• Title/Summary/Keyword: Player satisfaction

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The Influence of Gamers' Characteristics on the Emergent Party Play: Based on Organizational Citizenship Behavior Theory (게이머 특성이 창발적 파티 플레이에 미치는 영향 - 조직시민행동 이론을 중심으로 -)

  • Ahn, Ji Hoon;Choi, Chris Seoyun
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.7-16
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    • 2014
  • This empirical study is to investigate the influence of MMORPG player's social as well as individual characteristics on the emergent party play. First, we have tested our research model by surveying 231 active players of Lineage 2. The results demonstrate that both the personal values, such as self-efficacy and job satisfaction, and also the organizational values, such as task interdependence and trust, have significant influences on the organizational citizenship behaviors among the party players. This study suggests both theoretical and practical implications on how to encourage gamers' altruistic concern and organizational adaptation in MMORPG.

Evaluation of Acoustic Performance about Dome-typed Gymnastics Training Floor Using Auralization (가청화를 이용한 돔형 체조연습장의 음향 성능평가에 관한 연구)

  • Yun, Jae-Hyun;Ju, Duck-Hoon;Kim, Jae-Soo
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.17 no.8
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    • pp.708-719
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    • 2007
  • In case of indoor gymnastics training floor, in view of its characteristics, since it is simultaneously required the related smooth communication between the coach and the player, also the acoustic performance regarding to the clearness of music, besides the sport activity, the consideration about the acoustic character has entered the stage as an indispensable element. On such viewpoint, recently constructed dome-typed gymnastic training floor was optimized acoustic design with remodeling through acoustic simulation test. And acoustic satisfaction degree and reaction was attempted to investigate about the gymnastics training floor estimating value of human's psychological(sensual) degree using auralization that enables to experience the virtual sound field at the stage of design. As the result of investigation about the research on the space of object, it could be known that the valuation regarding to the acoustic performance of 'after-improvement' was distinctly more refined than that of 'before-improvement'. It is now considering that such result of the study can be utilized as the useful data which enables to improve the retrenchment effect of the construction cost as well as the acoustic capability, by means of the prediction control on the acoustic problem from the stage of design, for the occasion when the similar indoor sport gymnasium is planning to build for the near future.

Ice Hockey Research Data Platform from Official Records Data and Verification

  • Jin, Seung-kyo;Jang, Ji-hyun;Kim, Hye-young;Kim, Sun-tae
    • International Journal of Knowledge Content Development & Technology
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    • v.9 no.4
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    • pp.31-45
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    • 2019
  • In this study, a database was established by analyzing the record data research produced in ice hockey sports. The deployed data verification with Ice hockey reference service was demonstrated with ice hockey officials and players. This research utilized the data stored in the KNSU Datanest data repository and developed PDF parsers for batch processing of records. Among the types of records, the game summary, team roster, team statistics, and player statistics files were collected, and tables were extracted from the records. PDF records were converted to text in CSV format which are converted to DataFrame and loaded into the database. Out of the total 22 types of records, 4 types were constructed with OO data parsed as element values. Data verification has found no problems with the quality of the data deployed, showing a high satisfaction with providing 66 factors against the 30 factors provided by the service previously used.

The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

The Game Optimization using the Action Patterns of Monster in Mobile Arcade Game (모바일 아케이드 게임에서 몬스터 행동 패턴을 이용한 게임 최적화)

  • Kim, Young-Back;Chung, Kyung-Ho;Ahn, Kwang-Seon;Kim, Jae-Joon
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.103-114
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    • 2007
  • In an arcade game, the users can easily predict the monster's action because most of the game monster's action patterns are acted only in the predefined patterns, This paper attempts how to increase the player's satisfaction while making the unpredictable action patterns easily, This research defines and realizes the monster's action patterns through the FSM algorithm. In addition, this paper added the predictable factors of monsters in an action patterns of a game monster to optimize the game, On analyzing the result of game play, the game monster's action was evenly used in the whole playing map and the game monster showed that it operated without the recursion of certain action properly.

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A Study on Taekwondo Uniform Wear and Design Preference -Focused on Target General Consumer and Taekwondo Player- (태권도복 착용 현황 및 디자인 선호에 관한 연구 -일반 소비자와 태권도 선수를 대상으로-)

  • Lee, Haeun;Choi, Jungwook
    • Journal of Fashion Business
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    • v.20 no.2
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    • pp.1-15
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    • 2016
  • Currently, a lot of people are aware of their health and well-being, so they are concerned about their healthcare. 'Taekwondo' is one of the popular sports that Korean people are passionate about Taekwondo has also become globalized. The uniform of Taekwondo is gaining importance. Taekwondo involves a lot of movement, hence the pattern should facilitate the movement. In addition Taekwondo uniform pattern should meet the demands of functionality, fit and consumer design preferences. This study aimed to provide the basic data for development of Taekwondo uniform pattern based on design preferences and functionality to wearer satisfaction. The result of this method indicated fit and design details. Also, the length of pants, top, and sleeve was too wide, which has to more fitted for both of genders. For females, the breakpoint was too low, which requires some increase to make females feel more secure. In conclusion, the results of this study indicated that in order to increase 'Takwondo' value, Taekwondo uniform is required to be more fashionable and comfortable to wear, which could influence other sports wear.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.33-42
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    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

A Study on the Immersive Realities Between PC and VR Versions of <Resident Evil 4>

  • Mingke Lyu;Xinyi Shan;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.4
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    • pp.340-345
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    • 2023
  • In recent years, the rapid development of VR technology has secured its significant position in the gaming industry. This paper selects the PC and VR versions of Resident Evil 4 as the research objects, aiming to compare the similarities and differences between these two platforms. Through this comparative study, it is evident that the PC version of the game offers most players an excellent gaming control experience through precise and flexible operations. On the other hand, the VR version not only achieves immersive gameplay through virtual reality technology but also delivers more impressive visual effects to players. However, in comparison to the traditional PC version, the VR version incurs higher development costs, necessitating the production team to invest more resources to optimize the gaming experience and strike a better balance between immersion and playability. In conclusion, this study provides a valuable reference for game developers, assisting them in meeting the diverse needs of player groups and enhancing game playability and user satisfaction.

Comparison of Cognitive Loads between Koreans and Foreigners in the Reading Process

  • Im, Jung Nam;Min, Seung Nam;Cho, Sung Moon
    • Journal of the Ergonomics Society of Korea
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    • v.35 no.4
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    • pp.293-305
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    • 2016
  • Objective: This study aims to measure cognitive load levels by analyzing the EEG of Koreans and foreigners, when they read a Korean text with care selected by level from the grammar and vocabulary aspects, and compare the cognitive load levels through quantitative values. The study results can be utilized as basic data for more scientific approach, when Korean texts or books are developed, and an evaluation method is built, when the foreigners encounter them for learning or an assignment. Background: Based on 2014, the number of the foreign students studying in Korea was 84,801, and they increase annually. Most of them are from Asian region, and they come to Korea to enter a university or a graduate school in Korea. Because those foreign students aim to learn within Universities in Korea, they receive Korean education from their preparation for study in Korea. To enter a university in Korea, they must acquire grade 4 or higher level in the Test of Proficiency in Korean (TOPIK), or they need to complete a certain educational program at each university's affiliated language institution. In such a program, the learners of the Korean language receive Korean education based on texts, except speaking domain, and the comprehension of texts can determine their academic achievements in studying after they enter their desired schools (Jeon, 2004). However, many foreigners, who finish a language course for the short-term, and need to start university study, cannot properly catch up with university classes requiring expertise with the vocabulary and grammar levels learned during the language course. Therefore, reading education, centered on a strategy to understand university textbooks regarded as top level reading texts to the foreigners, is necessary (Kim and Shin, 2015). This study carried out an experiment from a perspective that quantitative data on the readers of the main player of reading education and teaching materials need to be secured to back up the need for reading education for university study learners, and scientifically approach educational design. Namely, this study grasped the difficulty level of reading through the measurement of cognitive loads indicated in the reading activity of each text by dividing the difficulty of a teaching material (book) into eight levels, and the main player of reading into Koreans and foreigners. Method: To identify cognitive loads indicated upon reading Korean texts with care by Koreans and foreigners, this study recruited 16 participants (eight Koreans and eight foreigners). The foreigners were limited to the language course students studying the intermediate level Korean course at university-affiliated language institutions within Seoul Metropolitan Area. To identify cognitive load, as they read a text by level selected from the Korean books (difficulty: eight levels) published by King Sejong Institute (Sejonghakdang.org), the EEG sensor was attached to the frontal love (Fz) and occipital lobe (Oz). After the experiment, this study carried out a questionnaire survey to measure subjective evaluation, and identified the comprehension and difficulty on grammar and words. To find out the effects on schema that may affect text comprehension, this study controlled the Korean texts, and measured EEG and subjective satisfaction. Results: To identify brain's cognitive load, beta band was extracted. As a result, interactions (Fz: p =0.48; Oz: p =0.00) were revealed according to Koreans and foreigners, and difficulty of the text. The cognitive loads of Koreans, the readers whose mother tongue is Korean, were lower in reading Korean texts than those of the foreigners, and the foreigners' cognitive loads became higher gradually according to the difficulty of the texts. From the text four, which is intermediate level in difficulty, remarkable differences started to appear in comparison of the Koreans and foreigners in the beginner's level text. In the subjective evaluation, interactions were revealed according to the Koreans and foreigners and text difficulty (p =0.00), and satisfaction was lower, as the difficulty of the text became higher. Conclusion: When there was background knowledge in reading, namely schema was formed, the comprehension and satisfaction of the texts were higher, although higher levels of vocabulary and grammar were included in the texts than those of the readers. In the case of a text in which the difficulty of grammar was felt high in the subjective evaluation, foreigners' cognitive loads were also high, which shows the result of the loads' going up higher in proportion to the increase of difficulty. This means that the grammar factor functions as a stress factor to the foreigners' reading comprehension. Application: This study quantitatively evaluated the cognitive loads of Koreans and foreigners through EEG, based on readers and the text difficulty, when they read Korean texts. The results of this study can be used for making Korean teaching materials or Korean education content and topic selection for foreigners. If research scope is expanded to reading process using an eye-tracker, the reading education program and evaluation method for foreigners can be developed on the basis of quantitative values.

A Utility-Based and QoS-Aware Power Control Scheme for Wireless Body Area Networks

  • Li, Yanjun;Pan, Jian;Tian, Xianzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4188-4206
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    • 2016
  • Power control is widely used to reduce co-channel interference in wireless networks and guarantee the signal-to-interference plus noise ratio (SINR) of ongoing connections. This technique is also effective for wireless body area networks (WBANs). Although achieving satisfactory SINR is important for WBAN users, they may not be willing to achieve it at arbitrarily high power levels since power is a scarce resource in WBANs. Besides, for WBANs with different purposes, the QoS requirements and concern about the power consumption may be different. This motivates us to formulate the power control problem using the concepts from microeconomics and game theory. In this paper, the QoS objective is viewed as a utility function, which represents the degree of user satisfaction, while the power consumption is viewed as a cost function. The power control problem consequently becomes a non-cooperative multiplayer game, in which each player tries to maximize its net utility, i.e., the utility minus the cost. Within this framework, we investigate the Nash equilibrium existence and uniqueness in the game and derive the best response solution to reach the Nash equilibrium. To obtain the optimal transmission power in a distributed way, we further propose a utility-based and QoS-aware power control algorithm (UQoS-PCA). Tunable cost coefficient in UQoS-PCA enables this scheme to be flexible to satisfy diverse service requirements. Simulation results show the convergence and effectiveness of the proposed scheme as well as improvements over existing algorithm.