• Title/Summary/Keyword: Player

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The Impact of Soccer Player Image on Advertising Effect (축구 선수 이미지가 광고효과에 미치는 영향)

  • Jeong, Hee-Surk;Shin, Jin-Ho;Kim, Ji-Sun
    • Journal of the Korean Applied Science and Technology
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    • v.37 no.6
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    • pp.1575-1582
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    • 2020
  • This study aimed to provide basic data for establishing advertising strategy based on the value and implications of the image of the player by examining the influence of the image of a soccer player on the advertising effect. Therefore, a domestic soccer player selected as a sample the production population who experienced the advertisement selected as a model, and conducted a face-to-face (face-to-face) and non-face-to-face (mobile) survey for about 5 months from May 1 to September 30, 2020. Data from a total of 402 people were used for the final analysis. For data processing, frequency analysis, internal consistency and exploratory factor analysis, correlation analysis, and multiple regression analysis were performed using the SPSS (ver. 21.0) program. The main results of this study are as follows. First, it was found that the soccer player image impact the brand attitude of the advertising effect in the order of body and appearance, performance, reliability, attitude and morality. Second, it was found that the soccer player image impact the advertising attitude of the advertising effect in the order of performance, attitude and morality, body and appearance, reliability.

인공지능 엔진

  • 이지형;윤태복
    • CDE review
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    • v.10 no.2
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    • pp.34-39
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    • 2004
  • 포괄적인 개념에서, 게임에서 인공지능이란 PC(Player Character, 사용자에 의해서 조정되는 게임 오브젝트)를 제외한 모든 것들을 제어하기 위해 사용되는 일련의 기술이라고 정의할 수 있다. 예를 들면, PC를 둘러싸고 있는 환경, PC를 대적하거나 경쟁관계에 있는 NPC(Non-Player Character), PC에 조언을 해주는 조언자 NPC 등을 제어하고 사용자가 느끼기에 지능적이면서 실제적인 것으로 보이도록 하여 게임의 흥미를 더하기 위한 기술들이다. (중략)

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A Study on Life Style and Behavior Characteristics of the Costume Player (코스튬플레이어들의 라이프스타일과 행동특성에 관한 연구)

  • Jung, Hea-Young;Jung, Hee-Kyeong;Suh, Yong-Han;Oh, Hee-Sun;Lee, Myung-Hee
    • Fashion & Textile Research Journal
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    • v.6 no.1
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    • pp.85-92
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    • 2004
  • Costume plays have been of interest to young people in the recent years. The much increased interest in costume plays has prompted many researchers to verify the behavior characteristics of costume players Despite the importance of the costume play, there has been no systematic study of it. The purpose of this study is to demonstrate the influence of life style on behavior characteristics of the costume player. The subjects of this study were members of the web sits(www.cosmaker.com). A total of 155 subjects responded to the questionnaires and the 143 responses were used for further data analysis. The data was analyzed by factor analysis, cluster analysis, and one-way ANOVA. These were the results of the stud: First, costume player groups are classified into three sub-dimensions: other people-oriented, show-off oriented, and exclusive ego oriented. Second, the behavior characteristics of costume player are significantly shown among those groups.

Study on Player Attitudes Regarding Gender in the MMORPG Customization Process (MMORPG 커스터마이징에서 젠더에 대한 플레이어 태도 연구)

  • Paik, Chul-Ho
    • Journal of Korea Game Society
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    • v.12 no.1
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    • pp.91-101
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    • 2012
  • The avatar gender, the basic element that constitutes the identity of the MMORPG player, can be created by the player due to the nature of the game through the system provided within the game. Thus, players exhibit a different attitude from reality regarding avatar gender. Gender customization in virtual space is an expansion of the identity in an effort to express one's identity in various ways. A number of users manage avatars with the opposite gender where it was found that male players preferred the female avatar persona. In this study, the player attitudes regarding gender was analyzed using Q methodology and the motivational factors for gender swapping and the generalization phenomenon was determined. This study will be significant as critical standards in the usability evaluation of the MMORPG customization system.

Representation of Game Character Using Measurement Information of Player's Physical Status (게임 플레이어의 신체 측정 정보를 이용한 게임 캐릭터의 표현)

  • Park, So-Hee;Kim, Bo-Sung;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.15 no.6
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    • pp.7-16
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    • 2015
  • To improve the sense of unity between game players and game world avatars, we propose a method to measure game player's physical status and manipulate game character appearances and behavior using the measurements. To measure the status, we implemented a hardware module that perceive the body temperature. We implemented a 3D horror game whose game space is a common subway space ordinarily encountered in daily life so that ordinary people can easily get used to the game environment. The experiments of applying the measurement data from the game player to the game world avatar shows that the player's physical status can be effectively utilized to improve the sense of reality in gameplay.

Impact of Player Motivations in FPS Online Game on Flow, Satisfaction and Loyalty (FPS 온라인 게임 이용 동기가 몰입, 만족 및 충성도에 미치는 영향)

  • Lee, June-Young;Lee, Je-Sung
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.81-88
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    • 2017
  • In this study, the influence of player motivations in FPS(First Person Shooter) online game on flow, consumer satisfaction and loyalty was analyzed. Research results show that player motivations can be classified into five factors: control, relationship, boasting, de-stress, and interest. The most influential factor that affects flow is interest, and control, relationship, and de-stress are following. In terms of consumer satisfaction, relationship, interest, and control are most positive factors. When it comes to consumer loyalty, relationship, control, and interest are most positive factors. Flow has a strongly positive influence on both consumer satisfaction and loyalty.

The Analysis of Electromyography and Kinematic of Kumdo Player's Head Hitting (검도 머리치기 동작의 근전도 및 운동학적 분석)

  • Park, Jong-Rul
    • Korean Journal of Applied Biomechanics
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    • v.15 no.1
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    • pp.63-74
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    • 2005
  • J. R. PARK. The Analysis of Electrimyography and Kinematic of Kumdo Player's Head Hitting. Korean Journal of Sport Biomechanics, Vol. 15, No. 1, pp. 63-74, 2005. The purpose of this study were to describe and compare the selected electromyographical muscle activities of arm and kinematic data of kumdo player's head hitting. Using surface electrode electromyography, we evaluated muscle activity in 6 male players during head hitting motion. Surface electrodes were used to record the level of muscle activity in the carpi radialis, deltoid, triceps, biceps muscles during the player's head hitting. These signals were compared with %RVC(Reference voluntary contraction) which was normalized by IEMG(Integrated EMG). The kumdo head hitting motion was divided into two phases: back swing, down swing. we observed patterns of arm muscle activity throughout two phases of the kumdo head hiting The results can be summarized as follows: right elbow angle had decreased and left deltoid muscle's activation had higher than right deltoid muscle's activation, right carpi radialis muscle's activation had higher than left carpi radialis muscle's activation in back swing phase, knee angle had decreased and left triceps muscle's activation had higher than right triceps muscle's activation, right deltoid muscle's activation had higher than left deltoid muscle's activation, right carpi radialis muscle's activation had higher than left carpi radialis muscle's activation in down swing phase

A Study on the Object Search in 3D FPS Games Using Modified Frustum Culling (변형된 절두체 컬링을 이용한 3차원 FPS 게임에서의 오브젝트 탐색 연구)

  • Choi, Won-Tae;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.105-108
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    • 2007
  • A 3D game plays in fast screen conversion and the objects a partner with camera visual field. Shall recognize a threat of the opponent objects that there is not to a visual field of a player in on-line games. In this paper, we proposed a method to efficiently search for the object in 3D game as used modified frustum culling. For the objects which a player cannot perceive, we accord the player and camera position and used a distance of the player and objects for count of the threatening objects. The method that proposed will play an important role in development of a 3D FPS games.

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Approach for Evaluating the Nash Equilibrium of Cournot Game Model for N-Gencos by Using Payoff Matrix in Wholesale Electricity Market (도매전력시장에서 N-발전사업자의 보수행렬을 이용한 꾸르노 모델의 내쉬균형점 도출을 위한 방법론)

  • Park Jong-Bae;Lim Jung-Youl;Lee Ki-Song;Shin Joong-Rin
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.2
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    • pp.97-106
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    • 2005
  • This paper presents a method for evaluating the nash equilibrium of the Cournot model for N-Gencos in wholesale electricity market. In wholesale electricity market, the strategies of N-Gencos can be applied to the game model under the conditions, which the Gencos determine their strategies to maximize their benefit. Generally, the Lemke algorithm has known as the approach to evaluate the mixed nash equilibrium in the only two-player game model. In this paper, we have developed the necessary condition for obtaining the mixed nash equilibrium of N-player by using the Lemke algorithms. However, it is difficult to find the mixed nash equilibrium of two more players by using the analytic method since those have the nonlinear characteristics. To overcome the above problem, we have formulated the object function satisfied with the proposed necessary conditions for N-player nash equilibrium and applied the modified particle swarm optimization (PSO) method to obtain the equilibrium for N-player. To present the effectiveness the proposed necessary condition and the evaluation approach, this paper has shown the results of equilibrium of sample system and the cournot game model for 3-players.

A Study on Methodology for Considering Risk in Power Transactions in Futures Market (선물 시공에서의 전력거래 위험 고려 방법론 연구)

  • Park, Jong-Bae;Joung, Man-Ho;Kim, Bal-Ho;Kim, Jin-Ho
    • Proceedings of the KIEE Conference
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    • 2000.07a
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    • pp.400-402
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    • 2000
  • This paper presents a game theoretic approach for power transactions analysis in a competitive market. The considered competitive power market is regarded as PooICo model, and the participating players are restricted by only two generating entities for simplicity in this paper. The analysis is performed on the basis of marginal cost based relations of bidding price and bidding generations. That is, we assume that the bidding price of each player is determined by the marginal cost when the bidding generation is pre-determined. This paper models the power transaction as a two player game and analyzes by applying the Nash eauilibrium idea. The generalized game model for power transactions covering constant-sum(especially zero-sum), and nonconstant-sum game is developed in this paper. Also, the analysis for each game model are performed in the case studies. Here, we have defined the payoff of each player as the weighted sum of both player's profits.

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