• Title/Summary/Keyword: Player

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Artistic Meaning of the Game Experience : Focus on Player's Perspective (플레이어 경험을 통한 게임의 예술성 의미 연구)

  • Kim, Minseo;Kim, Mijin;Oh, Gyuhwan;Doh, Young Yim
    • Journal of Korea Game Society
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    • v.19 no.5
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    • pp.63-76
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    • 2019
  • The purpose of this study is to identify how game players experience games artistically. We organized indicator categories related to artistic experiences in games through play report produced in participatory player workshop. Based on this indicator, we embodied the artistic meaning of game experience by performing semantic network analysis. As a result, we verified that games can offer opportunities for players to reflect on themselves and their lives.

ON LIMIT BEHAVIOURS FOR FELLER'S UNFAIR-FAIR-GAME AND ITS RELATED MODEL

  • An, Jun
    • Journal of the Korean Mathematical Society
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    • v.59 no.6
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    • pp.1185-1201
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    • 2022
  • Feller introduced an unfair-fair-game in his famous book [3]. In this game, at each trial, player will win 2k yuan with probability pk = 1/2kk(k + 1), k ∈ ℕ, and zero yuan with probability p0 = 1 - Σk=1 pk. Because the expected gain is 1, player must pay one yuan as the entrance fee for each trial. Although this game seemed "fair", Feller [2] proved that when the total trial number n is large enough, player will loss n yuan with its probability approximate 1. So it's an "unfair" game. In this paper, we study in depth its convergence in probability, almost sure convergence and convergence in distribution. Furthermore, we try to take 2k = m to reduce the values of random variables and their corresponding probabilities at the same time, thus a new probability model is introduced, which is called as the related model of Feller's unfair-fair-game. We find out that this new model follows a long-tailed distribution. We obtain its weak law of large numbers, strong law of large numbers and central limit theorem. These results show that their probability limit behaviours of these two models are quite different.

The Effects of Coordinative Locomotor Training using Elastic Band on Dynamic Balance and Grip Strength in Elementary School Baseball Player

  • Lee, Han-Gyeol
    • Physical Therapy Rehabilitation Science
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    • v.10 no.4
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    • pp.414-420
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    • 2021
  • Objective: The purpose of this study was to investigate the effects of coordinative locomotor training(CLT) using elastic bands on dynamic balance and grip strength for Elementary school baseball players and to provide correct posture guidance and reference on the prevention and rehabilitation program of sports damage and injury in the future. Design: Two groups pre-post randomized controlled design. Methods: Forty-six subjects were randomly divided in two groups;1) CLT using Elastic Band group(Experimental group, n=23), 2) Routine baseball training group(Control group, n=23). The intervention was conducted total 16 times for sixty minutes a day, 2 times a week, for 8 weeks. Evaluations of dynamic balance ability and grip strength were performed with all subjects before the commencement of training and 8 weeks after training. Results: Compared to the control group after training, the dynamic balance ability and dominant handgrip strength of the experimental group were significantly more improved(p<0.05). Conclusions: We confirmed that the effects of CLT using elastic bands on dynamic balance ability and grip strength in Elementary school baseball player. This study should be used for improving the quality of the Elementary school baseball player's training and would be contributed prevention and rehabilitation program of sports damage and injury.

eSports Fan Identity Consumer and Live Game Watching Behavior: Professional Player Fan Identity Perspective

  • Jialing Zhang;C. Michael Hall;Myung Ja Kim
    • Journal of Smart Tourism
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    • v.3 no.1
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    • pp.9-21
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    • 2023
  • This study investigated whether the Point of attachment (POA) theory can be used to measure the consumption intention on go and watch offline eSports games. The admiration for players, social interaction, and on-site consumption requirements for viewing offline eSports competitions are prioritized. In addition, eSports fans in various regions may have distinct consumption concepts and consumption patterns. Thus, this study surveyed China (n = 156) and South Korea (n = 127) eSports fans who subjectively perceive themselves to be fans of eSports player(s) and who have observed at least one offline eSports game. The results demonstrate that player attraction and socialization have positive and significant effects on offline consumption factors. There is no correlation between previous consumption behavior and satisfaction, but dining shows a significant positive effect on satisfaction. Moreover, there is a strong relationship between satisfaction and future attendance intention. In addition, effect of eSports fan attachment on future visit intentions are measured and there is no correlation between the two variables. The front end of the path in the new model's varied between Chinese and Korean supporters. Finally, theoretical and practical implications of this study are discussed.

Metaverse Ethics in the Movie 'Ready Player One' (영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴본 메타버스 윤리)

  • Kim, Seong-Hee;Yi, Sang-Wook;Bang, Jun-Seong
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2022.06a
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    • pp.568-571
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    • 2022
  • 2007년에 '메타버스 로드맵(Metaverse Roadmap)보고서가 발표된 이후, 메타버스 로드맵에 축이 되는 라이프 로깅, 증강현실, 거울세계, 가상세계의 의미와 활용내용에 대한 연구 역시 활발히 이루어지고 있으며, 이것이 갖는 산업적·경제적 영향에 대해 다양한 방송매체·미디어 등을 통해 접할 수 있다. 또한 메타버스를 활용한 사회적 기능으로는 ①경제(메타버스 활용 산업 생태계 육성), ② 교육(메타버스 기반 체감형 학습지원), ③문화관광(시공간 제약 없는 온택트 문화마케팅), ④소통(시민 중심의 맞춤형 열린 소통), ⑤도시(현실과 가상을 결합한 XR기반 도시혁신), ⑥행정(현실보다 편리한 신개념 가상 행정), ⑦인프라('메타버스 서울'의 안정적인 인프라 조성)를 통해 메타버스의 순기능을 극대화하기 위한 전략으로 활용되고 있음을 확인할 수 있다. 이에 본 논문은 메타버스에 대한 기술 및 활용에 관한 관심에 비교해 메타버스 윤리에 대한 논의가 부족한 상황이라는 점에 주목한다. 그래서 메타버스에 대한 사회적 기능에 대해서 살펴보고, 메타버스에서 발생할 수 있는 사회·윤리적 문제를 영화 '레디 플레이어 원(Ready Player One)'을 통해 살펴보았다.

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A Design and Implementation of Event Processor for Playing SMIL 2.0 Documents (SMIL 2.0 문서 재생을 위한 이벤트 처리기의 설계 및 구현)

  • 김혜은;채진석;이재원;김성동;이종우
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.251-263
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    • 2004
  • The Synchronized Multimedia Integration Language (SMIL), recommended by the World Wide Web Consortium (W3C) in 1998, is an XML-based declarative language to synchronize and present multimedia documents. SMIL can create new multimedia data integrating various types of multimedia objects which exist separately such as text, video, graphics and audio. It can support synchronization of multimedia data which are limited in current HTML-based Web technology. For its popularity, it is required to develop a multimedia server guaranteeing Quality of Service (QoS), authoring tool and player. For developing a SMIL authoring tool and player, the technologies are essentially required to read and analyze a SMIL document and to play synchronized various types of media objects in a timeline. In this paper, we describe a design and implementation of an event processor which supports SMIL 2.0 timing model. Moreover, we also develop a SMIL 2.0 player using the proposed event processor. This will facilitate the play of SMIL contents, so that it can contribute to the prosperity of SMIL technology It is possible to reuse in various language profiles defined in the SMIL standard. This player is expected to be utilized in other standard integrating SMIL such as XHTML+SMIL and SMIL Animation.

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Implementation and Test of RELAY Module for Multiple SNS Channels (다중 SNS 채널을 위한 RELAY 모듈의 구현 및 실험)

  • Ahn, Heui-Hak;Lee, Dae-Sik
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.11 no.4
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    • pp.362-369
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    • 2018
  • In this paper, we propose a procedure to multiple SNS channels automatic streaming through multiple output channels including the output channel of an external streaming server. The multiple SNS channels automatic streaming server includes an output management module for controlling the transmission of video contents to RELAY module that establish two or more output channels. In this paper, we experimented by separate with HD and FHD video using RELAY module in multiple SNS channel automatic streaming. In stream modules using RELAY module of HD video, when the publisher client and the player client and the RELAY module are 1 channel, the occupancy rate of CPU is 0.6% and the occupancy rate of heap memory is 0.3%(20 Mbyte). When the publisher client and the player client and the RELAY module are 183 channels, the occupancy rate of CPU is 99.9% and the occupancy rate of heap memory is 45.8%(3.7Gbyte). Therefore, the paper is not limited to the size of the streaming server by extending the output channel from which the video is transmitted to the output channel of the external streaming server. And a process of allocating an output channel of an external streaming server to an output channel through which an video is transmitted can be easily performed, so that an efficient output channel management can be performed even when a plurality of videos are transmitted.

Political Dynamics of Introducing Quasi Mixed-Member Proportional Representation Electoral System: Veto Player and Partisanship (준연동형 비례대표제 도입의 정치 동학: 거부권행사자와 당파성)

  • Ju, Jin-Sook
    • Korean Journal of Legislative Studies
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    • v.26 no.1
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    • pp.5-32
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    • 2020
  • This study analyzes the political dynamics of the election law reform in December 2019, from a perspective of the veto player theory combined with the partisan theory. Three features are revealed in the reform process of the electoral system. First, the number of cooperative veto players was higher than that of competitive veto players, that provided a favorable condition for policy changes. Second, concerning the ideological distance between veto-players (congruence) the possibility of policy change was evaluated as quite small. Especially in the fourth to fifth periods, the congruence between the cooperative veto players and competitive veto players was extremely weak. Third, the internal coherence of cooperative veto players was relatively weak, while the internal coherence of competitive veto players was relatively strong. That acted as a limiting factor in policy changes. In other words, there was a high possibility of policy changes in the number of cooperative veto players, but the possibility of policy change was relatively restricted in the congruence between veto players and the cohesion of veto players. That explains the limited nature of the election law reform.