• Title/Summary/Keyword: QUEST

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A MMORPG Quest Reward Design Technique By Considering Optimal Quest Play Paths (최적 동선을 고려한 MMORPG 퀘스트 보상 설계 기법)

  • Kang, Shin-Jin;Shin, Seung-Ho;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.57-66
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    • 2009
  • A quest system is one of the important parts in the MMORPG (Massive Multiplayer Online Role Playing Game) contents. Because of its complexity in combining various content components, quest reward design belongs to a complicated work in estimating quest reward levels correctly in the initial development stage. In this paper, we suggest a new quest reward design technique by considering optimal quest play paths. We model a quest reward problem as the TSP (Traveling Salesman Problem) and solve that by adopting genetic algorithms. With our system, game designers easily estimate the optimal quest play path and it can be useful in reducing the trial-errors in the initial quest design process.

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A Method for Quest Creation & Automatic Balancing on MMORPG (MMORPG의 Quest 생성과 게임 내 자동 밸런싱을 위한 기법)

  • Kim, Chul;Jung, Ji-Shang;Lee, Nam-Jae;Kwak, Hoon-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2006.11a
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    • pp.245-248
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    • 2006
  • 게임의 제작에서 최근 중요성이 부각 되고 있는 Quest의 대량 생성을 위한 Quest의 기본적인 공통 요소와 제작된 Quest의 게임 내 레벨 벨런싱을 위하여 감안 하여 할 점을 통하여 Quest의 대량 생산 하고 기본적인 밸런싱을 자동으로 맞출 수 있는 프로그램을 제안한다.

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Structural Analysis of Game Quest-storytelling -Foucing on Applying Narrative Functions of Folk-tale by Propp- (게임 퀘스트 스토리텔링 구조분석 -프롭의 민담기능대입을 중심으로-)

  • Kim, Yong-Jae
    • The Journal of the Korea Contents Association
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    • v.11 no.10
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    • pp.69-76
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    • 2011
  • As a smallest unit of the game story, quest needs to be analyzed in terms of structure in order to study quest storytelling. This thesis introduces structuralist theory of narrative function of folk-tale by Propp to determine the structure of the quest. Propp proposed immutable elements of the characters as 31 kinds of Folk-tale functions. I analyzed assigning quests in MMORPG. As a result, 13 essential functions of the Quest, and 5 add-ons were drawn and the order among functions was figured out. Most quests in MMORPG followed the order of the essential functions and optional add-ons and showed a repeating pattern. The essential and optional functions and its order can be utilized to arrange appropriate element for quest storytelling and to strengthen and lead the various ways of the quest storytelling.

Korean Translation and Psychometric Properties of Quebec User Evaluation of Satisfaction Assistive Technology 2.0 (QUEST 2.0의 한국어 번안 및 심리측정학적 특징)

  • Lee, Sang-Heon;Jung, Bong-Keun;Park, So-Yeon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.14 no.7
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    • pp.3284-3292
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    • 2013
  • The purpose of this study was to translate QUEST 2.0 in Korean with valid translation process and to measure psychometric characteristics. Translation process was consist of six steps. Internal consistency was analyzed by Cronbach's ${\alpha}$. Test-Retest reliability was analyzed by Spearman Rank Correlation Coefficient. Internal consistency of 'Assistive device' was .88, 'Services' .92. There was no statistically significant difference according to repetitive measure. The spearman correlation coefficient was .64 for "Assistive Device" and .66 for "Services". This result reflects K-QUEST 2.0's (Korean-Quebec User Evaluation of Satisfaction Assistive Technology 2.0) safety, consistency, and predictability in aspect of measure. In this study, the K-QUEST 2.0 was translated into Korean and the reliability of K-QUEST 2.0 was tested. Decisively, the K-QUEST 2.0 can be applied to evaluate user satisfaction of assistive technology.

A Comparative Study on Heating Energy Consumption of Multi-Family Apartment using EnergyPlus and eQUEST (EnergyPlus와 eQUEST를 이용한 공동주택의 난방에너지소비량 비교분석에 관한 연구)

  • Park, Doo-Yong;Yoon, Kap-Chun;Kim, Kang-So
    • Journal of the Korean Solar Energy Society
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    • v.33 no.1
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    • pp.48-56
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    • 2013
  • Energy consumption analysis of multi-family apartment is an important area of research for the design of energy-saving housing. In this study, we selected a universal type of Flat-type apartments and analyzed the heating energy consumption of variables such as U-value, G-value, infiltration rate, heating setpoint and boiler efficiency with EnergyPlus and eQUEST. With these results, we identify the characteristics of EnergyPlus and eQUEST and provided base data for the design of energy-saving housing. The results indicate that infiltration rate is the most important factors to consider. And eQUEST heating energy consumption is approximately 10% higher compared to the EnergyPlus under same condition.

A Case Study on Quest Engine for Travia Online Game (트라비아 온라인 게임의 퀘스트 엔진 구축 사례)

  • Lee Wan-Bok;Roh Chang-Hyun;Sohn Hyoung-Ryul
    • Journal of Game and Entertainment
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    • v.2 no.2
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    • pp.9-16
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    • 2006
  • This paper introduces the case study of constructing a quest engine system in a commercial online game. The system can help several operations for quests such as modeling and execution with a dedicated script language. Since the many attributes of a quest, including the type or preconditions or execution ordering of quests, could be represented well with the script, game developers can constitute and modify a quest system very easily. Thus it is expected that the quest system introduced in this paper can be a good guideline to the developers of online RPG games.

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Pre-visualization of Interaction on Game Character's Quest Play : Towards of Narrative Structure (내러티브 구조 관점에서 본 게임 캐릭터의 퀘스트 플레이에 대한 인터랙션 사전 시각화)

  • Kim, Mi-Jin;Woo, Kim-Sang
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.3-11
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    • 2011
  • A game designer is the initial design of the quest based on narrative. It is important that to predict game character of play experience to establish these static content. This paper deal with player's affective interaction distinguishing among game characters are perform quest-play based on their characteristic status. To achieve this, First of all, previous studies regarding pre-visualization of narrative structure for other visual media are reviewed. Secondly, it is specified that quest-play experience and player's cognitive behavior. At last, these features of status by character were pre-visualized with QUG(Quest Unit Graph), which could be represented differences in precess of quest-play through analysis on world of warcarft game. Previous research is about of numerical balance in terms of character's achievement, whereas this study is meaningful that is proposed that visual model of quest-play interaction focused on narrative structure to predict game designer's architecture of quest experience.

S-QUEST와 태아발육제한증 (IUGR) 조기진단시스템 개발

  • Cha, Gyeong-Jun;Park, Mun-Il;Choe, Hang-Seok;Sin, Yeong-Jae
    • Proceedings of the Korean Statistical Society Conference
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    • 2003.05a
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    • pp.171-176
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    • 2003
  • 방대한 양의 데이터에서 의사결정에 필요한 정보를 발견하는 일련의 과정을 데이터 마이닝 (data mining)이라고 하는데, 본 연구에서는 생물정보학 (bioinofmatics)의 한분야로서 의학분야의 통계적 의사결정 시스템을 제공하는 의사결정나무 (decision tree) 알고리즘 중 QUEST를 S-PLUS로 구현하고(이하 S-QUEST) 발육제한(Intrauterine Growth Restriction; IUGR) 데이터를 분석하였다.

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Feature Analysis of Industrial Accidents in Manufacturing Business Using QUEST Algorithm (QUEST 알고리즘을 이용한 제조업에서의 산업재해 특성 분석)

  • Leem Young-Moon;Hwang Young-Seob
    • Journal of the Korea Safety Management & Science
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    • v.8 no.2
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    • pp.51-59
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    • 2006
  • So far, there is no technique of quantitative evaluation on danger related to industrial accidents. Therefore, as an endeavor for obtaining technique of quantitative evaluation, this study presents feature analysis of industrial accidents in manufacturing field using QUEST algorithm. In order to analyze feature of industrial accidents, a retrospective analysis was performed in 10,536 subjects (10,313 injured people, 223 deaths). The sample for this work chosen from data related to manufacturing businesses during three years $(2002\sim2004)$ in Korea. The analysis results were very informative since those enable us to know the most important variables such as occurrence type, company size, and occurrence time which can affect injured people. Also, it is found that classification using QUEST algorithm which was performed in this study is very reliable.

Classification, Dynamics, and Research Direction in Digital Shadow Work (디지털그림자노동의 분류와 동태성 및 연구 방향)

  • Lee, Woong Kyu
    • The Journal of Information Systems
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    • v.30 no.1
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    • pp.105-121
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    • 2021
  • Purpose Today, through digital services, many people enjoy a conveient and comfortable life. Nevertheless, it is easy to find people in our daily lives who are buried in work without any payment that we did not do before digital services. Such un-payed works under digital environment are called digital shadow works. The purpose of this study is to classification and dynamics of digital shadow works and to suggest research direction. Design/methodology/approach Based on two dimension, voluntary participation ('should' type and 'want' type) and work orientation (management-operation), digital shadow works were classified into four categories - chore, makeup, routine, and quest. Findings In digital shadow work there are four types of dynamics - routine and quest, makeup and chore, makeup and quest, and quest and actions in offline. According to the classification and analysis of dynamics, three research directions in digital shadow work are suggested and discussed- digital shadow works operation mechanism considering dynamics, expansion of existing user theories based on survey method by digital shadow works and social influences by digital shadow works.