• Title/Summary/Keyword: Player Modeling

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Comparison with Service Quality Models in Coffee Shop (서비스 품질 모형 비교: 커피 전문점을 대상으로)

  • Kim, Hyojin;Kim, Byung-Gook
    • Culinary science and hospitality research
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    • v.21 no.5
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    • pp.50-58
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    • 2015
  • The purpose of this study is to identify the causal relationships between service quality, consumer satisfaction, and behavioral intention in coffee shop. Additionally, the stud aims at focusing on whether or not consumer satisfaction plays a moderating role between service quality and behavioral intention. Statistical techniques that involve frequency, reliability, exploratory factor analysis, and structural equation modeling were performed. In the third research model, consumer satisfaction was unfolded as a moderating variable that enables to be a key player between service quality and behavioral intention. Limitations and considerations of this study were discussed for future study.

Study on Influencing Factors of Camera Balance in MOBA Games - Focused on (MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로)

  • LI, JING;Cho, Dong-Min
    • Journal of Korea Multimedia Society
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    • v.23 no.12
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

Modeling of decision-makers negotiations in reservoir operation with respect to water quality and environmental issues

  • Mojarabi-Kermani, A.R.;Shirangi, Ehsan;Bordbar, Amin;Bedast, A.A. Kaman;Masjedi, A.R.
    • Membrane and Water Treatment
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    • v.9 no.6
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    • pp.421-434
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    • 2018
  • Decision-makers have different and sometimes conflicting goals with utilities in operating dam reservoirs. As repeated interactions exist between decision-makers in the long-term, and the utility of each decision-making organization is affected not only by its selected strategy, but also by other rivals' strategies; selecting and prioritizing optimum strategies from a decision maker's point of view are of great importance while interacting with others. In this paper, a model based on a fuzzy set theory, for determining the priority of decision-makers' strategies in optimal qualitative-quantitative operation management of dam reservoir is presented. The fuzzy priority matrix is developed via defining membership functions of a fuzzy set for each decision maker's strategies, so that all uncertainties are taken into account. This matrix includes priorities assigned to possible combination for other decision makers' strategies in bargaining with each player's viewpoint. Here, the 15-Khordad Dam located in the central part of Iran, suffering from low water quality, was studied in order to evaluate the effectiveness of the model. Then, the range of quality of water withdrawal agreed by all decision-makers was determined using the prioritization matrix based on fuzzy logic. The results showed that the model proposed in the study had high effectiveness model.

A Study on Tactile Sensation Application for Computer Game and Virtual Reality (컴퓨터게임과 가상현실을 위한 촉각 응용에 관한 연구)

  • 이영재
    • Journal of Korea Multimedia Society
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    • v.5 no.6
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    • pp.646-654
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    • 2002
  • The human sense of touch provides us with an important source of information about our surroundings. Because of its unique position at interface between our bodies and the out world, touch sensation supplies sensory data which helps us manipulate and recognize objects and warn of harmful situation. But tactile sensation was recognized less important than visual sense and auditory sense but it plays an important immersing role in virtual reality and computer game. Tactile sensation can be used to influence to objects according to power and supplied sensory feedback to the player in a virtual environment. This paper investigated the characteristics of tactile sensation of human being and proposed method of sturdy using force sensing sensor, simple force modeling and data structure form for virtual reality and computer game. As a result, force distribution, depth, center point can be calculated using sensor output and this information is very effective to specific position for actions and reactions. This study can used as basic information for tactile sensation and it's application in computer game and virtual realty.

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An Implementation of the Game Mechanics Simulator (게임메카닉스 시뮬레이터 구현)

  • Chang, Hee-Dong
    • The KIPS Transactions:PartB
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    • v.12B no.5 s.101
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    • pp.595-606
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    • 2005
  • The scale of game development are rapidly increasing as the blockbuster games which cost $7\~20$ billion won, often appear on the markets. The game mechanics which is concentrated on technological elements of the game, necessarily requires the management of quality. In this paper, we propose a computer simulator for the quality evaluation of game mechanics which can analyze the quality accurately and economically in the design phase. The proposed simulator provides Petri net[7,8] and Smalltalk[9] for convenient modeling. The simulator gives the realistic evaluation like play test because it uses the realistic data of gameplay environment such as player action-pattern, game world map, and item DB but the previous evaluation methods can not consider the realistic gameplay environment and can only cover a limited scope of evaluation. To prove good performance of the proposed simulator, we have 80 simulations for the quality evaluation of the game mechanics of Dungeon & Dragon[13,14] in a given world map. The simulation results show that the proposed simulator can evaluate the faultlessness, optimization, and play balance of the game mechanics and gives better good performance than other evaluation methods.

Co-Validation Environment for Memory Card Compatibility Test (메모리 카드 호환성 테스트를 위한 통합 검증 환경)

  • Sung, Min-Young
    • Journal of the Korea Society of Computer and Information
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    • v.13 no.3
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    • pp.57-63
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    • 2008
  • As diverse memory cards based on NAND flash memory are getting popularity with consumer electronics such as digital camera, camcorder and MP3 player the compatibility problems between a newly developed memory card and existent host systems have become a main obstacle to time-to-market delivery of product. The common practice for memory card compatibility test is to use a real host system as a test bed. As an improved solution, an FPGA-based prototyping board can be used for emulating host systems. However, the above approaches require a long set-up time and have limitations in representing various host and device systems. In this paper, we propose a co-validation environment for compatibility test between memory card and host system using formal modeling based on Esterel language and co-simulation methodology. Finally, we demonstrate the usefulness of the proposed environment with a case study of real memory card development.

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A Study on Business Ecosystem Model for Technology Commercialization: Focused on Its Application to Public R&D Commercialization (기술사업화의 비즈니스 생태계 모형에 관한 연구: 공공 연구개발성과 사업화에의 적용을 중심으로)

  • Park, Wung;Park, Ho-Young
    • Journal of Korea Technology Innovation Society
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    • v.17 no.4
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    • pp.786-819
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    • 2014
  • Emphasizing the importance of R&D as a source of open innovation, Korean government is developing various programs focused on technology commercialization and is expanding investment on it. In spite of those efforts, technology commercialization is not vitalized yet due to the lack of demand for technology transfer, R&D planning scheme without considering market, immaturity of technology market, and so on. This study aims to suggest the business ecosystem model so that technology commercialization could be facilitated based on business ecosystem perspective. We set the framework for modeling a business ecosystem through reviewing the previous works, and draw several problems to be solved regarding public R&D commercialization in Korea from the perspective of ecosystem. Considering those, this research proposes the business ecosystem model for public R&D commercialization as a reference model for describing, discussing, and developing the technology commercialization strategy. The proposed model consists of 4 domains as follows: R&D, technology market, information distribution channels, and customers. The business ecosystem model shows that technology commercialization could be facilitated to create the market value through close relationship and organic cooperation among its members that form the ecosystem. Public research institutes as a keystone player could control the fate of the ecosystem. In this regard, this paper suggests roles of public research institutes for evolving the business ecosystem.

The Contents of Practical Knowledge Realized in Two Science Teachers' Classes on Social Construction of Scientific Models (과학적 모델의 사회적 구성 수업에서 구현된 두 과학 교사의 실천적 지식의 내용)

  • Kim, So-Jung;Maeng, Seungho;Cha, Hyun-Jung;Kim, Chan-Jong;Choe, Seung-Urn
    • Journal of The Korean Association For Science Education
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    • v.33 no.4
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    • pp.807-825
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    • 2013
  • This study investigated two science teachers' practical knowledge shaped during their science classes which intend to realize social construction of scientific models. The teachers' practical knowledge was qualitatively examined in terms of five content categories defined by Elbaz through the reflection-in-action based on video data of their teaching as well as the reflection-on-action based on their narratives and interview data obtained after their classes. The results shows: 1) two science teachers implemented their practical knowledge on appropriate subject matter knowledge when they provided students with scaffoldings to support building scientific models during the classes. 2) The teachers' knowledge about science curriculum played important roles to change the purposes of the classes from the transmission of difficult science concepts to the construction of scientific model appropriate to learning goals. 3) The teachers' implementation of pedagogical knowledge changed toward supporting students' group activities and model generations aligned to the intention of social construction of scientific models. 4) The teachers' practical knowledge about their 'selves' showed that a teacher's perception and implementation of his/her roles of helper, guide, or facilitator are important for students to construct scientific models through group activities. 5) The two teachers' practical knowledge the milieu of schooling is realized by their modes of interactions with student groups during their classes. Two teachers acted like a co-player with his students or like a coach to students near a playground. We discussed domain-specific characteristics about scientific model construction.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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