• Title/Summary/Keyword: game test

Search Result 421, Processing Time 0.025 seconds

Social Network Games' Commitment Between 2012 and 2016 (2012년과 2016년 소셜네트워크 게임의 몰입)

  • Lee, Sae Bom;Moon, Jae Young;Suh, Yung Ho
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2018.07a
    • /
    • pp.262-264
    • /
    • 2018
  • Many of users play Mobil Social Network Games (M-SNG). M-SNGs are played through social network, and typically features multiplayer and asynchronous gameplay mechanics. It is most often implemented as mobile devices with mobile instant messenger app. Kakaotalk provids mobile game platform. The purpose of this study is to find significant factors that have effects on the commitment of M-SNGs. We also conduct multi-group comparison test to study the difference in factors of models between time t and time t1. Time t is October, 2012 and time t1 is April, 2016. This study is to empirically test the research model using data collected from M-SNGs' users. We survey two different groups of time t and time t1 people with the same model. We use structural equation model analysis with AMOS 18.0 and compare two models of different times. This study is to give academicians and practitioners insight about its effects and implications

  • PDF

A Study on the Related Factors with Internet Addiction of the 11th Grade Students in an Urban Area (도시지역 일부 고등학생을 대상으로 한 인터넷 중독 실태와 관련된 요인 연구)

  • Lee, Moo-Sik;Ko, Kyung-Jae;Lee, Hyo-Jin;Nam, Wook;Kim, Eun-Young;Hong, Jee-Young;Na, Bak-Ju;Kim, Keon-Yeop
    • Journal of Preventive Medicine and Public Health
    • /
    • v.36 no.4
    • /
    • pp.390-398
    • /
    • 2003
  • Objectives : To evaluate the degree of adolescent internet addiction, and investigate its relationship to the general characteristics, internet environments, and contents, especially the stress measured by the psychosocial wellbeing index-short form(PWI-SF). Methods : The data was obtained from self-administered questionnaires from 886 11th grade urban area students. The questionnaires consisted of general characteristics, internet user's environments, frequencies by internet contents, internet addiction test and PWI-SF. Results : The possible rate of internet use at home was 95.1%, and the area of most internet use was the home. The frequencies of internet game and porno site use were higher in males, with web searching and community uses higher in females. The total mean of internet addiction score was 56.8, and was higher for male than for female students. From multiple regression, as analyzed by the internet addiction score as a dependent variable, on-line friends, internet use times, years of internet use, frequencies of internet game, & porno site use, and PWI-SF scores were significant in male. Internet use times, the frequencies of internet game, chatting, community use, and PWI-SF score were significant in female. Four PWI-SF subscales(social role & self reliability, depression, general health & vitality, and sleep disturbance & anxiety) and internet addiction were significantly correlated in both male and female students, with depression having the most correlation. Conclusion : The results of this study suggest that intervention should be provided to prevent internal addiction, especially for coping with stress in Korean teenage students.

User Innovation Empowerment in Open Market Systems: A Case Study on Participatory Game Communities (오픈마켓 시스템에서의 사용자 혁신 위임: 참여적 게임 커뮤니티에 대한 사례연구)

  • Kwon, Hee-Jung;Kim, Jin-Woo
    • Information Systems Review
    • /
    • v.12 no.3
    • /
    • pp.75-88
    • /
    • 2010
  • Business models in open market systems targeting smart phone users are determined by several important factors. First, by providing developers efficient technical platforms, it contains a setting for developers to learn, apply and improve the skills relating to the product category easily while they stay beyond a corporate boundary. Second, by the first condition, a huge population of talented developers becomes to join a specific open market where will invite more customers to use their applications. Hence it will attract more and more developer participants who will finally give a rise to a persistent market growth. Third, the evaluation system between platform providers and application producers, and one between application producers and application users may underlie the trust relationships between them. The research conducted a multiple embedded case study to test the success factors of open market based business models. It focused on smart phone game communities that have installed user evaluation, and feedback systems. The user innovation empowerment model within the social game networks has highlighted the theories on the roles and characteristics of lead users, and lead user network behaviors for future NPD participations.

An Empirical Study on the Factors Affecting Continuous Usage Intention of Games (게임의 지속적 이용에 영향을 미치는 요인에 대한 실증적 연구)

  • Kim, Han-Min;Kim, Jong Uk;Park, Sang Cheol
    • Journal of Digital Convergence
    • /
    • v.20 no.5
    • /
    • pp.525-535
    • /
    • 2022
  • The purpose of this study is to identify the factors influencing the user's continuous usage intention of computer games. A research model was developed which shows that the independent variables of value, expectation confirmation, perceived enjoyment affect user satisfaction and continuous usage intention. To test the six hypotheses, survey data were collected from 104 respondents, and hypotheses tests as well as a confirmatory factor analysis were conducted using a partial least square analysis tool. The statistical analysis result showed that expectation confirmation had a significant positive effect on satisfaction, and satisfaction also had a strong positive effect on the game user's continuous usage intention. Perceived enjoyment showed a highly strong positive effect on satisfaction. In addition, satisfaction was found to have full mediation effects in the relationship between expectation confirmation and continuous usage intention, and perceived enjoyment and continuous usage intention respectively. This result provides an important implication that continuous usage intention occurs through user satisfaction, and also indicates the contribution of this study for the game industry. Another contribution of this study is to introduce critical independent variables from the marketing and information technology domains in order to explain continuous usage intention of computer games.

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
    • /
    • v.54 no.2
    • /
    • pp.299-312
    • /
    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

Robotics Projects at Pusan National University

  • Kwak, Seung-Chul;Sung, Ji-Hoon;Shim, In-Bo;Yoon, Joong-Sun
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 2004.08a
    • /
    • pp.814-819
    • /
    • 2004
  • Soft engineering, based on symbiotic coexistence of human, machines and environment, is a new engineering field to explore the proper technology and the proper way of engineering. To explore soft engineering intents easily, various robot projects at Pusan National University conducted are presented. Thought experiment, interactive e-leaning, rapid prototyping engineering, biomimciry, tangibility, and ubiquity are concepts to be explored. Thought experiments projects are organized and performed, which include robot assembly game, Turing test, and robotics in science fiction. "Junk robot project" and "ubiquitous Pusan National University (u-PNU) project" have been organized. Also, bug robot project, interactive robot project, and interactive emotional robot projects are introduced. Weekly science fiction films are shown and discussed.

  • PDF

Development and Application of the Improved Standard based on Ethics of Information for Online Game Addiction Test of Elementary School Students (초등학생 온라인 게임 중독 검사를 위한 정보 윤리학 기반의 개선된 척도 개발과 적용)

  • Han, Ji-Hye;Jun, Woo-Chun
    • 한국정보교육학회:학술대회논문집
    • /
    • 2010.01a
    • /
    • pp.117-123
    • /
    • 2010
  • 시대의 흐름에 따라 온라인 게임 중독 증상을 보이는 초등학생의 수가 증가하고 있다. 또한 온라인 게임 과몰입 청소년은 학교 및 일상생활에 많은 문제를 보이고 있으므로, 적절한 검사를 통해 가려내어 교육 및 치료를 꼭 해야 할 것이다. 이에 따라 본 연구에서는 본 논문에서는 정보 윤리학을 기반으로 온라인 게임 중독 초등학생을 유형별로 가려내기 위해, 보다 개선된 척도의 개발과 적용을 다루고 있다. 본 모형의 장점은 다음과 같다. 첫째, 기존 척도에 비해 검사 문항별 관련 도덕 항목을 구체적으로 제시하여 검사 후 교육에 도움을 줄 수 있다. 둘째, 기존 척도에 비해 항목을 보다 구체적으로 제시하여 정확한 검사가 이루어질 수 있도록 하였다. 개선된 검사도구로 실제로 측정해 본 결과, 서울 S초등학교 5학년 학생 중 고위험 사용자는 12%이며, 대부분의 학생들이 일반 또는 저위험 사용자에 속하는 결과를 알 수 있다.

  • PDF

Fingerprint Minutiae Matching Algorithm using Distance Histogram of Neighborhood

  • Sharma, Neeraj;Lee, Joon-Jae
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.12
    • /
    • pp.1577-1584
    • /
    • 2007
  • Fingerprint verification is being adopted widely to provide positive identification with a high degree of confidence in all practical areas. This popular usage requires reliable methods for matching of these patterns. To meet the latest expectations, the paper presents a pair wise distance histogram method for fingerprint matching. Here, we introduced a randomized algorithm which exploits pair wise distances between the pairs of minutiae, as a basic feature for match. The method undergoes two steps for completion i.e. first it performs the matching locally then global matching parameters are calculated in second step. The proposed method is robust to common problems that fingerprint matching faces, such as scaling, rotation, translational changes and missing points etc. The paper includes the test of algorithm on various randomly generated minutiae and real fingerprints as well. The results of the tests resemble qualities and utility of method in related field.

  • PDF

Effect of Career Barrier on Occupational Engagement of College Student Majoring in Multimedia Content (멀티미디어콘텐츠 전공 대학생의 진로장벽이 진로관여행동에 미치는 영향)

  • Lee, Jung Hee;Kim, Cheeyong
    • Journal of Korea Multimedia Society
    • /
    • v.20 no.3
    • /
    • pp.543-550
    • /
    • 2017
  • The purpose of this study is to investigate the influence of career barriers on college students majoring in multimedia content on occupational engagement. Data was collected through a questionnaire survey from 446 students majoring in Multimedia content at D University in Pusan. The data were analyzed by using reliability analysis, t-test, correlations, multiple regression analysis, and hierarchical analysis with SPSS 24.0. The results are as follows. Among the career barriers, external barriers had a significant positive influence on occupational engagement, although indecisive personality, lack of job information, lack of self clarification had a significant negative influence on occupational engagement. In addition, the implications of the study on the basis of these results and the limitations and future research directions are discussed.

Suppression of Strategic Capacity Withholding by Capacity Payment in a Competitive Generation Market (경쟁적 전력시장에서 용량요금에 의한 전략적 용량철회 억제)

  • Lee, Kwang-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.56 no.7
    • /
    • pp.1199-1204
    • /
    • 2007
  • In a cost based pool market, the generation capacity can be used as strategic bids by generation companies (Gencos) with the cost functions open to the market. Competition using strategic capacities is modeled by Cournot and Perfect Competiton (PC) model, and transformed into two by two payoff matrix game with Gencos' decision variables of Cournot and PC model. The payoff matrices vary when capacity payments are given to Gencos in accordance with their capacity bids. Nash Equilibrium (NE) in the matrices also moves with capacity price changes. In order to maximize social welfare of the market, NE should locate in a certain position of the payoff matrices, which corresponds to a PC NE. A concept of a critical capacity price is proposed and calculated in this paper that is defined as a minimum capacity price leading to PC NE. The critical capacity price is verified to work as a tool for suppressing a strategic capacity withholding in simulations of a test system.