• Title/Summary/Keyword: Player Analysis

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Analysis on Playing Pattern of Mobile RPG's Combat Contents - Focus on - (모바일 역할수행 게임 전투 콘텐츠의 플레이 패턴 연구 - <세븐 나이츠>를 중심으로 -)

  • Lyou, Chul-Gyun;Kim, HwaHyun
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.69-78
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    • 2016
  • A sense of oneness between a player and an avatar is more emphasized than role-playing itself in Korean RPG playing. Because of this tendency, the main contents of smart phone-based mobile RPG are mainly focus on combat. As PvP occurs more frequently in mobile RPG, playing experiences are diversified from sensitive control to simple repetition. Also, the auto-combat function offered in game system ingenerates funs from testing a mental model that a player statistically sets before playing. This paper analyzes the process of generating fun in mobile RPG based on Ralph Koster's Game Grammar theory. is selected as subject of this analysis. The pattern of mobile RPG playing is dichotomized : automation of producing materials and concentration on raid and PvP contents.

Structural Analysis of Play Space by Game Level Goals in FPS (FPS게임레벨의 목표에 따른 플레이공간 구조분석)

  • Choi, GyuHyeok;Ting, Wu;Kim, Mijin
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.19-26
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    • 2017
  • A game player experiences gameplay that game designer sets in play space according to goal of a game. Player's experiential behaviors are affected by the space structure of game level and its arrangements. Therefore, it is an important process to understand and analyze the space structure of game level at the initial stage of game designing. In this paper, we was aimed to analyze the space structure and components of FPS game level based on space theory. To attain the objective, observation was carried out on a total of 204 levels in 3 different kinds of FPS games and the difference in the distribution of spatial composition factors by the goal of a game level was identified. As a result of the analysis, experiential behaviors in the play space show a clear difference according to the goal of the game level and the space structure that derives this is different.

Analysis of Network for Asian Cup Soccer Final based on Social Network Theory: Based on Centrality Indexes (사회 연결망 이론에 근거한 아시안컵 축구 결승전 네트워크 분석: 중심성 지표를 중심으로)

  • Kim, Sun-Duck;Seong, Tae-Young;Lee, Dong-Min;Lee, Man-Hyung
    • The Journal of the Korea Contents Association
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    • v.16 no.5
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    • pp.205-216
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    • 2016
  • This study aimed to discover the most influential player in the network of Soccer game and how individual players contribute within the team with quantitative capabilities they possess. It also examined whether or not the network of relationship between players and the coach's tactics were in harmony. The results showed high level of correlation between the network between offenders and defenders according to tactics of the coach during the first half. It can be said that each players fulfilled their role and formed a network within them to lead the game and form a virtuous network structure. On the other hand, the overall network of the team was focused on a specific player during the second half. But the coach's appropriate use of substitutes and change in tactics stabilized the network balance between the players.

Automatic Detection of Highlights in Soccer videos based on analysis of scene structure (축구 동영상에서의 장면 구조 분석에 기반한 자동적인 하이라이트 장면 검출)

  • Park, Ki-Tae;Moon, Young-Shik
    • The KIPS Transactions:PartB
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    • v.14B no.1 s.111
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    • pp.1-4
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    • 2007
  • In this paper, we propose an efficient scheme for automatically detecting highlight scenes in soccer videos. Highlights are defined as shooting scenes and goal scenes. Through the analysis of soccer videos, we notice that most of highlight scenes are shown around the goal post area. It is also noticed that the TV camera zooms in a setter player or spectators after the highlight stones. Detection of highlight scenes for soccer videos consists of three steps. The first step is the extraction of the playing field using a statistical threshold. The second step is the detection of goal posts. In the final step, we detect a zooming of a soccer player or spectators by using connected component labeling of non-playing field. In order to evaluate the performance of our method, the precision and the recall are computed. Experimental results have shown the effectiveness of the proposed method, with 95.2% precision and 85.4% recall.

The Prevalence of Playing-related Musculoskeletal Disorders of Traditional Korean Musical Instrument Player

  • Kim, Jung Yong;Min, Seung Nam;Cho, Young Jin;Choi, Jun Hyeok
    • Journal of the Ergonomics Society of Korea
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    • v.31 no.6
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    • pp.749-756
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    • 2012
  • Objective: This study was performed to investigate the prevalence of musculoskeletal disorders of traditional Korean instrument player using a variety of traditional classical instruments: Gayageum, Geomungo, Ajaeng, Haegeum, Daegeum, Piri and Samul instruments. Background: A large percentage of instrument players have suffered from the musculoskeletal pain of each body parts. However, there is no research on the prevalence of musculoskeletal disorders of traditional Korean musical instrument players. Method: Through the focus group interview, a questionnaire to investigate musculoskeletal disorders was developed. The questionnaire consisted of four parts: demographic factors, performance factors, musculoskeletal disorders symptoms, musculoskeletal disorder experience. For the survey, 118 expert players participated. The data from the survey were analyzed by correlation analysis and chi-square analysis. Results: The symptoms of musculoskeletal disorders and the severe pain from musculoskeletal disorders were observed at neck, shoulder, back and knee. The musculoskeletal experience was statistically related to the factor of body height in Gayageum and Geomungo. In addition, the musculoskeletal experience in Geomungo was related to age and career. However, the musculoskeletal experience in Ajaeng and Haegeum was only related to the factor of hobby. The musculoskeletal experience in Daegeum and Piri was related to stretching. In addition, there was a statistical significance between the musculoskeletal experience and sex in Daegum. In Samul instruments, the statistical significance was observed at age, BMI, career and stretching. Conclusion: The symptoms of playing-related musculoskeletal disorders of traditional Korean musical players were prevalently observed at neck, shoulder, back and knee. In addition, these symptoms were related to the various demographic factors such as age, body height, BMI, career, sex, hobby and stretching. Application: The results of this study can be used as the preliminary data for preventing the musculoskeletal injuries of traditional Korean musical instrument players.

Comparison of LDA and PCA for Korean Pro Go Player's Opening Recognition (한국 프로바둑기사 포석 인식을 위한 선형판별분석과 주성분분석 비교)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.15-24
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    • 2013
  • The game of Go, which is originated at least more than 2,500 years ago, is one of the oldest board games in the world. So far the theoretical studies concerning to the Go openings are still insufficient. We applied traditional LDA algorithm to recognize a pro player's opening to a class obtained from the training openings. Both class-independent LDA and class-dependent LDA methods are conducted with the Go game records of the Korean top 10 professional Go players. Experimental result shows that the average recognition rate of class-independent LDA is 14% and class-dependent LDA 12%, respectively. Our research result also shows that in contrary to our common sense the algorithm based on PCA outperforms the algorithm based on LDA and reveals the new fact that the Euclidean distance metric method rarely does not inferior to LDA.

Implementation of a Player via Petri Net-Based Scenario Analysis and Control (페트리 넷 기반 시나리오 분석 및 제어를 통한 재생기 구현)

  • Yim, Jae-Geol;Lee, Kang-Jai
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.3
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    • pp.9-17
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    • 2007
  • This paper introduces a Petri Net-based multimedia programming method. For this purpose, we are proposing MPN(Multimedia Petri Net) which can be used for representing a multimedia scenario. We are also introducing methods to analyze a MPN with which we can detect some kinds of design faults in the scenario. A multimedia program replays the scenario by interpreting the MPN. A method to implement such a multimedia program is also discussed. Our multimedia program provides the manipulation functions of stop, play, fast forward. rewind, and fast rewind. There are many varieties of Petri Net. Several of them are for modeling multimedia scenarios. They all have been used for synchronization analysis. But none of them were used for replaying multimedia scenario. We have extended these nets to MPN. A MPN model contains not only the flow of a scenario but also all the information associated with the data units. Therefore, our player can play the multimedia scenario by interpreting the MPN.

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Online Game Identity Theft Detection Model based on Hacker's Behavior Analysis (온라인게임 계정도용 탐지모델에 관한 연구)

  • Choi, Hwa-Jae;Woo, Ji-Young;Kim, Huy-Kang
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.81-93
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    • 2011
  • Identity theft happens frequently in popular MMORPG(Massively Multi-player Online Role Playing Games) where profits can be gained easily. In spite of the importance of security about identity theft in MMORPG, few methods to prevent and detect identity theft in online games have been proposed. In this study, we investigate real identity theft cases of an online game and define the representative patterns of identity theft as the speedy type, cautious type, and bold type. We then propose the automatic identity theft detection model based on the multi-class classification. We verify the system with one of the leading online games in Korea. The multi-class detection model outperforms the existing binary-class one(hacked or not).

An Analytical Investigation for Nash Equilibriums of Generation Markets

  • Kim Jin-Ho;Won Jong-Ryul;Park Jong-Bae
    • KIEE International Transactions on Power Engineering
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    • v.5A no.1
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    • pp.85-92
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    • 2005
  • In this paper, Nash equilibriums of generation markets are investigated using a game theory application for simplified competitive electricity markets. We analyze the characteristics of equilibrium states in N-company spot markets modeled by uniform pricing auctions and propose a new method for obtaining Nash equilibriums of the auction. We assume that spot markets are operated as uniform pricing auctions and that each generation company submits its bids into the auction in the form of a seal-bid. Depending on the bids of generation companies, market demands are allocated to each company accordingly. The uniform pricing auction in this analysis can be formulated as a non-cooperative and static game in which generation companies correspond to players of the game. The coefficient of the bidding function of company-n is the strategy of player-n (company-n) and the payoff of player-n is defined as its profit from the uniform price auction. The solution of this game can be obtained using the concept of the non-cooperative equilibrium originating from the Nash idea. Based on the so called residual demand curve, we can derive the best response function of each generation company in the uniform pricing auction with N companies, analytically. Finally, we present an efficient means to obtain all the possible equilibrium set pairs and to examine their feasibilities as Nash equilibriums. A simple numerical example with three generation companies is demonstrated to illustrate the basic idea of the proposed methodology. From this, we can see the applicability of the proposed method to the real-world problem, even though further future analysis is required.

Analysis of Korean Research Trends Related to Snowboarding after Pyeongchang Winter Olympics : Focusing on Academic Journals and Dissertations (2018평창동계올림픽 이후 스노보드 관련 국내 연구동향 분석 : 학술지와 학위논문 중심으로)

  • Seok-Yeon Cho;Dae-Hoon Kim
    • Journal of the Korean Applied Science and Technology
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    • v.41 no.1
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    • pp.27-35
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    • 2024
  • This study selected 21 domestic prior documents published in domestic KCI sites related to snowboarding after the 2018 Pyeongchang Winter Olympics for about five years from 2018 to 2023 and analyzed the characteristics, participation type, research method, and research division, The results are as follows. First, in terms of gender, papers on only men or men and women accounted for the majority, and the ages were distributed in various ways from 20s to 50s. In the case of the number of subjects, papers with less than 50 subjects accounted for the majority. Second, in the form of participation, registered player and ski resort users accounted for the majority, and papers were formed youth player, instructor, and judges in order. Third, Mostly, there are survey and experimental studies for the research methods, and qualitative and integrated studies were analyzed in order. Fourth, sports sociology and biomechanics were mainly used as research divisions, and sports psychology, physiology, sports measurement and evaluation, sports managment, and sports history were analyzed in order.