• Title/Summary/Keyword: game playing time

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A Study on the Improvement of Division Skill of 5th and 6th Grade Children Needing Extra Class after School (초등학교 5$\cdot$6학년 특별 보충반 학생들의 나눗셈 연산능력 신장에 관한 연구)

  • Song Yeong Moo;Park Yoon Ja
    • The Mathematical Education
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    • v.44 no.2 s.109
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    • pp.265-280
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    • 2005
  • According to the characteristics of elementary school students in favor of playing games, and to their high energy levels and physical growth states, it is fair to say that students can learn mathematics through 'game playing activities.' These activities are considered to intrigue their interest in class and make them feel less stress from the burden of studying mathematics. Mr. Skemp, who had conducted research on 'game activity' with experimental studies relating to elementary mathematics, recommends that math teachers try to give as many activity-oriented classes as possible to students. The method of 'game activity' by Skemp's operation deals with the whole range of mathematical themes. It is believed by other math teachers that this is not a way to substitute free time or just to have fun in class, but an intentionally well-organized way of learning an entire mathematical course during elementary school. In this research, 5th and 6th grade students needing extra classes after school had been exposed to 'ame activity' by Skemp's operation. As a result, we can figure out its influence on their understanding of arithmetic ability, and on the cognitive definition territory in their minds.

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Utilization of the Route Table for the Agent's Move in the Game Map (게임지도에서 에이젼트 이동을 위한 경로표 활용)

  • Shim, Dong-Hee;Kang, Hyuk
    • The Transactions of the Korea Information Processing Society
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    • v.7 no.10
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    • pp.3164-3170
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    • 2000
  • The use of the A' for the path search of the agent in the game map give the overhead of computing time in real time game processing. The other heuristic search algorithms do not guarantee the optical path. The route table of which the row is defined by current position, goal position, visiting position is presented in this paper. This route table is made in the game development phase and tilized in game playing. The visiting position which is contatined in the optimal path to the goal position from the current position can guarantee the optical path, and this mothod has no overhead on computing time. But the memory space is requred too much. This problem can also be solved using the data compression by skipping the duplicated route table.

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Simulation Analysis of Version Up Strategy for Holding Online Game Customers through Update and CRM (MMORPG의 버전업 전략을 통한 이용자 유지: 시뮬레이션 기법을 활용한 업데이트와 CRM전략 분석)

  • Roh, Tae-Woo;Park, Su-Jung;Lee, Sang-Gun
    • The Journal of Information Systems
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    • v.17 no.4
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    • pp.281-299
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    • 2008
  • An online game is popular topic due to the increased total online game market volume nowadays. Even though many studies on an online game are released, most studies have used survey method that reveal only section of the situation like a snapshot. For this reason, previous studies have a little limitation that does not show dynamically changing issues like a product life cycle and change in customer's satisfaction. Because of this, we researched on an online game with the system dynamic model which can show dynamic simulation to analysis time series data. We chose MMORPG (Massively Multi-play Online Role Playing Game) in sort of an online game because it has many absorbing factors and enthusiastic users. We assumed that the game developer is ready for updated version game and release that periodically and focused on dormant users who used to be enthusiastic about MMORPG and designed simulation model which analyze how to influence of update and CRM strategy on users. The simulation results showed that the update has positive influences to gather new users and hold established users and CRM strategies help to prevent dormant users from transferring to rivals to offer them re-absorbing factors. Through this study, we confirmed importance of update on a online game and suggested the necessity to introduce CRM strategy in an online game market.

An XML-based Message Definition System for Massively Multiplayer Online Games (대규모 온라인 게임을 위한 XML 기반의 메시지 정의 시스템)

  • Piao, Xue-Feng;Oh, Sam-Kweon
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.901-906
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    • 2004
  • Client- server interaction in a massive multi-player online role-playing game(MMORPG) is usually made via network-message Passing. Since the game contents and elements in such MMORPGs are consistently evolved, messages need to be added, deleted, or modified accordingly. Therefore, game programmers are repeatedly required to write new programs or at least modify existing programs. The XML-based message definition system introduced in this paper facilitates the addition and modification of messages for game interaction ; it not only allows programmers to save a considerable amount of time for modifying existing messages or adding new messages but also relieves them of a serious burden of programming bugs. In addition, this system can be used for general client-server applications.

The study on derived problems and improvement analysis from tycoon type mobile game (타이쿤 모바일 게임의 문제점 도출 및 개선 방안에 대한 연구)

  • Park, Hong;Park, Jeong-Hyeon;Park, Jin-Wan
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.181-184
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    • 2006
  • With the game contents which is suitable in quality of the interface which is restricted and the mobile game which is restricted at game playing time the tycoon game raises its head and with one style human nature it is receiving. But like this popularity it is the actual condition which is being pushed out wild because of game the game characteristic come into the market without with character little by little. It examines the trend and a production process and a composition of the tycoon mobile game which is immanent the game characteristic which is considerable from the research which it sees consequently and it currently problem point a tycoon mobile game with character and escape a improvement program and to sleep it presents it does.

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Development of a serious game to assess attention for children (아동의 주의력 측정을 위한 기능성 게임의 개발과 검증)

  • Choi, Moon gee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.1-8
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    • 2018
  • The present study investigated the validity of a serious game named 'Draw Ttoring' developed for accessment of children's attention and tried to provide the basic information about it. To this goal, we tested it to 284 elementary school students in measuring various behavior data(reaction time, total playing time, correct rate, discrepancy between type of TMT). Futhermore, the behavior data was compared with academic achievement to see the external validity. In results, 'Draw Ttoring' showed various behavior data and correlation with academic achievement. In Type A of TMT, total time and reaction time had a correlation with academic achievement, while, in Type B of TMT, total time and correct rate did. Mental flexibility calculated by the discrepancy between Type A and Type B showed also the positive correlation with academic achievement. These results showed that the serious game named 'Draw Ttoring' can provide more various information about children attention and these can't be observed by traditional paper pencil test. Finally, serious game can provide an good alternative method to access children's cognition.

Algorithm for Search Space Reduction based on Dynamic Heuristic Value Change

  • Kim, Hyung-Soo;Moon, kyung-Seob
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.6 no.6
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    • pp.943-950
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    • 2002
  • Real time strategy game is a computer game genre of Playing with human or computer opponents in real time It differs from turn-type computer games in the game process method. Turn type games, such as chess, allow only one Player to move at a time. Real time strategy games allow two or more Players to move simultaneously. Therefore, in real time strategy computer games, the game components' movement plans must be calculated very quickly in order to not disturb other processes such as gathering resources, building structures, and combat activities. There are many approaches, which can reduce the amount of memory required for calculating path, search space, and reactive time of components. (or units). However, existing path finding algorithms tend to concentrate on achieving optimal Paths that are not as important or crucial in real time strategy game. This Paper introduces Dynamic Heuristic Af(DHA*) algorithm which is capable of reducing search space and reactive time of game units and compares with A* algorithm using static heuristic weighting.

Weekday Internet Game Times and Domestic Factors of Middle & High School Students (중고등학생의 평일 인터넷 게임시간과 가정환경 요인)

  • Kim, Eun Yeob;Lee, Jee Young
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.13 no.11
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    • pp.5326-5336
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    • 2012
  • Most middle and high school students in Korea use internet for gaming and recreation. This study aimed to classify middle and high school students according to amount of time they spend playing games and analyze relationship domestic factors. Weekday game times and environmental factors of the adolescents in Korea. The group with average game time of 30 min, 0:30-1:30 hours, 1:30-3:00 hours, over 4:00 hours. Subjects in this study were 6,487 middle and high school students. For the category "thoughts about game characters", the group with average game time of 1:30~3:00 hours replied "not at all" but the group with average game time of over 4:00 hours replied "sometimes", which was significantly different from the previous group. Similarly, for the category "lack of time for homework", the group with average game time of 1:30~3:00 hours replied "not at all", which significantly differed from the "sometimes" response from the group with average game time. For satisfaction with interest, "average" was the most frequent response from all the groups. Analyzing correlation of factors influencing game addiction in subjects with game time showed that factors related to game addiction diagnosis and academic performance were especially different in the group with average game time of over 4:00 hours compared to other groups. Nowadays internet has taken a large and significant part of our life such that a life without internet is hard to imagine, and our dependency on internet has risen at the same time. Accordingly, education on appropriate utilization and correct usage of internet to youths who lack self-control and judgment is very needed.

Design and Implementation of an LED Mood Lighting System Using Personalized Color Sequence Generation

  • Jeong, Gu-Min;Yeo, Jong-Yun;Won, Dong Mook;Bae, Sung-Han;Park, Kyung-Joon
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.6 no.12
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    • pp.3182-3196
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    • 2012
  • In this paper, we present a new LED (Light Emitting Diode) mood lighting system interacting with smartphones based on the generation of different light sequences. In the proposed system, one light sequence is considered to be one unit of the service contents, which is then transmitted through a network and played in an LED lighting system. To this end, we propose a novel generation scheme using a smartphone, and a decoding/playing mechanism in an LED lighting system. The lighting sequences have a fixed period divided into predefined time units. Two modes - basic and interpolation - are supported in each time unit when playing a color sequence. In the basic mode, the color is maintained for the entire time unit, whereas in the interpolation mode the color is interpolated. The sequence is decoded and played in the lighting circuit by changing the duty cycle of a PWM (Pulse Width Modulation) signal. A demonstration system of the overall proposed method was using smartphones, a server and an LED lighting system. The results from this experiment show the validity and applicability of the proposed scheme.

Online Game: Its Time-Space Frame and Realities (온라인게임: 정보통신기술이 매개하는 시-공간 프레임과 실재성)

  • Kim, Ji Yeon
    • Journal of Science and Technology Studies
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    • v.12 no.1
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    • pp.79-106
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    • 2012
  • The paper discusses the issue of reality related to interaction between users and electronic figures that mediate by online game system. MMORPG(Massively Multiple Online Role Playing Game) has been known as virtual world that physically and electronically interconnect users and mechanical elements over huge area. Already game items have became a kind of reality for some users long time ago. How these figures could have been regarded as realities? It suggests to take place the temporality of practice around game world. Tremendous practices of human and machines produce their relations and these relations are reinforced self-referentialy. They could constitute their time-space frame that be situated a figure as the something in it.

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