• Title/Summary/Keyword: game balance

Search Result 132, Processing Time 0.025 seconds

A study on the combination of transmedia and gamification and the structure of game design (트랜스미디어와 게이미피케이션의 결합과 게임 디자인의 구조에 대한 고찰)

  • CHO, Il-hyun
    • Journal of Digital Convergence
    • /
    • v.18 no.4
    • /
    • pp.433-438
    • /
    • 2020
  • With the rapid development of media environment and contents production technology, the era of multi-platform convergence transmedia has emerged, and communication method through trans media contents has attracted attention. Transmedia content refers to the concept of translating individual content into multi-platforms, which creates an expanded worldview of convergence. In addition, the interaction generated in this process is very important and difficult to control in the progress of the content. In this paper, we focused on the combination of transmedia content and gamification concept as a solution, and based on the 'MDA framework' which is a theoretical system of analysis and approach for implementing game design, We looked at the structure. It is expected that a review of the fundamental game design structure, which establishes a prediction system of value and fun experiences through the balance of technology and emotions, will be helpful as a basis for designing trans media contents.

Integration of Application Program for Dementia Diagnosis using Biometric Sensor and Oxygen Chamber (치매의 진단, 예방 및 완화를 위한 스마트폰용 게임 애플리케이션 개발)

  • Yun, Seong-Min;Choi, Hyo Sun;Cho, Myeon-Gyun
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.15 no.5
    • /
    • pp.2953-2961
    • /
    • 2014
  • Dementia once occurred is known to be mostly irreversible but can be treated only if it is detected early; especially vascular Dementia. Thus, in this paper we have developed Dementia diagnosis and care application through inter-working between biometric sensors and smart phone. With developing serious game for the demented elderly, we proposed ons-stop solution for Dementia; smart-phone application with diagnosis, prevention and mitigation of Dementia. Since the proposed game for mitigating Dementia requires sense of space and balance using both arms instead of operating simple arrow button, a treatment effect for Dementia will be doubled. If we tried to forestall, ease and cure Dementia with the proposed application. the social losses from Dementia would be minimized as a result.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • Physical Therapy Korea
    • /
    • v.23 no.4
    • /
    • pp.16-26
    • /
    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.

A Study on the Negotiation on Management Normalization of GM Korea through the Two-Level Games (양면게임 이론으로 분석한 한국GM 경영정상화 협상연구)

  • Lee, Ji-Seok
    • Korea Trade Review
    • /
    • v.44 no.1
    • /
    • pp.31-44
    • /
    • 2019
  • This study examines the normalization of Korean GM management between the Korean government and GM in terms of external negotiation game and internal negotiation game using Putnam's Two-Level Games. In addition, GM's Win-set change and negotiation strategy were analyzed. This analysis suggested implications for the optimal negotiation strategy for mutual cooperation between multinational corporations and local governments in the global business environment. First, the negotiation strategy for Korea's normalization of GM management in Korea can be shifted to both the concession theory and the opposition theory depending on the situation change and the government policy centered on the cautious theory. Second, GM will maximize its bargaining power through 'brink-end tactics' by utilizing the fact that the labor market is stabilized, which is the biggest weakness of the Korean government, while maintaining a typical Win-set reduction strategy. GM will be able to restructure at any time in terms of global management strategy, and if the financial support of the Korean government is provided, it will maintain the local factory but withdraw the local plant at the moment of stopping the support. In negotiations on the normalization of GM management in Korea, it is necessary to prepare a problem and countermeasures for various scenarios and to maintain a balance so that the policy does not deviate to any one side.

Effect of Virtual Reality-Based Exercise on Scoliometer and Muscle Activity (가상현실 기반 운동이 측만 각도 및 근활성도에 미치는 영향)

  • Lee, Hyun-Ju;Tae, Ki-Sik
    • Journal of Biomedical Engineering Research
    • /
    • v.38 no.6
    • /
    • pp.336-341
    • /
    • 2017
  • The aim of this study is to determine the effect of virtual reality(VR) exercise using XBOX $Kinect^{TM}$ on the scoliometer angle and muscle activities of the trunk. The subjects of the study were 13 young adults who devided into a virtual reality-based exercise group(VREG, n = 7) and a traditional stabilization exercise group(TSEG, n = 6). The VREG received virtual reality game for 5 days a weeks, 30 minutes a day, for a 2 weeks and the TSEG received general trunk stabilization exercise for the same period and frequency. The subjects were measured and compared for muscle activities of trunk stabilization before and after the program. VREG tend to decrease more than TSEG in scoliometer angle. In addition, VREG showed a significant decrease in muscle activities of multifidus. This study presents the impact of virtual reality-based exercise program on trunk balance and stabilization. The following studies need customized programs for subjects that trunk balance and stabilization is required.

Analysis of Network for Asian Cup Soccer Final based on Social Network Theory: Based on Centrality Indexes (사회 연결망 이론에 근거한 아시안컵 축구 결승전 네트워크 분석: 중심성 지표를 중심으로)

  • Kim, Sun-Duck;Seong, Tae-Young;Lee, Dong-Min;Lee, Man-Hyung
    • The Journal of the Korea Contents Association
    • /
    • v.16 no.5
    • /
    • pp.205-216
    • /
    • 2016
  • This study aimed to discover the most influential player in the network of Soccer game and how individual players contribute within the team with quantitative capabilities they possess. It also examined whether or not the network of relationship between players and the coach's tactics were in harmony. The results showed high level of correlation between the network between offenders and defenders according to tactics of the coach during the first half. It can be said that each players fulfilled their role and formed a network within them to lead the game and form a virtuous network structure. On the other hand, the overall network of the team was focused on a specific player during the second half. But the coach's appropriate use of substitutes and change in tactics stabilized the network balance between the players.

Third-Party Financing Contracts Between Energy Users and Energy Saving Companies (비대칭정보하에서의 최적계약 도출 -에너지절약시장)

  • Kang, Kwang-Kyu
    • Journal of Environmental Policy
    • /
    • v.8 no.4
    • /
    • pp.75-94
    • /
    • 2009
  • The process of obtaining third-party financing contacts was analyzed via a two-stage game model: a "signaling game" for the first stage,and a "principal-agent model" for the second stage. The two-stage game was solved by a process of backward induction. In the second stage game, the optimal effort level of the energy saving company (ESCO), the optimal compensation scheme of the energy user, and the optimal payoffs for both parties were derived for each subgame. The optimal solutions forthe different subgames were then compared with each other. Our main finding was that if there is some restriction on ESCO's revenue (e.g. a progressive sales tax) that causes ESCO's revenue toincrease at a decreasing rate, then the optimal sharing ratio is uniquely determined at a level of strictly less than one under a linear compensation scheme, i.e. a unique balance exists. Subgames have a unique equilibrium arrived at separately for each situation,. Within this equilibrium, energy users accept energy audit proposals from H-type ESCOs with high levels of technology, but reject proposals from L-type ESCOs with low levels of technology. While L-type ESCOs cannot attain profits in the third-party financing market, H-type ESCOS can pocket the price differential between L-type and H-type audit fees. Accordingly, revenues in an H-type ESCO equilibrium increase not only in line with the technology of the ESCO inquestion, but also faster than in an L-type equilibrium due to more advanced technology. At the same time, energy users receive some positive payoff by allowing ESCOs to perform third-party financing tasks within their existing energy system without incurring any extra costs.

  • PDF

A Study of Machinima and Fair Use Doctrine in MMORPGs (MMORPGs에서의 머시니마와 공정이용 원칙에 관한 연구)

  • Suh, Kye-Won
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.6
    • /
    • pp.960-968
    • /
    • 2017
  • Machinima is a new medium of artistic expression that allows creators to produce faster and cheaper 3D animated works than ever before. However, the software owner controls all rights in the game. The principle of fair use allows for limited use of works without permission of the copyright owner for certain purposes. The application of the principle of fair use to any particular machinima will depend on the specific circumstances. In conclusion, in order to maintain the balance between the copyright owner and the user, the reasonable role of the court in Korea seems to be more important in interpreting the fair use clause.

Adaptive Power Control Algorithms by Considering Fairness (무선네트워크에서 공평성을 고려한 전력제어 알고리즘)

  • Kim, Deok-Joo;Kim, Sung-Wook
    • The Journal of Korean Institute of Communications and Information Sciences
    • /
    • v.35 no.3A
    • /
    • pp.225-230
    • /
    • 2010
  • In this paper, we propose a new power control scheme to maximize the network throughput with fairness provisioning. Based on the game model, decisions in the scheme cooperatively and collaborate with each other to satisfy efficiency and fairness requirements. The simulation results demonstrate that proposed scheme has excellent network performance, while other schemes cannot offer such an attractive performance balance.

Transnational Identity and Regional Integration

  • Lamasheva, Yulia
    • Asia-Pacific Journal of Business
    • /
    • v.1 no.1
    • /
    • pp.73-95
    • /
    • 2010
  • European integration is characterized by the development of a transnational European identity, which is considered an integral part of the process. Northeast Asia has no similar projects to address the common identity issue, although cooperation is highly valued there as well. Identity and cooperation both require interdisciplinary approaches combining social psychology, international relations theory and international economics. This article considers the problems of applying existing studies on cooperation and identity as well as the European experience (with the Baltic Sea example) to the case of Northeast Asia. Transnational identities promote cooperation beyond the limits of rationalistic game theory, if countries of the region can define their identities and interests, commit to common goals, create shared discourses and reach a balance between nationalism and internationalism. In view of proposed negotiations on the free trade area between China, Korea and Japan and ongoing discussions about a possibility of introducing a common currency (ACU) it can be crucial to consider the importance of identity building as early as possible, before regional integration meets a stumbling block of egoistic rationality that is a problem in any model of cooperation.

  • PDF