• Title/Summary/Keyword: Social Games

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A Study on Factors Influencing the Continuance Usage Intention of Social Network Service (기독교인의 사회관계망 서비스에 대한 만족과 신뢰 및 지속 이용의도에 관한 연구)

  • Keum, Chung Ki;Kim, Byung Gon
    • Journal of Information Technology Applications and Management
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    • v.22 no.2
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    • pp.95-112
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    • 2015
  • Spread of internet service had a huge effect on usage and spread of SNS world widely. Variety of the service has increased from human network managing to commerce, education, payment method and so on. Also, it is expanding its service territory to not only PC area but also that of mobile equipment with development of information technology. Spread of use on SNS provides existing corporations the expansion of service area. Late SNS starter companies are advancing in diverse way for attracting users by serving shopping, games and other services with association with SNS. Therefore, analysis on consumers' thought and pattern which analyze users' demand, service's function and contents and other factors in order to reflect on plans and operations of SNS is needed. On this perspective, this research is suggesting properties that are crucially related to sustained usage of SNS and study factors of SNS's characteristics that influence trust and satisfaction on SNS and continuous usage intent of SNS.

Chaotic Phenomena in Addiction Model for Digital Leisure

  • Bae, Youngchul
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.13 no.4
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    • pp.291-297
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    • 2013
  • Chaotic dynamics have been studied by many researchers in the fields of biology, physics, and engineering. Interest in chaos is also expanding to the social sciences such as politics, economics, and others, including the prediction of societal events. The concept of leisure has developed from a passive concept correlated with relaxation, entertainment, and ideology formation into a positive concept that assumes a more active role. As information and communications technology develops, digital leisure activity is expected to continue spreading. This expansion of digital leisure function correctly, as well as. Traditional leisure activity functions correctly more, whereas digital leisure activity is predicted to function incorrectly more often. In this paper, we propose a mathematical addiction model of digital leisure that deals with its dysfunctions such as addiction to digital leisure, including computer games, internet search, internet chatting, and social media. Herein, to solve addiction to digital leisure, we propose a model derived from a nicotine addiction.

Profane or Not: Improving Korean Profane Detection using Deep Learning

  • Woo, Jiyoung;Park, Sung Hee;Kim, Huy Kang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.1
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    • pp.305-318
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    • 2022
  • Abusive behaviors have become a common issue in many online social media platforms. Profanity is common form of abusive behavior in online. Social media platforms operate the filtering system using popular profanity words lists, but this method has drawbacks that it can be bypassed using an altered form and it can detect normal sentences as profanity. Especially in Korean language, the syllable is composed of graphemes and words are composed of multiple syllables, it can be decomposed into graphemes without impairing the transmission of meaning, and the form of a profane word can be seen as a different meaning in a sentence. This work focuses on the problem of filtering system mis-detecting normal phrases with profane phrases. For that, we proposed the deep learning-based framework including grapheme and syllable separation-based word embedding and appropriate CNN structure. The proposed model was evaluated on the chatting contents from the one of the famous online games in South Korea and generated 90.4% accuracy.

A Proposal for Developing a Situated Learning Support Systems-Based on an MMORPG

  • PIAO, Cheng Ri
    • Educational Technology International
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    • v.6 no.2
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    • pp.59-67
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    • 2005
  • The primary purposes of this study are to develop a Situated Learning Support System based on an MMORPG (Massively Multiplayer Online Role Playing Game) and to investigate applications of Situated Learning theory both hypothetically and practically. In Situated Leaning theory, cognition is interpreted as a dynamic system related to situation, context and activity. According to this theory, learning context, social interaction and personal direct experience are also emphasized. A virtual reality learning system based on an MMORPG provides context, social interaction and a learning environment able to provide direct experiences. However, such a system has been difficult for teachers to develop. This study aims to develop a support system facilitating the construction of a Situated Learning System based on an MMORPG. This study proposes new research and practical applications of Situated Learning theory using educational games.

A Study on Women's Field Hockey Centrality Analysis using Social Network Theory (사회연결망 이론을 통한 여자필드하키 중심성분석)

  • Kim, JI-Eung;LEE, So-Mi;Park, Jong-Chul;Lee, Hee-Hwa
    • Journal of Digital Convergence
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    • v.16 no.9
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    • pp.437-442
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    • 2018
  • The study aims to identify key players through the last five passes when entering shooting circles in Korea and top four countries participated in the Rio Olympics. First, the analysis code was created using the Sports code to analyze the 29 games including Korea and the top 4 countries among 33 games. Second, Ucinet 6 has been used to analyze the Closeness Centrality of each country. The results of the study show that Korea is a key player in No.13 FW, New Zealand in No.1 MF, Germany in No.5 DF, Netherlands in No.9 MF and U.K in No.8 MF. In particular, the two teams that advanced to the finals saw their proximity center index average over 60. Based on these results, it is expected that the analysis of women's field hockey matches will serve as a tool to identify key players.

Study on the aspect of costume in "Maeil Shinmun" - Focused on Men's wear, Women's wear and Children's wear- (매일신문에 나타난 복식현상에 관한 연구(I)-남성복, 여성복, 아동복 중심으로-)

  • 은영자;최윤혜;형승희
    • Journal of the Korean Society of Costume
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    • v.37
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    • pp.133-148
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    • 1998
  • This study presents the aspects and changing process of the habiliment from the National Liberation up to now by analyzing the articles of costume found in$\ulcorner$Maeil Shinmun$\lrcorner$from Jan. 1. 1946 to Dec. 31. 1996. In the period of 1946~1959, the political and economic conditions through the National Liberation and Korean war deteriorated and the interest in costumes were weakened. But the economic recovery and social stability in the middle of the 50's made the lost interest in costumes increase. From 1960 to 1969, the high economic growth was achieved by“Five year plans for Economic Development”and the progress of mass media, transportation, communication and education brought western culture to our society. It spread rapidly and changed the way of life and the sence of value. These phenomenon led to a great transition on the Korean costume culture in the 60's In 1970~1979, the articless of costume made a change from the 60's, which focused on women's wear, and tuned to one including general costumes not only women's wear but also men's wear due to the women's social roles, the unisexmode and diverse costume. In 1980~1989, the growth of the consumption, the banning of the school uniform, Asian Games(1986) and Olympic games(1988) caused the high qualification, personalization and diversification in the fashion industry. Further more, the traditional-oriented trend with korean culture was emphasized. It pursued the modernization of the traditional Korean Costume, Hanbok, to introduce the unique Korean Beauty. From 1990 to 1996, in the era of international-ization and open door policy, the competition of nations became intense and the comprehention about environmental destruction highlingted the concerns on ecology. The recognition of environmental protection and recycling were reflected in the fashion. It prevailed that the pursuit of personalization,. diverse style, practicality and the fashion leader called generation appeared.

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Predictable Effect and Usability of Smart-Phone Application for Elderly Dementia Prevention (노인치매예방 스마트폰 앱의 기대효과 및 유용성)

  • Kim, Soo-Jung;Choi, Yun-Jin
    • Journal of Industrial Convergence
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    • v.17 no.4
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    • pp.87-94
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    • 2019
  • The purpose of this study is to predict the usefulness and predictable effects of the use of dementia prevention games and dementia management applications provided in smart-phones for the elderly. First, 6 dementia diagnostic tools used to verify the effectiveness of the dementia prevention program were selected and the cognitive domains tested by each diagnostic tool were extracted. Second, 29 smart-phone dementia prevention game applications and dementia management applications were selected and the expected effects after using these applications were analyzed in connection with the cognitive domain extracted from the dementia diagnosis tool. As a result, it was expected that it would be helpful to manage dementia prevention by improving cognitive function in certain areas when playing games or managing dementia continuously using smart-phone dementia prevention applications. Smart-phone dementia prevention applications will be useful in improving the cognitive ability of the elderly and preventing dementia by supplementing the limitations of the dementia prevention program that is operated offline through time-space ease of use, continuous usability and economic feasibility.

A Study on the Fashion Style of the New Generation in Korea -with reference to the newspaper and magazine in 1980's- (한국 신세대의 복식양식 - 1980년대 신문과 잡지를 중심으로 -)

  • Yum Hae Jung;Cho Kyu Hwa
    • Journal of the Korean Society of Clothing and Textiles
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    • v.16 no.3 s.43
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    • pp.233-242
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    • 1992
  • This study primarily concentrates on the Fashion Style of the New Generation which has come into being in 1980 with reference to the contents of the newspaper and magazine in 1950's. . The New Generation has undergone the social and cultural change under the effect of mass communication, mass consumption brought by the economic development, sports boom promoted during the period of Asian Games and Seoul Olympic Games and the adoption of the policy for the autonomous school uniform. In the process of the social and cultural change, they have the common peculiarity such as sensitivity, anthoritarianism and polarity and they have taken an important part in the development of the 'Young Fashion' The characteristics of their fashion styles are divided into three periods as follows; 1. The rising period (1980-1982): The most important pecuriality of the first step can be sum up to the following point. The free fashion style replaced the formal one such as T-shirt or casual wear comes into as a everyday dress. Moreover, many people become interested in the New Fashion which is gradually diversified and high-qualified. As a natural consequence, the lively interest of the people has brought into the appearance and competition of the New Brand in fashion industry 2. The growing period (1983-1986): Mannish Look, so-called 'New Fashion' gained the summit of the fashion and change over conservatively. However, 'Mannish Look' have great effect on the Fashion Style until now on. Specially in Korea, 'Punk Style'and 'Androgynous Look' can be an example among many. 3. The diversifying period (1987-1989): The Fashion Style has developed variously even though the Reactionism takes the lead as the main current of the Korean Fashion. Moreover, it is noticeable that man comes into the stage as a new fashion group and the fashion market begins to dear in various lines of goods with moderate and low prices. These various aspects can be regarded as diversification in the Fashion Style as the needs in the times and society.

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A Global Comparative Study on the Game Rating System (게임물 등급분류제도의 국제 비교 연구)

  • Kim, Sung-Won;Lee, Hwan-Soo;Jung, Hae-Sang
    • Journal of Digital Convergence
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    • v.17 no.12
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    • pp.91-108
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    • 2019
  • Game have become a universal leisure culture for the world. However, not only did the development of the game industry have a positive impact on society, but it also brought about various social problems, such as adversely affecting youth and encouraging criminal acts. In order to minimize these effects, countries around the world operate a game rating system to provide games suitable for age and social values from children and young people to the general public. Since games are new digital content, the limitations of the rating system are still discussed in many studies. Therefore, this study investigates the current status of global game regulation by investigating game rating systems of various countries including Korea. In addition, by comparing and analyzing the game rating system in Korea and the system of other countries, this study suggests a direction to improve our system more appropriately. The results of this study will contribute to securing the effectiveness and standardization of domestic game classification system.

An Analysis on Discourses of SIMS2 Players in Korea (국내 <심즈2> 플레이어들의 담론분석)

  • Kim, Jong-Deok;Song, Su-Hyun
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.53-65
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    • 2011
  • If we analyze games and game communities which are mostly consumed by the young, we can get the meaningful analysis result of youth culture. The content analysis and the discourse analysis methods were used in this study since the relationship between media and culture was exquisitely reciprocal. The object of analysis is the domestic community of the simulation game, Sims 2, which reflects the identities of the game players. I was searching for the social and cultural meaning of the game activities, and could find the content's characteristics of 'Sims 2' players' discourses. The results showed that the game media has social and cultural significance by providing the players a self-realization, identity workshop, virtual identity that diverges from their own ones with an alternative sex, constructing a cultural property with the involved game players, and increasing their virtual consumption and self-examination of antisocial behaviors in the game.