건을 제어할 수 있도록 제작하였으며, 실제 흐름에 대한 계측 결과를 기반으로 재현된 흐름을 대상으로 material 값의 조정(방향 X, Y값을 RGB값으로 변환한 뒤 벡터 길이 값으로 환산)을 통해 0~100 사이 값을 이용하여 유속을 표현하였다. 최근 가상공간 (i.e. 디지털트윈) 관련 시장 성장이 매우 빠르고 다양한 사업에서 해당 기술의 수요가 증가하고 있으며, 본 연구를 통해 물 흐름의 디지털 트윈화를 위한 수단으로서 3D 게임 엔진의 활용 가능성을 확인하였다. 다만 실제 하천의 적용과 하천관리를 위한 실용화를 위해서는 추가적인 연구와 분석이 이루어져야 할 것이다.

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A study on the attribute of infotainment design (인포테인먼트 디자인의 개념 연구)

  • Oh, Byung-Keun
    • Archives of design research
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    • 제19권2호
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    • pp.229-240
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    • 2006
  • It is very important issue in information design to improve information efficiency by adapting interesting factors in changing circumstance of information communication. The concept of infotainment is utilized in designing information contents in a way of combining entertainment factors with information itself based on various media and representation technologies. The information arousing user's attention, which includes interesting factors, is persuasive message comppared to the informative message conveying only information itself. The reason why infotainment is persuasive is because it makes the user absorb deeply in the information during the process of understanding by sensorial stimuli, cognitive interest, and situational interest. The sensorial stimuli originates from the expression elements of information design. The cognitive interest from the user's intellectual activities has a try to overcome mental block when user confronts with the redundant expression in the manner of unexpectedness and inharmony. The situational interest originates from user's optimum experience by the flow of satisfaction. Therefore, the attribute of infotainment is defined with the stimuli, the redundancy, and user's satisfaction. Its design elements consist of physical factors, organizational factors, and psychological factors. The physical factors through sensorial stimuli are utilized by visual manipulation such as visual analogy or visual pun, multimedia, and moving expression. The organizational factors through redundant expression bring user's imagination by adapting storytelling, event, and interaction in the process of understanding information. The psychological factors through expression of entertainment interests such as humor, play, and game give users psychological satisfaction with the flow. In conclusion the concept of infotainment can be adapted when the design factors should be integrated with its attributes, or the conveying information should go well with its purpose and characteristics.

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Analysis on the Movement Found in an Animation - Focusing on Laban's Effort - (애니메이션 <몬스터 대학교>의 움직임 분석 -라반의 에포트를 중심으로)

  • Sung, Rea
    • Cartoon and Animation Studies
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    • 통권40호
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    • pp.33-53
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    • 2015
  • The movement of characters is one of the crucial elements to deliver their emotion flowing inside. Though it is the same movement, it may appear or be expressed differently according to the character's personality or emotion or the particular situation. The purpose of this study is to analyze not only the movement found superficially in an animation but also a character's internal emotion and attitude with Laban's movement analysis system, particularly effort, one of its analysis categories, and examine how effectively Laban's movement analysis often employed at the circles of dance can analyze movement in an animation. is about a monster that constantly makes efforts to realize its dream to be a scarer. Functional movement forms the most part, but expressive movement to show how a character thinks or feels also appears harmoniously. Characters' externally shown movement can express their internal emotion properly sometimes, but they also often move expressing their feelings in moderation. Therefore, this study analyzes the movement of characters found in the four scenes of with LMA's effort. According to the findings, at the scene where Michael enters the door leading to the human world following the scarer, the emotional state of Michael envious of the scarer is expressed with the Vision Drive giving the strong feel of dreaming. At the scene of the second game to choose the best scare team, it shows us the Spell Drive with its careful and light movement having clear intention to survive at the game. At the scene where there is a party held for the teams that have survived, it shows the Passion Drive of being eagerly expressing happy and delightful feelings without considering what is around. At the scene where Michael and Sullivan are pursued by people, the Action Drive was used to express movement that was heavy and strong and was getting faster gradually by focusing the feelings of the characters in haste into one place.

Shortest Path Problems of Military Vehicles Considering Traffic Flow Characteristics (교통류특성을 고려한 군화물차량군 경로선정)

  • 방현석;김건영;강경우
    • Journal of Korean Society of Transportation
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    • 제21권2호
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    • pp.71-82
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    • 2003
  • The shortest path problems(SPP) are critical issues in the military logistics such as the simulation of the War-Game. However, the existing SPP has two major drawbacks, one is its accuracy of solution and the other is for only one solution with focused on just link cost in the military transportation planning models. In addition, very few previous studies have been examined for the multi-shortest path problems without considering link capacity reflecting the military characteristics. In order to overcome these drawbacks, it is necessary to apply the multi-shortest paths algorithm reflecting un-expected military incidents. This study examines the multi-shortest paths in the real networks using Shier algorithm. The network contains both military link capacity and time-based cost. Also, the modes are defined as a platoon(group) rather than unit which is used in most of previous studies in the military logistics. To verify the algorithm applied in this study. the comparative analysis was performed with various sizes and routes of network which compares with Dijkstra algorithm. The major findings of this study are as follows ; 1) Regarding the unique characteristics of the military transportation plan, Shier algorithm, which is applied to this study, is more realistic than Dijkstra algorithm. Also, the time based concept is more applicable than the distance based model in the military logistics. 2) Based on the results from the various simulations of this study the capacity-constraint sections appeared in each scenarios. As a consequence, the alternatives are necessary such as measures for vulnerable area, improvement of vehicle(mode), and reflection of separated-marching column in the military manuals. Finally. the limits and future research directions are discussed : 1) It is very hard to compare the results found in this study. which is used in the real network and the previous studies which is used in arbitrary network. 2) In order to reflect the real military situations such as heavy tanks and heavy equipment vehicles. the other constraints such as the safety load of bridges and/or the height of tunnels should be considered for the future studies.

Study of the Theatrical History in Chungnam Yesan (충남 예산 연극사 연구)

  • Do, Jung-Nim;Lee, Seung-Won
    • Journal of Korea Entertainment Industry Association
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    • 제13권4호
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    • pp.107-117
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    • 2019
  • This paper establishes and propagates the value of the play through the study of the transition process of the yesan play from 1920 to the present, presents an alternative through the unique theatricality of the region and aims to activate it. The theater divided the theater into Yecheon, Chungnam Theater Festival, and Youth Theater Festival, which are currently active, and focused on Yedang International Performing Arts Festival, which is the only one in Yesan. The details of the performance due to the loss of data were not specified as much as possible, but the contents of the yesan play before 1990 were reviewed using the eupji and Myeonji. It also starts with a lack of diversity in plays in the developing direction of Yesan. Children's plays should be dismissed for simple commercial purposes, or the value of traditional Korean plays should be compared to Western ones, to promote the development of local plays through the natural characteristics and the basis of traditional culture, and to sustain the continuity of extreme economic performance and performances through the development of repertoires. Infrastructure deployment can be cited. The in flow of specialized actors and the use of art administrators creates a stable theater environment and activates the reeducation of local actors to promote theatrical imagination. It is also an urgent task to develop a new theatrical form by introducing experimental theatrical methods of young artists in the overseas performance business of theater troupe Yechon. Finally, Yedang International Performing Arts Festival should be characterized and differentiated from other festivals.

The Application of Operations Research to Librarianship : Some Research Directions (운영연구(OR)의 도서관응용 -그 몇가지 잠재적응용분야에 대하여-)

  • Choi Sung Jin
    • Journal of the Korean Society for Library and Information Science
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    • 제4권
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    • pp.43-71
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    • 1975
  • Operations research has developed rapidly since its origins in World War II. Practitioners of O. R. have contributed to almost every aspect of government and business. More recently, a number of operations researchers have turned their attention to library and information systems, and the author believes that significant research has resulted. It is the purpose of this essay to introduce the library audience to some of these accomplishments, to present some of the author's hypotheses on the subject of library management to which he belives O. R. has great potential, and to suggest some future research directions. Some problem areas in librianship where O. R. may play a part have been discussed and are summarized below. (1) Library location. It is usually necessary to make balance between accessibility and cost In location problems. Many mathematical methods are available for identifying the optimal locations once the balance between these two criteria has been decided. The major difficulties lie in relating cost to size and in taking future change into account when discriminating possible solutions. (2) Planning new facilities. Standard approaches to using mathematical models for simple investment decisions are well established. If the problem is one of choosing the most economical way of achieving a certain objective, one may compare th althenatives by using one of the discounted cash flow techniques. In other situations it may be necessary to use of cost-benefit approach. (3) Allocating library resources. In order to allocate the resources to best advantage the librarian needs to know how the effectiveness of the services he offers depends on the way he puts his resources. The O. R. approach to the problems is to construct a model representing effectiveness as a mathematical function of levels of different inputs(e.g., numbers of people in different jobs, acquisitions of different types, physical resources). (4) Long term planning. Resource allocation problems are generally concerned with up to one and a half years ahead. The longer term certainly offers both greater freedom of action and greater uncertainty. Thus it is difficult to generalize about long term planning problems. In other fields, however, O. R. has made a significant contribution to long range planning and it is likely to have one to make in librarianship as well. (5) Public relations. It is generally accepted that actual and potential users are too ignorant both of the range of library services provided and of how to make use of them. How should services be brought to the attention of potential users? The answer seems to lie in obtaining empirical evidence by controlled experiments in which a group of libraries participated. (6) Acquisition policy. In comparing alternative policies for acquisition of materials one needs to know the implications of each service which depends on the stock. Second is the relative importance to be ascribed to each service for each class of user. By reducing the level of the first, formal models will allow the librarian to concentrate his attention upon the value judgements which will be necessary for the second. (7) Loan policy. The approach to choosing between loan policies is much the same as the previous approach. (8) Manpower planning. For large library systems one should consider constructing models which will permit the skills necessary in the future with predictions of the skills that will be available, so as to allow informed decisions. (9) Management information system for libraries. A great deal of data can be available in libraries as a by-product of all recording activities. It is particularly tempting when procedures are computerized to make summary statistics available as a management information system. The values of information to particular decisions that may have to be taken future is best assessed in terms of a model of the relevant problem. (10) Management gaming. One of the most common uses of a management game is as a means of developing staff's to take decisions. The value of such exercises depends upon the validity of the computerized model. If the model were sufficiently simple to take the form of a mathematical equation, decision-makers would probably able to learn adequately from a graph. More complex situations require simulation models. (11) Diagnostics tools. Libraries are sufficiently complex systems that it would be useful to have available simple means of telling whether performance could be regarded as satisfactory which, if it could not, would also provide pointers to what was wrong. (12) Data banks. It would appear to be worth considering establishing a bank for certain types of data. It certain items on questionnaires were to take a standard form, a greater pool of data would de available for various analysis. (13) Effectiveness measures. The meaning of a library performance measure is not readily interpreted. Each measure must itself be assessed in relation to the corresponding measures for earlier periods of time and a standard measure that may be a corresponding measure in another library, the 'norm', the 'best practice', or user expectations.

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