• 제목/요약/키워드: game test

검색결과 420건 처리시간 0.027초

MMORPG 사용자 시뮬레이션 개발 -트라비아 온라인을 중심으로- (Development of MMORPG User Simulation -with Application on Travia Online Game-)

  • 손형률;노창현
    • 게임&엔터테인먼트 논문지
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    • 제1권1호
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    • pp.1-7
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    • 2005
  • 온라인게임을 개발하는 과정에서 게임을 검증하기 위한 베타 테스트는 반드시 필요한 과정이다. 베타테스트를 통해 예상치 못한 문제점을 발견하고 사용자들의 행태를 분석하여 단점을 보완한다. 베타테스트를 통해 많은 단점을 보완할 수 있지만 게임컨텐츠가 외부로 공개되며 시간과 비용이 많이 든다는 단점이 있다. 그러므로 본 연구에서는 베타테스트 기간과 비용을 줄이기 위한 방법으로 캐릭터간의 성장 밸런스와 캐릭터간의 전투에 대한 시뮬레이션 모델을 제안하였다. 그리고 이를 트라비아 온라인에 적용하여 개발 기간의 단축을 가져올 수 있었다.

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게임의 테스트 프로세스에 따른 전문가 검토 및 분석 -밸런스 테스트를 중심으로- (Expert Review and Analysis of the Game's Testing Process -Focus on balance testing-)

  • 이윤임;이대웅
    • 한국정보통신학회논문지
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    • 제26권7호
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    • pp.1013-1018
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    • 2022
  • 게임 산업은 지속적으로 성장하고 있지만 게임의 수명은 짧아지고 있다. 게임 서비스의 질을 향상시키는 활동은 게임의 수명을 늘리는 역할을 한다. 게임이 서비스되면 서버는 로그 정보를 저장하고, 이렇게 저장된 데이터는 사용자의 활동을 예측하는데 중요한 자료가 된다. 게임의 데이터는 많아지고 빅데이터로써 활용성이 높다. 이렇게 게임에 저장된 데이터를 분석하여 게임 서비스를 질을 향상시키고 더 나은 서비스를 진행하기 위한 게임 서비스 이슈 분석 절차를 제안하고, 이를 밸런스 테스트 프로세스로 적용하여 전문가 검토를 통해 검증하였다. 본 논문을 통해 로그 분석 프로세스를 적용한다면 게임 서비스의 질을 향상시킬 수 있는 기초 자료가 될 것이다.

Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • 제33권3호
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

ACE 네트워크 프레임워크를 이용한 고효율성 게임서버 (High Efficient Game Server using ACE Network Framework)

  • 박성준;추교성;박창훈
    • 한국게임학회 논문지
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    • 제9권1호
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    • pp.75-84
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    • 2009
  • 본 논문은 오랜 기간 다양한 분야에서 개발되어 온 공개 네트워크 라이브러리인 ACE를 사용하여 게임 서버에 접목 시켜 보았다. ACE 네트워크 라이브러리는 고성능 실시간 통신 라이 브러리와 어플리케이션 개발에 집중되어 있고 방대한 기능을 제공하고 있다. 본 연구에서는 ACE의 여러 기능 중에 게임 개발에 필요한 부분을 논리적으로 재구성하여 최적화 하였고, 재구성한 라이브러리의 검증을 위해 실제 배틀넷 서버를 구현하였다. 실험방법으로는 배틀넷 서버와 테스트 클라이언트를 설정하여 접속 요청 테스트와 데이터 전송 테스트를 수행하였다. 실험 결과로서 검증된 네트워크 라이브러리인 ACE를 사용하여 온라인 게임 개발이 가능하다는 결과를 얻었다.

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The Effect of Video Game-Based Home Exercise on Balance and Muscle Strength in the Elderly in the COVID-19 Era

  • Myung Joon Kim
    • Physical Therapy Rehabilitation Science
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    • 제11권4호
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    • pp.509-516
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    • 2022
  • Objective: This study investigated the effect of a video game-based home exercise program on the improvement of balance and muscle strength in the elderly. Design: Randomized controlled trial Methods: Participants were randomly assigned to two groups: a video game-based home exercise training group (experimental group, n=16) and a control group (n=17). The experimental group trained three times a week for 50 minutes per session for six weeks, and the control group did not perform any exercise. To evaluate postural balance, one leg standing test, Berg balance scale, functional reach test, and timed up and go test were performed, and five times sit-to-stand was performed to evaluate lower extremity muscle strength. Results: In the experimental group, there were statistically significant improvements (p<0.05) in one leg standing test, Berg balance scale, functional reach test, and timed up and go test, and five times sit-to-stand after the intervention, but in the control group, the difference before and after the intervention was not significant. The difference between the groups according to the experimental method showed a significant increase in the experimental group (p<0.05). Conclusions: These results suggest that a video game-based home exercise program effectively improves balance and muscle strength in the elderly. A video game-based exercise program can contribute to the rehabilitation of the elderly as a method of home remote rehabilitation.

디지털스토리텔링을 적용한 게임중독치료교육 프로그램의 개발 (The Development of Game Addiction Treatment Program using Digital Storytelling)

  • 한선관;조은애
    • 정보교육학회논문지
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    • 제15권2호
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    • pp.171-178
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    • 2011
  • 이 연구는 게임중독 치료를 위한 새로운 접근으로 디지털스토리텔링을 활용한 교육 프로그램의 개발 전략을 제안하였다. 우선 디지털스토리텔링 수업을 위한 교육내용을 5가지 멀티미디어 요소로 선정하고 게임중독 치료를 위한 교육전략과 절차를 마련하였다. 5명의 게임중독 위험군 학생을 선발하여 개발된 프로그램을 적용하였고 게임중독 검사, 게임이용시간 검사, 회기별 관찰과 면담, 제안된 프로그램의 효과성 검사를 실시하였다. 검사결과, 제안된 프로그램이 게임중독 경향성의 감소에 긍정적인 효과를 가져왔고, 디지털 스토리텔링 전략의 효과 분석에서 디지털스토리텔링 과정을 통해 느끼는 몰입감, 참여와 도전, 사회적 상호작용, 성취도가 높은 것으로 나타났다. 제안된 디지털스토리텔링 프로그램은 게임중독 치료에 긍정적인 역할을 할 수 있을 것으로 기대한다.

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보드게임요법이 만성 정신분열병 환자의 실행능력에 미치는 효과 (Effects of Board Game Therapy on Executive Function in Hospitalized Patients with Chronic Schizophrenia)

  • 정안순
    • 가정간호학회지
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    • 제18권1호
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    • pp.40-47
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    • 2011
  • Purpose: This study investigated changes in neurocognitive function over a 2-month period of board game therapy in patients with schizophrenia. Method: Twenty-one schizophrenic patients treated with board game therapy and nineteen control schizophrenic patients were evaluated with neuropsychological and clinical tests, such as the Wisconsin Card Shorting Test (WCST). The same tests were re-administered after 2 months of board game therapy. Results: At the first series of neuropsychological tests, no difference was seen in performance, demographical aspects, or clinical severity among both patient groups. After 2 months, the group receiving board game therapy showed significant improvement of WCST performances compared to the controls. However, no difference was observed in clinical symptoms between the groups. Conclusion: The results of cognitive enhancement in patients playing board games indicates that board game play, easily used in an inpatient setting, is a promising tool for executive function improvement in chronic schizophrenic patients.

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인터넷게임중독 청소년과 비중독 청소년의 스트레스 수준과 HPA axis 활성도 비교 (Comparison of Stress Level and HPA axis Activity of Internet Game Addiction vs. Non-addiction in Adolescents)

  • 김은화;김나현
    • Journal of Korean Biological Nursing Science
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    • 제15권4호
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    • pp.173-183
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    • 2013
  • Purpose: The purpose of this study was to compare the stress level and HPA axis activity of an internet game addiction group and non-addiction group in adolescents. Methods: A cross-sectional comparative study was performed with 140 male high school students from 9 vocational high schools at W city. Data were collected from July to September, 2012, using a questionnaire for measuring internet game addiction and stress level, blood samples for serum ACTH, and cortisol level for HPA axis activity. Data were analyzed using descriptive analysis, $X^2$-test, t-test, ANOVA, and Pearson correlation coefficient with SPSS/WIN 15.0. Results: The stress level of the internet game addicted group was significantly higher than that of the non-addicted group (p<.001). The serum cortisol level was also significantly higher in the internet game addicted group than in the non-addicted group (p<.026). The serum ACTH level was higher in the internet game addicted group more than in the non-addicted group (p<.072). Conclusion: These results showed that internet game addiction could increase stress level and HPA axis activity in high school adolescents. Thus, a nursing approach to prevent and relieve internet game addiction should be initiated to stabilize the HPA axis of internet game addicted adolescents.

인지적 게임을 이용한 능동적 두경부 움직임 훈련이 뇌졸중 환자의 균형에 미치는 영향 (Effects of Active Craniocervical Movement Training Using a Cognitive Game on Stroke Patients' Balance)

  • 김미선;최우성;최종덕
    • 한국전문물리치료학회지
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    • 제28권1호
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    • pp.47-52
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    • 2021
  • Background: Compared with normal people, stroke patients have decreased voluntary craniocervical motion, which affects their balance. Objects: This study was conducted in order to examine the effects of active craniocervical movement training using a cognitive game on stroke patient's cervical movement control ability, balance, and functional mobility. Methods: The subject of this study were 29chronic stroke patients who were randomly allocated to either an experimental, cognitive game group (n = 15), or control group (n = 14), to which only neuro-developmental treatment (NDT) was applied. The intervention was conducted 5 times per week, 30 minutes per each time, for a total of 4 weeks. Active angle reproduction test, static stability test, limits of stability test, and Time up and Go (TUG) test, respectively, were carried out in order to evaluate cervical movement control ability, static balance, dynamic balance, and functional mobility. Paired t-test was used in order to compare differences between prior to after the intervention, along with an independent-test in order to compare prior to and after-intervention differences between the two groups. Results: After the craniocervical training with a body-driven cognitive game, the experimental group showed significant differences in flexion, extension, and lateral flexion on the affected side, and rotation on the affected side in the active angle reproduction test. The experimental group indicated significant differences in sway length both with eyes-open and with eyesclosed in the static stability test and in limits of stability test and TUG test. The control group to which NDT was applied had significant differences in flexion in the active angle reproduction test and in limits of stability test and TUG test. Conclusion: The above results mean that craniocervical training using a body-driven cognitive game positively influences stroke patient's cervical movement control ability and as a result their balance and functional mobility.

체감형 게임 운동 프로그램과 스트레칭 운동 프로그램이 여성노인의 균형능력에 미치는 효과 (Effect of Balance Ability in the Eldery Women of Motion-based Game Exercise Program and Stretching Exercise Program)

  • 유영열;이병희
    • 대한물리의학회지
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    • 제5권4호
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    • pp.667-674
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    • 2010
  • Purpose : The purpose of this study was to investigate the effect of motion-based game exercise program and stretching exercise program on static and dynamic standing balance in elderly women. Methods : Subjects participated in the exercise program was 40 eldery women took part in this study. The average age of the elderly was 70.60 years. All subjects could walk without an assistive device. All subjects were participated in this study during 4 weeks(3 days per week, 30min/day). All participants were assessed on berg balance scale(BBS), functional reach test(FRT), timed up&go test(TUG). Results : The data were analyzed using paired t-test. After 4 weeks exercise training, the result of this study were as follows: The BBS of the elderly was significant difference between test-retest(p<0.05). The TUG of the elderly were significant difference between test-retest(p<0.05). The Motion-Based game from FRT of the was more significant difference than stretching exercise program(p<0.05). we also found significant differences for both groups FRT scores, and changes in mean BBS, TUG scores, but BBS, TUG were not significant. Conclusion : We findings suggest that elderly women person could improve their standing balance through Motion-Based game exercise program, and stretching exercise program.