• Title/Summary/Keyword: positive game

Search Result 368, Processing Time 0.024 seconds

A Study on NaverZ's Metaverse Platform Scaling Strategy

  • Song, Minzheong
    • International journal of advanced smart convergence
    • /
    • v.11 no.3
    • /
    • pp.132-141
    • /
    • 2022
  • We look at the rocket life stages of NaverZ's metaverse platform scaling and investigate the ignition and scale-up stage of its metaverse platform brand, Zepeto based on the Rocket Model (RM). The results are derived as follows: Firstly, NaverZ shows the event strategy by collaborating with K-pops, the piggybacking strategy by utilizing other SNSs, and the VIP strategy by investing in game and entertainment content genres in the 'attract' function. In the second 'match' function, based on the matching rule of Zepeto, the users can generate their own characters and "World" with Zepeto Studio. However, for strengthening the matching quality, NaverZ is investing in the artificial intelligence (AI) based companies consistently. In the 'connect' function, NaverZ's maximization of the positive interaction is possible by inducing feed activities in Zepeto & other SNSs and by uploading attractive content for viral effects in the ignition. For facilitating this, NaverZ expands the scale to other continents like Southeast Asia and Middle East with the localization strategy inclusive investment. Lastly, in the 'transact' function, based on three monetization experiments like Coin & ZEM, user generated content (UGC) fee, and advertising revenue in the ignition, NaverZ starts to invest in NFT platforms and abroad blockchain companies.

Comparison of Sentiment Classification Performance of for RNN and Transformer-Based Models on Korean Reviews (RNN과 트랜스포머 기반 모델들의 한국어 리뷰 감성분류 비교)

  • Jae-Hong Lee
    • The Journal of the Korea institute of electronic communication sciences
    • /
    • v.18 no.4
    • /
    • pp.693-700
    • /
    • 2023
  • Sentiment analysis, a branch of natural language processing that classifies and identifies subjective opinions and emotions in text documents as positive or negative, can be used for various promotions and services through customer preference analysis. To this end, recent research has been conducted utilizing various techniques in machine learning and deep learning. In this study, we propose an optimal language model by comparing the accuracy of sentiment analysis for movie, product, and game reviews using existing RNN-based models and recent Transformer-based language models. In our experiments, LMKorBERT and GPT3 showed relatively good accuracy among the models pre-trained on the Korean corpus.

The Effects of Professor Presence and Interaction on PAD and Satisfaction in a University Class (대학 수업의 교수실재감과 상호작용이 PAD와 수업만족도에 미치는 영향)

  • Jeong, Yun-Hee;Park, Ji-Yeon
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.7
    • /
    • pp.144-157
    • /
    • 2017
  • Although student satisfaction is important in university development, there have been many studies in this area. Especially student satisfaction is closely related to emotional aspect, but most studies have tended to study it with cognitive view. To suggest the model of student satisfaction with hedonic view, the model which we present in this study includes professor presence and interaction, PAD(pleasure, arousal, dominance), satisfaction(dependent variable). Through reviewing previous studies, we expect that these professor presence and students' interaction effect PAD, in turn, PAD effect satisfaction. Survey research is employed to test hypotheses involving professor presence, students' interaction, PAD and satisfaction. Previous researches, such as education, marketing, game, have been referenced to measure constructs. We collected data involving students in a university, and used 219 respondents to analyze these data using LISREL structural modeling. Professor presence had positive effects on professor-student interaction, pleasure, arousal, and dominance. Also professor-student interaction had positive effect on pleasure and arousal, and student-student interaction had positive effects on pleasure and arousal, dominance. As a result, PAD had effects on students' satisfaction. In the final section, we discussed several limitations of our study and suggested directions for future research. We concluded with a discussion of managerial implications, including the potential to advance understanding learning in a university.

A Study on the Relationship between the Eating Habits of Elementary School Students and the School Meal Intake Measured by an Artificial Intelligence Food Scanner (초등학생의 식습관과 인공지능 푸드스캐너로 측정한 학교급식 섭취의 연관성 연구)

  • Park, Jungwon;Son, Kumhee;Woo, Sarah;Park, Kyung Hee;Lim, Hyunjung
    • Journal of the Korean Dietetic Association
    • /
    • v.28 no.4
    • /
    • pp.281-292
    • /
    • 2022
  • The lower elementary school grades are an important period in which eating habits are formed. We examined the relationship between eating habits and school meal intake in the lower grades of an elementary school in Seoul. The eating habits were investigated using the Nutrition Quotient (NQ) for children. The school meal intake rates and preferred menus were obtained by automatically scanning the plate before and after meals using an artificial intelligence food scanner. The average school meal intake rate for the 347 subjects was 68.5±12.2%, and the nutrient intakes through the school meals were 353.5±70.0 kcal of energy, 51.8±10.2 g of carbohydrates, 14.6±3.1 g of proteins, 10.3±2.3 g of fats, 87.0±20.0 mg of calcium, and 1.8±0.4 mg of iron. The preferred menus were rice, grilled food, and dairy products, and non-preferred menus were salad, beverages, and stewed food. The eating habits that showed a positive correlation with the school meal intake rate were 'Diverse side dishes (r=0.332, P<0.001)', 'Vegetable side dishes (r=0.166, P<0.01)', 'Kimchi side dish (r=0.230, P<0.001)' and 'Less TV watching and computer game time (r=0.105, P<0.05)'. The NQ score also showed a positive correlation with the rate of school meal intake (r=0.216, P<0.001). The balance score was positively correlated with fruit (r=0.192, P<0.001), and the diversity score had the highest positive correlation with Kimchi (r=0.362, P<0.001). The regularity score was positively correlated with fried food (r=0.114, P<0.05). In conclusion, it was found that elementary school students in the lower grades had a higher school meal intake rate when their eating habits included eating side dishes evenly, and consuming vegetable side dishes and Kimchi.

Electronic Games Appropriated for the Classrooms: A Proposal of the Questionnaire Containing 17 Questions (교실로 들어온 전자오락게임: 게임에 관한 열일곱 가지 질문)

  • Park, Sung-Bong
    • The Journal of the Korea Contents Association
    • /
    • v.8 no.3
    • /
    • pp.156-172
    • /
    • 2008
  • The point of departure is the Popularity of the electronic games among the youth generation. This study attempts to make up a questionnaire containing the questions which are intended for the youth generation realistically and at the same time in a meaningful way pedagogically. Any researcher who wants to understand the youth culture at the present time is necessary to approach the youth generation in a positive attitude of learning, so asking the questions to the youth generation is as important as having the answers. That is to say, this paper is not a statistical analysis of the questionnaire, nor a empirical research of youth's reception of the electronic games. Now that the emphasis of the paper is located on the very way of approaching the youth generation concerning the electronic games, this study starts with the university students in the first place because they are in a more advantageous milieu for conversation in the classroom on the subject. To be sure, this study will be able to cover the whole area of primary, junior or senior high-school by way of some modifications. Conclusively, this paper aims at providing with practical ideas of teaching, which immediately can be appropriated into the classroom by the teachers in the actual field, and drawing attention to the potential educational contents of the cultural products. Furthermore, the questionnaire proposed in the paper is meant for the first step towards the aesthetics of the electronic games with a view to the game-imagination.

An Educational Platform for Digital Media Prototype Development: an analysis and a usability study (디지털 미디어 콘텐츠 개발을 위한 교육용 플랫폼의 활용성)

  • Kim, Na-Young
    • The Journal of the Korea Contents Association
    • /
    • v.11 no.8
    • /
    • pp.77-87
    • /
    • 2011
  • The advent of new platforms each year along with the advancement of technology provides a new opportunity for digital media designers to develop creative and innovative contents. This phenomenon affect the same way the students that major in the digital media, and the use of the platforms that is based on the new technology in the development of contents gives a newer and useful opportunity for learning to the students who recently study the digital media area. As the main technology of the recent digital media that attract many students' attention, we are presenting virtual reality display, movement cognition, physical engine and the gesture interface, and developed the consolidated platform based on these four technologies, and designed them in a way that can be more easily implemented in a simpler way. In order to study the efficiency of the platform with the objective of the development of digital media contents, we have developed four different prototype contents, and have measured based on the user's preference, efficiency and satisfaction. In the results of usability evaluation, functionality, effectiveness, efficiency, satisfaction were rated as 'high'. This results shows that the suggested 3D platform environment provides students to develop a rapid prototype fast and easy, and this may have a positive influence on students major in the digital media to conduct creative development research.

Emotion Changes during Virtual Bowling Game: An EEG Study on Hemispheric Asymmetry (가상현실볼링 수행에 따른 정서변화: 대뇌반구 비대칭 연구)

  • Shin, Kyeong-Sik;Kim, Jin-Gu;Ryu, Kwang-Min
    • Science of Emotion and Sensibility
    • /
    • v.20 no.1
    • /
    • pp.49-56
    • /
    • 2017
  • The purpose of this study was to investigate the effects of virtual reality bowling on emotional changes using EEG (Electroencephalogram). Sixteen bowling players who have at least three years of experiences in bowling participated in this study. Their aged ranged from 26 to 35 years old with a mean age of 29.6 years. The frontal lobes (Fp2-Fp1, F4-F3, F8-F7) of each player were measured while subjects were performing five games of bowling. And after performing every frame, their emotion was measured immediately with Visual Analogue Scale. The data were analyzed by one-way analysis of variance to test differences in the alpha value of each region of the frontal lobes. The dependent variable is the alpha power of the cerebral asymmetry. The results showed that players who scored a strike showed higher VAS values than those who missed the spares or cleared the spares; those who cleared spares showed higher VAS values than those who missed spares In addition, with respect to frontal R-L asymmetry score, the alpha-wave of the left frontal lobe was activated when scoring a strike and clearing spares and the alpha-wave of the right frontal lobe was activated when missing spares. In conclusion, the results of this study demonstrated that success or achievement in competition gives rise to positive emotions and vice versa. This study neurophysiologically proved that performance outcomes during a competition directly influence players' emotion and brain waves.

A Development of Chatbot Q&A System to Answer Questions in Webpage - Focused on arts education matching services - (온라인 시스템 장애를 원활히 해결하기 위한 챗봇 Q&A시스템 개발 - 예술 교육 서비스를 중심으로 -)

  • Kim, Jae Min;Lee, Hye Moon;Kim, Myoung Young;Lee, Won Hyung;Yi, Dae Youmg
    • Journal of the Korean Society for Computer Game
    • /
    • v.31 no.4
    • /
    • pp.157-166
    • /
    • 2018
  • Communication between customers and service providers is an important issue at sites where various businesses and transactions take place. In particular, the ability to solve problems quickly and accurately when a problem arises and when an inquiry is received is directly linked to trust in the site. In this paper, we propose a method of handling complaints and inquiries of site users by using chatbot technology on talent market platform site. First, we implemented chatbot that can communicate with the inquirers in real time, so that users can use the site usage and word search functions. For various errors and problems of the site which can not be defined by a few words or sentences, I have specified an error code and database it. Users of the site were able to contact chatbot with the error code that was output when an error occurred and get the corresponding response in real time. The chatbot implemented in this study provided a satisfactory experience because that was able to provide quick and accurate answers to users who experienced errors or inquiries when using the site. This will have a positive impact on the credibility and favorability of the site over the long term, and will help reduce manpower and time costs for error inquiries.

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
    • /
    • v.10 no.2
    • /
    • pp.9-18
    • /
    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.

The Validation Study of the Korean Version of Zero-sum Belief Scale (한국판 제로섬 신념 척도 타당화 연구)

  • Joeng, Ju-Ri
    • Korean Journal of Culture and Social Issue
    • /
    • v.27 no.3
    • /
    • pp.285-303
    • /
    • 2021
  • The purpose of this study was to investigate the reliability and validity of the Korean version of the zero-sum belief scale among a sample of Korean adults. The original scale was developed by Różycka-Tran, Boski, and Wojciszke (2015) based on the Belief in a Zero-Sum Game (BZSG) model. A total of 508 participants (252 college students and 256 non-student adults) completed an online survey comprised of the scales of zero-sum belief, social trust, subjective socioeconomic status, individualistic-collectivistic tendencies, and social comparison orientation. Results of the exploratory factor analysis and the confirmatory factor analysis indicated that zero-sum belief scale has one factor. The internal consistency of the zero-sum belief scale was good. The Zero-sum belief scale did not have a significant relationship with social trust and subjective socioeconomic status. However, the scale was positively associated with vertical individualistic and vertical collectivistic tendencies and negatively associated with horizontal collectivistic tendencies. There was no significant relationship between zero-sum belief and horizontal individualistic tendencies, but there was a significant positive relationship between zero-sum belief and social comparison orientation. However, the results from the college student sample and the non-student adult sample were different. Lastly, this study could facilitate future research on zero-sum belief in South Korea, and future studies are needed to reveal the predictors and effects of zero-sum belief.