• Title/Summary/Keyword: interactive game

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An Analysis of the Preference Type of Internet Personal Game Broadcasting in China - focused on Player-Unknown's Battlegrounds Streaming (중국의 1인 게임 방송의 선호 유형 분석 - 배틀그라운드 1인 게임 방송을 중심으로)

  • Seo, Ryung;Kihl, Taesuk
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.81-89
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    • 2018
  • The purpose of this study is to classify the types of internet personal game broadcasting in China and to examine viewers' preferences type of it. By targeting top 100 creators of Player-Unknown's Battleground streaming as a personal game broadcaster with over 100,000 followers, the game types were classified based on the purpose and characteristic of game broadcasting such as game play, entertainment, and audience participation. As a result, the type of internet personal game broadcasting in China was classified into progamer type, cooperative playing type, storytelling type, and reciprocal entertainment type. The progamer type was 38% and it was the highest proportion of Player-Unknown's Battlegrounds streaming. Next came storytelling type, cooperative playing type and reciprocal entertainment type with 25%, 19% and 18% respectively. In sum, progamer type and storytelling type which shows relatively low real - time communication with audiences accounted for a high percentage of 63%. This implies that the characteristics of the broadcast media focused on 'showing' have influenced the production and planning of personal game broad casting. The interactive characteristics of the platform of personal game broad casting can be expected to gradually change the conventional customs of broadcasting media.

Prototyping a Student Model for Educational Games

  • Choi, Young-Mee;Choo, Moon-Won;Chin, Seong-Ah
    • Journal of Information Processing Systems
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    • v.1 no.1 s.1
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    • pp.107-111
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    • 2005
  • When a pedagogical agent system aims to provide students with interactive help, it needs to know what knowledge the student has and what goals the student is currently trying to achieve. That is, it must do both assessment and plan recognition. These modeling tasks involve a high level of uncertainty when students are allowed to follow various lines of reasoning and are not required to show all their reasoning explicitly. In this paper, the student model for interactive edutainment applications is proposed. This model is based on Bayesian Networks to expose constructs and parameters of rules and propositions pertaining to game and problem solving activities. This student model could be utilized as the emotion generation model for student and agent as well.

Specification and Implementation of Projective Texturing Node in X3D

  • Kim, In-Kwon;Jang, Ho-Wook;Yoo, Kwan-Hee;Ha, Jong-Sung
    • International Journal of Contents
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    • v.12 no.2
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    • pp.1-5
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    • 2016
  • Extensible 3D (X3D) is the ISO standard for defining 3D interactive web- and broadcast-based 3D content integrated with multimedia. With the advent of this integration of interactive 3D graphics into the web, users can easily produce 3D scenes within web contents. Even though there are diverse texture nodes in X3D, projective textures are not provided. We enable X3D to provide SingularProjectiveTexture and MultiProjectiveTexture nodes by materializing independent nodes of projector nodes for a singular projector and multi-projector. Our approach takes the creation of an independent projective texture node instead of Kamburelis's method, which requires inconvenient and duplicated specifications of two nodes, ImageTexture and Texture Coordinate.

A Review of Major Issues on Research for Online Video Game Use and Sociability (온라인 비디오 게임 사용과 사회성 연구의 주요 쟁점에 관한 문헌고찰)

  • Shin, Min Jung;Lee, Kyoung Min;Ryu, Je-Kwang
    • Korean Journal of Cognitive Science
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    • v.31 no.3
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    • pp.55-76
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    • 2020
  • Sociability is an inherent part of human life and also possesses an important value as a comprehensive ability. While the lack of sociability has been pointed out as a representative problem of game use in general, this paper analyzed studies on the relationship between online video games and social competence. In this field, the view that the relationship in the online game may replace or complement the actual relationship and will potentially hinder the development of sociability currently faces a conflict with the opinion that online video games may not directly have a negative effect on sociability but rather result in a positive outcome by providing a social learning space. In a large scale survey that measured the use of online games, psychological characteristics, and social competence, no distinct relationship between game use and degradation of sociability was observed. Based on this analysis, we suggest that efforts are necessary to break away from the stereotype that online game play may cause a decline in sociability and to improve the validity of related research.

Fashion style and user response to interactive online dressing games - Analysis of Korean traditional attire - (온라인 스타일링 게임 컨텐츠의 패션과 사용자 반응 - 한국전통복식 분석 -)

  • Choi, Yeong-Hyeon;Lee, Kyu-Hye
    • The Research Journal of the Costume Culture
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    • v.28 no.4
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    • pp.420-428
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    • 2020
  • This study analyzed the expression of hanbok in online fashion styling games, and examined the main themes of and user reactions to hanbok fashion styling games through semantic network analysis and sentiment analysis. KrKwic, Textom, and NodeXL were used for data collection and analysis. The findings of the study are as follows: First, depending on the designer's expressive method, hanbok fashion styling games provide typical traditional hanbok, modern hanbok, and dress-like fusion hanbok, demonstrating contents with various themes for different sexes, classes, and situations. Second, as a result of analyzing the themes of hanbok-related styling game contents, it turned out that the main themes are tradition, color, historical drama, fusion hanbok, holiday, and love. Most of them produce modernized hanbok that reflect the situation and utility rather than strictly traditional ones. Third, as a result of analyzing user reviews of hanbok styling game contents, positive factors mostly turned out to be the satisfaction of the hanbok contents, with the users also showing positive intent to wear hanbok. Through this, it was found out that hanboks portrayed in game contents could potentially cause the user's positive intent to wear hanbok. Negative factors turned out to be the discordance between the intrinsic image of hanbok and the game character's image.

Analytical Evaluation Model of the Gameplay in MMO Game - Focused on GOMS Model - (MMO 게임의 게임플레이 분석적 평가 모형 - GOMS 모형을 중심으로 -)

  • Song, Seung-Keun
    • Journal of Korea Multimedia Society
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    • v.12 no.11
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    • pp.1652-1660
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    • 2009
  • The main objective of this research is to build a behavior prediction model of gameplay for MMO (Massively Multiplayer Online) game using the GOMS analysis method. GOMS analysis is an observational approach to HCI(Human Computer Interaction) to model and predict behaviors of a human operator in a highly interactive task. In this research, a pilot experiment was previously conducted with three skilled gamers. The gamers were provided with the goals and operators through the user's guide book, and they found methods and selection rules while being observed. Based on the results obtained from the pilot study, this research was expanded and the model was further tested with 30 subjects (game experts). The new outcomes revealed that the relevance of GOMS analysis for predicting selection rules is 96.25% according to the degree of abstraction and 77.35% based on the degree of complexity. This research will provide game designers with a new testing mechanism in the early development stages, in order to improve the quality of the game product.

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Development of a Tangible Interface using Multi-touch Display on an Irregular Surface (불규칙 표면에 대한 멀티터치 디스플레이를 이용한 탠저블 인터페이스 개발)

  • Lee, Dong-Hoon;Kang, Maeng-Kwan;Yun, Tae-Soo
    • Journal of Korea Society of Industrial Information Systems
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    • v.16 no.3
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    • pp.65-72
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    • 2011
  • Multi-touch display system has recently attracted world wide attention due to easy accessibility to the various interactive media without any specialized equipments. Especially, Microsoft Sphere(R) shows a considerable promise in treating non-fiat multi-touch display. The distinctive feature of the system is a stable multi-touch interaction on a spherical display. To extend the possibility of the interactions to the more various display surfaces, this paper propose a multi-touch interaction system in the circumstance of the irregular convex surface. The proposed method can be used efficiently in various tangible interface, for example, the interactive diorama system at the exhibition or the tangible arcade game.

Interactive 3D Convergence Contents Authoring Tool Design for Smart Learning (스마트교육을 위한 인터랙티브 3D 융합 콘텐츠 저작도구 설계)

  • Roh, Chang Hyun
    • Journal of Digital Contents Society
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    • v.17 no.5
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    • pp.425-432
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    • 2016
  • There is little study related to the 3D convergence contents authoring tool for teacher. In this study, we purposed the design of the interactive 3D convergence contents authoring tool for a teacher. To draw the design, firstly, we investigated the authoring environment of teachers and interviewed teachers. Based on this investigations, we proposed the functional requirement and UI/UX(User Interface/User Experience) design of it. And we investigated the level of focusing group satisfication with the UI/UX design. Based on these results, we will implement the authoring tool.

Interactive Locomotion Controller using Inverted Pendulum Model with Low-Dimensional Data (역진자 모델-저차원 모션 캡처 데이터를 이용한 보행 모션 제어기)

  • Han, KuHyun;Kim, YoungBeom;Park, Byung-Ha;Jung, Kwang-Mo;Han, JungHyun
    • Journal of Korea Multimedia Society
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    • v.19 no.8
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    • pp.1587-1596
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    • 2016
  • This paper presents an interactive locomotion controller using motion capture data and inverted pendulum model. Most of the data-driven character controller using motion capture data have two kinds of limitation. First, it needs many example motion capture data to generate realistic motion. Second, it is difficult to make natural-looking motion when characters navigate dynamic terrain. In this paper, we present a technique that uses dimension reduction technique to motion capture data together with the Gaussian process dynamical model (GPDM), and interpolates the low-dimensional data to make final motion. With the low-dimensional data, we can make realistic walking motion with few example motion capture data. In addition, we apply the inverted pendulum model (IPM) to calculate the root trajectory considering the real-time user input upon the dynamic terrain. Our method can be used in game, virtual training, and many real-time applications.

Designing Health Games for Anti-Smoking Advertising Targeting College Students: The Impact of Message Types and Voice-Over

  • Yoo, Seung-Chul;Eastin, Matthew S.
    • International Journal of Contents
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    • v.13 no.3
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    • pp.17-24
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    • 2017
  • Video games are an alternative channel for public health authorities constantly striving to reach target audiences and make positive changes. The objective of this research is to address effectiveness of health games as a health promotion technology for anti-smoking communication. This study tested the impact of advertising message types and voice-over relative to anti-smoking persuasion. By using commercial-level custom-made first person shooter (FPS) games, two experimental studies demonstrated usefulness of applying health games to change a player's attitude towards smoking. In particular, an interactive in-game message with a persuasive voice over was the most effective method to change targets' attitude towards smoking. Findings of our research offer meaningful insight on health promotion research and provide possible directions for future anti-smoking communication using health games.