• Title/Summary/Keyword: Player

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Gameplay as a Semiotic Interpretation (기호 해석 활동으로서의 게임 플레이 연구)

  • Lyou, Chul-Gyun;Cho, Sung-Hee
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.67-75
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    • 2009
  • The aim of this paper is to find out semiotic interpretation in digital gameplay and define layers of meaning which is provided by a game designer and a player. The primary author of the digital game is a game designer; however, to accomplish the whole meaning of the digital game, there must be a player's action. In digital games, the game designer leads to player's action and the player progresses the game at her desire. During the gameplay, each of the intention clashes and coincides through the semiotic interpretation. It can be classified under five sections that represent the game designer, the player and the game text.

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An Analysis of Player's Behavior Attributes on Social Network Game focused on the Genre of Management Simulation (소셜 네트워크 게임 플레이어의 행동속성 분석 -경영·시뮬레이션 장르를 중심으로-)

  • Kim, Mi-Jin;Kim, Yeong-Sil
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.3-10
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    • 2012
  • Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player's behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player's behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player's playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player's behavior through simplifying the player's behavior derived in SNG play experiences.

Video Player for Online SVC Stream in Android Platform (안드로이드 플랫폼에서 온라인 SVC 스트림을 재생하는 비디오 재생기의 설계 및 구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.157-164
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    • 2012
  • This paper introduces an implementation of SVC player which runs on Android platform and can play SVC video stream on line from SVC video server. SVC(Scalable Video Coding) is a scalable video encoding technique which supports three scalability such as temporal scalability, spatial scalability, and quality scalability. To implement the SVC player on Android, we implemented a SVC decoder using JSVM open source written in C/C++ as a native part on Android and developed Android UI in Java. Also we built an SVC encoding system off line and an SVC streaming server to conduct on-line SVC streaming experiments. Finally, after we installed the SVC player developed in this paper on Motoroi mobile phone, we evaluated and analyzed on-line streaming performance of the SVC player. The result showed that the player worked well and it had no jitter in streaming with the size of QCIF and 10fps from a fully encoded SVC video source.

Weight Transfer Patterns Under the Different Golf Swing Types: a Case Study Involving a Low Handicap Player and a High Handicap Player (I) (골프스윙 방법에 따른 체중이동 패턴에 관한 연구:숙련자와 비숙련자의 케이스 스터디(I))

  • Park, Jin
    • Korean Journal of Applied Biomechanics
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    • v.15 no.3
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    • pp.31-49
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    • 2005
  • The purpose of this study was to analyze the weight transfer patterns under the different golf swing types which are full swing control swing and putting stroke. Two women golfers participated in this study, one(165cm, 94.3kg)being classified as a low-handicap(LH)player, the other(165cm, 54.5kg) being classified as a high-handicap(HH) player. Both players are right-handed. Two force plates(Kistler, 9286AA) were synchronized with a motion capture system(Qualisys ProReflex MCU240). Anteriorposterior, mediolateral, and vertical forces were used as an indicator of the pattern of swing. Four discrete positions which are address, top of backswing impact, and finish were identified as an event and three phases which are backswing downswing, and follow-through between he events were also identified. The results showed that, at impact, the total force was 1.24BW ring the full swing 1.17BW during the control stroke, 1.00BW during the putting stroke. Depending on the golf swing types, the differences are existed. At impact, the distribution of forces is different with a low-handicap(LH) player and a high-handicap(HH) player. A LH player has 26% in right foot and 74% in left foot during the full swing 49% in right foot and 51% in left foot during the control swing 49% in right foot and 51% in left foot during the putting stroke. A HH, on the other hand, has 74% in right foot and 26% in left foot during the full swing 62% in right foot and 38% in left foot during the control swing 54% in right foot and 46% in left foot during the putting stroke. From address to top of backswing the amount of vertical forces are changed 43:57(right foot: left foot) to 76:24 during the full swing 47:53(right foot: left foot) to 75:25 during the control swing 50:50(right foot: left foot) to 54:46 during the putting stroke. The biggest weight transfer pattern took place in full swing and the control swing is next, and the putting stroke is the final.

Analysis of User Transfer of Successful Battle Royale Games - From Player Unknown's Battleground to Fortnite (성공적인 배틀 로얄 게임에서의 사용자 이동 원인 분석 - 배틀그라운드에서 포트나이트로)

  • Song, Doo Heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.1
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    • pp.71-76
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    • 2020
  • A battle royale game is a multiplayer video game genre that blends the survival and exploration with last-man-standing gameplay. The genre has been hot in recent years and the 'Player Unknown's Battleground' produced by Korean enterprise PUBG had been the hottest during 2017 and the first half of 2018. However, a similar battle royale game 'Fortnite' became the game of the year in 2018 and the Player Unknown's Battleground sustains the predominance only in Korea and China. In this paper, we investigate the game structure of those two games on combat, survival, farming and charging elements, We also conduct a user survey on what might be the weak point of the Player Unknown's Battleground and why they choose Fornite among users played both but currently play Fortnite. The result shows that the Player Unknown's Battleground sustains the advantage on battle elements but creative charging policy and the efficient survival elements are the reasons of choosing Fortnite between the two.

State based Context Awareness Method for Non-Player Character (자율 캐릭터를 위한 상태기반 상황인지 기법)

  • Kim, Hyung-Il
    • Journal of Korea Game Society
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    • v.14 no.1
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    • pp.93-102
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    • 2014
  • The non-player character(NPC) either cooperates with the player character to proceed the game or fight against the game player. This paper proposes the context awareness method for the natural action control of the same NPC. The context awareness method analyzes the context information of the NPC that can be utilized in the current status and creates the actions which suit the current context automatically. The context awareness method analyzes the information value of the context elements of the NPC which occur in the current context and creates natural actions of the character by utilizing the analyzed context element information. In this experiment, average performance improved by 39% and by 8% in the context awareness method as compared to the rule-based method and information gain method, respectively.

Implementation of a MPEG-4 Video Player for Embedded Systems (임베디드 시스템을 위한 MPEG-4 동영상 플레이어 구현)

  • Kim, Soo-Han;Lee, Myeong-Won;Jhang, Seong-Tae
    • The KIPS Transactions:PartD
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    • v.14D no.3 s.113
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    • pp.311-318
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    • 2007
  • A wearable computer has appeared as the next generation computer with the development of embedded system technique in our country, although it has not been applicable well since the hardware and software capabilities are limited for multimedia service. We have implemented a MPEG-4 video player to provide with such multimedia application service using the embedded systems. This paper illustrates the development of MPEG-4 video player operating on the wearable computer named WPS(Wearable Personal Station), the wristwatch PC developed at ETRI.

An Implementation of a Classification and Recommendation Method for a Music Player Using Customized Emotion (맞춤형 감성 뮤직 플레이어를 위한 음악 분류 및 추천 기법 구현)

  • Song, Yu-Jeong;Kang, Su-Yeon;Ihm, Sun-Young;Park, Young-Ho
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.4
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    • pp.195-200
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    • 2015
  • Recently, most people use android based smartphones and we can find music players in any smartphones. However, it's hard to find a personalized music player which applies user's preference. In this paper, we propose an emotion-based music player, which analyses and classifies the music with user's emotion, recommends the music, applies the user's preference, and visualizes the music by color. Through the proposed music player, user could be able to select musics easily and use an optimized application.

The study on the physical characteristics of soccer player with Yangdorak (프로 축구선수의 양도락 분석을 통한 신체특성 연구)

  • Heo, Seung-Jin;Lim, Chang-Sun;Yim, Jun-Hyok
    • The Journal of Churna Manual Medicine for Spine and Nerves
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    • v.5 no.1
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    • pp.11-22
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    • 2010
  • Object: This study was planned to show the physical characteristics of soccer player and their Yangdorak measurements. Method: We categorized 5 study group. (I-Players classified by age; II, III-Players and control group; IV-Players who had positive RF and the others; V-Players who had digestive disorder and the others) And We conducted the potentiality of skin resistance(Yangdorak) and GFS, PFT, ECG and the other, then analysis that. Result: As old aged group, Yangdorak shown lower RS, but that was not significant. Player group had higher Yangdorak score at H5, F1, F2, F5 than control group. Player group was shown better cardiopulmonary function, but H1, H2, H3 score were not significant. Players who conducted RF test shown not significant difference of H4 measurement between positive and negative group. Digestive disorder group had higher F1, F6 score, but that wasn't significant.

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Patterning of Visual Environmental Elements and Player Reactions in Game Space of Adventure Games (어드벤처 게임공간에서 시각적 환경요소와 플레이어 반응의 패턴화)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.139-148
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    • 2021
  • In a game, the visual environment element is a means of expressing the intention of the developer, and is mediums that enable the player to gain to play experience of interaction. In this paper, the player's reaction to the visual environmental elements of the adventure game was patterned with a collection and analysis process by empirical experiments. The data collected through the experiment were about 10,000, and as a result of the analysis, 24 types of player reaction patterns were found in total. This can be used as a guideline for game space design by matching the properties of visual environment elements and the reactions against players occurring in the game play process to examine the play experience.