• Title/Summary/Keyword: Game Classification

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Characterizing Patterns of Experience of Harmful Shops among Adolescents Using Decision Tree Models (데이터마이닝을 이용한 청소년 유해업소 출입경험에 영향을 주는 요인)

  • Sohn, Aeree
    • Korean Journal of Health Education and Promotion
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    • v.31 no.3
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    • pp.15-26
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    • 2014
  • Objective: This study was conducted in order to explore the predictive model of the experience of harmful shops in middle and high school students. Methods: The survey was conducted using a self-administered questionnaire method online via the homepage of the education ministry's student health information center. Participants were 1,888 middle school students and 1,563 high school students from 107 schools in Korea. The collected data were processed using the SPSS classification trees 18.0 program and examined using data mining decision tree model. Results: In this study, 6.9% of all subjects were found to have been to sex industry harmful place and 81.8% game place. The results revealed that smoking, living with parents, and school grade were significant predictors for experience of sex industry harmful place. The perception of study disrupts, drinking, living with parents, stress, and satisfaction of school life were significant predictors for experience of game harmful place. Conclusions: These results suggest that an educational approach should be developed by tailored conditions to prevent the access to harmful shops.

A Hierarchical Graph Structure and Operations for Real-time A* Path finding and Dynamic Graph Problem (실시간 A* 길 찾기와 동적 그래프 문제를 위한 계층적 그래프 구조와 연산자)

  • Kim, Tae-Won;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.4 no.3
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    • pp.55-64
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    • 2004
  • A dynamic graph is suitable for representing and managing dynamic changable obstacles or terrain information in 2D/3D games such as RPG and Strategy Simulation Games. We propose a dynamic hierarchical graph model with fixed level to perform a quick A* path finding. We divide a graph into subgraphs by using space classification and space model, and construct a hierarchical graph. And then we perform a quick path fading on the graph by using our dynamic graph operators. With our experiments we show that this graph model has efficient properties for finding path in a dynamic game environment.

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On Depth Formula and Tor Game (깊이의 식과 토르 게임에 대하여)

  • Choi Sangki
    • Journal for History of Mathematics
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    • v.17 no.4
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    • pp.37-44
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    • 2004
  • Homological algebra has emerged and developed since 1950s. However, in 1890's Hilbert investigated the resolutions in his Syzygy Theorem which is a vital ingredient in homological algebra. In 1956 Serre has proved the finite global dimension of regular local rings. His result give a basic tool in homological algebra. This paper also deals with the depth formula that was raised by Auslander in 1961.

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An Efficient Load Balancing Scheme for Gaming Server Using Proximal Policy Optimization Algorithm

  • Kim, Hye-Young
    • Journal of Information Processing Systems
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    • v.17 no.2
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    • pp.297-305
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    • 2021
  • Large amount of data is being generated in gaming servers due to the increase in the number of users and the variety of game services being provided. In particular, load balancing schemes for gaming servers are crucial consideration. The existing literature proposes algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading. However, many proposed schemes impose heavy restrictions and assumptions, and such a limited service classification method is not enough to satisfy the wide range of service requirements. We propose a load balancing agent that combines the dynamic allocation programming method, a type of greedy algorithm, and proximal policy optimization, a reinforcement learning. Also, we compare performances of our proposed scheme and those of a scheme from previous literature, ProGreGA, by running a simulation.

BETTER INPUTS FOR KNOWLEDGE MANAGEMENT INFORMATION SYSTEMS: KNOWLEDGE SHARING MODELING AND THE INCENTIVES SYSTEM DESIGN

  • S. Ping Ho;Yaowen Hsu;Szu-Wei Lo
    • International conference on construction engineering and project management
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    • 2005.10a
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    • pp.564-568
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    • 2005
  • Recently, Knowledge Management (KM) has been applied to construction industry. Surprising, there is few studies that address the most fundamental problem in KM: people may prefer not to share their knowledge so as to preserve their intellectual or unique values in the organization. Without the premise of each individual's willingness to share knowledge, there will be no valuable input for the IT system and, thus, no knowledge management at all. This paper aims to model the behavioral dynamics of knowledge sharing and to design an incentive system that may facilitate knowledge sharing for construction companies. In this paper, a game-theory based model will be developed, and the framework for designing an incentive system will be proposed according to the model.

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Classification of SNG (Social Network Game) and Its Future (소셜 네트워크 게임의 분류 및 발전방향)

  • An, Kwang-Rim;Kim, Seong-Whan
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1564-1567
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    • 2011
  • SNG(social network game)은 최근 보편화된 SNS(social network service)를 기반으로 하는 게임으로 단순한 인터페이스와 진행방법을 제공하는 캐주얼 게임 위주로 서비스되고 있다. 본 논문에서는 네트워크를 통해 인적관계를 형성시켜주는 SNS 의 정의 및 SNS 에서 발전된 게임모델인 SNG 를 정의하고, SNS 와 SNG 의 결합모델을 3 가지로 분류하고 각각의 사례에 대해 분석한다. SNS 기반 SNG 서비스 모델로, SNS 서비스 1 위 업체인 Facebook 을 중심으로 소개하였으며, SNS 서비스를 이용하는 사용자 규모 및 서비스되고 있는 SNG 의 진행방식 및 특징을 설명한다. 다른 결합유형으로, 기존 온라인 게임 기반의 SNS 서비스 및 신규 SNS/신규 SNG 모델을 소개하고 각각의 예를 소개하였다.

Vowel Classification of Imagined Speech in an Electroencephalogram using the Deep Belief Network (Deep Belief Network를 이용한 뇌파의 음성 상상 모음 분류)

  • Lee, Tae-Ju;Sim, Kwee-Bo
    • Journal of Institute of Control, Robotics and Systems
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    • v.21 no.1
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    • pp.59-64
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    • 2015
  • In this paper, we found the usefulness of the deep belief network (DBN) in the fields of brain-computer interface (BCI), especially in relation to imagined speech. In recent years, the growth of interest in the BCI field has led to the development of a number of useful applications, such as robot control, game interfaces, exoskeleton limbs, and so on. However, while imagined speech, which could be used for communication or military purpose devices, is one of the most exciting BCI applications, there are some problems in implementing the system. In the previous paper, we already handled some of the issues of imagined speech when using the International Phonetic Alphabet (IPA), although it required complementation for multi class classification problems. In view of this point, this paper could provide a suitable solution for vowel classification for imagined speech. We used the DBN algorithm, which is known as a deep learning algorithm for multi-class vowel classification, and selected four vowel pronunciations:, /a/, /i/, /o/, /u/ from IPA. For the experiment, we obtained the required 32 channel raw electroencephalogram (EEG) data from three male subjects, and electrodes were placed on the scalp of the frontal lobe and both temporal lobes which are related to thinking and verbal function. Eigenvalues of the covariance matrix of the EEG data were used as the feature vector of each vowel. In the analysis, we provided the classification results of the back propagation artificial neural network (BP-ANN) for making a comparison with DBN. As a result, the classification results from the BP-ANN were 52.04%, and the DBN was 87.96%. This means the DBN showed 35.92% better classification results in multi class imagined speech classification. In addition, the DBN spent much less time in whole computation time. In conclusion, the DBN algorithm is efficient in BCI system implementation.

Proposal for Technical Review of Adult Arcade Game (성인용 아케이드게임 기술심의 제안)

  • Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.553-555
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    • 2013
  • Game Rating Board(GRB) of Korea set up in 29 October, 2006 has been 7th years and it will disappear in 23 November, 2013. For the first time the 'GRB' of Korea has the goal which held the nonofficial transfer of rating classification for game. But it had the justification which become more distant from the nonofficial transfer due to the affairs of 'See Story' in August, 2006. As a result, because of rapid normalization of game rating rather than the systematic transfer from 'Video Rating Board' of Korea cause no preparation of scientific professional rating review. It showed the entry-level appearance though stressing profession from the beginning of setup. Specially more transaction expense were increased because of no consistency and predictability for game review. However, it could be overcome by preparation for definite global standard and scientific rating system. Consequently technological possibility of BMM Korea based on 'Gaming Laboratory Institute(GLI)' standard expected to be alternative in the technical review of the adult arcade game.

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A Study on the Usage Pattern Based on Genres and Socio-demographic Characteristics in Online Games (Hendry 모형을 이용한 한국 온라인 게임 시장의 장르별 경쟁 강도 분석)

  • Ryu, Sung-Il;Park, Sun-Ju
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.43-52
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    • 2011
  • This study assumed the competitive structure based on genre classification for Korean online game market, and carried out the analysis on the degree and characteristics of the competition that appear differently in each sub market classified according to the genre. Analysis result can be summarized as follows. (1) In the view of the total play time, the proportions of the online games in each genre were appeared in the order of "RPG > FPS/RTS > Sports > Arcade/Poker > Go-stop > Board/Racing". (2) In the view of the shares in the play time, the degree of competition between games in the sub market structure of the online games according to the genre was found in the order of "RTS > Racing > FPS/Sports > Go-stop > Poker > Arcade/Board > RPG". The evaluation and interpretation of the high and low of the competition degree are as follows. As the degree of competition is higher, (RTS > Racing > ${\cdots}$) the royalty and the ratio of reusing of the users for the game is lower, and on the other hand, the tendency of replacing and using appeared higher, so the market entry barrier for a new game can be evaluated to be low. Reversely, as the degree of competition is lower, (${\cdots}$ > Arcade/Board > RPG) the royalty and the ratio of reusing of the users for the game is higher, and on the other hand, the tendency of replacing and using appeared lower, so the market entry barrier for a new game can be evaluated to be high.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.