• 제목/요약/키워드: Game text

검색결과 130건 처리시간 0.03초

코로나 19에 따른 프로야구 무관중 시청품질요인의 중요도, 만족도 분석 (Analysis of the Importance and Satisfaction of Viewing Quality Factors among Non-Audience in Professional Baseball According to Corona 19)

  • 백승헌;김기탁
    • 한국엔터테인먼트산업학회논문지
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    • 제15권2호
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    • pp.123-135
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    • 2021
  • 본 연구의 자료처리는 '코로나 19와 프로야구', '코로나 19와 프로야구 무관중'과 관련된 키워드를 중심으로 텍스톰(textom)프로그램의 텍스트마이닝과 소셜네트워크 분석을 활용해 문제점 도출 및 시청품질의 변인을 설정하는데 활용하였다. 정량적 분석을 위해 시청품질에 관한 설문지를 구성하였으며, 270부의 설문응답자 중 250부의 설문을 최종연구에 사용하였다. 설문지의 타당도와 신뢰도를 확보하기 위한 도구로 탐색적 요인 분석과 신뢰도 분석을 실시하였으며, 타당도와 신뢰도가 확보된 설문을 바탕으로 IPA분석(중요도-만족도)을 실시하여 결과 및 전략을 제시하였다. IPA분석을 실시한 결과 1사분면에 영상과 관련된 요인(영상구성, 영상배색, 영상 선명도, 영상 확대 및 구도, 고음질 영상)이 나타났고 2사분면은 경기상황(응원 팀 경기수준, 응원 선수 경기수준, 스타선수 발굴, 라이벌 팀과의 경기)과 경기정보(경기일정 안내, 선수정보 확인, 팀 성적 및 선수성적, 경기정보), 상호작용(응원팀과의 공감대) 일부의 요인이 나타났으며, 3사분면은 해설자(야구관련 지식, 의사전달 능력, 발음과 목소리, 표준어 사용, 경기관련 정보 소개)와 상호작용(프런트와 실시간 소통, 시청자와의 공감대, 채팅 등의 정보교환)의 요인이 나타났다.

인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰 (Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives)

  • 김나현;홍승희
    • Journal of Korean Biological Nursing Science
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    • 제17권3호
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.

A Study on the Perception of Metaverse Fashion Using Big Data Analysis

  • Hosun Lim
    • 한국의류산업학회지
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    • 제25권1호
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    • pp.72-81
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    • 2023
  • As changes in social and economic paradigms are accelerating, and non-contact has become the new normal due to the COVID-19 pandemic, metaverse services that build societies in online activities and virtual reality are spreading rapidly. This study analyzes the perception and trend of metaverse fashion using big data. TEXTOM was used to extract metaverse and fashion-related words from Naver and Google and analyze their frequency and importance. Additionally, structural equivalence analysis based on the derived main words was conducted to identify the perception and trend of metaverse fashion. The following results were obtained: First, term frequency(TF) analysis revealed the most frequently appearing words were "metaverse," "fashion," "virtual," "brand," "platform," "digital," "world," "Zepeto," "company," and "game." After analyzing TF-inverse document frequency(TF-IDF), "virtual" was the most important, followed by "brand," "platform," "Zepeto," "digital," "world," "industry," "game," "fashion show," and "industry." "Metaverse" and "fashion" were found to have a high TF but low TF-IDF. Further, words such as "virtual," "brand," "platform," "Zepeto," and "digital" had a higher TF-IDF ranking than TF, indicating that they had high importance in the text. Second, convergence of iterated correlations analysis using UNICET revealed four clusters, classified as "virtual world," "metaverse distribution platform," "fashion contents technology investment," and "metaverse fashion week." Fashion brands are hosting virtual fashion shows and stores on metaverse platforms where the virtual and real worlds coexist, and investment in developing metaverse-related technologies is under way.

Study on utilization status of internet and needs assessment for developing nutrition education programs among elementary school children

  • Ahn, Yun;Kim, Kyung-Won
    • Nutrition Research and Practice
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    • 제1권4호
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    • pp.341-348
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    • 2007
  • This study was to investigate utilization status of internet, health/nutrition websites among children, and to assess the needs for developing nutrition websites and education programs for children. The survey questionnaire was administered to 5-6th grade students (n=434) at two elementary schools. About 32% used the internet every day while 19.5% used it whenever they needed, showing significant differences in internet usage by gender (p<0.01). Although the subjects used the internet frequently, those who used health/nutrition websites were 23.3%. The purpose of using these sites were mainly 'to obtain health/nutrition information' (55%), 'to get information regarding weight control' (17%). Fifty-six percent of the users were satisfied with the nutrition websites, but only 30% said that they were helpful. The preferred topics in developing nutrition websites were assessment of obesity, exercise methods, weight control methods, nutrition information (e.g., diet for stature growth), dietary assessment and food hygiene. Girls showed more interest in these topics than boys (p<0.05). For school nutrition education, girls showed more interest than boys in topics for cooking snacks (p<0.001) and selecting snacks (p<0.05). In nutrition websites, subjects wanted to have information and game/quiz, as well as getting information using Flash animation. The favorite colors for screen and text were slightly different by gender (p<0.01). In school nutrition education, 89.5% of subjects liked to have activities (e.g., cooking, exercise, game). They also liked materials using computers, video and internet than printed materials. If nutrition education was done at schools, subjects wanted to receive 5.7 times of education per semester on average (mean length: 42.6 min/session). This study suggests that nutrition websites and education programs for children should include the topics such as assessment of obesity or diet, weight control and special information (e.g., diet for growth) as well as general information. In designing nutrition websites and programs, methods including game, quiz, Flash animation and activities (cooking, exercise) could be appropriately used to induce the interest and involvement of children.

Analysis of Chinese Video Website Barrage Language Based On the Influence Of The ACGN Culture

  • Yan, JiHui;Pan, Yang;Yun, Taesoo
    • International Journal of Internet, Broadcasting and Communication
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    • 제13권2호
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    • pp.195-207
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    • 2021
  • In recent years, with the rapid growth of China's animation industry, the two-dimensional culture and consumption have been immersed in the daily lives of young people. The two-dimensional culture that mainly exists on young people is gradually entering the public's field of vision, making the two-dimensional culture not It is only restricted to the fixed fan circle, but is known to more people outside the circle. At the same time, the "barrage" (screen text) cultures in video websites has become popular with some film and television works, Internet terms, etc., and has attracted the attention on mainstream culture. On the one hand, its cultural products have appeared on traditional mainstream video websites and advertisements on provincial satellite TV. And in the program, on the other hand, a small part of the screen text and cultural terms are also used by some celebrities and other ordinary people who don't understand the meaning of the terms at all, and have caused widespread dissemination. Sometimes the video website itself is also mentioned, which obviously shows a difference. The tendency towards a kind of screen texts subculture to penetrate the mainstream culture.

그립형 게임 컨트롤러를 이용한 노인용 한글 입력 시스템 (Korean Text Input System for Elderly using Grip Type Game Controller)

  • 박성준;이지원;장희동
    • 한국콘텐츠학회논문지
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    • 제9권12호
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    • pp.94-102
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    • 2009
  • 의학기술의 발달과 건강에 관한 관심도 증가가 투자로 이어지면서 사회 평균 수명이 늘어나게 되었고 이로 인해 노인층이 증가하게 되었다. 노인의 여가 활동으로 컴퓨터를 이용한 멀티미디어 콘텐츠 활용도가 증가함에 따라 실버 세대의 디지털 문화 정착에 대한 연구가 활발히 진행되고 있다. 본 논문에서는 이러한 노인들의 디지털 콘텐츠 활용을 위해 노인용 문자 입력 시스템을 제안한다. 문자 입력 관련 인터페이스는 전통적으로 키보드에 의존하고 있다. 하지만 노인들의 사용에 있어 많은 키들의 분산된 형태 때문에 인식에 오래 걸리게 되고 모니터와의 분산을 일으켜 집중도를 떨어뜨리는 문제점이 발생한다. 이러한 문제점을 해결하기 위해 본 논문에서는 콘솔 게임에서 자주 사용하고 있는 그립형 컨트롤러 인터페이스를 사용하였으며 이에 맞는 문자 배치 알고리즘을 개발하였다. 이를 검증하기 위해 시뮬레이터를 개발하여 20명의 노인들을 대상으로 실시한 테스트에서 그립형 인터페이스에 대한 만족도와 편리성이 증가했음을 나타내는 결론을 도출하였다.

온라인 대화 행위에서 XML 기반 메시지를 이용한 미디어 지원 (Supporting Media using XML-based Messages on Online Conversational Activity)

  • 김경덕
    • 정보처리학회논문지B
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    • 제11B권1호
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    • pp.91-98
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    • 2004
  • 본 논문에서는 온라인 대화 행위에서 다양한 미디어를 지원하기 위하여 XML(eXtensible Markup Language)을 이용하는 방법을 제안한다. 제안한 방법은 온라인 대화 행위에서 미디어 정보를 XML 기반 메시지로 변환하여 기존 텍스트 기반 메시지와 유사하게 처리한다. 이때 XML 기반 메시지와 미디어는 서버에 저장되며, XML 기반 메시지는 하나의 XML 문서로 통합된 후 XSLT 문서를 적용하여 HTML 문서를 생성한다. 각 클라이언트의 대화자는 HTML 문서의 하이퍼링크를 이용하여 미디어를 재생 및 프레젠테이션 한다. 제안한 방법은 온라인 대화 행위에서 텍스트, 이미지, 오디오, 비디오 등의 다양한 미디어의 사용을 효율적으로 지원하고, 또한 XML 태그의 확장 및 변경에 따라 텍스트 기반 메시지의 글자 크기, 색깔, 스타일 등의 유지보수에 효율적이다. 적용 예로서, 온라인 대화 행위에서 미디어를 지원하기 위하여 클라이언트-서버구조를 가지는 시스템을 구현하였으며, 각 대화자는 웹 브라우저에서 JAVA 애플릿과 서블릿을 사용하여 텍스트 및 미디어 기반 메시지를 입력하며, 대화자가 메시지를 입력할 때마다 대화 메시지가 자동으로 갱신되도록 하였다. 대화자는 사용자 인터페이스상의 대화 메시지에서 하이퍼링크의 클릭으로 미디어를 재생 및 프레젠테이션 한다. 제안한 방법의 응용 분야로는 원격 교육, 게임, 협업 등이다.

온라인상의 기업 및 소비자 텍스트 분석과 이를 활용한 온라인 매출 증진 전략 (Linking Findings from Text Analyses to Online Sales Strategies)

  • 김지연;조우용;최정혜;정예림
    • 한국경영과학회지
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    • 제41권2호
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    • pp.81-100
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    • 2016
  • Much effort has been exerted to analyze online texts and understand how empirical results can help improve sales performance. In this research, we aim to extend this stream of research by decomposing online texts based on text sources, namely, companies and consumers. To be specific, we investigate how online texts driven by companies differ from those generated by consumers, and the extent to which both types of online texts have different effects on online sales. We obtained sales data from one of the biggest game publishers and merged them with online texts provided by companies using news articles and those created by consumers in user communities. The empirical analyses yield the following findings. Word visualization and topic analyses show that firms and consumers generate different contexts. Specifically, companies spread word to promote their own events whereas consumers produce online words to share winning strategies. Moreover, online sales are influenced by consumer-generated community topics whereas firm-driven topics in news articles have little to no effect. These findings suggest that companies should focus more on online texts generated by consumers rather than spreading their own words. Moreover, online sales strategies should take advantage of specific topics that have been proven to increase online sales. In particular, these findings give startup companies and small business owners in variety of industries the advantage when they use the online channel for distribution and as a marketing platform.

Fine-Grained Mobile Application Clustering Model Using Retrofitted Document Embedding

  • Yoon, Yeo-Chan;Lee, Junwoo;Park, So-Young;Lee, Changki
    • ETRI Journal
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    • 제39권4호
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    • pp.443-454
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    • 2017
  • In this paper, we propose a fine-grained mobile application clustering model using retrofitted document embedding. To automatically determine the clusters and their numbers with no predefined categories, the proposed model initializes the clusters based on title keywords and then merges similar clusters. For improved clustering performance, the proposed model distinguishes between an accurate clustering step with titles and an expansive clustering step with descriptions. During the accurate clustering step, an automatically tagged set is constructed as a result. This set is utilized to learn a high-performance document vector. During the expansive clustering step, more applications are then classified using this document vector. Experimental results showed that the purity of the proposed model increased by 0.19, and the entropy decreased by 1.18, compared with the K-means algorithm. In addition, the mean average precision improved by more than 0.09 in a comparison with a support vector machine classifier.

시선추적장치를 활용한 모바일 메신저 이모티콘의 시각적 주의집중 분석 (Analysis of Visual Attention in Mobile Messenger Emoticons using Eye-Tracking)

  • 박민희;황미경;권만우
    • 한국멀티미디어학회논문지
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    • 제23권3호
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    • pp.508-515
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    • 2020
  • For the success of mobile messenger emoticons, it is important to grab the attentions of users or consumers and identify the influence factors that can satisfy empathy and emotional satisfaction. In this study, first, subjective evaluation of the mobile messenger emoticons of the subjects was examined through a preliminary survey, and then Eye-tracking experiments were conducted to identify the influence factors that can attention of the subject's eyes in the emoticons. The study revealed that emoticons such as Ompangi and Onaeui yeosin highlighting their characters mainly focus on characters(face). Secondly, Gyuiyomjueui and Handprinting emoticons focused on Text. Contrary to earlier studies, such results showed that people are presumed to focus on characteristic elements such as size, form, color and location of visually exposed elements rather than primarily having a keen interest in characters.