• Title/Summary/Keyword: Video games

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Handoff Control Scheme of MPEG Video (MPEG VIdeo의 핸드오프 제어 기법)

  • Goo, Jung-Du
    • Proceedings of the KAIS Fall Conference
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    • 2010.05a
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    • pp.326-329
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    • 2010
  • 본 논문은 인터넷 및 모바일 통신에서 많이 사용되는 MPEG video을 모바일 통신망에서 전송 및 재생하고, 모바일 환경에서 발생되는 Handoff 상에서 부드러운 스트림(stream) 재생(presentation)을 위한 멀티미디어 동기화 기법을 제안한다. 본 논문에서는 멀티미디어 동기화 기법으로 핸드오프 시MPEG 데이터의 특성을 이용한 핸드오프 제어 방법을 제안하였다. 분석결과, 제안된 기법은 기존의 기법보다 미디어 스트림의 끊김없는 재생(stream of continuous play out)을 제공하는 것뿐만 아니라 패킷의 높은 재생률(play?out rate)과 낮은 손실률(loss rate)을 보였다.

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An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.

Video Editing System Considering Smart Phone Playback Environment (스마트폰 재생환경을 고려한 동영상 편집 시스템)

  • O, Junsol;Lee, Hyunjung;Park, Chun-Su
    • Journal of the Semiconductor & Display Technology
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    • v.16 no.1
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    • pp.75-80
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    • 2017
  • Nowadays, smart phone is being popularly used for communication, entertainment, and information retrieval. While demands on video traffic over mobile networks increases sharply, the wireless link capacity is often limited to fully support the traffic demand. Therefore, the size of video data needs to be reduced to provide high quality video with limited capacity. To handle this issue, we propose a video editing system using the ffmpeg library. The proposed system can provide a high quality video with a relatively small data size, thereby facilitating the mobile streaming services and live-video games.

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Exploratory Study on the Relationship between Lifestyles and Inattention, Hyperactivity/Impulsivity, Internet Overuse in Elementary and Middle School Students (초·중학생의 생활양식과 주의력 결핍, 과잉행동/충동성, 인터넷 과다사용 간 관계에 관한 탐색적 연구)

  • Yang, Mo-Huun;Kang, Eun-Jin;Lee, Dong-Hun
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.171-187
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    • 2018
  • The purpose of this study is to investigate the lifestyle factors influencing behavioral problems such as Inattention, hyperactivity/impulsivity, and internet overuse in elementary and middle school students. Data from 889 elementary school students and 676 middle school students were used and teacher reporting on students' attention deficit and hyperactivity and impulsivity symptoms was also included in the analysis. Lifestyle included opportunities for family interaction, sleep, watching TV, playing Video games, eating breakfast, eating junk food, and private education. As a result of stepwise regression analysis, Video games, junk foods, and family interactions significantly predicted the inattention of elementary and middle school students. Video games, TV, junk foods, and family interactions significantly predicted elementary school students' hyperactivity and impulsivity, but the lifestyle variables hardly accounted for the hyperactivity/impulsivity of middle school students. Video game, and family interactions significantly predicted Internet overuse for both elementary and middle school students. Current study suggest that family interaction opportunities and the use of video games, TV and junk food should be considered to intervene in behavior problems.

Relation between Game Motivation and Preference to Cutscenes

  • Ruan, Xiao-Yin;Cho, Dong-Min
    • Cartoon and Animation Studies
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    • s.36
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    • pp.573-592
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    • 2014
  • Following rapid development of software and hardware technologies and increasing enhancement in arithmetic capability, there are more and more content that can be accommodated and processed in video games, which is also increasingly complex and fine. Cutscene as a main narrative method have been developed, which have become necessary to express some key plots and important scenarios in games. Good cutscene can strengthen engagement of players with virtual world in games and make players share affection and sorrow with roles in games; while badly-designed cut-scene or overused cut-scene will impair immersion of players and affect players' gaming experience; for this reason, developers should not continue cut-scene design just from opinions of designers nor make players passive receivers, instead, they should reduce as much as possible interruption by cut-scene to players' immersion and grant players with better immersion. After all, only designs depending on demands and preferences of players by having some knowledge of impacts of cut-scene on players' immersion can be accepted by players.

Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

A Research on the Characteristics of Japan's Video Games Focused on the Connection of Japan's Traditional Play Culture

  • Oh, Dong-Il
    • International Journal of Contents
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    • v.7 no.3
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    • pp.29-37
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    • 2011
  • This research discusses the unique characteristics of Japanese video game from the cultural viewpoint of Japan's traditional play. It starts with the possibility that Japanese video game can share the characteristics of traditional Japanese play. Accordingly, this research first considers the connection between play and video game for a theoretical background, by comparing their theoretical definitions and characteristics. Particularly, it shows the research direction from the viewpoint of Ludology that approaches video game from the aspect of play. Second, the characteristics of traditional Japanese play are examined in connection with Japan's inherent animism culture. Based on such characteristics, the common characteristics and backgrounds of Japanese video game and traditional Japanese play are discussed from the 'spatial' aspect of game, from the 'identity' aspect of game characters, and from the 'motive' behind playing game.

Enhanced MCTS Algorithm for Generating AI Agents in General Video Games (일반적인 비디오 게임의 AI 에이전트 생성을 위한 개선된 MCTS 알고리즘)

  • Oh, Pyeong;Kim, Ji-Min;Kim, Sun-Jeong;Hong, Seokmin
    • The Journal of Information Systems
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    • v.25 no.4
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    • pp.23-36
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    • 2016
  • Purpose Recently, many researchers have paid much attention to the Artificial Intelligence fields of GVGP, PCG. The paper suggests that the improved MCTS algorithm to apply for the framework can generate better AI agent. Design/methodology/approach As noted, the MCTS generate magnificent performance without an advanced training and in turn, fit applying to the field of GVGP which does not need prior knowledge. The improved and modified MCTS shows that the survival rate is increased interestingly and the search can be done in a significant way. The study was done with 2 different sets. Findings The results showed that the 10 training set which was not given any prior knowledge and the other training set which played a role as validation set generated better performance than the existed MCTS algorithm. Besed upon the results, the further study was suggested.

Polarization in the Gaming Industry: The dystopian model

  • Hwang, Jin Ha;Yoon, Young Doo
    • The Magazine of Kiice
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    • v.17 no.1
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    • pp.57-63
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    • 2016
  • What will the gaming industry look like in the future? Where is it heading? Most producers, developers, and gamers have been pondering such questions since the very beginning of video games. This paper asserts that the current trend in video games to emphasize rationalization will, in time, bring about an extreme polarization within the game industry. Each year the barriers to entry are becoming lower and the size of the game market is growing, which will bring about an emphasis on who has the power to be recognized in the industry. This paper argues that such trends will, in turn, lead to a power play in which the winner will always be the player with the most monetary power. In time, this prolonged power play is expected to bring about what this discussion refers to as a dystopian model within the game industry.