• 제목/요약/키워드: Game score

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Video and Computer Game Use and the Sociality of Young Children (유아의 전자게임 이용과 사회성에 관한 연구)

  • 조경자
    • Journal of the Korean Home Economics Association
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    • v.40 no.9
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    • pp.35-46
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    • 2002
  • This study was to investigate whether there are any differences in social competence by the frequency of young children's video and computer game use. Social development was categorized as peer popularity and social competence. The subjects were 215 children(118 boys, 97 girls) aged 4-6 years(M= 63.6 months, SD=6.8) from 3 kindergartens in Chung-Cheong Nam Do. The frequency of children's video and computer game use was reported by their parents. Peer popularity was rated by their classmates and social competence by their teachers with Kohn Social Competence Scale(KSCS). No significant relationship was found between game use and peer popularity. The children who played video and computer games once or twice a week got the highest score on the‘social interest and participation’But social cooperation dimension was not related with the frequency of video and computer game use but with the sex of children.

A Study on the Generation Method of Visual-Auditory Feedback for BCI Rhythm Game (BCI 리듬게임을 위한 시청각 피드백 생성에 관한 연구)

  • Kim, Cheol-Min;Kang, Gyeong-Heon;Kim, Eun-Seok
    • Journal of Korea Game Society
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    • v.13 no.6
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    • pp.15-26
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    • 2013
  • In recent years, studies in BCI game with popular BCI devices are progressing actively by the development of BCI(Brain Computer Interface) techniques. Most of BCI games have developed as experimental contents for researching. On the game control paradigm, it is insufficient to conduct a study about induced methods of proper barinwave to control the BCI game. In this study, we suggest a rhythm game using BCI which has a new play element that visualizes the rhythm of music and represents the notes of music in sound and a generation method of visual-auditory feedback through the synchronization of the tempo of music with brainwave. Experimental Results make certain that our suggestion is possible for the improvement of game score through the induction of brainwave that is necessary to control the game.

The Effects of Preschooler's Self-regulation and Maternal Parenting Behavior on Preschooler's Game Immersion (유아의 자기조절력과 어머니의 양육행동이 남녀 유아의 게임몰입성에 미치는 영향)

  • Kim, Kyoung-Hoe;Chung, Jee-Nha
    • Korean Journal of Human Ecology
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    • v.23 no.2
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    • pp.219-229
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    • 2014
  • The purpose of this study was to investigate the effects of preschooler's self-regulation and maternal parenting behavior on preschooler's game immersion. Subjects were 253 4- to 5-year-old preschoolers(118 boys, 135 girls) and their mothers. Data were analyzed by descriptive statistics, t-test, correlation analysis and stepwise multiple regression analysis. The major findings are summarized as follows: (1) preschooler's game immersion differed from preschooler's gender. Boy preschooler had higher score than girl preschooler in game immersion. (2) Both boy and girl preschooler's game immersion was negatively correlated with preschooler's behavioral regulation and emotional regulation, maternal rational guidance, limit-setting and affection. (3) The most influential factor on boy preschooler's game immersion was behavioral regulation. On the other hand, the most influential factor on girl preschooler's game immersion was emotional regulation, and the next influential factor was maternal affection. Results of this study indicate that self-regulation enhancement program should be developed and mothers should be more affective with their preschoolers in order to prevent preschoolers' game immersion.

Construction and Evaluation of a Sentiment Dictionary Using a Web Corpus Collected from Game Domain (게임 도메인 웹 코퍼스를 이용한 감성사전 구축 및 평가)

  • Jeong, Woo-Young;Bae, Byung-Chull;Cho, Sung Hyun;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.113-122
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    • 2018
  • This paper describes an approach to building and evaluating a sentiment dictionary using a Web corpus in the game domain. To build a sentiment dictionary, we collected vocabulary based on game-related web documents from a domestic portal site, using the Twitter Korean Processor. From the collected vocabulary, we selected the words whose POS are tagged as either verbs or adjectives, and assigned sentiment score for each selected word. To evaluate the constructed sentiment dictionary, we calculated F1 score with precision and recall, using Korean-SWN that is based on English Senti-word Net(SWN). The evaluation results show that average F1 scores are 0.85 for adjectives and 0.77 for verbs, respectively.

COMPUTER GAME PLAYING PATTERNS AND PSYCHOPATHOLOGY IN SCHOOL-AGE CHILDREN (학령기 아동의 컴퓨터게임 이용 양상과 정신병리)

  • Lim Seoung-Hu;Jeong Seoung-Shim;Park Jeone-Hwan;Kim Ji-Hae;Hong Sung-Do
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.17 no.1
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    • pp.19-26
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    • 2006
  • Objectives : The object of this study was to examine computer game playing patterns and psychopathologies related to computer game addiction in school-age children. Methods : The subjects were 533 elementary school students (4th to 6th grade) in Kangdonggu, Seoul. We evaluated computer playing patterns of all subjects using computer game playing pattern questionnaire, and determined the risk group of computer game addiction by internet game addiction scale score. We evaluated subscale score of K-CBCL from parents of all subjects, and conducted correlation analysis and logistic regression analysis between computer game addiction and subscale score of K-CBCL. Results : In 488 responders, 10.2% of started playing computer game in preschool age, and 67.2% started at low grade of elementary school. The mean frequency of computer game play per week was 3.66 days. Mean time spent playing computer games per day was 1.89 hours. 'Simply for fun' was the most common reason far playing computer games (40.8%). Male subjects showed statistically significant differences in age of starting computer game, frequency of computer game play per week, reasons for playing computer game and computer game addiction scale scores. There were significant correlations between computer game addiction scale scores and academic performance, somatic complaints, attention problems, and internalizing problems in K-CBCL. But In logistic regression analysis, only attention problems among K-CBCL subscales showed significant predictability to computer game addiction. Conclusion : Upper grade elementary school students experienced computer game playing at the very early age, and spend much time in playing computer games. There were significant correlation and predictability between computer game addiction and attention problems.

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Differential Game Based Air Combat Maneuver Generation Using Scoring Function Matrix

  • Park, Hyunju;Lee, Byung-Yoon;Tahk, Min-Jea;Yoo, Dong-Wan
    • International Journal of Aeronautical and Space Sciences
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    • v.17 no.2
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    • pp.204-213
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    • 2016
  • A differential game theory based approach is used to develop an automated maneuver generation algorithm for Within Visual Range (WVR) air-to-air combat of unmanned combat aerial vehicles (UCAVs). The algorithm follows hierarchical decisionmaking structure and performs scoring function matrix calculation based on differential game theory to find the optimal maneuvers against dynamic and challenging combat situation. The score, implying how much air superiority the UCAV has, is computed from the predicted relative geometry, relative distance and velocity of two aircrafts. Security strategy is applied at the decision-making step. Additionally, a barrier function is implemented to keep the airplanes above the altitude lower bound. To shorten the simulation time to make the algorithm more real-time, a moving horizon method is implemented. An F-16 pseudo 6-DOF model is used for realistic simulation. The combat maneuver generation algorithm is verified through three dimensional simulations.

The Effects of Internet Game Addiction and Self-efficacy on Campus Life Adaptation of Nursing Students (간호대학생의 게임중독, 자기효능감이 대학생활적응에 미치는 영향)

  • Lee, Hyo Jung;Lee, Kyoung Ju;Kwak, So Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.3
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    • pp.101-109
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    • 2021
  • This study was conducted to investigate the effects of internet game addiction and self-efficacy on the campus life adaptation of nursing students. The subjects were selected from 182 nursing students registered as college members and data collection was conducted from September 20 to October 3, 2019. The collected data was analyzed based on frequency, percentage, mean, standard deviation, t-test, ANOVA, Pearson's correlation coefficient, and stepwise multiple regression using the SPSS /WIN 26.0 program. The internet game addiction score of nursing college students was shown to be 1.14±.30 out of four points, the self-efficacy score was shown to be 3.39±.55 out of five points and the campus life adaptation score was shown to be 3.18±.53 out of five points. There was a significant correlation between internet game addiction (r=-.220, p=.003), self-efficacy (r=.649, p<.001), and campus life adaptation. The predictors were self-efficacy (��=.588, p<.001), gender (��=.183, p=.001), and internet game addiction (��=.183, p=.001), which accounted for 45.9% of the variance in the campus life adaptation of nursing students. The results of this study delineate the need for the development and application of diverse programs that can increase self-efficacy and prevent internet game addiction in nursing students.

Relationship between Internet Game Addiction and Psychiatric Symptoms in a Child and Adolescent Psychiatric Clinic (일 대학병원 소아청소년 정신건강클리닉에 내원한 청소년에서 인터넷게임중독과 정신과적 증상의 관계)

  • Oh, Eun-Jeong;Choi, Sam-Wook;Lee, Hae-Kook;Park, Jang-Ho;Ahn, Joon-Ho;Choi, Ji-Eun;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.25 no.3
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    • pp.136-141
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    • 2014
  • Objectives : The aim of this study was to examine the relationship between internet game addiction and psychiatric symptoms. Methods : A total of 447 adolescents who were recruited from a child and adolescent psychiatric clinic of university hospital completed a self-report questionnaire consisting of Korean Internet Addiction Self-scale (K-scale), Beck Depression Inventory (BDI), Beck Anxiety Inventory (BAI), Korean-Attention-Deficit Hyperactivity Disorder Rating Scale (K-ARS), and Adolescent Happiness Index (AHI). They were classified into three internet user groups, non-addicted group (below or equal to 94), potential risk group (95 to 107) and high risk group (above or equal to 108) according to K-scale total score. Results : Significant mean differences in BDI, BAI, K-ARS, and AHI scores were observed among the three groups. The BDI, BAI and K-ARS scores showed positive correlation with K-score. The AHI score showed negative correlation with K-score. Conclusion : Findings of this study suggest that depression, anxiety, inattention, hyperactivity/impulsivity, and happiness are associated with internet game addiction.

Development of a Serious Game using EEG Monitor and Kinect (뇌파측정기와 키넥트를 이용한 기능성 게임 개발)

  • Jung, Sang-Hyub;Han, Seung-Wan;Kim, Hyo-Chan;Kim, Ki-Nam;Song, Min-Sun;Lee, Kang-Hee
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.189-198
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    • 2015
  • This paper is about a serious game controlled by EEG and motion capture. We developed our game for 2 users competitive and its method is as follows. One player uses a controlling interface using EEG signals based on the premise that the player's facial movements are a depiction of the player's emotion and intensity throughout the game play. The other player uses a controlling interface using kinect's motion capture technology which captures the player's vertical and lateral movements as well as state of running. The game shows the first player's EEG as a real-time graphic along the map on the game screen. The player will then be able to pace himself based on these visualization graphics of his brain activities. This results in higher concentration for the player throughout the game for a better score in the game. In addition, the second player will be able to improve his physical abilities since the game action is based on real movements from the player.

On the Estimation of Satisfaction Distribution for Game Factors (게임요소의 만족도분포 추정에 관한 연구)

  • Yum, Joon-Keun;Ham, Hyung-Bum
    • Journal of Korea Game Society
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    • v.8 no.3
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    • pp.23-30
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    • 2008
  • To strengthen the competitiveness of the game industry, one needs to develope a tool for evaluation of the satisfaction level of the game users, which leads to the improvement of the quality of games and increment of the amount of game trade. In this study, we developed factors to measure the satisfaction level and estimate their distributional properties. For the purpose, using a survey data for RPG games, we discussed several aspects for normalization of score distribution for satisfaction factors and estimated their density function by use of parametric density estimation of SAS/INSIGHT. We believe that the proposed results help us to predict or estimate the satisfaction level of newly developed games as well as the current popular games.

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