• Title/Summary/Keyword: Traditional games

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A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Hypergraph Game Theoretic Solutions for Load Aware Dynamic Access of Ultra-dense Small Cell Networks

  • Zhu, Xucheng;Xu, Yuhua;Liu, Xin;Zhang, Yuli;Sun, Youming;Du, Zhiyong;Liu, Dianxiong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.494-513
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    • 2019
  • A multi-channel access problem based on hypergraph model in ultra-dense small cell networks is studied in this paper. Due to the hyper-dense deployment of samll cells and the low-powered equipment, cumulative interference becomes an important problem besides the direct interference. The traditional binary interference model cannot capture the complicated interference relationship. In order to overcome this shortcoming, we use the hypergraph model to describe the cumulative interference relation among small cells. We formulate the multi-channel access problem based on hypergraph as two local altruistic games. The first game aims at minimizing the protocol MAC layer interference, which requires less information exchange and can converge faster. The second game aims at minimizing the physical layer interference. It needs more information interaction and converges slower, obtaining better performance. The two modeled games are both proved to be exact potential games, which admit at least one pure Nash Equilibrium (NE). To provide information exchange and reduce convergecne time, a cloud-based centralized-distributed algorithm is designed. Simulation results show that the proposed hypergraph models are both superior to the existing binary models and show the pros and cons of the two methods in different aspects.

Recognizing hanbok in youth through text mining (텍스트 마이닝을 통해 살펴본 청소년의 한복 인식)

  • Shim, Joonyoung
    • The Research Journal of the Costume Culture
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    • v.27 no.3
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    • pp.239-250
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    • 2019
  • Recently, young people wearing hanbok are highly visible in the palace and in Hanok Village. However, there is much controversy regarding whether the hanbok the young people are wearing is traditional. Young people in Korea are exposed to hanbok through a variety of ways such as school education, games, webtoons, television shows, and movies. In this study, we presented teenagers with illustrations of hanbok to see which they preferred and which if any they recognized as traditional. The study respondents most preferred the hanbok from the 18th century, but they considered the hanbok from the 20th century to be the traditional style. We next used text mining to analyze the students' freely written, open-ended responses regarding the hanbok they preferred and the one they considered traditional. The hanbok from the 18th century, the one the teenagers preferred, was a sexy, cool style related to gisaeng that emphasized the waist, whereas the hanbok they believed was traditional, the $20^{th}$-century hanbok, was simple, neat, comfortable, and plain. Among the young people's responses regarding which hanbok was traditional, the text mining extracted the following repeated words related to both the 18th- and 20th-century hanbok: "dramas," "mass media," "historical dramas," and "movies." For the 18th-century hanbok only, we extracted "webtoons" and "Hanok Village," and for only the 20th-century hanbok, we extracted "textbooks."

A Study on Interrelationship between Narrative and Genres of Computer Games (컴퓨터게임의 서사와 장르의 상관관계에 관한 고찰)

  • Park, Tae-Soon
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.23-32
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    • 2006
  • This article attempts to suggest a frame of game genres by appling the concept of narrative. The narrative is traditional and useful concept in game study, though the narrative of computer games is under discussion. In the main discourse, syntagmatic/paradigmatic character of narrative and the rate of importance of narrative in the game are used for two axis to set the location of computer game genres. As a result, I could find the location of computer game genres that reflects the characters of narrative.

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Mapping Emerging Business Models in Massively Multiplayer Online Games (다중이용자 온라인 게임에서 신규 비즈니스 모델의 도식화에 관하여)

  • Joung, Yoon-Ho
    • 한국IT서비스학회:학술대회논문집
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    • 2006.11a
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    • pp.60-65
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    • 2006
  • The authors map some of the current Business Models in the Massively Multiplayer Online Player scenario. These maps represent Value Creation Systems by resorting to Value Net constructs and notations, and are offered here as a proof of concept and utility. The authors claim that these mappings can enable readers, managers and IT experts, to build new insights onto such Business Models and develop requirements for Information System infrastructure. When approaching the Value Creation System as a Value Net the goal is to think outside the conceptual box of Value Chains and understand how the different activities interact, by exposing the multiplicity of value types and flows. In doing this study the authors are attempting to synthesize a new Business Model proposal that could underlie the development of an infrastructure for the collaborative creation, distribution and exploration of online massively multiplayer games, beyond the traditional producer-consumer roles.

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Application of storm water management model to designing the sponge city facilities in the Athletes Village of Military World Games in Wuhan

  • Liu, Jian;Liu, Yan;Liu, Ru;Li, Sixin;Wu, Lingyi
    • International conference on construction engineering and project management
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    • 2017.10a
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    • pp.346-352
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    • 2017
  • This study discusses application of the storm water management model (SWMM) to designing the sponge city facilities in the Athletes Village of Military World Games in Wuhan in October 2019. The SWMM was used to simulate the runoff processes and reduction efficiencies of the sponge city facilities. The runoffs of the sponge city facilities were compared with those of traditional drainage system for the design rainfall of 35.2mm and the rainfalls with different recurrence periods. The results show that the hign density sponge city facilities could meet the requirements for 80% of annual runoff control rate, SWMM can determine the scales of the sponge city facilities and effectively simulate the hydrological processes for different layout schemes. The simulation model is also helpful to making optimization of the sponge city facility layout.

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Survey Analysis of the Traditional Characteristics of Children's Play-Songs (놀이노래 가사의 실태와 가사의 전통성 조사)

  • Yi, Soon Hyung
    • Korean Journal of Child Studies
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    • v.12 no.1
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    • pp.68-77
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    • 1991
  • The purpose of this study was to analyze the words of the songs in children's games in order to determine the traditional characteristics of their rhythm and subject matter and to investigate age and sex differences in recognition of the songs. 71 play songs were used for content analysis. After this, 840 subjects in 15 grades (preschool, first to 12th grades, and college students) were presented with the songs. Statistical analysis was done by one-way ANOVA and Scheffe. The songs exhibited traditional rhythms (3.3 or 4.4) and subject matter (nature, everyday life, and family). Some historical events such as the Korean war, and current phenomena such as TV, were also included. Sex but not age differences were found in recognition of the songs.

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Object Replication and Consistency Control Techniques of P2P Structures for Multiplayer Online Games (멀티플레이어 온라인 게임을 위한 P2P 구조의 객체 복제와 일관성 제어 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.91-99
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    • 2014
  • The main game architectures for multiplayer online games are the traditional client-server architectures, multi-server architectures and P2P(peer-to-peer) architectures. P2P architectures, due to their distributed and collaborative nature, have low infrastructure costs and can achieve high scalability as well as fast response time by creating direct connections between players. However, P2P architectures face many challenges. Distributing a game among peers makes maintaining control over the game more complex. These architectures also tend to be vulnerable to churn and cheating. Providing consistency control in P2P systems is also more difficult since conflicting updates might be executed at different sites resulting in inconsistency. In order to avoid or correct inconsistencies, most multiplayer games use a primary-copy replication approach where any update to the object has to be first performed on the primary copy. This paper presents the primary-copy model with the update dissemination mechanism that provides consistency control over an object in P2P architectures for multiplayer online games. The performance for this model is evaluated through simulation experiments and analysis.

A Study on Social Interaction Factors Influencing on Excessive Online Game Usage (온라인 게임 과몰입에 영향을 주는 사회적 상호작용 요인에 관한 연구)

  • Kim, Yong-Young;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.14 no.1
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    • pp.387-398
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    • 2016
  • The market size of online games has been rapidly growing as well as the behaviors of online gaming users have been changed. Online games are different from the traditional video games, because they permit players to interact each other during playing games. Today online gaming is a part of everyday life and social interaction has an impact on online gaming behaviors. Social interaction does not only have a positive impact on online game behaviors, but it also has a negative impact on them such as excessive online game usage. Previous research has a limitation to consider social interaction as a comprehensive concept. In order to fill the gap, we explore the factors of social interaction influencing on excessive online game usage. After reviewing previous literature, this study chooses three factors of social interaction such as escaping loneliness, expanding online social bridging capital, and reinforcing offline social bonding capital. The findings show that all of three factors of social interaction positively affect the excessive online game usage.