In everyday network changing field, permanent service is being an issue. Network disconnection phenomenon is directed to financial damage to service providers. Some companies guarantee on network maintenance, but there is a permitted limit according to their company regulations. If customers overuse the limitation, extra pay will be placed. Moreover, network disconnection affects critical in some fields with using network. Permanent service becomes indispensable in stock, finance, online game, and other fields. Additionally, it should be possible to pre-detect and block abnormal traffic area, improve network infrastructure secureness and optimization, and reduce damage recovery cost. MCS(Multi Connection System) can provide permanent service even if a connection is cut because it provides multi-connection. It can also isolate the attacker when it detects DDoS attack, so it provides smooth service. Also, the benefit from this structure is that the real server can be hidden so the service can be provided continuously. It prevents damages from network cutting, reduces management cost, maintains the best performance, and increases convenient on management and maintenance. Stable and continuous service can be provided with managing network through MCS.
The game of Go is an oriental strategic board game originated from China at least more than 2,500 years ago. The Monte-Carlo Tree Search (MCTS) algorithm in Go is a method that uses a large number of simulations to approximately estimate the winning rate of candidate moves by sampling the game. The two computer Go programs called Crazy Stone and Mogo defeated human Go professionals on the 9⨯9 board in 2006. Prior to our implementing MCTS into computer Go, we tried to find out the best move sequence in playing Tic-Tac-Toe game as a test bed. The experimental results revealed that the first player should play the center to ensure the highest winning rate, and the game result becomes a draw if two players do their best.
The flow channel is a game design aspect that has been widely used by experienced game designers. A psychologist named Mihaly Csikszentmihalyi found that a person's skill and the difficulty of a task would interact to result in different cognitive and emotional states. When a person’s skill and the difficulty of the task are roughly balanced, he or she enters the flow state. Otherwise, the person becomes bored or frustrated, and switches to another activity. Unfortunately, for game designers, this is the point where the flow theory stops helping. While a designer strive to keep players in the flow channel for as long as possible, he or she has to figure out how to implement the flow channel in the game by oneself. Therefore, in this paper, we tried to bridge or narrow the gap between game flow and psychology theories. We showed how the whole game flow mechanics work and how several major psychological elements operate dynamically and interactively on the game play. The challenges and skills should be balanced and should work together to create game flow experiences. The contents described in the paper was used to teach university students in game design and media psychology courses. Quantitative and qualitative measures show that our media psychology education could be an effective way of teaching a creative design philosophy.
The purpose of this study was to make the sea with rending of ocean by using the proper algorithm for an emotional online game. We used statistical model to make the sea in this study. In measuring the wave height, we used Fast Fourier Transformation (FFT) to calculate the sum of amplitude and phrase quickly with random numbers of the time. We eliminated the overlap functions of sine and cosines by using the repeatability of trigonometric function. We saved the values of trigonometric function in memory space. Therefore, we could deal with the repetitive calculations by memory access because the same values are repeated in the standard based on π within one cycle of 2π in sine and cosine functions. By changing the sampling size of Windows function, we calculated the mobility on each local area and we applied this mobility to this study according to hierarchical structure. In addition, we used the reflectivity differently by putting the value of k,r into the effect Fresnel reflection. The reason why we used this method was to make the sea look more realistic. In the aspect of the intensity of light of the sea, we did not calculate it and we applied KD- Tree data structure on the density of the values occurred at the time of the sea was created. The advantage of this method was to reduce search time effectively. In this Tree structure, index time log , search time and log time are spend, which is applied to the photon closed to . In the case of KD-Tree, this is a very effective way in saving and recovering. One weakness was that we had to limit the effect of indirect illumination to express a wide sea. However, by using photon mapping, we solved this problem
Prevalence of children with developmental disabilities has increased the need for a variety of educational and therapeutic interventions for children in the study of the subject has increased according to the load. in this paper, the review of the developmental disability characteristics and teaching methods are based on this proposal of realistic experimental serious game contents using AAC(Augmentative and Alternative Communication) method because we make up for the conventional interventions and increase participation and motivation in learning. In this paper, we improve the area said to be the motivation and commitment to develop the content by using a realistic experience for users experiencing at present a pervasive developmental disorder of language development in the paper. In particular, we shows the effectiveness of the improved speech area through the use of this serious game content through real experiments with children with developmental disabilities.
The purpose of this paper is to remark phenomenon that concentrated the Goddess motif which provides initial narrative experience in MMORPG trailer and to analyze a aspect of representation and narrative function. The Goddess Motif which makes lacks triggers the participation of players. That is represented a active marginal person who saves defectively for players becoming hero, and a passive object who be allowed reward under seal. Although it is different form detail narrative aspects, the persona of the Goddess motif in a game trailers is the forceless Goddess. Because of the forceless Goddess, that is carry out an assignment that let players become heros. A Narrative function of the Goddess motif in MMORPGs as a meta-virtual being to interactive between a real world and a virtual world is to guide players to the border magic circle. Also, that is such a game macguffin which affect game daily life 'algorized' and a fictional being which consolidates algorism and narrative.
This paper presents a parallel kd-tree traversal algorithm based on the parallel binary radix tree construction scheme proposed by Tero Karras in 2012. In his paper, Tero Karras proposed parallel tree construction algorithm which can maximize the utilization of GPU threads, but implementation and analysis of kd-tree are not fully discussed. This paper aims to fill the gap for the specific kd-tree cases. As an application for the kd-tree traversal method proposed in this paper, the proposed method has been implemented with NVIDIA’s CUDA framework and tested on NVIDIA’s realtime raytracing library, OptiX. As a result, the proposed method can construct tree structures within the requirement for realtime process, but still needs specialized spatial caching data structure like the “primitive tree” for highly detailed meshes to handle spatial queries as fast as to visualize implicit surfaces under OptiX framework. However, the proposed method can be applied to dynamic collision detection and manage scene and object information for game applications thanks to its fast tree construction process. Also, realtime raytracing can be applied to game applications based on this study.
Play for mankind was evolved into the current era of digital media found in a monitor, so-called ‘game’. Along the current trend of broadly expanding the users of game, the collision is frequently occurred from the issues associated with balance between the proper and reverse function melted in a terminology, “game”. However from the perspective of writer, the existence of game, if it is in an inseparable relation with the mankind, should be fully accepted, rather than be blamed, therefore, our life should be settled down as a cultural trend in the age of “cultural prosperity”. The writer also realizes that game should be settled down as advanced cultural contents as high-edge, comprehensive cultural arts. Therefore, the writer strongly argues that the convergence of engineering and humanities imaginations should be achieved for the unity of knowledge in game industry. Humanistic element is required for the convergence of engineering and humanistic imaginations. In-depth consideration is highly required to find an approach how two afore-mentioned elements, that are totally different each other but in the neighborhood, are to be well-mixed and integrated for story-telling, which is the ultimate motivation for this study. Therefore as a result, a key to dilute the dysfunctional issues associated in game industry was the convergence of humanities; accordingly, this study was to seek a methodology what humanities can be integrated with the components of game, such as character, event and background.
This study examines the general assumption that serious games can bring about positive effects for purported social changes. The interactive nature of the serious game was thought to be one of the distinctive aspects of the medium as compared with other traditional non- interactive media. To explore whether the interactivity of serious games yields different psychological influences, we conducted an experimental study with a serious game whose narrative concerns the environmental issue, EcoFriendz (N=40). The results illustrate that those who played the video game perceived themselves to be more aware of the environmental problem than those who read the same narrative in a non-interactive text format. Also the game players were more willing to carry out measures to deal with the environmental problem.
In online game, Game-bot is a kind of AI based software which performs laborious tasks for a game-player to accumulate resources such as experience, in-game items. The game-bot causes serious problems of balancing and other game-players’ play in the game. So, detecting and avoiding game-bot’s behaviors in online game is one of the important issues in live game management. This paper proposes a study on a player reaction in MMORPG environment focused on two games of 「TERA」 and 「Knight Online」. We first characterize core game-elements to affect a player’s reaction in game environment change and finally propose a template of a player’s reaction in the game environment change. The paper will contribute to detect a behavior of a game-bot in online-game, effectively.
The purpose of this study lies in figuring out the factors of how soldiers' digital games experiences make influence on combat power improvement of the military.. For this study, based on the technology acceptance model, we have analyzed how causation is formed between self-efficacy and the collective-efficacy, perceived usefulness, perceived ease of use and the behavior intention. As a result of validating structure equation modeling targeting the sample of 101 soldiers, self-efficacy on digital game has a significant impact on perceived usefulness, perceived ease of use and the behavior intention. This result implies that soldiers’ digital game experiences have compelling relations on improving combat power of individual, which is a component of the military combat power, and the members of the organization. This study’s result offers an insight for implementing and utilizing small unit war game cyber combat system, which is based on digital games related to improving the military combat power in the future
This study was to investigate the influence of parent attachment, perception and attitudes about family mealtime on the smart phone addiction in adolescents. Study variables were attachment to father, attachment to mother, and perception and attitudes about family mealtimes. Middle school student in Seoul and Kyounggi province participated and total 596 questionnaire were analysed. SPSS WIN 18.0 were used in data analysis. As study results, significant factors influence on smart phone addiction were attachment to father, perception and attitudes about family mealtimes, frequence of family mealtimes, gender, grade, and use of SNS. These variables explained adolescents' smart phone addiction for 28.9% and perception and attitudes about family mealtimes were the variable which show the highest explanation. Smart phone addiction was higher as lower an attachment to father, as lower perception and attitudes about family mealtimes, as lower the frequency of family mealtimes, female student, 3rd grade, and as more use of SNS. It is suggested to develop programs and strategies to increase attachment to father, frequency of family mealtime and perception and attitudes about family mealtimes.
Recently, the field of emotional ICT which recognizes human's emotion is a rapidly growing interest. For example, various products applying emotion are being released and Softbank's robot, Pepper, is the one of those. This robot can recognize human's emotion through facial expressions and have conversations accordingly. By reading emotion through facial expressions, communication with humans become more natural. In addition, the emotional interface between machines and humans in various areas are applied to show a more intimate interface such as emotional application games that respond differently based on the emotion. In this paper, a system applying special effects on images based on recognition of six emotions from the facial expressions is proposed. A more friendly content can be produced by applying an appropriate emotional effect on the image loaded by the user with the user's facial expression. The result of this paper can be very appropriate to game scenarios and developing game program stages with the recognition of human emotion.
This paper proposes a interactive game contents based on assembled puzzle for the purpose of IoT(Internet of Things) applications. It not only assemble a puzzle but also enjoy a game contents with assembled puzzle using M2M(Machine-to-Machine) to IoT(Internet of Things). It can early children become curious and gets immersion. Additionally, we developed interactive game contents which have been added function of visual and auditory to be effect on education to users. In this paper, this research will provide information for the development of interactive game contents using IoT. Thereby be achieved through convergence with other things, the functional effect of the interactive game provide the understanding of the new trends.
Emotional ICT is the information and communication technologies using the emotion that users feel when using or not using different devices and services. As made evident in the current ICT industry’s tendency toward mass customization, consumers now want a product that perceives their emotions beforehand and fuses their emotions into the devices and services. In this paper, we suggest the monitering system of personalized emotion response according to image processing algorithms such as filtering(sharpening, blurring), shape transfer(warping) and stroke based rendering. To normalize personalized emotion by images, we used normal, pleasant, unpleasant, active and quiet image providing international affective picture system. We compare personalized emotional variation between original image and transferred image. This study can be used creating digital multimedia contents by personalized emotion and affective games according to user's emotion
Stroke incidence is increasing accordance with the aging of the population. While stroke patients increases the survival rate due to the contemporary development of medicine, goes on increasing the chronic disease by muscle impairment called hemiplegia. Rehabilitation training of motor skills for hemiplegia patients comprises repetitive and passive contents. In this paper, we developed a movement recognition device using acceleration sensor to help the upper limb rehabilitation and functional game contents in order to reduce the boredom of rehabilitation. By this contents, we can be maximized effect of the exercise using rehabilitation training contents made by simple graphical resources and added fun. Later on, we will provide various contents that can use several platform interface and can be have a lot of fun exercise and spread the range of applications of functional game contents.
Baduk, a classical game in the Orient, came to be recognized as a part of wholesome entertainment culture in modern society. Also, it has been used as an educational tool for the infant since some researches showed that Baduk is effective in cognitive development, emotional stability, and all-round education. Currently, a wide range of children participate in Baduk education at about 300 Baduk academies and around 1,600 after-school Baduk classes. However, the infant are difficult to learn Baduk because of difficult jargon and complicated technique embedded in Baduk. To respond to this challenge, this study aims to develop ‘educational Baduk play program’ which comprises elements of interest and fun as well as education.
The market of the smartphone game has been changed rapidly which can be seen in the online PC game, ‘SNG’ and became popular among the game lovers. In the same way, ‘Kakaotalk’ has also been appeared suddenly. Therefore, in this research work, we figured out the exploratory factors that affect the intention of use of smartphone users and these effects can help future works on games to those who are doing research on it. In our research method, we reviewed the preceding related researches about the intension of use of smartphone users. Based on these researches, we have extracted factors for suggesting research model and then verified the hypothesis with actual analysis to find out which factors are affecting the intention of use of smartphone game users. The factor and reliability analysis have done in order to examine the validity and reliability of the questionnaires used in this work. As the result, popular genre, character, sequence of hit etc. are affected positively on intention of use of smartphone game users but there are no meaningful effects of game developers. Due to such research, it can be helped to the related game developing academic and industries researchers on intention of use of smartphone games users.
Female gamers are generally increasing all over the world. Accordingly, e-sports field also intensively focuses on female gamers. This paper focuses on the process of identity formation of female gamers shown in Korean e-sports leagues especially on online games. Online game is delivered to the public by e-sports broadcasting. E-sports broadcasting is spoken of a one-way speech, which only has the voice of male castor. This paper classified the way of speaking of female gamers into two types. One is broadcasting method and the other is broadcasting language. Then this paper compared the discourses shown in them to the cases of male gamers. In the case of male gamers, inherent elements of the game primarily took the major part of the discourse. However, in the case of female gamers, socially acceptable speech about women primarily took the major part of the discourse. As the result, in e-sports online broadcasting, the male gamers are viewed in terms of ‘player’ while female gamers are viewed in terms of ‘person’. Considering online games as having alternative values and possibilities as new media, the aspect of distortion or alienation of women in game culture is obviously problematic.
This paper aims to introduce an overall game application as an effective tool for various corporation-related purposes. This work lies in the communication and sharing frameworks: Serious games, Advergames, Gamifications. We first discussed on the serious games, advergames, and gamification for both employee and customer based on previous literature review. Second, we synthesized the key features of game applications benefits that make them promising to be used for corporation purposes. All three of them, it will be efficient not only corporation (employee training & education, advertising & marketing) but also customer (information delivery capability, communication & feedback control etc). Moreover, various game-related factors are more effective means rather than antecedents of other media such as Internet and TV. Overall, game applications play a significant role in influencing the intention to corporation’s goals. Finally, implications of applications benefits for corporation purposes and future direction for research in this area are discussed.