• Title/Summary/Keyword: National Player

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The research regarding 'Game system does simulation Phisical Phenomenon that happen on the earth' at online games (온라인게임상에 '지구환경의 물리적 현상을 시뮬레이션 한 게임 시스템'에 관한 연구)

  • Lee, Ji-Won;Cho, Sam-Ha;Kyung, Byung-Pyo
    • Journal of Korea Game Society
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    • v.4 no.1
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    • pp.26-33
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    • 2004
  • OlineGame Player suffers very big impact in environment of game World. Therefore, physical environment that is embodied to Gameworld is truth and immersion important element that experience to Player. Also, Game-System that embodied physical environment influences in Game Play can give more game player truth and immersion. I mainly MMORPG that is serviced present in this study investigated. 'What earth habitat factor was embodied and What influence does embodied earth habit at factor exert on game play'. I searched what problem is to design game system that do earth environment simulation. And I asserted development of environment information system to approach game system that do earth environment simulation by easier method. Environment information system is system that process status information of stand-by status, wind, wind speed, topography etc.. of game World.

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Development of Accident Cause Analysis Model for Construction Site (건설업 사고 발생원인 파악을 위한 사고 분석 모델 개발)

  • Lim, Won Jun;Kee, Jung Hun;Seong, Joo Hyun;Park, Jong Yil
    • Journal of the Korean Society of Safety
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    • v.34 no.1
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    • pp.45-52
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    • 2019
  • Accident analysis models were developed to improve the construction site safety and case studies was conducted. In 2016, 86% of fatality accidents occurred due to simple unsafe acts. Structure related accidents are less frequent than the non structure related causes, but the number of casualties per accident is two times higher than non structure one. In the view of risk perception, efforts should be given to reduce accidents caused by low frequency - high consequence structure related causes. In case of structure related accident, structural safety inspection and management (including quality), ground condition management / inspection technology, and provision of risk information delivery system in case of non structure related accident were proposed as a solution. In analysis of relationship between safety related stakeholder, the main problem were the lack of knowledge of controller and player, loss of control due to duplicated controls, lack of communication system of risk information, and relative position error of controller and player.

Design and Implementation of Multimedia Teaching Aids for the Effective English Learning (효과적인 영어학습을 위한 멀티미디어 학습 도구의 설계 및 구현)

  • Kim, Jee-Won;Lee, Jung-Sun;Ahn, Sung-Eun;Choi, Hwang-Kyu
    • Journal of Industrial Technology
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    • v.21 no.A
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    • pp.135-139
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    • 2001
  • There has been a study about the effective multimedia education using a computer following the appearance of a virtual space. Also, there has been an effort to connect the information & communication technology with education. The popular on-line lecture systems are mostly on English lecture sites. However, they just offer the VOD(Video On Demand) services ignoring students' convenience. To improve these week points, we design and implement the multimedia leaching system focusing on an efficient repeat-effect in order that students can control the Media Player by clicking a sentence on a web page. This paper presents the Editor and Player considering students' interest and the effective learning fruits. So users can easily make multimedia materials and use them to improve their English listening skill.

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Efficient Path Tracking of Non-Player Character with Controlling NavMesh Based on Smoothed Heaviside Step Function (부드러운 헤비사이드 계단 함수 기반의 NavMesh 제어 기법을 이용한 효율적인 NPC의 경로 추적)

  • Kim, Jong-Hyun;Kim, Soo Kyun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.339-340
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    • 2022
  • 본 논문에서는 사용자의 다양한 물리적 속성 중 부드러운 헤비사이드 계단 함수와 다양한 물리적 속성(속도, 시점 등)을 활용하여 가중치 맵을 계산하고 이로부터 논플레이어 캐릭터(Non-player character, NPC)의 경로를 효율적으로 제어할 수 있는 NavMesh 제어 기법을 제시한다. 게임과 같은 가상환경에서 NPC는 일반적으로 네비게이션 메쉬(Navigation mesh, NavMesh)를 이용하여 이동한다. 하지만, NavMesh는 정적인 형태이기 때문에 사용자에 의해 디자인되어야 하고, 이러한 문제를 완화하고자 자동으로 NavMesh를 업데이트하는 기술이 연구되고 있지만, 메쉬 복원을 자동화할 뿐 실제 NPC 행동 제어라고 하기에는 힘든 접근법이다. 본 논문에서는 동적 네비게이션 프레임워크를 유지한 채, 사용자의 시점과 물리적 특성을 통해 NPC를 효율적이고 정확하게 경로 제어할 수 있는 방법을 제안하고, NavMesh의 형태에만 의존하던 NPC의 움직임을 완화하여 좀 더 사실적인 경로 제어를 보여준다.

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Study on the validity of PEAS for analyzing doping attitude and disposition of Korean elite player through Rasch model (엘리트 선수의 도핑 사고성향 분석을 위한 한국형 PEAS의 타당도 검증: Rasch 모형 적용)

  • Kim, Tae Gyu;Kim, Sae Hyung
    • Journal of the Korean Data and Information Science Society
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    • v.25 no.3
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    • pp.567-578
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    • 2014
  • PEAS (performance enhancement attitude scale) has been used to measure attitude and disposition toward doping in elite athlete. It is constructed of 17-item, 6-point scale. The purpose of this study was to verify validity of the PEAS for Korean elite player through Rasch model. The scale was administered to 438 Korean elite players. Principal component analysis was used to verify unidimensionality using SPSS program. Rasch measurement computer program, WISTEPS, was used to estimate goodness-of-fit of items and category structure. Differenctial item functioning by gender was also estimated by the WINSTEPS program. All alpha level was set at 0.05. First, principal component analysis showed that unidimensionality is satisfied as over 20.0% of variance of eigenvalue. Second, category probabilities curve showed 5-point scale was better than 6-point scaled statistically. Third, seven items (1, 9, 10, 12, 13, 14, 17) in the 17-item were not good model fit and three items (3, 12, 13) were estimated as the differential item functioning. This study showed that 9-item, 5-point scale is better PEAS to Korean elite player.

Evaluation of performance characteristics in the seeress of team attack during volleyball game (배구 경기에서 팀 공격 성공을 위한 선수들의 수행 특성 평가)

  • Lee, Ki-Chung;Lee, Jong-Kyung;Chun, Young-Jin
    • Korean Journal of Applied Biomechanics
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    • v.13 no.3
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    • pp.241-252
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    • 2003
  • The purpose of this study was to evaluate performance characteristics in the success of team attack during volleyball game. Three dimensional analysis was performed with games of business teams. Analyzed variables were followed by the movement distance of a setter when A-quick was occurred, the position during the spike, the possibility area during the attack, the right and left distance of the assistance attacker, the distance between attacker and blocker, and the distance between blockers each others. 1. It is recommended that the movement distance of the setter be decreased in order to make stable set condition. 2. In order to make one person blocking, the formation was to be consisted of the right and left formation which was associated with the progressive attack performance of the assistance attacker. 3. It is useful to widen attack area. Also it is necessary to improve the enhancement of passing the ball against the blocking of an opponent player. Finally, it is necessary to develop kinematic variables to evaluate performance characteristics of players. Further study may consider the best defense position against the attack of the opponent player.

A Comparative Study on the Kinematic Factors and GRF with Poombalbki Types in Taekkyon (택견 품밟기 유형에 따른 운동학적 변인과 지면반력 차이 분석)

  • Oh, Seong-Geun;Ryu, Ji-Seon
    • Korean Journal of Applied Biomechanics
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    • v.20 no.1
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    • pp.57-65
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    • 2010
  • Korean traditional martial arts Taekkyon has a unique stepping method, Poombalbki. The purpose of this study was to investigate kinematic factors and ground reaction forces on two types of Poombalbki, one of which use knee bending and the other use chiefly hip bending. Six male taekkyoners who are the students of Y University participated in this study. Positions and velocities of CoM, the elapsed times of each phase, angles and angular velocities of low limb joints, and GRFs were analyzed for this study. The results were as follows; CoMs of whole body, trunk, and head were more posteriorly positioned in performing hip bending Poombalbki than knee bending one. Horizontal velocities of those were slower in performing hip bending Poombalbki. A player stayed more shortly within range of his opponent in performing hip bending Poombalbki. The vertical and horizontal components of GRF of forward-stepping foot were smaller in performing hip bending Poombalbki(p<.05). In conclusion hip bending is useful strategy, because A player is farther from his opponent, he stayed more shortly within range of his opponent, and the smaller weight is loaded on his front foot in performing hip bending Poombalbki than knee bending one.

The Evolution of Collaboration in Game Play (게임플레이에서 협력의 진화)

  • Lee, Da-Won;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.20 no.2
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    • pp.101-112
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    • 2020
  • This study looked into how to carry out sacrifices for intra-game cooperation in becoming a high-level player. The results are as follows. First, the way players behave is dependent on their resources(scores). Second, the higher the player's score, the more praise cards were given to dealers. Third, high-scoring players have taken on a role of "sacrificing the self to serve the many" by voluntarily playing the role of healer, leading the team to set the rules and consequently reducing the risk of a probable role conflict within the team.

Analysis of the Influence of Intrinsic Motivation on Player Experience in Mobile Games (모바일 게임에서 내적동기가 플레이어의 경험에 미치는 영향 분석)

  • Feng, JingWei;Lee, HongMei;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.25 no.11
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    • pp.1591-1600
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    • 2022
  • With the prosperity of Internet, the game industry is occuping an important position in the national economic system. The study on the game industry which has been drawing eyes from researchers is of great significance. Many scholars have done researches on game motivations, but the elements of intrinsic motivation are still in the exploratory stage. This study determines the dimensions of the influencing factors of players 'intrinsic game motivation and their game experience by adopting the method of literature research. A theoretical model is established to explore the influence of intrinsic game motivation on players' game experience. Questionnaires from players of "The Honor of Kings" are collected through the Internet. SPSS 21.0 is utilized to test the model and hypotheses, and finally the results of the data are analysed. It verifies that intrinsic motivation mainly consists of four components: achievement, social interaction, immersion and escapism. By exploring the influence of the four elements on players' experience, it is concluded that the players' immersion and social interaction have a greater positive impact on their game experience. It is indicated that a better game design highlights the storyline of the game and the interaction system is of importance to enable players to gain a better game experience.

Research on the Components of Children's Educational Game Achievement System

  • Shi, Kun;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.9
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    • pp.1299-1310
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    • 2021
  • Under the background of the rapid development of digital educational games, we have to evidently research the elements of the achievement system of children's DEG (Digital Educational Game), and analyze the relations between the elements and make a profound study on the achievement system and its components on the impact of player's attitude. Compared with the existing research, the research contents and methods are innovative and reliable. The results show that players have a positive attitude towards the DEG achievement system, DEG achievement system has important value and role for educational games. Which is made of five elements: symbol, reward, logic, social interaction, and knowledge. The five elements interact with each other and have a positive impact on players' attitudes. DEG achievement system with five elements will bring players a positive experience. These findings provide a detailed study of the components of the achievement system. With all of these, we can explain the role and relationship of the components, and provide new ideas and empirical evidence for the design and development of children's educational game achievement system. The above findings provide a detailed description of the components of the DEG achievement system, explain the role and value of each component, and the relationships and patterns among the components, it provides a new perspective and empirical evidence for the design and development of the children's system DEG results.