• Title/Summary/Keyword: Social Games

Search Result 395, Processing Time 0.024 seconds

Production of fusion-type realistic contents using 3D motion control technology (3D모션 컨트롤 기술을 이용한 융합형 실감 콘텐츠 제작)

  • Jeong, Sun-Ri;Chang, Seok-Joo
    • Journal of Convergence for Information Technology
    • /
    • v.9 no.4
    • /
    • pp.146-151
    • /
    • 2019
  • In this paper, we developed a multi-view video content based on real-world technology and a pilot using the production technology, and provided realistic contents production technology that can select a desired direction at a user 's view point by providing users with various viewpoint images. We also created multi-view video contents that can indirectly experience local cultural tourism resources and produced cyber tour contents based on multi-view video (realistic technology). This technology development can be used to create 3D interactive real-world contents that are used in all public education fields such as libraries, kindergartens, elementary schools, middle schools, elderly universities, housewives classrooms, lifelong education centers, The domestic VR market is still in it's infancy, and it's expected to develop in combination with the 3D market related to games and shopping malls. As the domestic educational trend and the demand for social public education system are growing, it is expected to increase gradually.

Factors Influencing Dietary Behaviors and Stress in Male and Female College Students (남녀대학생의 식행동과 스트레스 영향요인)

  • Seo, Eun-Young;Lee, Seung-Lim
    • Journal of the Korean Society of School Health
    • /
    • v.31 no.3
    • /
    • pp.186-195
    • /
    • 2018
  • Purpose: This study was performed to investigate the dietary behaviors and stress-related factors among male and female college students. Methods: A total of 405 college students (male-195, female-210) were recruited, of whom a questionnaire-based survey was conducted. The study investigated the general characteristics, health-related factors, dietary behaviors, and stress-related factors of the respondents. Results: The body mass index was significantly higher in males. The rates of underweight and overweight were significantly different between male and female respondents. The scores for workout frequency, health concerns and health condition were significantly higher in males, while the score for watching TV & playing computer games was significantly higher in females. The scores for meal regularity, frequency of breakfast consumption, and smoking were significantly higher in males. Eating problems showed a significant difference between males and females. The biggest source of stress was social factors, followed by college study and individual factors and the most experienced stress-induced symptom was anxiety, followed by headache and stomachache. The most popular way to overcome stress was taking a rest, followed by drinking & smoking and outdoor activity. The most preferred food under stressful conditions were alcohol or beverages, followed by hot & spicy food and sweet food, which showed a significant difference between males and females. Conclusion: These results indicate that stress affects dietary behaviors, drinking, smoking, and health status. Stress not only changes dietary behaviors, but is also related to health status. Therefore, it is necessary to develop appropriate programs for emotional stability and stress relief targeting college students which provide continuous nutrition education focused on desirable dietary behaviors and nutritional aspects.

A Reproduction of Amusement With Prize(AWP) in perspective of Game Graphic and Game System (게임그래픽과 게임시스템적인 측면에서 사행성유기기구 모사)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2014.05a
    • /
    • pp.525-526
    • /
    • 2014
  • Currently many people are concerned about 'Amusement With Prize(AWP)', together with the starting of Game Rating and Administration Committee (hereafter 'GRAC'). The mature-rated arcade games reproduced in reel game like the sea story in addition to main game and sub-game, causing social confusion in 2006, are waited for the reviewing of 'GRAC'. Although the game is reproduced in poker style as game system, in reel method as game graphic like 'AWP', the Supreme Court's decision is considered as a poker game May 23, 2013 in the past. Moreover, the Supreme Court said that it is not illegal because they decide that game users do not make a great loss in their possessions, without money change. The research tries to find the direction of the reviewing the mature-rated arcade game for guarantee of objectivity and reliability.

  • PDF

A Study on the Improvement Legal System for Dispute Settlement related to Game Payment of Minors (미성년자 게임결제 관련 분쟁 해결을 위한 법제개선 연구)

  • Kim, Sang-Tae;Huh, Joon-Young
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.121-130
    • /
    • 2018
  • Game users purchase contents in order to enjoy games, which is the case as for minors. The most frequently used payment method for minors' purchasing game contents is many kinds of gift certificates. Other payment methods include adding the payment to their cellular phone bills and charging it to their parents' credit cards. Although such payment methods are easily used due to convenience, consequent disputes are also continuously increasing. Both users and game service providers suffer damage due to the disputes related to game payments by minors and, in some cases, such problem also becomes a social issue. The purpose of this study is to present data for the standardization of refund policy (system) for payments made by minors by investigating and analyzing the laws and institutions related to game payments by minors and examining relevant dispute cases, in order to prevent and solve such disputes efficiently.

Reflection and Suggestions on the Effects of Game Culture Policy (게임문화정책의 효과에 대한 성찰과 제언)

  • Kim, Min-Kyu
    • Journal of Korea Game Society
    • /
    • v.18 no.6
    • /
    • pp.95-110
    • /
    • 2018
  • The game industry has grown to represent the domestic cultural industry, but the socio-cultural status of the game is not as high as industrial growth. In the early 2000s, the problem of dysfunctional use of youth games became a social issue and the game culture policy was established for 15 years. The purpose of this study is to examine the effect of policy on the prevention of dysfunction, The prevention of dysfunction of the game is somewhat effective, but the diffusion of positive function is insufficient and the improvement of recognition becomes more negative tendency. The effect is insufficient compared to the policy results. It is necessary to adjust the direction of game culture policy through consideration of securing basic data, post-management of policy, enhancement of cultural meaning, and universality of game culture.

Investigation of the body distribution of load pressure and virtual wear design of short pants harnesses in flying condition (플라잉 상태에서 바지형태의 하네스에 대한 하중압력 분포 측정 및 가상착의 적용)

  • Kwon, MiYeon
    • Journal of the Korea Fashion and Costume Design Association
    • /
    • v.23 no.3
    • /
    • pp.11-21
    • /
    • 2021
  • Virtual reality is currently mainly used in games, but is starting to be applied as a variety of media fields, such as broadcasting and film. Virtual reality provides more fun than reality, and can provide new experiences in areas that cannot be experienced in reality due to the constraints of time, space, and environment. In particular, as the social non-contact arena has increased due to COVID-19, it is being applied to education, health, and medical industries. The contents are further expanding into design and military fields. Therefore, the purpose of this study was to observe the change in distribution of load and pressure felt by the body in the flying state while wearing a short pants harness, which are mainly used in the game and entertainment industry. In the experiment, the average pressure in the flying state was measured by attaching a pressure sensor to the back and front of a human mannequin. As a result, it was confirmed that the load concentrated on the waist in the flying state was 44 N, with a pressure of 1353 kPa. The pressure distribution was concentrated in front of the center of gravity, and was measured was at 98% by the pressure sensors, with an average pressure value of approximately 15 kPa, and a pressure value of approximately 12 kPa at the back, which was measured at 67% by the pressure sensor. The results of the load and pressure distribution measurement are presented as fundamental data to improve the wearability and comfort of harnesses in the future, and are compared to actual measured pressure values by analyzing the clothing pressure in flight through virtual wear of harnesses through the CLO 3D program.

Analysis on Iterated Prisoner's Dilemma Game using Binary Particle Swarm Optimization (이진 입자 군집 최적화를 이용한 반복 죄수 딜레마 게임 분석)

  • Lee, Sangwook
    • The Journal of the Korea Contents Association
    • /
    • v.20 no.12
    • /
    • pp.278-286
    • /
    • 2020
  • The prisoner's dilemma game which is a representative example of game theory is being studied with interest by many economists, social scientists, and computer scientists. In recent years, many researches on computational approaches that apply evolutionary computation techniques such as genetic algorithms and particle swarm optimization have been actively conducted to analyze prisoner dilemma games. In this study, we intend to evolve a strategy for a iterated prisoner dilemma game participating two or more players using three different binary particle swarm optimization techniques. As a result of experimenting by applying three kinds of binary particle swarm optimization to the iterated prisoner's dilemma game, it was confirmed that mutual cooperation can be established even among selfish participants to maximize their own gains. However, it was also confirmed that the more participants, the more difficult to establish a mutual cooperation relationship.

Medical Students' Perceived Changes in Life, Mental Health Problems, and Strategies for Coping with Stress during the COVID-19 Pandemic (코로나19 팬데믹 상황에서 국내 의과대학생이 경험한 일상생활 변화, 정신건강 문제 및 스트레스 대처)

  • Kim, Hae Won;Yeo, Sanghee;An, Shinki
    • Korean Medical Education Review
    • /
    • v.24 no.3
    • /
    • pp.231-239
    • /
    • 2022
  • This study aimed to examine the influence of the coronavirus disease 2019 (COVID-19) pandemic on areas of Korean medical students' lives, assess concerns, and investigate the strategies they used to cope with stress due to the pandemic. An online survey with a total of 53 items on the impact of COVID-19, concerns, and coping strategies was sent to medical students, and responses were collected from April 27, 2021 to May 30, 2021. In total, 1,329 students were included in the study. Analysis was performed using the chi-square test, independent-sample t-test, and one-way analysis of variance, and the post-hoc Scheffé test or Games-Howell test was performed for multiple comparisons. The main negative impacts of the pandemic were on hobbies/leisure activities and mental health, and medical students expressed the highest levels of concern regarding restriction of movement, returning to everyday life, and risk of infection for family and friends. Female students more strongly agreed that COVID-19 had increased their depressed mood and anxiety (p<0.001 and p=0.003, respectively). Furthermore, the negative impacts of the pandemic on different areas of life significantly affected current levels of depressed mood and anxiety. To cope with pandemic-related stress, students used several strategies such as talking with family or friends (91.5%), sleeping (83.1%), exercising (72.8%), using social networking services (60.8%), drinking alcohol (37.8%), and practicing meditation/mindfulness (24.4%); the effectiveness of these strategies ranged from 3.45 to 4.19 on a 5-point Likert-type scale (1-5). The study findings suggest that COVID-19 has influenced the mental health of medical students and raised concerns in many areas of their lives. Students used various strategies to cope with the pandemic-related stress; since the effectiveness of frequently used approaches varied, it is essential to guide medical students to develop effective coping strategies.

A Study on the Direction of Development of Related Policies with Game-related Issue Analysis: Using Text Mining and Spline Function Analysis of Newspaper Articles (게임 관련 이슈 분석을 통한 관련 정책 발전 방향에 관한 연구: 운형함수와 텍스트마이닝 분석을 활용하여)

  • Jang, You-mi;Yoo, Han-byeol
    • The Journal of the Korea Contents Association
    • /
    • v.22 no.3
    • /
    • pp.513-528
    • /
    • 2022
  • The purpose of this study is to analyze Korean game-related issues and policies to increase the effectiveness of related policies in the future and to increase the consistency of social norms of the policies. this study analyzes related issues by analyzing changes in Korean newspaper articles using spline function and text mining methods, and analyzes the contents of newspaper articles at the time of amplification of issues to present major issues and development directions. As a result of the analysis, game-related issues appeared in various topic, and there are not only support from the government and local governments but also coexisted with game-related regulations (taxation, gambling regulations, game addiction disease, and prevention of fee expansion). Despite regulations, the government presents preemptive responses to problems caused by the application of metabuses and NFTs to games, fostering game-related experts, start-up support, and supporting manpower departure as policy implications.

Case Study on Fashion Brand Flagship Store in Metaverse -Focusing on Fashion Brand in ZEPETO- (패션 브랜드 메타버스 플래그십 스토어 사례연구 -제페토(ZEPETO) 내 패션 브랜드를 중심으로-)

  • Kim, Woo Bin;Hur, Hee Jin;Choo, Ho Jung
    • Journal of the Korean Society of Clothing and Textiles
    • /
    • v.46 no.3
    • /
    • pp.545-563
    • /
    • 2022
  • Metaverse is a digitally generated world beyond the physical realm; many fashion brands are launching virtual stores in Metaverse. This study explores the cases of flagship stores of fashion brands in Metaverse to understand the peculiarity of Metaverse retailing. This study selected four flagship stores of fashion brands launched on ZEPETO, the largest Metaverse platform in Korea. The characteristics of Metaverse retailing used for case analysis were store (store credibility, servicescape, ease of use), product (content, demos, incentives), social factor (store personnel, store customers), and entertainment (events, games, free gifts). The results illustrate that a transaction system linked to reality could not be established due to technical limitations; it was difficult to obtain specific product information, such as the color, size, and fabric. However, all four fashion brands overwhelmed the traditional retail channels in terms of providing various spatial experiences by operating their virtual stores in global cities related to the heritage and identity of each brand. Furthermore, fashion brands can convey a sense of deviation and fantasy to consumers by delivering unique entertainment activities in Metaverse that they cannot easily provide in real life.