• Title/Summary/Keyword: game testing

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Development of Korean Scale for Measuring Children's Online Game Addiction Tendency (아동의 온라인 게임 중독 성향 측정을 위한 한국형 검사 척도 개발)

  • Lee, Chul-Hyun
    • The Journal of Korean Association of Computer Education
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    • v.10 no.6
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    • pp.29-38
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    • 2007
  • The purpose of this study is developing of Korean scale for measuring elementary school pupil's online game addiction tendency by scientific development process. The pilot test was conducted in three times, and the items analysis, reliability analysis, and factor analysis was conducted at every test, so the inquiries for main survey composed of 30 inquiry items was decided. Some referential variables was included in the inquiries for main survey such as inquiry items for testing the actual using conditions and attitude of online game, the aggressive behavior scale, the impulsive behavior scale, the solitude scale, and the self-control scale. 2,584 fifth and sixth grade students in elementary school participated in main survey. For main survey results, items analysis and reliability analysis was conducted and validity was verified by exploratory factor analysis and correlation analysis. Finally, the final inquiry items composed of 7 factors, 30 items and the grouping criterion were developed through the standardization process.

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Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.11-24
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    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

A Study on GUI Design of Online Game Character Customizing (온라인 게임 캐릭터 커스터마이징의 GUI 디자인 분석 연구)

  • Kim, Eun-Ji;Park, Soo-Jin
    • Journal of Korea Multimedia Society
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    • v.14 no.2
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    • pp.307-317
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    • 2011
  • Game character customizing has evolved with the desires of users who want to enjoy the scarcity value; thereby, the category which is subjected to character customizing is extending. However, despite such a great interest, character customizing interface has been created for the sake of the convenience of each game developing company, without proven guidelines. The confusion of designers who create interface is caused by using independently created interface without testing the optimal form of interface according to manipulative activity which integrates game character customizing interface, and this confusion leads to the discomfort of users. All the more, studies on character customizing have been mostly concerned with the preference for certain characters according to user propensity or character producing methods. Therefore, basic research into interface relative to character customizing is insufficient. Accordingly, through the development of universal guidelines appropriate for game character customizing interface. the discomfort of users is to be removed. This paper conducted an investigative analysis of the current interface of games which support character customizing, and classified the type of interface. Then, the paper researched 16 types of games that support character customizing out of games ranked within top 50 in the on-line game ranking. As a result of the analysis, the characteristic feature of every game appeared in the offer of detailed optional factors. Those detailed optional factors could be classified, to some extent; however, their manipulative interfaces were discovered not to be classified into different types. The results of this paper will be used as an analytic system in the preparation of the guidelines of game character customizing interface, down the road.

A Study on the Undo Function Implementation using the Design Patterns (디자인 패턴을 이용한 Undo 기능 설계에 대한 연구)

  • Kim, Tai Suk;Kim, Jong Soo
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1544-1552
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    • 2016
  • If the undo/redo function is not reflected in the initial design of an application, it makes it difficult to implement the undo/redo function additionally, in this paper, we examined some examples to design the sodoku game and analyzed problems of the design to implement the undo/redo functions. For an efficient design of the undo/redo functions without using swing.undo package, we propose a class design using the Command, Memento, and Observer pattern these are used as organic. The proposed method is more efficient for distributed work than other method. We implemented a sudoku game using proposed design. In the undo/redo function testing, we could see that it works well.

A Study on the Use of ISO/IEC/IEEE 29119 Standard for Quality Control in Game Development Project of College (대학의 게임 개발 프로젝트의 게임QA에서 ISO/IEC/IEEE 29119 표준 적용에 관한 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.01a
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    • pp.347-348
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    • 2019
  • 대학의 게임개발 프로젝트에서 게임QA를 수행할 때 일정한 가이드라인이 없이 진행되는 경우가 많다. 게임QA 중 소프트웨어 테스팅 부분은 최근 확정된 ISO/IEC/IEEE 29119 표준을 기준으로 할 수 있을 것이다. 다만 29119 표준의 내용이 매우 구체적이므로 이를 대학의 학기라는 제약에 맞춰서 진행하기 위해서는 표준이 제시하는 프로세스에 대한 최적화 과정이 필요하다. 본 논문에서는 ISO/IEC/IEEE 29119 표준을 간략하게 살펴보고 이중 테스트 계획 수립 프로세스를 어떻게 최적화할 수 있는지 방안을 제시하였다.

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A Study on the Use of Test Monitoring and Control Process of ISO/IEC/IEEE 29119 in Game Development Project of College (대학의 게임개발프로젝트에서 ISO/IEC/IEEE 29119 표준의 테스트 모니터링과 통제프로세스 적용방안 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.303-304
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    • 2019
  • 대학의 게임개발 프로젝트에서 게임QA를 효율적으로 수행하기 위해서는 명확한 프로세스가 필요하다. 이 과정에 ISO/IEC/IEEE 29119 표준이 기준이 될 수 있다. 그런데 29119 표준은 매우 포괄적이므로 이를 대학의 학기라는 제약에 맞춰서 진행하기 위해서는 최적화 과정이 필요하다. 본 논문에서는 ISO/IEC/IEEE 29119-2에서 제시하는 테스트 프로세스 중 테스트 모니터링과 통제 프로세스를 학기에 맞게 테일러링하여 수행할 수 있는 방안을 제시하였다.

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A Study on the Quality Model for Testing of Augmented Reality Contents (AR 콘텐츠의 테스팅을 위한 품질모델 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.01a
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    • pp.65-66
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    • 2022
  • AR을 기반으로 하는 현실과 가상세계가 공존하는 콘텐츠들이 증가하고 있다. 이에 따라 AR 콘텐츠에 대한 체계적인 테스팅에 대한 필요성도 증가하고 있다. 소프트웨어 테스팅과 관련한 품질특성은 ISO/IEC 25010에서 정의하고 있다. 기존의 연구에서 ISO/IEC 25010을 기반으로 AR의 테스팅에 적용할 수 있는 품질특성을 제안하였다. 본 논문에서는 기존의 연구에서 제안한 AR 테스팅 품질특성에 신뢰성과 보안성을 보완할 것을 제안한다. 이러한 품질특성으로 고려하여 AR의 테스팅에 필요한 테스트 케이스를 개발하고 실행한다면 보다 체계적인 테스팅이 가능할 것이다.

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Using Reinforcement Learning Agent for Metaverse Game Testing (메타버스 게임 테스팅에 대한 강화학습 에이전트 활용)

  • Lee, Hakjin;Lee, Scott Uk-Jin
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.135-136
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    • 2022
  • 메타버스란 가공, 추상을 의미하는 메타(Meta)와 현실을 의미하는 유니버스(Unvierse)의 합성어이며 가상의 3차원을 뜻한다. 현재 메타버스는 4차 산업혁명의 중요 트렌드로 지목되어지고 있으며 다양한 기업들의 투자 또한 지속적으로 증가하는 추세이다. 이중 게임은 메타버스에서 가장 많은 비중을 차지하고 있으나 아직까지 메타버스 게임의 신뢰도가 높지 않으며 현재 출시되었거나 앞으로 출시될 게임들에 대한 적합한 테스트 기법이 필요한 실정이다. 이에 본 논문에서는 메타버스를 기반으로 하는 게임 테스팅에 강화학습 에이전트를 활용하는 방안에 대해 제안한다.

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Gesture Control Gaming for Motoric Post-Stroke Rehabilitation

  • Andi Bese Firdausiah Mansur
    • International Journal of Computer Science & Network Security
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    • v.23 no.10
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    • pp.37-43
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    • 2023
  • The hospital situation, timing, and patient restrictions have become obstacles to an optimum therapy session. The crowdedness of the hospital might lead to a tight schedule and a shorter period of therapy. This condition might strike a post-stroke patient in a dilemma where they need regular treatment to recover their nervous system. In this work, we propose an in-house and uncomplex serious game system that can be used for physical therapy. The Kinect camera is used to capture the depth image stream of a human skeleton. Afterwards, the user might use their hand gesture to control the game. Voice recognition is deployed to ease them with play. Users must complete the given challenge to obtain a more significant outcome from this therapy system. Subjects will use their upper limb and hands to capture the 3D objects with different speeds and positions. The more substantial challenge, speed, and location will be increased and random. Each delegated entity will raise the scores. Afterwards, the scores will be further evaluated to correlate with therapy progress. Users are delighted with the system and eager to use it as their daily exercise. The experimental studies show a comparison between score and difficulty that represent characteristics of user and game. Users tend to quickly adapt to easy and medium levels, while high level requires better focus and proper synchronization between hand and eye to capture the 3D objects. The statistical analysis with a confidence rate(α:0.05) of the usability test shows that the proposed gaming is accessible, even without specialized training. It is not only for therapy but also for fitness because it can be used for body exercise. The result of the experiment is very satisfying. Most users enjoy and familiarize themselves quickly. The evaluation study demonstrates user satisfaction and perception during testing. Future work of the proposed serious game might involve haptic devices to stimulate their physical sensation.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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