• Title/Summary/Keyword: Game program

Search Result 474, Processing Time 0.033 seconds

Replaying program of 'Go(Baduk)' using motion detection (모션 추출 응용 바둑 복기 프로그램 개발)

  • Byun, Jae-hyung;Shin, Mi-yeon;Jo, Hye-su;Cho, Tai-Hoon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.10a
    • /
    • pp.312-315
    • /
    • 2014
  • The purpose of this study is to develop a system that can be used in the offline replay 'Go(Baduk)' game using the motion detection of image processing techniques. This program will analyse the video of Go(Baduk) game and save the game's data, to help amateur Go(Baduk) players who want to replay their own games easily.

  • PDF

Children's use of Computer Game and Game Immersion: According to Grade (아동의 컴퓨터게임이용 실태에 따른 게임몰입 경향에 관한 연구)

  • Lee, Gyeong-Seon;Lee, Jeong-Hwa
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.182-189
    • /
    • 2008
  • The purpose of this study were to investigate 1) present condition of children's usage of computer game, 2) difference in extent of immersing in computer game according to grade, and 3) difference in extent of immersing in computer game according to conditions of computer game usage. A total of 239 children from 1st to 3rd grade in an elementary school in Busan were surveyed with two kinds of questionnaires about usage of and immersion in computer game. The collected data were analyzed using SPSS 12.0 program. It was revealed that the 1st graders showed higher scores on experience of computer game, frequency of computer game per week, and amount of time for each computer game than the 3rd graders. However, there were no significant differences in extent of immersing in computer game according to grade and to conditions of computer game usage. The findings of this study implies that the age of using computer game is going down rapidly. Discussions and suggestions for further study were provided.

Effect of Big 5 Personality Trait on a Game Behavior of Game Users (Big 5 성격이 게임이용자의 게임행동에 미치는 영향)

  • Shim, Sun-Ae;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
    • /
    • v.13 no.3
    • /
    • pp.317-332
    • /
    • 2019
  • The purpose of this study is to analyze the personality trait of game users' game behavior and to investigate the differences according to demographic variables. For research, questionnaire survey was conducted for game users of 10~ 40's, and the collected data was analyzed and processed using the statistics package program SPSS 20.0. The results of the study showed that the Big 5 personality traits had a significant impact on game use, and in the case of Conscientiousness, most of them were positive for use of Adaptive games and most of them had negative effects on Maladaptive game use. Even in personal characteristics, a variable showing a significant influence on game use was found, which showed meaningful effects in game platform, game frequency, and occupation. In subsequent research, it is necessary to identify the variables such as types of games or platforms that can reflect characteristics of games, and to understand what kind of roles play in the relationship between game user characteristics and game use behavior.

The Study of Information Security Technologies for Security Incidents in Online Game Service (게임 서비스 침해유형에 따른 기술적 대응방안 연구)

  • Chang, Hang-Bae;Kim, Kyung-Kyu;Lee, Si-Jin
    • Information Systems Review
    • /
    • v.9 no.3
    • /
    • pp.83-98
    • /
    • 2007
  • This study focused on online game security, which has been considered relatively insignificant when compared to the online game industry's rapid growth. In this study, the state of security incidents in the Korean game industry and security solutions for such cases were examined. At first the security incidents were classified according to the type of game security infringement. Based upon this classification, this study analyzed the causes that give rise to infringement of online game security, and developed technical solutions for such cases. Finally, this study verified whether or not these technical solutions could be applied to online game sites.

Distance-based SAP Algorithm for Effective Collision Detection (효율적인 충돌 검출을 위한 거리 기반 SAP 알고리즘)

  • Oh, Min-Seok;Park, Sung-Jun
    • Journal of Korea Game Society
    • /
    • v.12 no.4
    • /
    • pp.23-31
    • /
    • 2012
  • The collision processing is one of the essential factors to realize physical principles in the game, and it gives liveliness to the game. The collision processing requires a large amount of operations, and significantly affects the game performance. To address this problem, many studies have been conducted to reduce the operation volume, and the SAP algorithm is being widely used. However, its efficiency is low because it involves repetitive operations. In this study, a distance-based SAP algorithm was proposed to reduce the operation volume for the collision processing and address the problem of the SAP algorithm. A test was conducted to measure the FPS using the simulation program, which was developed with the proposed algorithm. The FPS was 2-33 times higher with the proposed algorithm, which indicated that the efficiency of the collision processing was improved.

Development of a 3-D Racing Game Using Java (Java를 이용한 3차원 레이싱 게임 개발)

  • Jeong, Gab-Joong;Jang, Jae-Won
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • v.9 no.2
    • /
    • pp.627-630
    • /
    • 2005
  • This paper describes the development of a racing game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run java applet program with download of Java Bytecode with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, and thread control module. It uses 2-D linked list data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances the dynamic object moving and viewing in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

  • PDF

Subjectivity Study for Digital Game Players: Based on Game Classification Factors (디지털 게임 플레이어의 주관성 연구: 게임 분류 속성을 중심으로)

  • Lee, Hyejung;Min, Aehong
    • The Journal of the Korea Contents Association
    • /
    • v.19 no.3
    • /
    • pp.275-287
    • /
    • 2019
  • As game players have been more diverse and new features of digital games have been emerged in recent days, it is important to find out and understand how recent game players recognize and classify digital games. Thirty game players conducted Q-analysis of twenty-nine Q-statements extracted from previous studies on game typology. By using a QUANL program, three different types were revealed. For game classification, 'Physical Environment Centric Players' type highly values external game elements from the outside perspectives. 'Contents Centric Players' type considers internal game elements as the most important criterion. 'Emotional Experience Centric Players' type values his/her subjective feeling and thoughts. Based on this study, it is expected to make a contribution in developing a framework of game players with their perspectives on game classification.

A Prediction Model for Internet Game Addiction in Adolescents: Using a Decision Tree Analysis (의사결정나무 분석기법을 이용한 청소년의 인터넷게임 중독 영향 요인 예측 모형 구축)

  • Kim, Ki-Sook;Kim, Kyung-Hee
    • Journal of Korean Academy of Nursing
    • /
    • v.40 no.3
    • /
    • pp.378-388
    • /
    • 2010
  • Purpose: This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. Methods: The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. Results: From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet cafe$\acute{e}$, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). Conclusion: The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

The Effects of the Group Game Play Therapy on the Improvement of Emotional Intelligence and Self-Esteem of Institutionalized Children (집단게임놀이치료가 시설보호아동의 정서지능과 자아존중감 향상에 미치는 효과)

  • Suk, Ju-Yeung;An, Ok-Hee;Park, In-Jeon
    • Korean Journal of Human Ecology
    • /
    • v.15 no.5
    • /
    • pp.703-718
    • /
    • 2006
  • This study was designed to examine the effects of the group game play therapy(GGPT) developed for enhancing emotional intelligence and self-esteem of institutionalized children. The participants were fifty-seven institutionalized children, residing in D city. Twenty-seven subjects were assigned to an experimental group in which the GGPT is practiced and thirty subjects were assigned to a control group in which a game play is practiced. Each group participated in a sixteen-session program twice a week during eight weeks. The data were analyzed by a SPSSWIN 10.0 program. ANCOVA and F-test were used to examine the effects of GGPT of the experimental group. The major results of this study were as follows. Firstly, the level of subject's emotional intelligence of the experimental group got higher than that of the control group. Secondly, the level of subject's self-esteem of the experimental group got higher than that of the control group.

  • PDF

Deal price model in Deal-or-No-Deal game (딜또는노딜 게임에서 딜금액 결정 모형)

  • Song, Seolhee;Ahn, Soohan
    • Journal of the Korean Data and Information Science Society
    • /
    • v.25 no.4
    • /
    • pp.697-703
    • /
    • 2014
  • Deal-or-No-Deal game is a famous TV show program of NBC, USA, which is composed of 10 stages at most. At each stage from the first and the ninth, a banker suggests a deal price to participants. In this paper, we intend to reveal the banker's deal price model using a constrained linear model and quadratic program. As results, we provide a linear model in relation to the deal price at each stage and then show using simulation data that the deal price is equal to the nearest integer of the value to be obtained by the provided linear model.