• Title/Summary/Keyword: games with a purpose

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Utilizing Multicasts Routers for Reliability in On-Line Games (온라인 게임에서 신뢰성 확보를 위한 멀티캐스트 라우터의 활용)

  • Doo, Gil-Soo;Lee, Kwang-Jae;Seol, Nam-O
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.23-29
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    • 2002
  • Multicast protocols are efficient methods of group communication such as video conference, Internet broadcasting and On-Line Game, but they do not support the various transmission protocol services like a reliability guarantee, FTP, or Telnet that TCPs do. The Purpose or this Paper is to find a method to utilize multicast routers can simultaneously transport multicast packets and TCP packets. For multicast network scalability and error recovery the existing SRM(Scalable Reliable Multicast)method has been used. Three packets per TCP transmission control window site are used for transport and an ACK is used for flow control. A CBR(Constant Bit Rate) and a SRM is used for UDP traffic control. Divided on whether a UDP multicast packet and TCP unicast packet is used simultaneously or only a UDP multicast packet transport is used, the multicast receiver with the longest delay is measured on the number of packets and its data receiving rate. It can be seen that the UDP packet and the TCP's IP packet can be simultaneously used in a server router.

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Differences of Fun and Immersion according to Game User Interfaces in the Virtual Space (게임의 가상공간 환경에서 사용자 인터페이스 속성에 따른 재미와 몰입감 차이)

  • Kim, Ki-Yoon;Lee, Ju-Hwan
    • Journal of Digital Contents Society
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    • v.18 no.8
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    • pp.1489-1494
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    • 2017
  • The purpose of this study is to investigate the limitations of virtual space game contents staying in the first-person viewpoint in the field of digital games with various genres through precedent researches and case studies, and to investigate the differences of immersion, presence, and fun based on the user interfaces, such as the viewpoints (first-person, third-person) and haptic feedback. The experimental results show that when the game is the first-person with the haptic feedback, the immersion, presence, and fun increase. However, the interaction effect between the virtual space environment and the game viewpoint was not found. As a result, it is appropriate to use the haptic feedback and the first-person viewpoint in the virtual reality games, but the fact that the game viewpoints and the virtual space environment are not huge relevant, and the third-person viewpoint is more popular than first-person viewpoint game, therefore the possibility of a third-person viewpoint game would be suggested.

Supporting Quality of Experience based on Service Level Agreement for Heterogeneous Networks

  • Lee, Moon-Ho;Lee, Jong-Chan
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.7
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    • pp.17-22
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    • 2016
  • In this paper we propose a novel QoE control scheme based on Service Level Agreement (SLA) which enables to guarantee the user perceived service quality of various high-quality mobile multimedia services such as mobile video streaming and real-time network games to a certain level. For this purpose, a SLA control structure is adopted to provision QoE, and a novel resource management scheme gets coupled with this control structure. Simulation results show that our proposed scheme can decrease the average delay and increase the total throughput by adjusting SLA.

Factors Affecting the Depressive Mood Experience of Adults in Their 20s: Using Community Health Survey Data for 2017 (20대 성인의 우울감 경험에 영향을 미치는 요인: 2017 지역사회건강조사 자료 활용)

  • Kim, Kyung Sook
    • Health Policy and Management
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    • v.30 no.2
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    • pp.221-230
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    • 2020
  • Background: The purpose of this study is to identify the factors affecting the depressive mood experience of adults in their 20s. Methods: This study is a descriptive survey that conducted a secondary analysis using data from the 2017 Community Health Survey, which is conducted annually in Korea. The study targets 21,324 adults in their 20s. Data analysis was conducted after creating a composite sample plan file that reflected layering variables, colony variables, and weights. Results: Factors affecting the depressive mood experience were suicide thought experience, subjective stress level, gender, monthly household income, smoking status, subjective health level, breakfast status, participation in social activities, and whether the Internet, games, and smartphone interfered with daily life (p<0.05). Conclusion: It is necessary to establish and realize a system that enables early detection and support of depression and suicide high-risk groups at the individual, home, community, and national levels.

The Effect of Air Pollution on Professional Sports in South Korea

  • LEE, Seomgyun;OH, Taeyeon
    • Journal of Sport and Applied Science
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    • v.4 no.4
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    • pp.27-32
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    • 2020
  • Purpose: This study sought to explore the effects of air pollution on professional sports in South Korea. Research design, data, and methodology: The dependent variable, the number of attendances, was comprised of 2013-2017 K-league, 2015-2017 KBO, 2014-2017 KBL regular season games, resulting in 1,063, 2,121, 810 individual match-level observations, respectively. With the actual data collected from each place across the country, we created a categorical variable which identify the air quality index divided into four categories by K-eco (i.e., good, moderate, unhealthy, hazardous). To analyze data, ANOVA was employed. Results: First, there was a significant group effect on K-league attendance. Second, there was a significant group effect of KBO attendance. Lastly, there was a significant group effect on KBL attendance. Conclusions: Summary of above results showed that each professional sport leagues' attendance was significantly different depending on the levels of air pollution. Implications were also discussed. Keywords: air pollution, sport spectatorship, professional sports.

Smartphone Use Patterns of Smartphone-dependent Children

  • Park, Jeong Hye
    • Child Health Nursing Research
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    • v.26 no.1
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    • pp.47-54
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    • 2020
  • Purpose: The purpose of this study was to identify the smartphone use patterns of smartphone-dependent children. Methods: The study design was a cross-sectional descriptive study. The data were derived from the 2017 survey on smartphone over-dependence conducted by the Ministry of Science and ICT and the National Information Society Agency. The study sample was 595 elementary school students identified as being smartphone-dependent. The data were analyzed by frequency, percentage, mean, standard deviation, the independent t-test, the x2 test, the Pearson correlation coefficient, and multiple regression analysis. Results: The frequency of smartphone use was the factor strongly associated with more severe smartphone dependence in participants. Games were the most commonly used application type among participants, regardless of their degree of dependence. More severe smartphone dependence was associated with greater use of applications such as learning and television/video. Conclusion: As smartphone dependence becomes more severe, children tend to use their smartphones more frequently and to use applications that involve solitary play for the purposes of entertainment and pleasure. The findings suggest that the parents should attentively monitor their children's smartphone use patterns and provide consistent discipline in a way that ensures appropriate smartphone use.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

A study on the promotion of LBS Mobile Games (위치기반 모바일 게임 콘텐츠의 활성화 방안)

  • Kim, Dae-Hee
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.3-10
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    • 2004
  • With 3.6 million user of mobile phone, there has been a rapid develop ment of advanced mobile game taking advantage of various mobile phone functions. Most of all, LBS(location-Based Service) mobile game is expected to make a new mobile game market which is totally different from the previous one. The purpose of this paper, thus, is to review the present condition of LBS mobile game and possibilities. Furthermore, it is also to analyze the facing problems to solve and find the way to promote the LBS mobile game service.

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Design and Application of a Visual Experience Game in Game Mathematics (게임수학 시각체험 게임 설계 및 적용)

  • Choi, Youngmee
    • Journal of Korea Multimedia Society
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    • v.21 no.12
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    • pp.1504-1512
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    • 2018
  • The purpose of this study is to design and apply a simple game that can visually experience basic concepts of game mathematics in order to teach game mathematics effectively. To do this, simple games linked with game mathematical theory are to be developed by utilizing the functions provided by Unity so that students could actively learn game mathematics. To demonstrate the plausibility of this approach, "Bouncing Ball Game" was developed to understand the concept of periodicity of trigonometric functions. As a result, students were able to effectively learn how mathematical concepts related to ball movements applied to the game.

A Study of Improvement of the Accessibility of Marine Tourism by Expansion of Traffic Network: A focused on opening of Seoul-Gangneung KTX (국내 광역 교통망 확충에 따른 해양관광 접근성 개선에 관한 연구: 강릉선 KTX 개통 사례를 중심으로)

  • Choi, Il-Sun
    • Proceedings of the Korean Institute of Navigation and Port Research Conference
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    • 2019.05a
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    • pp.169-170
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    • 2019
  • Domestic marine tourism has been greatly influenced by traffic accessibility. The purpose of this study is to provide a way to improve the plan of marine tourism in order for expanding traffic network. In particular, with the successful hosting of the 2018 PyeongChang Winter Olympic Games and the opening of Seoul-Gangneung KTX.

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