• Title/Summary/Keyword: User Life

Search Result 1,407, Processing Time 0.027 seconds

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
    • /
    • v.5 no.2
    • /
    • pp.19-27
    • /
    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

  • PDF

An Interactive UCC Creation and the Effect Analysis (상호작용 UCC의 제작 및 효과 분석)

  • Kim, Min-Su;Boo, Kyung-Min;Im, Kyung-Duk;Ko, Seong-Bo;Kim, Seong-Baeg
    • Science of Emotion and Sensibility
    • /
    • v.13 no.3
    • /
    • pp.459-466
    • /
    • 2010
  • Recently, UCC, which stands for User Created Content, has emerged in various media industries including Internet. However, there exists little research regarding interaction to overcome the drawback of UCC, one way superficial form. In particular, little research has been done on the creation and effect of experiential UCC type. In the existing research, the interactive feature shows to bring the effectiveness in the field of education or promotion. So, in this study, we examine the problem of provider-centered UCC and to solve this problem, we propose a new experiential UCC form with interactive functionality by adapting the product test between UCCs. From the results of the analysis on the effectiveness of UCC after users experience the proposed UCC related to water industry, watching the interactive UCC represented the values of the higher levels in the aspect of recognition change than watching the existing UCCs. Also, the outcome showed that if this interactive UCC invigorates, UCC application will be very useful in eduction, industry, and promotion. From the analysis of the question instrument on whether an interactive UCC would be helpful or not, the positive response ratios was 84% in promotion, 70% in education, and 52% in industry, respectively.

  • PDF

Preliminary Study on Performance Evaluation of a Stacking-structure Compton Camera by Using Compton Imaging Simulator (Compton Imaging Simulator를 이용한 다층 구조 컴프턴 카메라 성능평가 예비 연구)

  • Lee, Se-Hyung;Park, Sung-Ho;Seo, Hee;Park, Jin-Hyung;Kim, Chan-Hyeong;Lee, Ju-Hahn;Lee, Chun-Sik;Lee, Jae-Sung
    • Progress in Medical Physics
    • /
    • v.20 no.2
    • /
    • pp.51-61
    • /
    • 2009
  • A Compton camera, which is based on the geometrical interpretation of Compton scattering, is a very promising gamma-ray imaging device considering its several advantages over the conventional gamma-ray imaging devices: high imaging sensitivity, 3-D imaging capability from a fixed position, multi-tracing functionality, and almost no limitation in photon energy. In the present study, a Monte Carlo-based, user-friendly Compton imaging simulator was developed in the form of a graphical user interface (GUI) based on Geant4 and $MATLAB^{TM}$. The simulator was tested against the experimental result of the double-scattering Compton camera, which is under development at Hanyang University in Korea. The imaging resolution of the simulated Compton image well agreed with that of the measured image. The imaging sensitivity of the measured data was 2~3 times higher than that of the simulated data, which is due to the fact that the measured data contains the random coincidence events. The performance of a stacking-structure type Compton camera was evaluated by using the simulator. The result shows that the Compton camera shows its highest performance when it uses 4 layers of scatterer detectors.

  • PDF

The study of effects of Vandalism as a design variance on Users (사용자 측면에서의 디자인 변수로 작용하는 반달리즘 -Vandalism에 관한 연구)

  • 최성운;김경배
    • Archives of design research
    • /
    • v.15 no.4
    • /
    • pp.33-46
    • /
    • 2002
  • The present times is rapidly growing and changing. As both an industry and a social legislation are running after a generality, relatively the number of people who are out of it is gradually increasing. Those people are getting skeptical about their positions as well as their existences, so that a social deviant phenomenon has been continuously arising by themselves in public and private area. It is the Vandalism . People are often exposed to this Vandalism which is occurring around their life. Accordingly this study analyzed cause-and-effect Vandalism. As a means of impediment against the progressing Vandalism in design process, the study as been developed by approaching to an ergonomics design, a simple shape design (minimalism), a semantic design, a re-useful design. As a result, it comes to the fact that the Vandalism from the view of design is caused by a lack of ergonomics and user-interface, a failure of simple structure, a complication of excessive functions. Furthermore, it comes to the conclusion that industrial design is playing an important role in the contribution of social development, to create a design obstructing the vandalism will bring development of sound society.

  • PDF

An Integrated Framework Environment for Automatic Simulation of Geant4 : Geant4Editor (Geant4시뮬레이션 자동화를 위한 통합 프레임워크 환경 개발 : Geant4Editor)

  • Shin, Sung-Sik;Kim, A-Mi;Kim, Seung-Wan;Song, Ju-Whan;Gwun, Ou-Bong
    • Journal of the Institute of Electronics Engineers of Korea CI
    • /
    • v.45 no.4
    • /
    • pp.12-18
    • /
    • 2008
  • Researches on particle physics have benefited our everyday life in many aspects. They have tested the safety of the objects we use everyday, conducted experiments to examine harmful environments to man, and treated diseases. Despite the usefulness of particle physics in a range of fields, however, it's difficult to conduct researches and experiments directly. But the advancements in the computer industry have allowed for experiments of particle physics in virtual simulations. One of the foremost simulation libraries for particle physics that have been researched actively these days, Geant4 has been put to diverse uses in particle physics. This study designed GUI so that physicists, who were not good at programming, could use a simulation library faster, more accurately, and more conveniently. It also developed the Geant4Editor, a simulation automation framework. The advantages of the Geant4Editor include automatic generations of essential classes in a simulation using Geant4 libraries and real-time reflection of user demands in a simulation. It also allows for efficient management of resources(user-created data) through the Data Manager.

A Study of Visualizing Relational Information - In Mitologia Project - (관계형 정보의 시각화에 관한 연구 - 미톨로지아 프로젝트를 중심으로 -)

  • Jang, Seok-Hyun;Hwang, Hyo-Won;Lee, Kyung-Won
    • Journal of the HCI Society of Korea
    • /
    • v.1 no.1
    • /
    • pp.73-80
    • /
    • 2006
  • Mitologia is about visualizing relations of information in user-oriented method. Most information given in life has invisible relations with each other. By analyzing the common characters and relations of information, we can not only measure the importance of the information but also grasp the overall properties of the information. Especially human relations are the major concerns of social network having several visualization methodologies shown by analyzing relations of each individual in society. We applied social network theory to grasp relationships between characters in Greek mythology representing a limited society. But the current tools of social network analysis have limits that they show the information one-sided way because of the ignorance of user-oriented design. Mitologia attempts to suggest the visual structure model more effective and easy to understand in analyzing data. We extracted connections among myth characters by evaluating classes, frequencies of appearance and emotional links they have. And we raised the understanding of users with furnishing the proper interaction to the information. The initial interface offers 4 kinds of indexes helping to access character nodes easily, while zoom-in function can be used for the detailed relations. The Zoom-in is quite different from usual filtering methods. It makes the irrelative information invisible so that users can find out the characters' relation more easily and quickly. This project suggests the layout to show overall information relationships and the appropriate interactions to present detailed information at the same time.

  • PDF

A Frame-based Coding Mode Decision for Temporally Active Video Sequence in Distributed Video Coding (분산비디오부호화에서 동적비디오에 적합한 프레임별 모드 결정)

  • Hoangvan, Xiem;Park, Jong-Bin;Shim, Hiuk-Jae;Jeon, Byeung-Woo
    • Journal of Broadcast Engineering
    • /
    • v.16 no.3
    • /
    • pp.510-519
    • /
    • 2011
  • Intra mode decision is a useful coding tool in Distributed Video Coding (DVC) for improving DVC coding efficiency for video sequences having fast motion. A major limitation associated with the existing intra mode decision methods, however, is that its efficiency highly depends on user-specified thresholds or modeling parameters. This paper proposes an entropy-based method to address this problem. The probabilities of intra and Wyner?Ziv (WZ) modes are determined firstly by examining correlation of pixels in spatial and temporal directions. Based on these probabilities, entropy of the intra and the WZ modes are computed. A comparison based on the entropy values decides a coding mode between intra coding and WZ coding without relying on any user-specified thresholds or modeling parameters. Experimental results show its superior rate-distortion performance of improvements of PSNR up to 2 dB against a conventional Wyner?Ziv coding without intra mode decision. Furthermore, since the proposed method does not require any thresholds or modeling parameters from users, it is very attractive for real life applications.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
    • /
    • v.19 no.1
    • /
    • pp.49-66
    • /
    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

The Effect of Field-Based Participation Design on Agricultural Direct Sales Facilities: Process Change of Awareness on Participant (농특산물 직거래판매시설에 관한 현장중심의 참여디자인 효과: 참여자의 의식변화를 중심으로)

  • Seo, Aeeun;Hong, Jungpyo;Ha, Eunyoung;Chae, Hyesung
    • Science of Emotion and Sensibility
    • /
    • v.21 no.1
    • /
    • pp.165-176
    • /
    • 2018
  • A demand for user's participation in the designing process, which is called the participation design, is increasing with social change. Practically, however, there is lack of researches on the improvement of the problem in actual design development and participation design effect. In order to understand the field-based participation design effect in view of user's change of awareness on participation design, this study carried out a survey on the change of awareness through a design workshop in which all stakeholders have participated on the subject of agricultural direct sales facilities as a part of participation design programs. Many references were reviewed first to understand the participation design principles and their current research trend. Next, the questionnaire was developed using an effectiveness verification model for an effective analysis. A design workshop as one of the participation design programs was organized and applied for the field response. In order to analyze the effect, the survey on participants' change of awareness was carried out before and after the program. The survey questionnaires were about motivation, knowledge, recognition, function, and participation and asked the design study graduates. The participation design effect was supplemented by additional open questions. As a consequence, the participants in the participation design program showed the noticeable effect in knowledge and function about the agricultural direct sales facilities. It was found that they were also highly satisfied with the participation design result and they recognized an importance of collaboration. This study also showed that a sufficient time schedule considering agricultural village life should be given for a smooth operation of the program and also a working environment is necessary for designing work.

From a Literature Review to a Conceptual Framework, Issues and Challenges for Smart Campus (스마트 캠퍼스 문헌고찰을 통한 프레임워크 개발 및 주요 이슈 분석)

  • Rha, Jong-Youn;Lee, Jin-Myong;Li, Hua-Yu;Jo, Eun-Bit
    • Journal of Digital Convergence
    • /
    • v.14 no.4
    • /
    • pp.19-31
    • /
    • 2016
  • With the development of information and communication technologies, a new paradigm in higher education is required. Accordingly, establishing a smart campus has emerged as an important issue in universities worldwide. This study aims to discuss key issues and to provide useful academical and practical implications on smart campus by reviewing related literatures. For this purpose, this study examined recent literatures on smart campus by four research perspectives; 1) learning/knowledge-centric approach, 2) technology-centric approach, 3) integrated approach, and 4) user-centric approach, then developed smart campus framework. Smart campus user criteria contained members of university as well as local community and business stockholders. Smart campus framework presented specific service areas each belongs to smart education, smart life and smart administration domains and motivating factors of using smart campus. Moreover, by considering key issues and problems raised in previous studies, this study suggested practical implications for successful development of smart campus.