• Title/Summary/Keyword: PC방

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The Study of Forecasting Game Usage Hours Using Time Series Analysis (시계열 분석을 이용한 게임 접속시간 예측 연구)

  • Kang, Kie-Ho;Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.15 no.5
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    • pp.63-69
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    • 2010
  • Forecasting game usages hours can supply good information resolving intensive server access and ensuring stable game service. In this paper, we applied various time series analysis methods to forecast game usage hours in 2009 on famous "Ion" and "Sudden Attack" games. According to the experiment, the seasonal variation method showed better performance forecasting actual usage hours.

Bacterial Distribution and Antimicrobial Resistance Pattern of PC Room(Internet Cafe) (서울 시내 PC방(Internet Cafe)의 세균분포와 항생제 내성 양상)

  • Yun Ji-Hee;Back Han-Joo;Jin Han-Joo;Son Ye-Won;Kwak Sun-Young;Yang Hwan-Jin;Hong Eun-Kyung;Choi Sung-Suk;Ha Nam-Joo
    • Korean Journal of Microbiology
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    • v.41 no.3
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    • pp.183-187
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    • 2005
  • This study was performed to investigate the hygiene condition of PC room(internet cafe) in Seoul Korea. From July 2004 to December, 34 samples were collected, there's an average of $9.0{\times}10^4$ CFU/ml on keyboards, $2{\times}10$ CFU/ml on mouse and $5{\times}10^3$ CFU/ml on door konbs toilets, suggesting that keyboards and mouse are more contaminated than toilet door knobs. Seven antimicrobial resistant strains were isolated from PC Rooms. Two isolates were resistant to methicillin and erythromycin, while five isolates were resistant to gentamicin, ampicllin, cefotaxim, and chloramphenicol. By identification, these strains were identified as Staphylococcus aureus (2 strains). Actinobacillus ureae (4 strains) and Pasteurella multocida (1 strain), respectively. Pasteurella multocida and Actinobacillus ureae are potentially pathogenic bacteria. Actinobacillus ureae, formerly, known as Pasteurella ureae, is an uncommon of the upper respiratory tract in humans. Pasteurella multocida is a part of the normal flora in the nasopharynx of many domestic animals. We concluded that Staphylococcus aureus is highly resistant to erythromycin and methicillin over $100\;{\mu}g/ml$, while Pasteurella multocida and Actinobacillus ureae is highly resistant to gentamicin, ampicillinover over $100\;{\mu}g/ml$.

송전선로 주변 거주 초등학생들의 전자장노출량 평가 모델 개발

  • Kim, Yun-Sin;Hyeon, Yeon-Ju;Choe, Seong-Ho;Jo, Yong-Seong;Hong, Seung-Cheol
    • Proceedings of the Korean Environmental Health Society Conference
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    • 2005.11a
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    • pp.118-120
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    • 2005
  • 본 연구는 송전선 주변 거주 초등학교 학생들을 대상으로 시간 활동 행태에 따른 여러 미세환경, 즉 주거환경, 학교환경, 학원, PC방, 교통에서의 자기장 노출수준을 다양한 매트릭스를 이용하여 비교 ${\cdot}$ 분석함으로써 연구대상자들의 활동한 미세환경 인자를 평가하여 시간별행동양식에 따른 24 시간 개인노출수준을 시간가중 평균모델을 이용하여 예측하고 비교 ${\cdot}$ 평가하였다. 본 연구는 154kV 고압 송전선로가 초등학교 옥상을 통과하는 B 초등학교 125명을 최종 선정하여 2003년 7월부터 2004년 2월 말까지 실시하였으며, 시간가중평균모델을 바탕으로 하여 자기장 노출량 평가 모델을 개발하였다. 전체 연구대상자들의 미세환경 내 평균 자기장값으로 계산한 시간가중 평균모델 (TWA model II)을 이용하여 예측된 자기장 개인노출수준을 보면 실측된 개인노출수준과 약간의 상관성을 보였다(Pearson r = 0.34 ${\sim}$ 0.35). Spot 측정한 값과 24 시간 stationary 측정값을 이용한 TWA Model II-2로 예측한 결과 실측값간의 상관성이 0.65 ${\sim}$ 0.85 로 산출되어 TWA 모델 중 가장 실측값을 잘 설명하였다.

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User behavior analysis in No Disk System Configuration (No Disk System 환경에서의 사용자 행위 분석)

  • Kim, Deunghwa;Namgung, Jaeung;Park, Jungheum;Lee, Sangjin
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.23 no.3
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    • pp.491-500
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    • 2013
  • With the advent of big data and increased costs of SSD(HDD), domestic and foreign Internet cafes and organizations have adopted NDS(No Disk System) solution recently. NDS is a storage virtualization solution based on a kind of cloud computing. It manages Operating System and applications in the central server, which were originally managed by individual computers. This research will illustrate the way to analyze user's behaviors under NDS circumstance.

< A study on Game design with minimized game addiction by application of Bio rhythm > (< 게임중독의 최소화를 위한 인체리듬의 적용과 인터페이스 디자인 >)

  • Kim, Du-Beom;Cho, Ok-Hue;Kim, Hyung-Gi
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.597-601
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    • 2006
  • 게임 시장 규모는 하루가 다르게 성장 하고 있고 게임의 종류 또한 다양해지고 유저층도 넓어지고 있다. 그로 인한 새로운 하나의 여가문화가 생겼으며, 미디어 산업의 고부가 가치 창출을 이끌고 있다고 볼 수 있을 것이다. 하지만 재미로써의 기능과 그에 따른 병폐가 고부가가치 게임산업의 많은 부작용으로 대두되며, 최근 사회의 이슈가 되여 게임 중독성이 날로 심각해 지고 있는 실정이다. 게임 개발업체와 판매자 입장에선 유저들의 게임중독은 오히려 이득이 될 수 있겠지만, 장기적으로는 심각한 사회문제로 대두 될 것이다. 이런 사태를 미연에 방지 하기 위해서는 대책이 필요한데 불행히도 게임에 중독 되는 원인은 너무나도 다양하다. 또한 현재 게임 개발자들에게 이러한 인식과 대책이 미흡한 실정이고, 뒤늦게 나온 대책으로 청소년 PC방 출입을 아침9시부터 밤 10시까지로 제한한 사례도 있지만 현 실정에 큰 영향은 주지 못하고 있다. 게임 중독을 미연에 방지하기 위한 방안으로 법적인 제제가 필요하며, 게임 디자인에 시작에서부터 중독에 대한 고려가 필요하다. 이에 본 논문에서는 게임의 중독성을 방지하기 위한 인터페이스 디자인을 연구하는데 그 목적이 있다. 가상에서의 자신의 얼굴 ID나 캐릭터에 인체의 리듬을 적용하여 ID나 캐릭터도 쉬어야 한다는 개념을 심는 대안 시스템을 제작한다면 지금 까지 보아왔던 게임 속의 등장 캐릭터를 단순한 그래픽이 아닌 자신과 같은 인격체로 느낄 수 있으며, 이로 인해 게임의 몰입과 중독에 어떠한 효과가 나타나는지 분석하고 나온 결과를 근거로 인간에게 이로운 게임을 만드는 초석이 될 수 있을 것으로 기대해 본다.

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A Comparative Analysis of First Person Shooter Games on Battle Style and Equipment/Skill Patterns - Overwatch vs A.V.A. Online vs Battleground (FPS 게임에서의 세부 장르별 전투 방식과 무기/스킬 비교 분석 - 오버워치 vs A.V.A 온라인 vs 배틀그라운드)

  • Chung, Sanghoon;Kim, Ji-Seok;Song, Doo Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.443-446
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    • 2017
  • 1인칭 슈팅 게임(FPS) 장르는 오래 전부터 우리 게이머들의 사랑을 받아 왔다. 특히 2016년에는 오버워치가 그리고 2017년에는 아직 정식 출시도 하지 않은 배틀그라운드가 게임 시장에서 돌풍을 일으켜 현재 PC방 점유율에서 2, 3위를 기록하고 있다. 같은 FPS 라도 실은 우리 게이머에게 가장 익숙한 밀리터리 형 FPS에 비해 오버워치와 배틀그라운드는 서로 다른 형식을 갖고 있으며 이에 따라 전투의 방식과 게임의 목표, 무기 및 스킬의 활용도에서 여러 가지 차별성을 보이고 있다. 이에 본 논문은 전통적 밀리터리 형 게임으로 10년 역사를 가진 아바(A.V.A.) 온라인 게임을 선정하고 이것과 오버워치, 배틀그라운드 3자 간 전투 방식과 무기, 스킬 등의 차이를 비교 분석하여 성공적인 FPS 게임 흥행의 이유를 밝혀 보고자 하였다.

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Noise Exposure Levels for the Middle and the High School Students using Headsets in the PC Rooms (PC방(게임방)에서 헤드셋을 착용한 중•고등학생의 소음 노출수준)

  • Shin, Jaewoo;Kim, Hyunwook
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.15 no.2
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    • pp.135-143
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    • 2005
  • This study was conducted to measure the exposure levels to noise for the middle and the high school students who worn headsets in the PC rooms. The noise levels from the headsets were measured with noise dosimeters, and the statistical relationships between the utilization pattern, user's views on the PC rooms and it's environment were analyzed for the selected PC rooms in the Ahnshan area. The results were as follows; 1. No significant difference was found in the number of uses and average time spent per day by education level and by sex of the users(p>0.05). 2. No statistical significant difference was found between the contents selected by education level of the users (p>0.05). The male participants overwhelmingly enjoyed the PC games (98.3 %) while females selected for listening music (75.0 %) with significant difference(P<0.05), followed by browsing internet and PC communications (70.0 %), PC game (66.7 %) and chatting (33.3 %). 3. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), while a significant difference was found between genders (p<0.05). 4. For sound pressure level measurements, the weighted average(Lavg) of 84.5 dB(A) on the left headsets exceeded that of 79.8 dB(A) on the right headsets significantly(p<0.01) and the maximum value of 96.9 dB(A) on the left headsets exceeded the maximum value of 93.5 dB(A) on the right headsets(p<0.01). 5. The actual noise measurements of the headsets worn by the users of different sexes and educational backgrounds produced no differences(p>0.05), however, the contents selected by the users with different educational backgrounds were noted with significant difference(p<0.05) while no difference was found by gender(p>0.05).

The Origin of K orean Online Game Industry : Networks of 'Butterflies' (한국 온라인 게임 산업의 기원 : '나비들'의 네트워크)

  • Nam, Young
    • Journal of Science and Technology Studies
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    • v.11 no.2
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    • pp.1-30
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    • 2011
  • This paper analyzes system builders and their human networks of the Korean online game industry. By the early 2000s, Korea became one of the major online gaming countries in the world. In this period, important factors included the existence of system builders and their solid human networks. The few innovators who assisted the breakthrough of the development of the online gaming industry formed a human network in universities and IT companies. They shared innovations in information and collectively learned the conventions of the industry. In their achievement, the human networks which had already fully formed in the late 1990s became more noticeable. This paper, with its historical approach, will complement the limits shown by existing researches that, in their effort to find the causes for the success of the Korean online game industry, focus rather narrowly on the conditions of the period during which online games were becoming popular.

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Evaluation of Indoor ETS Exposure Levels in Pubs, PC Game Rooms, and Billiards Halls around a University Campus using PM2.5 Concentrations (대학 캠퍼스 주변 호프집, PC방, 당구장의 실내 PM2.5 농도를 통한 ETS 노출 수준 평가)

  • Lee, Jae Hwan;Park, Donguk;Ha, Kwonchul
    • Journal of Korean Society of Occupational and Environmental Hygiene
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    • v.26 no.4
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    • pp.411-417
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    • 2016
  • Objectives: The aims of this study were to determine the indoor level of environmental tobacco smoke (ETS) and to assess the implementation rate of smoke-free laws at hospitality venues around a university campus by measuring particulate matter smaller than $2.5{\mu}m$ ($PM_{2.5}$) as an indicator of ETS. Materials and Methods: We measured indoor $PM_{2.5}$ concentrations at 20 PC game rooms, 20 pubs, and 20 billiards halls using Sidepak AM510, a direct reading portable real time monitor, from October to December 2015. Results: Smoking was observed in 65% of the PC game rooms, 10% of pubs, and 85% of billiards halls. The average $PM_{2.5}$ concentrations were $98.2{\mu}g/m^3$, $29.0{\mu}g/m^3$, and $134.2{\mu}g/m^3$ at PC game rooms, pubs, and billiards halls, respectively. $PM_{2.5}$ concentrations in PC game rooms and billiards halls were 2 to 2.7 times higher than the 24-hour exposure standard for outdoor $PM_{2.5}$ ($50{\mu}g/m^3$) by the Ministry of Environment. Conclusions: Although a smoking ban has been implemented for PC rooms and pubs, smoking is still taking place in many of these places. More stringent legal action is required for successfully protecting patrons and workers from secondhand smoke exposure. A ban on smoking in billiards halls should be introduced as quickly as possible.

The Concentration of TSP and Heavy Metals in the Indoor Air of Local PC Rooms (지방 일개도시 PC방에서의 실내공기중 TSP농도와 TSP내 중금속 농도)

  • Cha Hyun Su
    • Journal of Korean Public Health Nursing
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    • v.16 no.1
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    • pp.190-200
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    • 2002
  • This study was carried out to investigate and analyze TSP of the PC rooms. The concentration of the total suspended particulate and heavy metals contained in the total suspended particulate of the 15 PC rooms located in one local city were measured. The statistical correlation coefficients between the total suspended particulate and factors of the indoor condition (number of fan or size of pc room, illumination), between the heavy metals and factors of the indoor condition were studied. The results are as follows: 1. The factors of the indoor condition of the 15 PC rooms are as follows. Average illumination was 24 luxes. Average number of computers installed were 37. Average number of the fans was 7. and the size of investigated PC rooms was $139.94m^2$. 2. The mean age of the subjects was 21.8 years old. they $(51.5\%)$ used the 15 pc rooms for fewer than 2 hours per one day. 3. The mean concentration of total suspended particulate (TSP) is lower in the evening ${139.085\;(2.462)\;{\mu}g/m^3}$ than the night ${166.216(2.609){\mu}g/m^3}$. 4. The mean concentration of total suspended particulate was industrial work area) residential area) commercial area. 5. The distribution of heavy metals were indicated as Zn>Cr>Pb>Cd in the indoor air at PC rooms. and the concentration rate of Zn was the highest among heavy metals. but this increase didn't show any relationship with many factors of indoor condition (number of fan or size of pc room, lighting) 6. The concentration of TSP & heavy metals didn't have any relationship between the factors of indoor environment (number of fans, size of pc room, lighting).

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