• Title/Summary/Keyword: Review game

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Game review- 라키아

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.3 s.130
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    • pp.100-102
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    • 2004
  • ‘리니지는 잊어라’라는 자극적인 카피 문구로 공개서비스를 시작했던 온라인RPG ‘라키아’. 이 게임의 핵심은‘무한전쟁’시스템이다. 보통 사냥과 레벨업이 주가 되는 MMORPG와 달리 전쟁에 대한 매우 새로운 시스템으로 차별성 있는 접근 을 통해 커뮤니티의 극대화를 목표로 하고 있다. 또한 윤도현과 김소현, 남경주, 드렁큰타이거, 이재훈 등이 게임OST 제작에 참여하고 PC방에 무료로 서비스하기로 결정해 화제를 모으기도 했다.

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Game review- '열혈강호 온라인' 좌충우돌 신나는 무림 기행

  • Sin, Seung-Cheol
    • Digital Contents
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    • no.6 s.133
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    • pp.100-103
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    • 2004
  • '열혈강호'는 지난 94년 영챔프 연재를 시작으로 코믹 무협이라는 새로운 장르를 개척해 국내 만화를 부흥시킨 작품으로 평가받고 있다. 총 발행부수 300만부를 돌파, 남녀노소를 불문하고 폭넓은 매니아층을 형성하고 있는 열형강호를 온라인 게임으로 제작한다고 했을 때 수 많은 열형강호 팬들은 환영의 박수를 보내면서도 한편으로는 과연 원작의 재미를 제대로 살려 낼 지에 관심을 기울였다. 4차 클로즈베타 서비스를 시작한 열혈강호 온라인을 살펴봤다.

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An Empirical Study on the Under-reporting Bias of Online Reviewers: Focusing on Steam Online Game Platform (온라인 리뷰어의 과소보고 편향에 관한 실증 연구: 온라인 게임 플랫폼 스팀을 중심으로)

  • Jang, Juhyeok;Baek, Hyunmi;Lee, Saerom;Bae, Sunghun
    • Knowledge Management Research
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    • v.23 no.2
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    • pp.229-251
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    • 2022
  • Online reviews are useful for other consumers to make reasonable purchase decisions by providing previous buyers' experiences. However, when online reviewers are biased, online reviews do not accurately reflect the true quality of the product. Therefore, we investigated the characteristics of reviewers with underreporting bias to cope with the problem of declining reliability of online reviews. In this context, this study attempted to examine the characteristics of reviewers with underreporting bias using 14,165 reviews of Steam, an online game platform. As a result of the analysis, reviewers with underreporting bias mainly write reviews positively, write reviews within a short period from the game release date, but tend to write reviews after playing games for longer time, and write reviews when purchasing high-priced games. Since this study has explored the characteristics of reviewers showing underreporting bias, it will be meaningful as a basic study to cope with the problem caused by underreporting bias.

3D Character Production for Dialog Syntax-based Educational Contents Authoring System (대화구문기반 교육용 콘텐츠 저작 시스템을 위한 3D 캐릭터 제작)

  • Kim, Nam-Jae;Ryu, Seuc-Ho;Kyung, Byung-Pyo;Lee, Dong-Yeol;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.1 no.1
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    • pp.69-75
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    • 2010
  • The importance of a using the visual media in English education has been increased. By an importance of Characters in English language content, the more effort is needed for a learner to show the English pronunciation and a realistic implementation. In this paper, we tried to review the Syntax-based Educational Contents Authoring System. For the more realistic lip-sync character, 3D character to enhance the efficiency of the education was constructed. We used a chart of the association structure analysis of mouth's shape. we produced an optimized 3D character through a process of a concept, a modeling, a mapping and an animating design. For more effective educational content for 3D character creation, the next research will be continuously a 3d Character added to a hand motion and body motion in order to show an effective communication example.

Resource Allocation in Spectrum Sharing ad-hoc Cognitive Radio Networks Based on Game Theory: An Overview

  • Abdul-Ghafoor, Omar B.;Ismail, Mahamod;Nordin, Rosdiadee;El-Saleh, Ayman Abd
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.7 no.12
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    • pp.2957-2986
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    • 2013
  • The traditional approach of fixed spectrum allocation to licensed networks has resulted in spectrum underutilisation. Cognitive radio technology is envisioned as a promising solution that can be used to resolve the ineffectiveness of the fixed spectrum allocation policy by accessing the underutilised spectrum of existing technologies opportunistically. The implementation of cognitive radio networks (CRNs) faces distinct challenges due to the fact that two systems (i.e., cognitive radio (CR) and primary users (PUs)) with conflicting interests interact with each other. Specially, in self-organised systems such as ad-hoc CRNs (AHCRNs), the coordination of spectrum access introduces challenges to researchers due to rapid utilisation changes in the available spectrum, as well as the multi-hop nature of ad-hoc networks, which creates additional challenges in the analysis of resource allocation (e.g., power control, channel and rate allocation). Instead, game theory has been adopted as a powerful mathematical tool in analysing and modelling the interaction processes of AHCRNs. In this survey, we first review the most fundamental concepts and architectures of CRNs and AHCRNs. We then introduce the concepts of game theory, utility function, Nash equilibrium and pricing techniques. Finally, we survey the recent literature on the game theoretic analysis of AHCRNs, highlighting its applicability to the physical layer PHY, the MAC layer and the network layer.

Analysis of oral health-related smartphone applications (구강건강 관련 스마트폰 애플리케이션 분석)

  • Jung, Jae-Yeon;Kim, Soo-Hwa
    • Journal of Korean society of Dental Hygiene
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    • v.19 no.4
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    • pp.493-502
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    • 2019
  • Objectives: This study aimed to investigate the current status of oral health applications developed for smartphones because they can be used as a new educational medium to manage and improve oral health. Methods: This study examined 60 basic oral health applications provided by Google Play Store and Apple App Store as of May 2019 and examined delivery contents, delivery methods, application types, and other information. Results: Apple included 65.4% of oral apps in the game category whereas Android included 64.3% in the education category (p>0.05). All Apple's apps and 71.4% of Android apps were developed overseas (p<0.01). The delivery contents were 61.5% for Brushing + tooth decay in Apple, and 78.6% for others (oral care products and gum diseases) in Android (p>0.05). For the delivery method, game + video was 65.4% in Apple, and game and other methods (text, image, augmented reality) was 42.9% in Android (p>0.05). In the case of application type, play type was the most common with 88.5% in Apple, and 46.4% play type and 39.3% other type (text, appreciation, problem-solving types) in Android (p<0.01). In addition, play type was high in both education (53.8%) and game (90.0%) categories (p>0.05). The average review score was 4.30 in the education category, 4.34 in the case of brushing and care (delivery contents), 4.37 in the case of using game + video (delivery methods), and 4.57 in the case of Play + other types (application type) (p>0.05). Conclusions: The use of healthcare apps is expected to increase owing to improved lifestyles, an increase in the elderly population, cost-effectiveness, and convenience that is not affected by time and place. Effective use of oral health apps will require the participation of dental professionals in the development process to identify the exact status, expand subjects, and provide appropriate information.

Proposal Research for Character's Physical Change System in Space Survival Game through Literature Review (문헌검토를 통한 우주 생존 게임에서 캐릭터의 신체 변화 시스템 제안 연구)

  • Seong-Jin Han;Min-Je Jang;Jung-Yi Kim
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.24 no.3
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    • pp.1-7
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    • 2024
  • In this study, in order to analyze physical changes that occur in real space in a survival game set in space and effectively apply this to the game, we investigated changes in the body exposed to a weightless environment based on literature on physical changes that occur in space. In addition, survival elements were derived by analyzing the system of survival games registered on the global platform STEAM. Based on the results obtained, a survival system was constructed so that it could be practically applied to a survival game set in space, and a method was designed to apply survival elements related to actual physical changes. Therefore, this study is expected to be used as a way to apply scientific facts as a survival factor for player characters when producing survival games set in space.

The Impact of Presence on Users' Trust in Serious Educational Games (교육기능성 게임에서 실재감이 사용자 신뢰에 미치는 영향에 대한 실증적 연구)

  • Choi, Hun;Choi, Yoo-Jung
    • Management & Information Systems Review
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    • v.34 no.1
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    • pp.51-63
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    • 2015
  • This study investigated how presence will affect the user's trust in educational serious game. To achieve our research purposes, we divide presence into two parts: virtual presence and social presence and identify the relationship between trust and trustworthiness. and also, we separate out trust such as trust in learning and trust in fun according to users purposes. We conduct the survey using the english serious game for university student. The results show that presence significantly influence on trustworthiness and also trustworthiness effect on trust in learning and fun.

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A Review of Research Trends on Brain Computer Interface(BCI) Games using Brain Wave (뇌파를 이용한 BCI 게임 동향 고찰)

  • Kim, Gui-Jung;Han, Jung-Soo
    • Journal of Digital Convergence
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    • v.13 no.6
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    • pp.177-184
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    • 2015
  • Brain-computer interface is (BCI) is a communication device that the brain activity is directly input to the computer without input devices, such as a mouse or keyboard. As the brain wave interface hardware technology evolves, expensive and large EEG equipment has been downsized cheaply. So it will be applied to various multimedia applications. Among BCI studies, we suggest the domestic and foreign research trend about how the BCI is applied about the game almost people use. Next, look at the problems of the game with the BCI, we would like to propose the future direction of domestic BMI research and development.

Study on the Internet Industry Structure under the NgN Regime-Competitive Landscape of ISPs, CPs, and CDNs (디지털 컨버전스 인프라로서의 NgN 환경에서 인터넷 산업구조 : ISP, CP, CDN 사업자간 경쟁을 중심으로)

  • Kim, Do-Hoon
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.243-257
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    • 2006
  • ITU-T's NgN(Next generation Network) architecture is expected to offer a new Internet platforms such as QoS(Quality of Service) guaranteed services as it overcame the limitations of the existing best-effort Internet architecture. However, policy development crucial for the NgN framework(e.g., interconnections and billing) is lagging far behind technology development. For example, arguments over network neutrality clearly indicate little understanding of the Internet industry structure where diverse providers including ISP and CP coexist. This study employs a network economics approach to predict how the competitive landscape involving various providers will evolve under the traffic-based billing system under the NgN environment. Applied is the non-cooperative game theory, in particular, Stackelberg's repeated game in order to build and analyze model for competition among those providers. We also studied possible impacts that CPs would have on the competitive landscape if they have an option to replace ISP: i.e., CDN(Content Delivery Network) provider. Lastly, based on the model analysis and experiments, presented are their implications to policy development and tile future prospect.