• Title/Summary/Keyword: game user

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The Characteristics and Needs of Computer Furniture for the Adolescent (청소년 컴퓨터용 가구특성과 요구에 관한 연구)

  • Pak, Hee-Jin
    • Journal of the Korean housing association
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    • v.19 no.4
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    • pp.1-10
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    • 2008
  • According to the Korean National Statistics Office(KNSO), more than 90% of Korean adolescents aged from 15 to 19 use a computer for more than 10 hours per week. The KNSO also reveals that this age group mostly uses a computer in their own room, followed by a commercial place. It is also found that the house for the adolescent is not simply a physical environment, but is rather a center of their personal lives where their personal and social developments are formed. Therefore, the physical environment where computers are used is very important. The purpose of this study was to investigate the characteristics and needs of computer furniture for the adolescent. Data were collected through self-administered questionnaires and 414 adolescents participated. The results of this study are as follows: (1) Most of the respondents(42%) used the internet for less than one hour per day and it was used for community visits and operations, game, and chat rooms. (2) The desks where computers were used were specially designed and made of wood. Chairs were typically height adjustable with armrests and there was no task lighting for computer use. (3) The preferences of computer furniture were chairs with a high back, casters and armrests. The overall satisfaction of individual computer rooms was low. However, it is important for an adolescent to be provided with a user friendly environment for sound growth and development. Further study is therefore needed regarding environmental variables through empirical study.

Cyberbullying and a Mobile Game App? An Initial Perspective on an Alternative Solution

  • Singh, Manmeet Mahinderjit;Ng, Ping Jie;Ya, Kar Ming;Husin, Mohd Heikal;Malim, Nurul Hashimah Ahamed Hassain
    • Journal of Information Processing Systems
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    • v.13 no.3
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    • pp.559-572
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    • 2017
  • Cyberbullying has been an emerging issue in recent years where research has revealed that users generally spend an increasing amount of time in social networks and forums to keep connected with each other. However, issue arises when cyberbullies are able to reach their victims through these social media platforms. There are different types of cyberbullying and like traditional bullying; it causes victims to feel overly selfconscious, increases their tendency to self-harm and generally affects their mental state negatively. Such situations occur due to security issues such as user anonymity and the lack of content restrictions in some social networks or web forums. In this paper, we highlight the existing solutions, which are Intrusion Prevention System and Intrusion Detection System from a number of researchers. However, even with such solutions, cyberbullying acts still occurs at an alarming rate. As such, we proposed an alternative solution that aims to prevent cyberbullying activities at a younger age, e.g., young children. The application would provide an alternative method to preventing cyberbullying activities among the younger generations in the future.

VR Contents Design using Tangible Interaction (Tangible Interaction을 활용한 가상현실 콘텐츠 디자인에 관한 연구)

  • 이현진
    • Archives of design research
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    • v.17 no.2
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    • pp.463-470
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    • 2004
  • This paper studied tangible interaction design of VR platform and its applications that are economic In development process and cost, flexible by contents and installation conditions, and that has business potential for consumer market. The design solution uses video based virtual world and tangible interaction by motion tracking. Our platform enables a user to monitor their action and to collaborate with other users of remote place within attractive interaction feedback. We developed two design applications, Glass Xylophone 2003 and VR Class, in our platform. Glass Xylophone 2003 provides interactive music performance and helps self practice of glass xylophone. VR Class gives more serious distance learning experience with tutoring and group collaboration. They are presented in public exhibitions and tested by exhibition visitors. They showed application potential of this design solution in interactive game, distance learning, and entertainment field.

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WalkieTagging : Efficient Speech-Based Video Annotation Method for Smart Devices (워키태깅 : 스마트폰 환경에서 음성기반의 효과적인 영상 콘텐츠 어노테이션 방법에 관한 연구)

  • Park, Joon Young;Lee, Soobin;Kang, Dongyeop;Seok, YoungTae
    • Journal of Information Technology Services
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    • v.12 no.1
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    • pp.271-287
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    • 2013
  • The rapid growth and dissemination of touch-based mobile devices such as smart phones and tablet PCs, gives numerous benefits to people using a variety of multimedia contents. Due to its portability, it enables users to watch a soccer game, search video from YouTube, and sometimes tag on contents on the road. However, the limited screen size of mobile devices and touch-based character input methods based on this, are still major problems of searching and tagging multimedia contents. In this paper, we propose WalkieTagging, which provides a much more intuitive way than that of previous one. Just like any other previous video tagging services, WalkieTagging, as a voice-based annotation service, supports inserting detailed annotation data including start time, duration, tags, with little effort of users. To evaluate our methods, we developed the Android-based WalkieTagging application and performed user study via a two-week. Through our experiments by a total of 46 people, we observed that experiment participator think our system is more convenient and useful than that of touch-based one. Consequently, we found out that voice-based annotation methods can provide users with much convenience and satisfaction than that of touch-based methods in the mobile environments.

A Study on User Competency Training for Building Space Management Platform for Urban Regeneration (도시재생을 위한 건물공간관리 플랫폼 사용자 역량 교육에 관한 연구)

  • Kang, Hyun-joo;Kim, Chee-Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.3
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    • pp.499-507
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    • 2020
  • This paper is one of the types of 'sharing economy', a social economic model that borrows and shares things, spaces, and services from the development of the 4th Industrial Revolution. Through sharing of empty space and time in the city, I would like to suggest a way to reduce the closure of small business owners in order to create jobs, which is one of urban problems in the community. We also build a platform that utilizes the free time and space of buildings through space sharing, one of the types of sharing economy, and provides education programs for start-up education, promotion, marketing, and consulting by matching small business owners with building owners. Therefore, in this paper, by sharing the space and time, the landlord and the small business can share the profits of the small business by reducing the business owner's closure and the job creation plan. Coaching urban regeneration was proposed.

Designing a Digital Reconstruction of Koguryo Mural using Virtual Reality Technology for Interactive Cultural Heritage Learning (상호작용적인 문화 교육을 위해 가상현실을 이용한 고구려 벽화 복원 연구)

  • Cho Yong-Joo;Moon Hyung-Tae
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.10 no.8
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    • pp.1359-1365
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    • 2006
  • Digital Koguryo is a virtual reality reconstruction of the Koguryo mural tumulus, Anak No. 3, designed for an interactive educational gaming and learning environment. Digital Koguryo aims at not only developing a digital reconstruction of cultural heritage but also helping young students learn the living style and the custom of Koguryo Kingdom while playing the game environment. This paper describes the digital restoration process of Koguryo mural paintings and 3D structure, as well as the construction of educational virtual environment designed to get more user's interests. It then discusses a few design issues learned from the development and the public demonstration. Finally, it will present the future research directions to improve the users' immersion.

An Analyzing the Property Factors of Internet Digital Products Focusing on Customer acceptability of On-line Community Products. (인터넷 디지털 상품의 특성요인 분석 -온라인 커뮤니티의 고객수용성을 중심으로-)

  • Chae Young-Il;Lee Hyun-Soo;Suh Yung-Ho
    • Journal of Korean Society for Quality Management
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    • v.32 no.4
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    • pp.15-29
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    • 2004
  • This paper is interested in analyzing the CSFs of 3 different kinds of on-line digital products. They are on-line digital products of (1) transaction, (2) relations, and (3) interests. This study first tried to define the on-line digital products based in the above three categories and then to find the factors that might effect the customer acceptability in each product groups. Independent variables used in this study are characters of products, characters of users, and system environments. This paper that on-line survey has been conducted for the study's specialty and the collected resource was analyzed by using the SPSS 10.0K statistics package. Using multiple regression, this study finds that major factors effecting the user acceptability of each group are different from one another. For example, system environment variables such as speediness, system performance effects the customer acceptability of digital products of Interest(game, avartar, etc). Much more then that of products of relations(information service, etc). Therefore empirical findings are suggested in the conclusion.

Characteristics of mobile casual games and their effects on flow experience and customer satisfaction, loyalty (모바일 캐주얼 게임 몰입이 만족도 및 충성도에 미치는 영향)

  • Baek, Youngsuk;Lee, Ho;Lee, Dong Hyun
    • Knowledge Management Research
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    • v.16 no.4
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    • pp.17-34
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    • 2015
  • Mobile causal games have unique features differentiating itself with video or online games and a good understanding of user experience is important to save time, effort and money by focusing on key features. The purpose of this study is to empirically investigate relationships among flow experience, customer satisfaction, and customer loyalty in the context of mobile casual games. Fun, skillfulness, ease of use, instant connectivity, challenge were suggested as important characteristics of mobile casual games and included in the research model to see what factors might influence flow experience of mobile casual game users.

A Study of Network Forensic for IDS (IDS 관제를 위한 네트워크 포렌식 연구)

  • Lee, Gi-Sung;No, Si-Young;Park, Sang-Joon;Lee, Jong-Chan;Lee, Seong-Yoon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.12 no.1
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    • pp.467-473
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    • 2011
  • The Network-packet in this Paper to ensure the integrity of the legal evidence is effect that can have is to offer an Network-forensics system. The Paper proposed Network-forensics system in the company through legal disputes accident Networking and state agency (with investigative authority) for criminal investigations in networking for the effective and correct way to present a report of user-centric services through effective awareness can be improved.

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.