• Title/Summary/Keyword: Independent game

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A Study on the Server Framework for Multi-platform Simulation Network Game (멀티 플랫폼 시뮬레이션 네트워크 게임을 위한 서버 프레임워크 연구)

  • Kwon, Soon-Jung
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.165-172
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    • 2017
  • Some duplicate processes are happen in developing games under the diverse platforms. Implementing functions. like processing and managing data, in every platforms have an influence on game development. In this paper, we propose a multi-platform server framework that can simulate combat games such as one server on any platform. It was designed to be easy to debug using a protocol consisting of attribute-value pairs by the JSON data format. Since it is independent of the programming language, it has the advantage of being able to communicate with various languages. The server proposes a model that can easily upgrade the structure or the specification using the Amazon web server.

Online Recognition of Handwritten Korean and English Characters

  • Ma, Ming;Park, Dong-Won;Kim, Soo Kyun;An, Syungog
    • Journal of Information Processing Systems
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    • v.8 no.4
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    • pp.653-668
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    • 2012
  • In this study, an improved HMM based recognition model is proposed for online English and Korean handwritten characters. The pattern elements of the handwriting model are sub character strokes and ligatures. To deal with the problem of handwriting style variations, a modified Hierarchical Clustering approach is introduced to partition different writing styles into several classes. For each of the English letters and each primitive grapheme in Korean characters, one HMM that models the temporal and spatial variability of the handwriting is constructed based on each class. Then the HMMs of Korean graphemes are concatenated to form the Korean character models. The recognition of handwritten characters is implemented by a modified level building algorithm, which incorporates the Korean character combination rules within the efficient network search procedure. Due to the limitation of the HMM based method, a post-processing procedure that takes the global and structural features into account is proposed. Experiments showed that the proposed recognition system achieved a high writer independent recognition rate on unconstrained samples of both English and Korean characters. The comparison with other schemes of HMM-based recognition was also performed to evaluate the system.

A Study on the Efficient Information Security Methodology under a Korea War-Game Exercise System (워게임 연습체계에서의 효율적 정보보호 방안 연구)

  • 이강택;이동희;김귀남
    • Proceedings of the Korea Information Assurance Society Conference
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    • 2004.05a
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    • pp.219-225
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    • 2004
  • There is increasing tension in the Korean Peninsula from the US' putting the NK's nuclear issue along the line of war in Iraq. However, there is worsening in ROK's field exercise condition from decresing defense financial supports, being difficlut to obtain enough space for volumable exercises, and securities and circumstances issues. With acknowleging those problems, CPX(Command Post Exercise), namely war game exercise which is more economical and scientific exercise has earned its attention as the best alternative measure of field exercise war game exercise has already been applyied to independent, joint, and combined exercises. However, the current war game system contains lots of problems in terms of security. Defense network uses dedicated line isolated with internet and secure data through network level encoding. It is vulerable to get attack during war game exercise or from credited network. System security is also subject to reinforced. This research is performed focusing on network and system level securities, and through it, the author will show the effective and optimized security solution for war game system.

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Motion-based dance game's effect on the balance ability of the elderly Women (체감형 댄스게임이 여성노인의 균형능력에 미치는 효과)

  • Lee, Ji-Seol
    • Journal of Convergence for Information Technology
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    • v.8 no.4
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    • pp.73-80
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    • 2018
  • The purpose of this study was to investigate the effect of motion-based dance game on static and dynamic balance in elderly women. The participants were randomly divided into 2 group, Motion Based dance game group(n=10), control group(n=10). After they were divided into an Motion Based dance game group and a control group the Motion Based dance game group participated in six-week period of time, three times a week, 60 minutes each, and the control group didn't exercise outside of their daily lives. To evaluated the balance ability of exercise, it was evaluated by using Berg Balance Scale(BBS), Functional Reach Test(FRT), Timed Up and Go test(TUG). The data was analysis using a paired t-test and independent t-test to determine the statistical significance. The results of this study between BBS, FRT, TUG and Motion Based dance game group had statistically significant difference rather than control group(p<.05). In conclusion, the Motion based Dance Game showed improvement on the balance ability in the elderly. Regular maintenance of the Dance Game "Dance Central" program for the elderly will assistance improve the balance. Consequently, studies on the development of dance games suitable for the elderly are believed to be necessary.

An Exploratory Study on the Impact of Contents Updates in Online Games (온라인 게임 콘텐츠 업데이트의 효과에 관한 탐색적 연구)

  • Kim, Tae Ung;Kim, Daeyoung;Park, Seong Taek
    • Journal of Digital Convergence
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    • v.13 no.10
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    • pp.147-155
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    • 2015
  • The objective of this research is to empirically analyze the impact of contents update or patch service in online game, being provided after delivery to correct faults and to improve performance of the game. Regression analysis is applied to the data set, where the weekly increase rate of playing times is dependant variable, and the time(week) and two types of contents updates are introduced as independent variables. Statistical results show that the time(week) negatively influences the weekly increase rate of playing times. But the impact of new contents generation and contents adjustment on the weekly increase rate of playing times is not statistically significant, implying that once online game is published, contents update has no significant impact on the playing times. Implications for game designs are provided as a conclusion.

A Study on the Relationship between Psychophysiological Experience and Negative Attitude in Smoking Serious Games (흡연 기능성 게임에서 심리생리학적 경험과 흡연의 부정적 태도와의 관계에 대한 연구)

  • Jang, Han-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.17 no.6
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    • pp.189-198
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    • 2017
  • The purpose of this study is to investigate the relationship between smoking attitudes and psychophysiological variables and to find out whether smoking cessation activities can be helpful for smoking cessation. We set up Negative Attitudes experience as a dependent variable. Several factors including Psychological Resistance, Psychological Distress and brainwave(Left brain ${\theta}$, Right Brain ${\theta}$) as a physiological indicator, which was expected to affect flow, were set up as independent variables to perform regression analysis. As a result, psychological resistance had negative influences on negative attitudes toward smoking in smoking simulation game and psychological distress had positive effect. And left brain ${\theta}$ had negative influences on negative attitudes toward smoking in smoking simulation game and right brain ${\theta}$ had positive effect.

A study on a sequences of games with draw (비김이 있는 연속적인 게임에 관한 연구)

  • Cho, Daehyeon
    • Journal of the Korean Data and Information Science Society
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    • v.28 no.4
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    • pp.783-796
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    • 2017
  • In the theory of probability, a Bernoulli trial is a random experiment with exactly two possible outcomes, "success" and "failure", in which the probability of success is the same every time the experiment is conducted. In the successive games of scissors paper stone there exists the case of draw in each game. In this paper we are interested in the ultimate success probability of each participant and the expected number of the game till any one of the two has the ultimate victory. Using our results, we can calculate the ultimate winning probability of each player of the two players and the expected number of the game till any one of the two has the ultimate victory in any case whether there is draw or not in each game.

Effects of Active Craniocervical Movement Training Using a Cognitive Game on Stroke Patients' Balance (인지적 게임을 이용한 능동적 두경부 움직임 훈련이 뇌졸중 환자의 균형에 미치는 영향)

  • Kim, Mi-sun;Choi, Woo-sung;Choi, Jong-Duk
    • Physical Therapy Korea
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    • v.28 no.1
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    • pp.47-52
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    • 2021
  • Background: Compared with normal people, stroke patients have decreased voluntary craniocervical motion, which affects their balance. Objects: This study was conducted in order to examine the effects of active craniocervical movement training using a cognitive game on stroke patient's cervical movement control ability, balance, and functional mobility. Methods: The subject of this study were 29chronic stroke patients who were randomly allocated to either an experimental, cognitive game group (n = 15), or control group (n = 14), to which only neuro-developmental treatment (NDT) was applied. The intervention was conducted 5 times per week, 30 minutes per each time, for a total of 4 weeks. Active angle reproduction test, static stability test, limits of stability test, and Time up and Go (TUG) test, respectively, were carried out in order to evaluate cervical movement control ability, static balance, dynamic balance, and functional mobility. Paired t-test was used in order to compare differences between prior to after the intervention, along with an independent-test in order to compare prior to and after-intervention differences between the two groups. Results: After the craniocervical training with a body-driven cognitive game, the experimental group showed significant differences in flexion, extension, and lateral flexion on the affected side, and rotation on the affected side in the active angle reproduction test. The experimental group indicated significant differences in sway length both with eyes-open and with eyesclosed in the static stability test and in limits of stability test and TUG test. The control group to which NDT was applied had significant differences in flexion in the active angle reproduction test and in limits of stability test and TUG test. Conclusion: The above results mean that craniocervical training using a body-driven cognitive game positively influences stroke patient's cervical movement control ability and as a result their balance and functional mobility.

An Exploratory Study on the Social Capital and Subjective Well-Being in Social Network Games (소셜 네트워크 게임(SNG)에서의 사회적 자본과 주관적 행복감에 관한 탐색적 연구)

  • Park, Hyun-Ah;Kim, Hyoung-Il;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.105-116
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    • 2011
  • In this research, we investigated users' social capital and subjective well-being in social network games. We had Focus Group Interview(FGI) and analyzed the interview data. Our finding is that the social capital was either decreasing or slightly increasing only between acquaintances, with the subjective well-being increasing, affected by the users' achievements, continuous caring, and interaction with NPCs, while not affected by the social capital. Our research also found the independent increase of subjective well being, not being affected by the increase of social capital.

The Effects of Game User's Social Capital and Self-Construal on SNG Reuse Intention and Charge Item Purchasing Intention Through Behavioral Adaptation (게임 이용자의 사회자본과 자기해석이 행동적 적응을 통해 SNG재이용의도 및 유료아이템 구매의도에 미치는 영향)

  • Lee, Ji-Hyeon;Kim, Han-Ku
    • The Journal of Information Systems
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    • v.27 no.2
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    • pp.135-155
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    • 2018
  • Purpose Recently, with the enhancement of mobile technologies, people have formed various relationships and spreaded networks on social network service(SNS). In addition, although people make a decision based on the thoughts and emotions about self, there is little empirical research on social relations and self-construal of users in social network game (SNG). Design/methodology/approach This study was designed to examine the structural relationships among SNG users' social capital, self-construal, behavioral adaptation, SNG reuse intention and charged item purchasing intention. Findings The results from this study are as follow. First of all, the bonding social capital did not have a significant impact on behavioral adaptation to SNG, but bridging social capital had a positive impact on behavioral adaptation. Second, independent self-construal did not have a significant impact on behavioral adaptation to SNG, but interdependent self-construal had a positive impact on behavioral adaptation. Lastly, the behavioral adaptation to SNG had a positive impact reuse intention and charged item purchasing intention. Also, SNG reuse intention had a positive impact on charged item purchasing intention.