• Title/Summary/Keyword: playing

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A Study on Game Bot Detection Using Self-Similarity in MMORPGs (자기 유사도를 이용한 MMORPG 게임봇 탐지 시스템)

  • Lee, Eun-Jo;Jo, Won-Jun;Kim, Hyunchul;Um, Hyemin;Lee, Jina;Kwon, Hyuk-min;Kim, Huy-Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.93-107
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    • 2016
  • Game bot playing is one of the main risks in Massively Multi-Online Role Playing Games(MMORPG) because it damages overall game playing environment, especially the balance of the in-game economy. There have been many studies to detect game bot. However, the previous detection models require continuous maintenance efforts to train and learn the game bots' patterns whenever the game contents change. In this work, we have proposed a machine learning technique using the self-similarity property that is an intrinsic attribute in game bots and automated maintenance system. We have tested our method and implemented a system to major three commercial games in South Korea. As a result, our proposed system can detect and classify game bots with high accuracy.

Effects of Abuse, Neglect, and Excessive Interference of Parents on Adolescent Aggression: Moderating Effect of Playing Computer Game (부모의 학대, 방임, 과잉간섭이 청소년 자녀의 공격성에 미치는 영향: 컴퓨터 게임 이용빈도의 조절효과)

  • Lee, Jinhee
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.330-342
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    • 2018
  • The purpose of this study was to investigate effects of abuse, neglect, and excessive interference of parents on adolescent aggression in the longitudinal context and examine the moderating effect of playing computer game theoretically guided by the flow theory. 2,351 adolescents from the Korean Children & Youth Panel Survey was analyzed using Linear Mixed Effects Regression procedures. Primary findings are as follows: (1) adolescents with higher level of abuse or excessive interference showed higher level of aggression. (2) the aggression level of adolescents with higher level of abuse or excessive interference consistently decreased over time. (3) the link between abuse and aggression was significantly moderated by playing computer game. In conclusion, the negative effect of the abuse on adolescent aggression could be significantly decreased by playing computer game.

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.53-61
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    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

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The Effects of Game Control Program on the mitigation of Internet Game Addiction and Self-Efficacy (게임욕구조절 프로그램이 인터넷게임 중독완화와 자기효능감에 미치는 효과)

  • Pyo, Myung-Hwa;Lee, Young-Man
    • 한국초등상담교육학회:학술대회논문집
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    • 2004.01a
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    • pp.105-118
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    • 2004
  • The purpose of this study was to examine the effects of a group training program designed to control the desire for internet games and to promote self-efficacy and alternative activities. The subjects participating in this study were 32 fifth graders, divided into the experimental group of 16 and the control group of 16, who were carefully selected from 175 children in the fifth grade in S elementary school in J city. All the subjects belong in the top 20% according to the internet game addiction level and spend more than two hours and thirty minutes a day playing computer game. And they participated in the game desire control program, which were consisted of total eight-session' treatment for six weeks. The results of the game addiction diagnosis and self-efficacy measurement were verified and analyzed by ANOVA to verify the effects of the program. As well as, data about average playing time spent on computer games and time the children spent on playing computer games alternative activities were analyzed and collected by the interview and other written materials such as letters from the parents to their children and writings of the children on their feelings about interret games. The results of this study were as follows: The internet game control program was effective in decreasing the degree of game addiction. The children participating in the internet game control program showed greater increase in self-efficacy than those of the control group. The children participating in the program showed a sharp decline in the time spent on playing computer games and greater increase in the time spent on alternative activities than those of the control group.

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The Mental Effects on Child Actors in Playing a Role: Observations on Filming Sites and Interviews with Filming Personnel (배역이 아역 연기자들의 정신건강에 미치는 효과 : 영화 촬영 현장 및 관계자 면담 중심으로)

  • Bahn, Geon Ho;Kim, Bongseog;Hwang, Jun-Won;Yoo, Hee-Jeong;Min, Jung-Won;Kwack, Young-Sook;Hong, Min-Ha
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.24 no.2
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    • pp.57-64
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    • 2013
  • This study was conducted to evaluate the psychological changes and influences of child actors depending on their role. First, we met the film producer of Dogani and discussed about the filming condition. Second, we visited filming locations during the filming of Neighborhood, when shooting of parts involving the female child actor was taking place and evaluated the emotional states of the child actor before and after she played her role. Third, we interviewed various people of the movie industry, which included adult actors, directors, a professor of films and broadcasting who was a former child actor and a scriptwriter. In case of the film Dogani, the production crew provided enough care and protection and we concluded that child actors had no psychological sequelae. After interviewing the child actor and visiting filming locations, we confirmed that the child actor was not influenced by playing certain roles. In addition, after interviewing various people related to filming, we thought that child actors might not have psychological sequelae related to the character played. To the best of our knowledge, this is the first study about influences of the playing character for child actors. We concluded that playing certain roles would not have negative effects on child actors.

SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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The Characteristics of Fashion Design as a Playing through a Doll (인형 놀이에 나타난 패션 디자인의 특성)

  • Lee, Ji-Hyun;Kim, Young-In
    • Journal of the Korean Society of Costume
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    • v.57 no.2 s.111
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    • pp.86-99
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    • 2007
  • In this study, the concept of play as an entertainment is redefined and applicable method of fashion design as a play are suggested by analyzing the feature of doll's costume design based on the play pattern. In literary study, the role of playing doll Is described and has been examined by the analysis of scholars' opinions. In positive study, the pattern and costume design of sample costume dolls are analyzed using 624 samples of the representative images collected from the literatures and real figures, and they are classified as collection dolls or fashion dolls in order to analyze the feature of fashion design in playing dolls. As a result of the analysis of doll's costumes based on its use, the costumers are divided into a real world costume which is similar to what human wear in daily life and a virtual costume which is used in the movie or play and the costumes only worn by the dolls. The examination of the type of costume worn by dolls, dress is principally dominant costume in collection doll, whereas in fashion doll, dress is still mainly worn but shirt blouse & pants, shirt blouse k skirt, jacket, coat, bathing suit. etc. are shown dispersedly as well. In the costume silhouette of dolls, collection doll uses mostly A line silhouette meanwhile fit and flare is mostly used in the fashion doll but other silhouettes are also relatively shown a lot. In the means of the color of the costume worn by dolls, collection doll is more similar to those in actual fashion design. On the contrary, the color of the costume that fashion doll is put on is more free and more various because the trendy rotors such as green, yellow, purple, etc are used.

The Effects of Narrative Therapy Group Counseling Program Using Role-Playing Game Format on Happiness and Negative Emotions in Children (롤플레잉게임 형식을 활용한 이야기치료 집단상담 프로그램이 아동의 행복감과 부정적 정서에 미치는 영향)

  • Kim, Bo-Kyung;Bae, Sung-Hoon;Chung, Eun-Jung;Hwang, Soon-Taeg
    • Journal of the Korea Convergence Society
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    • v.9 no.9
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    • pp.271-284
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    • 2018
  • The purpose of this study was to examine the effects of the narrative therapy group counseling program using RPG(Role Playing Game) format on happiness and negative emotions in children. The subjects of this study were 30 elementary school students who were referred to emotional and behavioral problems in a mental health center or elementary school in Seoul. They were allocated into an experimental group and a control group containing 15 students. Experimental group received a 60-minutes-session per week for 8 weeks. As a result, negative emotions of the experimental group statistically and significantly decreased compared with the control group, as well as the happiness. Results after 20 days showed that was maintained. In conclusion, the narrative therapy group counseling program using RPG (Role Playing Game) format in this study was found to be effective in reducing negative emotions and increasing happiness.

Research and Analysis of the Causes and Preventive Measures of Fires Caused by a Disposable Gas Lighter (1회용 가스라이터로 인한 화재 원인과 예방대책의 조사·분석)

  • Lee, Eui-Pyeong
    • Fire Science and Engineering
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    • v.31 no.2
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    • pp.74-81
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    • 2017
  • This study analyzed the regulatory actions of disposal gas lighters as well as the situations, causes, and preventive measures of fires, and accidents caused by disposal gas lighters. Since child-resistant lighters became mandatory, the percentage of fires caused by playing with fire has decreased in Korea as it did in America and Japan. Fires caused by disposal gas lighters can occur by afterburning, unintentional lighting, large flames, or explosion or bursting as well as by arson and playing with fire. This study suggests the preventive measures of fires caused by disposal gas lighters as follows: Taking a step not to be used as child's tool for playing with fire, the warning of fire cases caused by afterburning, warning of the dangers of leaving disposal gas lighters on the car dashboard or high temperature places, improving the protective synthetic resin cover of the stop part of a vehicle seat rail, and providing information on precautions for keeping in drawers or disposition methods.

A Study on Mobile Game usage of adolescent from Use and Gratifications perspective (이용과 만족 관점에서 본 청소년들의 모바일게임 이용에 관한 연구)

  • Han, Kwang Hyun;Kim, Tae Ung;Kim, Young Ki
    • The Journal of Korean Association of Computer Education
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    • v.8 no.2
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    • pp.61-73
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    • 2005
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. In this paper, we attempt to examine the motives of adolescents for playing mobile games. Based on data collected from survey, we have identified Escape, Arousal and Fantasy, Challenge and Competition, Diversion and Relaxation, Social interaction as the key motivators for playing mobile games. We also investigated the extent to which use and gratifications are predicted by demographic factors as well as by gaming experience. Statistical results confirm that most of the demographic factors played critical roles in determining the level of motivations for playing games. The results from this research might give mobile game industry some useful guidelines for developing mobile edu-game and market expansion strategy.

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