• Title/Summary/Keyword: Internet gaming

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Effects of Neurofeedback Training on EEG, Impulsivity, Sensation Seeking, Game Addiction Symptoms, and Game Craving in University Students with Game Addiction (뉴로피드백 훈련이 게임 중독 대학생의 뇌파, 충동성, 감각추구, 게임 중독 증상 및 게임 갈망에 미치는 효과)

  • Joo, MyungWoo;Son, ChongNak
    • Journal of Digital Convergence
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    • v.17 no.9
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    • pp.479-486
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    • 2019
  • This study explored the effects of neurofeedback on electroencephalogram, impulsivity, sensation seeking, game addiction symptoms and game craving of university students with game addiction symptoms. Twelve university students participated in this study, six were assigned to the experimental group, and the rest were assigned to the control group. The experiment group received 20 sessions of neurofeedback, but the control group received any treatment. The neurofeedback group showed more significant improvement in EEG, game addiction symptom severity and impulsivity than control group, and the improvements were maintained at follow up.

Metaverse Friend Making System Design and Implement (메타버스 비대면 친구사귀기 시스템 디자인 및 구현)

  • Chung, HaeKyung;Ko, JangHyok
    • Journal of the Semiconductor & Display Technology
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    • v.20 no.3
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    • pp.97-102
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    • 2021
  • In this study, we developed the service that can efficiently making friends among college students in metaverse world. Metaverse technology has recently emerged as an important topic across the industry.' The development of virtual and augmented reality technologies, which have emerged as a new paradigm to drive the next generation of the Internet, is bringing us closer to the metaverse world. Metaverse is spreading around the gaming, entertainment, music, and content industries[1]. In particular, as non-face-to-face transitions have accelerated since the COVID-19 outbreak, lifestyles and industrial sites are rapidly changing beyond untacting to metaverseization, a three-dimensional virtual space. After discovering the needs of users through surveys and interviews, the research method added functions to the service that matched those needs. Users were pleased that they could make friends who matched their preferences and tastes, play like a game in a virtual world called metaverse, and customize their avatars to their liking. It was also very fresh to customize the goods so that they could be gifted and kept by themselves.

How Do Children Interact with Phishing Attacks?

  • Alwanain, Mohammed I
    • International Journal of Computer Science & Network Security
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    • v.21 no.3
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    • pp.127-133
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    • 2021
  • Today, phishing attacks represent one of the biggest security threats targeting users of the digital world. They consist of an attempt to steal sensitive information, such as a user's identity or credit and debit card details, using various methods that include fake emails, fake websites, and fake social media messages. Protecting the user's security and privacy therefore becomes complex, especially when those users are children. Currently, children are participating in Internet activity more frequently than ever before. This activity includes, for example, online gaming, communication, and schoolwork. However, children tend to have a less well-developed knowledge of privacy and security concepts, compared to adults. Consequently, they often become victims of cybercrime. In this paper, the effects of security awareness on users who are children are investigated, looking at their ability to detect phishing attacks in social media. In this approach, two Experiments were conducted to evaluate the effects of security awareness on WhatsApp application users in their daily communication. The results of the Experiments revealed that phishing awareness training has a significant positive effect on the ability of children using WhatsApp to identify phishing messages and thereby avoid attacks.

Online Games Traffic Multiplexing: Analysis and Effect in Access Networks

  • Saldana, Jose;Fernandez-Navajas, Julian;Ruiz-Mas, Jose;Casadesus, Luis
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.11
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    • pp.2920-2939
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    • 2012
  • Enterprises that develop online games have to deploy supporting infrastructures, including hardware and bandwidth resources, in order to provide a good service to users. First Person Shooter games generate high rates of small UDP packets from the client to the server, so the overhead is significant. This work analyzes a method that saves bandwidth, by the addition of a local agent which queues packets, compresses headers and uses a tunnel to send a number of packets within a multiplexed packet. The behavior of the system has been studied, showing that significant bandwidth savings can be achieved. For certain titles, up to 38% of the bandwidth can be saved for IPv4. This percentage increases to 54% for IPv6, as this protocol has a bigger overhead. The cost of these bandwidth savings is the addition of a new delay, which has an upper bound that can be modified. So there is a tradeoff: the greater the added delays, the greater the bandwidth savings. Significant reductions in the amounts of packets per second generated can also be obtained. Tests have been deployed in an emulated scenario matching an access network, showing that if the number of players is big enough, the added delays can be acceptable in terms of user experience.

Development of 2D Platformer Game with an Emphasis on Achievement Systems (업적 시스템을 강조한 2D 플랫포머 게임 개발)

  • Jeong-Won Nam;Won-Whoi Huh
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.5
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    • pp.207-213
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    • 2023
  • Achievement systems have proliferated so quickly in gaming that it's hard to find a game that doesn't have them. However, their introduction has come with a number of drawbacks, including a lack of sense of accomplishment and immersion, and a lack of difficulty setting. There is a genre of achievement games that have managed to turn the downsides of achievement systems into unique features of their games, but they are dwindling in number. In this situation, we developed 'Achievement Run', an achievement game that can meet the needs of achievement enthusiasts by fixing the shortcomings of existing games. This paper introduces the development process of a new achievement game called 'Achievement Run' and conducts in-depth interviews with gamers to find out what kind of experience it provides, and concludes that the game's achievement system provides a generally positive player experience. Therefore, this paper will provide useful guidance not only for achievement-oriented game enthusiasts, but also for game development in general.

A Study on Middle-aged women playing internet web-board games (고스톱 치는 아줌마들: 중년 기혼 여성들의 웹보드 게임 경험에 관한 연구)

  • Yoon, Tae-Jin;Jang, Min-Gi
    • Korean journal of communication and information
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    • v.62
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    • pp.51-73
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    • 2013
  • This study is an attempt to find out the meaning of game to middle-aged women who enjoy internet web board game as part of the leisure. In order to discover the perceptions and emotions of middle-aged women regarding game, in-depth interviews with the five women of 48 to 63-year-old were conducted. The results are: First, the web board games to middle-aged women is an opposition of labor, but at the same time a part of day-long procedure of labor. Second, most middle-aged women are not in an autonomous environment where they can pursue active hobbies. Third, middle-aged women do not tolerate sacrificing money or housework on game because the web board games are regarded as a worthless activity. Finally, middle-aged women do not transform the existing social relationships into online relationships, nor form new social relationships through internet. Based on these results, we could draw a rough picture overviewing the gaming experience of middle-aged women, which has been more or less ignored in academic field. game experiences; middle-aged women; web board game; leisure/labor; game culture;

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Study on Competitive Fighting Game SSF4 Han Ju-Ri's Fashion (대전격투게임 SSF4의 한주리 (Han Ju-Ri, 韓蛛俐) 의상에 대한 연구)

  • Yoon, Kyoung Hee;Cho, Woo Hyun
    • Journal of the Korean Society of Costume
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    • v.63 no.7
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    • pp.121-133
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    • 2013
  • The globalization of the world, fueled by the Internet, made possible for individuals to access the cultures around the world, other than their own, easier than ever before. But among those rapidly sought out sub-cultures, the video gaming industry, once a niche market mostly for nerds and geeks, now has become one of the biggest entertainment businesses in the world. In a video game, one of the critical elements that could determine its success or failure is the characters featured in the game. And as the countless number of animated characters from many different video games from the past few years have become incredibly popular among the audiences around the world, the expectations from the fans also grow higher every time a new game comes out. Ultimately this has forced the video game developers to come up with more unique and interesting characters for their video games. And at this point, where a video game character is more than just fictional fantasy but a brand to be recognized, it is worth paying proper attention to the video game characters that represent Korea. Hence in this study, we will take a look at Han Ju-Ri, a Korean character featured in Super Street Fighter IV, a competitive fighting game developed by Capcom, one of the world's most recognized video game companies that started its life as an arcade video game, developer but eventually ventured its business into the online world. The study will propose a complete overhaul of the character by incorporating Korea's own traditional looks.

Hologram based Internet of Signage Design Using Raspberry Pi

  • Timur, Khudaybergenov;Han, Jungdo;Cha, Jae-Sang
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.12
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    • pp.35-41
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    • 2019
  • This paper propose design of remotely controllable hologram based interactive signage. General idea is organization of work of hologram signage through using Raspberry Pi hardware platform and Intel realsense r200 for interaction opportunity. Remote content management is based on Screenly software solution. Open CV based solutions are used for content controlling on the spectators side. Represented work describe of using of the 3D content rendering algorithm based on 3D gaming technology Unity 5. An experimental model was carried out with the purpose of IoS designing, to 3D data visualization and to introduce a new method for visualizing and displaying 3D data on a hologram pyramid signage. Description of working model of hologram signage is given in this paper.

A Study on Security Consideration and Utilization of Domestic Encryption Algorithm for Developing Secure Smartphone Applications (안전한 스마트폰 애플리케이션 개발을 위한 보안 고려사항 및 국산암호알고리즘 적용 방안 연구)

  • Kim, Jee Yeon;Jeon, Woong Ryul;Lee, Young Sook;Kim, Mi Joo;Jung, Hyun Chul;Won, Dong Ho
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.7 no.1
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    • pp.51-61
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    • 2011
  • A smartphone is a mobile phone that offers more advanced computing ability and connectivity than a contemporary basic feature phone. Unlike feature phone, a smartphone allows the user to install and run more advanced applications based on a specific platform. Smartphones run complete operating system software providing a platform for application developers. A smartphone will become the default computing method for many point activities in the not-too-distant future, such as e-mail, online shopping, gaming, and even video entertainment. For smartphone that contains sensitive information and access the Internet, security is a major issue. In the 1980s, security issues were hardly noticed; however, security is a major issue for users today, which includes smart phones. Because security is much more difficult to address once deployment and implementation are underway, it should be considered from the beginning. Recently our government recognized the importance of smartphone security and published several safety tips for using the smartphone. However, theses tips are user-oriented measures. Maintaining the security of a smartphone involves the active participation of the user. Although it is a important users understand and take full advantage of the facilities afforded by smarphone, it is more important developers distribute the secure smartphone application through the market. In this paper we describe some scenarios in which user is invaded his/her privacy by smartphone stolen, lost, misplaced or infected with virus. Then we suggest the security considerations for securing smartphone applications in respect with developers. We also suggest the methods applying domestic encryption algorithms such as SEED, HIGHT and ARIA in developing secure applications. This suggested security considerations may be used by developers as well as users (especially organizations) interested in enhancing security to related security incidents for current and future use of smartphones.

The Effects of Perception Toward Cyber Identity on Loyalty and Purchase Intention (사이버 공간의 자아에 대한 인지가 충성도와 구매의도에 미치는 영향)

  • Kim Su-Yeon;Hwang Hyun-Seok
    • The Journal of Society for e-Business Studies
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    • v.10 no.4
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    • pp.83-100
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    • 2005
  • In this paper, we investigate the concept of cyber identity built in cyberspace and analyze the effects of general perception toward cyber identity on loyalty and purchase intent. Cyber identity is classified into two types: personal and social cyber identity, and has five components. Avatars and online gaming capability make up personal cyber identity while online communities and instant messenger count as social cyber identity. We regard blog personalities as having both personal and social characteristics. In our survey, we conclude that internet users want to purchase cyber items such as avatars, online game items, and wallpaper pictures to enhance their cyber identities. Based on the survey results , we derive five factors comprising personal cyber identity and social cyber identity using factor analysis and analyze overall effects of cyber identity on loyalty and purchase intention using Structural Equation Model.

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