• Title/Summary/Keyword: player's response

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Differences of Aesthetic Experience Response Code by Player's Experience Level in Adventure Game (어드벤처 게임에서 플레이어 경험수준별 미적경험 반응코드 차이)

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.3-12
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    • 2020
  • Player experience study includes the behavior and psychological responses of player to game content. And, it focuses on the player's aesthetic experience for specific game elements rather than comprehensive game experiences. This paper presents the player's aesthetic experience data derived from the gameplay process as a code, and analyzes the aesthetic experience data by player experience level for adventure games. These researching results might complement the limitations of existing game analysis research, and provide practical data which creator could apply at the design stage of game.

Development Migration Agent Server for Seamless Virtual Environment (Seamless 가상 환경을 위한 Migration Agent 서버 개발)

  • Won, Donghyun;An, Dongun;Chung, Seungjong
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.9
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    • pp.223-228
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    • 2016
  • Nowadays users of Virtual Environment are want to play with thousands of players in an evolving virtual world at the same time over the internet. So, the load of this kind of Virtual Environments is heavier than that of any other precedents. One of load balancing methods is map-partition to divide the load of entire system which is vulnerable to delay message between clients and servers. In this paper, we propose a Migration Agent application server architecture using to help migration of player character between field servers and to reduce response time between clients and field servers. Migration Agent is reduce Player Character's responds time as Cache Server, if Player Character move to another Field Server, Player Character need the synchronization process in the DBMS approach, to minimize response time by reducing the period for cross - Player Character Field Server to perform the role. Field Server by placing them in form of a stack existing form of grid, for load concentrated on a specific server.

The Study on the Vibration Characteristics of Vehicle Compact Disk Player (차량탑재용 컴팩트 디스크 플레이어의 진동 특성에 관한 연구)

  • Lee Tae-Keun;Kim Byoung-Sam
    • Transactions of the Korean Society of Machine Tool Engineers
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    • v.14 no.6
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    • pp.117-124
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    • 2005
  • This study developes the vibration model to estimate the vibration energy of compact disc player's mainbase assembly which is supported by dampers and springs, and this model is verified by experiment. From frequency response function, we investigate the natural frequency and mode shape in the up/down direction for mainbase assembly. In order to determine the analysis frequency band, we investigate the excitation frequency of road from the vehicle test. As the characteristics of dampers and springs are changed, we carry out the sensitivity analysis of vibration energy for mainbase assembly which include optical pick-up and feeding system. And we found out that the properties of damper were dominant element in the vibration energy of mainbase assembly's CG(center of gravity).

A study on Amusement Fear of Video Game and Player's Response (비디오게임의 유희적공포에 대한 플레이어의 반응연구)

  • Yoon, Jang-Won;Oh, Kyung-Su
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.3-12
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    • 2009
  • In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.

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Effects of Gym Ball Stabilization Exercises on the Physical Functions of Elementary School Baseball Players

  • Kim, Se-Hun;Park, Jea-Cheol
    • The Journal of Korean Physical Therapy
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    • v.34 no.2
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    • pp.51-56
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    • 2022
  • Purpose: This study examined the effects of gym ball stabilization exercises on the physical functions of elementary school baseball players. Methods: The elementary school baseball players were assigned to an experimental group (n=21). The group performed gym ball stabilization exercises and the changes in the physical functions were measured using the visual response speed test, functional movements, physical balance ability, and pulmonary function. Results: The results of the visual response speed test showed changes in the time response speed. There was a significant change in the number of touches in 15 seconds in the upper arms and left and right legs (p<0.05) after 10 weeks. Also, there was a significant change in the reaction times of the left and right legs after 10 weeks (p<0.05). Further, there were significant differences in functional movements involving rotational stability and the total functional scores after 10 weeks (p<0.05). The player's body balance ability showed a significant difference after 10 weeks in the posterior-lateral and posterior-medial composite scores of the left and right legs (p<0.05). There was a significant change in the forced lung capacity and forced expiratory volume in 1 second after 10 weeks (p<0.05). Conclusion: These results show that the gym ball stabilization exercises effectively improved the visual response speed and functional movements, balance, and vital capacity of elementary school baseball players.

Developing Affective Computing Game with Player's Bio-Signal (사용자의 생체 신호를 이용한 감성 컴퓨팅 게임 개발)

  • Lee, Chung-Hyeon;Kim, Dong-Gyun;Kim, Hye-Young;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.91-100
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    • 2016
  • In this research, Affective computing game has been developed which reacts with a player's bio-signals. A modified computer mouse will be used to collect bio-signals by GSR, FSR, and infrared thermometer. This modified computer mouse collect human bio-signals in non-intrusive way. The collected data is complementary reflected in 3 level of tension of a player. The player's tension affects on the game and the reaction for NPC will be followed. Then this leads to plot changes individually. To let diverse NPC reaction and interactive story telling, Live 2d and Inkle Script have been used. This research can be alternative method on the game development using Affective computing.

A Study on the Development of the Interactive Emotional Contents Player Platform (인터랙티브 감성 콘텐츠 플레이어 플랫폼 개발에 관한 연구)

  • Kim, Min-Young;Kim, Dong-Keun;Cho, Yong-Joo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1572-1580
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    • 2010
  • This thesis presents an emotion-based contents player platform that can change its visual and aural components as user's emotions. It analyzes the emotion as pleasant, unpleasant, aroused, and relaxed based on the physiological signals and the user's active response. Accordingly. the system reorganizes graphical and aural stimuli, such as, light, color, sound, in real-time. It can be used to develop and show the emotional contents and also be applied for the systematic analysis to find out how the components would affect the emotion. This paper describes overall the system architecture and the implementations of the sub-systems, as well as the actual contents built on top of the platform.

Application of multi-physics simulation for vibration performance of the hand after contacting the ball with the volleyball player

  • Wang, Yangping;Sun, Shuze
    • Structural Engineering and Mechanics
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    • v.83 no.5
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    • pp.681-692
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    • 2022
  • The vibrational response of the two bones in a Volleyball player's arm under ball impact is conducted. The two bones in hand, Ulna and Radius, are modeled as two cylindrical shells. The formulations associated with the shells' vibration are obtained using the energy method. Then, the results are extracted with the aid of the two-dimensional form of DQM in conjunction with Runge-Kutta. The results are validated by means of a published paper. Lastly, the role of parameters in determining vibrational frequency as well as deflection is explored through parametric studies. It was shown that the impactor speed and the time of the impact could be essential factors in determining the vibration behavior of the bones. This work can be used in the further investigation of the behavior of bones and physiological structures.

Development of 3D Defense Space Game using Oculus

  • Iim, Won-Gyu;Lee, Byeong Cheol;Kim, Soo Kyun;An, Syoungog
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.8
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    • pp.45-50
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    • 2019
  • Oculus Rift is the most universal VR (virtual Reality) headset for gamers and FPS (First Person Shooting) is the most suitable game genre to play with VR. Using VR can increase the player's sense of reality and make them feel as though they are in direct contact with the enemy while battling. The suggested VR game is a first person game where the player must defend a specific target against the surging enemy all within the time limit. Many objects will need to be used in this method. Object pooling will be used in order to manage all the numerous objects. When an object is repeatedly created and deleted it typically overwhelms the memory. To resolve this issue the game initially summons the object at the beginning of the scene and afterwards only uses the object when needed, lessening the burden on the memory. A ranking system is implemented to keep the game records in order to stimulate a competitive spirit between the players, and the game has received positive response during test play among college students in their 20s.

Social Behavior and Perceived Playfulness according to Personality Types of SNG Players (SNG 플레이어의 성격유형에 따른 사회적 행동과 유희성)

  • Kim, Yeongsil;Kim, Mijin
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.5-14
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    • 2013
  • This study is aimed at comparing and analyzing the response of playfulness level by personality type of players, according to the observations and results of behavior shown in SNG (Social Network Game) players during their play, in particular based on social behavior of SNG players. For this, the behavior of SNG players is classified into SC (Social Connectedness) and NC (Non-Social Connectedness) by space where they play games and the relations between behavior of each SNG player and their playfulness are confirmed by empirical experiment based on big-five personality traits possible standards of disposition expected from players. The results are presented that the playfulness for behavior of SNG players has distinct features by personality types and there is a significant difference between personality types for SC behavior. It could be useful for determining the proportion of playing behavior for Social Connect, generally known as one of main sources SNG provides when designing SNG play and considering personality types of players.