• Title/Summary/Keyword: Game scenario

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Price-based Resource Allocation for Virtualized Cognitive Radio Networks

  • Li, Qun;Xu, Ding
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.10
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    • pp.4748-4765
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    • 2016
  • We consider a virtualized cognitive radio (CR) network, where multiple virtual network operators (VNOs) who own different virtual cognitive base stations (VCBSs) share the same physical CBS (PCBS) which is owned by an infrastructure provider (InP), sharing the spectrum with the primary user (PU). The uplink scenario is considered where the secondary users (SUs) transmit to the VCBSs. The PU is protected by constraining the interference power from the SUs. Such constraint is applied by the InP through pricing the interference. A Stackelberg game is formulated to jointly maximize the revenue of the InP and the individual utilities of the VNOs, and then the Stackelberg equilibrium is investigated. Specifically, the optimal interference price and channel allocation for the VNOs to maximize the revenue of the InP and the optimal power allocation for the SUs to maximize the individual utilities of the VNOs are derived. In addition, a low‐complexity ±‐optimal solution is also proposed for obtaining the interference price and channel allocation for the VNOs. Simulations are provided to verify the proposed strategies. It is shown that the proposed strategies are effective in resource allocation and the ±‐optimal strategy achieves practically the same performance as the optimal strategy can achieve. It is also shown that the InP will not benefit from a large interference power limit, and selecting VNOs with higher unit rate utility gain to share the resources of the InP is beneficial to both the InP and the VNOs.

Resource Allocation for Cooperative Relay based Wireless D2D Networks with Selfish Users

  • Niu, Jinxin;Guo, Wei
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.6
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    • pp.1996-2013
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    • 2015
  • This paper considers a scenario that more D2D users exist in the cell, they compete for cellular resources to increase their own data rates, which may cause transmission interference to cellular users (CU) and the unfairness of resource allocation. We design a resource allocation scheme for selfish D2D users assisted by cooperative relay technique which is used to further enhance the users' transmission rates, meanwhile guarantee the QoS requirement of the CUs. Two transmission modes are considered for D2D users: direct transmission mode and cooperative relay transmission mode, both of which reuses the cellular uplink frequency resources. To ensure the fairness of resource distribution, Nash bargaining theory is used to determine the transmission mode and solve the bandwidth allocation problem for D2D users choosing cooperative relay transmission mode, and coalition formation game theory is used to solve the uplink frequency sharing problem between D2D users and CUs through a new defined "Selfish order". Through theoretical analysis, we obtain the closed Nash bargaining solution under CUs' rate constraints, and prove the stability of the formatted coalition. Simulation results show that the proposed resource allocation approach achieves better performance on resource allocation fairness, with only little sacrifice on the system sum rates.

Optimal Operation for Green Supply Chain Considering Demand Information, Collection Incentive and Quality of Recycling Parts

  • Watanabe, Takeshi;Kusukawa, Etsuko
    • Industrial Engineering and Management Systems
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    • v.13 no.2
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    • pp.129-147
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    • 2014
  • This study proposes an optimal operational policy for a green supply chain (GSC) where a retailer pays an incentive for collection of used products from customers and determines the optimal order quantity of a single product under uncertainty in product demand. A manufacturer produces the optimal order quantity of product using recyclable parts with acceptable quality levels and covers a part of the retailer's incentive from the recycled parts. Here, two scenarios for the product demand are assumed as: the distribution of product demand is known, and only both mean and variance are known. This paper develops mathematical models to find how order quantity, collection incentive of used products and lower limit of quality level for recycling affect the expected profits of each member and the whole supply chain under both a decentralized GSC (DGSC) and an integrated GSC (IGSC). The analysis numerically compares the results under DGSC with those under IGSC for each scenario of product demand. Also, the effect of the quality of the recyclable parts on the optimal decisions is shown. Moreover, supply chain coordination to shift the optimal decisions of IGSC is discussed based on: I) profit ratio, II) Nash bargaining solution, and III) Combination of (I) and (II).

How Consumers Spend and Distribute Money Tainted by Anger

  • PARK, Hyun Young
    • Journal of Distribution Science
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    • v.19 no.7
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    • pp.51-59
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    • 2021
  • Purpose: Anger has become one of the dominantly experienced emotions in recent years, particularly under the COVID-19 pandemic. Considering the critical role that anger plays in consumers' lives, the present research examines how feeling angry about money influences consumers' spending and money distribution decisions. Research design and methodology. Three experiments were conducted using different emotion induction methods (i.e., dictator game, autobiographical recall, and scenario). Results. Feeling angry about money decreased pro-social spending (i.e., less money distribution to the others), but it did not affect virtuous or utilitarian spending for the self-unlike past finding on negative feelings that increased utilitarian spending. Furthermore, whereas anger-tainted money decreased pro-social spending of that money, guilt-tainted money increased pro-social spending. However, the effects of guilt versus anger were not completely symmetrical. The antagonistic effect of anger was diffusive across spending on distant and close others, whereas the pro-social effect of guilt was limited to distant others. Conclusions: These findings help policy makers and financial institutions forecast how money will be distributed or circulated when it is likely to be dampened by anger under the pandemic. They also highlight the importance of examining the effects of discrete emotions (e.g., anger vs. guilt) beyond valence.

Research Joint Ventures and Cartels in International Product R&D

  • Yang, Il-Seok
    • Journal of Korea Trade
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    • v.23 no.2
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    • pp.46-58
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    • 2019
  • Purpose - This paper analyzes how Research and Development (R&D) cartelization and Research Joint Ventures (RJV) affect firms that engage in Cournot competition in their product market using a model in which the Home and Foreign firm produce differentiated products and export their total output to a third country's market. Design/Methodology - In a two-stage game, research expenditures incurred in the first stage improve product quality and are subject to various degrees of spillovers. We consider four different scenarios. Findings - In a symmetric equilibrium we observe the following: (i) an RJV that cooperates in R&D decision yields the highest R&D expenditure. However, the scenario which yields the lowest expenditure depends on the extent of differentiation between the goods and the degree of spillovers; (ii) RJV cartelization yields the highest product quality, output, and consumer surplus in the third country; however, the lowest is produced by R&D competition if spillovers are strong and by R&D cartelization if spillovers are weak; and (iii) each firm's profit is at its minimum in R&D competition and its maximum in RJV cartelization. Furthermore, if spillovers are strong, the profit of each firm in R&D cartelization is greater than that in RJV competition, and vice versa. Originality/value - By analyzing product innovation in international markets, we can find similarities and differences between process R&D and product R&D in international markets.

Choice versus Given: Influence of Choice on Effectiveness of Retailers' Sweepstakes Promotion

  • Meeja IM
    • Journal of Distribution Science
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    • v.21 no.6
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    • pp.39-49
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    • 2023
  • Purpose: This paper aims to investigate the influence of different methods of distributing sweepstakes (i.e., whether consumers choose to enter into the sweepstakes themselves or they are given the sweepstake ticket by default) on the effectiveness of the sweepstakes promotion (i.e., interest in the sweepstakes and intention to participate in the sweepstakes). Research design, data and methodology: The paper verifies this effect through three experimental studies: an online experiment using a sweepstakes promotion scenario at a department store, an online SNS sweepstakes promotion event, and a face-to-face card lottery game. Results: Participants belonging the group that chose sweepstakes tickets by themselves showed higher interest and intention to participate in the sweepstakes than those who were given the sweepstakes ticket by default. Furthermore, the group that chose the sweepstakes card thought it had a higher probability of winning than the group given the sweepstakes card. Conclusions: This paper shows a way to enhance the promotional effect of sweepstakes in the retail stores, without incurring additional costs, by approaching from sweepstakes design from the psychological perspective of the consumer. The study also sheds new light on the effect of sense of control manipulation using choice behavior in the promotional context.

Reallocation of Force in the Lanchester (3,3) Combat Model (란체스터 (3,3) 전투모형의 전투력 재할당 방안에 관한 연구)

  • Jong-Hyeon Hwang;Dong-Hyung Lee
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.46 no.4
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    • pp.263-271
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    • 2023
  • In the (3,3) close combat model based on the Lanchester Square Law, this study proposes a plan to optimally allocate residual combat power after the battle to other battlefields. As soon as the two camps of three units can grasp each other's information and predict the battle pattern immediately after the battle began, the Time Zero Allocation of Force (TZAF) scenario was used to initially allocate combat power to readjust the combat model. It reflects travel time, which is a "field friction" in which physical distance exists from battlefields that support combat power to battlefields that are supported. By developing existing studies that try to examine the effect of travel time on the battlefield through the combat model, this study forms a (3,3) combat model, which is a large number of minimum units. In order to achieve the combat purpose, the principle of optimal combat force operation is presented by examining the aspect that support combat power is allocated to the two battlefields and the consequent battle results. Through this, various scenarios were set in consideration of the travel time and the situation of the units, and differentiated results were obtained. Although the most traditional, it can be used as the basic logic of the training or the commander's decision-making system using the actual war game model.

Development of multimedia Contents for Paintings and Orignal Forms of Shaman Spirit in Korean shamanism (한국 무속신앙에 나타난 무신도(巫神圖)와 무신원형의 멀티미디어 컨텐츠 개발 방안 연구)

  • 한지애;류시천;김병욱;고광필;남병호
    • Archives of design research
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    • v.17 no.3
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    • pp.199-208
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    • 2004
  • From the aspect that design should respond to the necessity of various cultural bases, design is important to be grafted to Korean traditional culture. This circumstance leads this study to clarify the plan of multimedia contents development of 'paintings and original forms of shaman spirit' in Korean shamanism as one of realistic re-illumination works for Korean cultural original forms. The main study results are conduded as followings through literature reviews, internet searches and case studies. First, 'the planning process' necessary for the development of scenarios, characters and multimedia contents are suggested based on the establishment of hierarchy structure among shaman spirits which are classified into necromancer, human being, nature and life after death. Second, relating to execution of process above, it is suggested that 'the strategic. plan by business items and its genres' such as blessing fancy goods, characters for mobile or game, scenarios for game or animation, online digital exorcisms, e-cards, e-talismans and so on. Finally, as future industrialization concerns, 'the industrial development plan' is suggested which can be extended to scenario-based original businesses such as game scenarios for online or mobile and heroism fictions. The study results highlight the fact that multimedia design approach are considered for expanding the target and scope of creative material for Korean cultural original forms. Future researches, based on the results of the study, are expected to be expanded to the various designerly-thinking approaches into 'Shaman' themes and rather to be re-illuminated to the development of Korean cultural original forms as a nation's strategic standpoint.

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Cost Reduction Measure for River Water Quality Management by Cooperation between Local Governments:a Case of the Youngsan River (지자체간 협조를 통한 하천수질관리 비용절감 방안: 영산강을 대상으로)

  • Yeo, Kyu Dong;Jo, Eun Hui;Jung, Young Hun;Yi, Choong Sung
    • KSCE Journal of Civil and Environmental Engineering Research
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    • v.32 no.5B
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    • pp.273-285
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    • 2012
  • Current TMDL based on the 'Polluter Pays Principle' in Republic of Korea is individually operated by each local government for the designed allocated pollution load of unit watershed and unit district. However, unlike the motion of the air contaminants, the polluted contaminants in a river move from upstream to downstream, and a river can affect to districts more than two. In addition, a decision making on the construction of a sewage treatment facilities follows the concept of 'economy of scale'. These reasons support the collaboration among local governments in order to reduce the costs in improving water quality. This study suggested a method to reduce water quality management cost by redistributing reduction load considering cost-effectiveness for an entire watershed. The assessment on the suggested method is conducted in Youngsan river watershed. Without variation in total load, reduction load assigned for unit watershed and unit district is retributed in the region where pollutant source is concentrated, and then water quality and cost reduction improved from the redistribution of reduction load is analyzed. The results show that the cost saved by the suggested method is KRW 124 billion for scenario-1 and 172 billion for scenario-2 considering total cost of KRW 788 billion for the existing plan. We expect that the suggested method is a good example to reduce water quality management cost in local governments for TMDL.

Interface of Interactive Contents using Vision-based Body Gesture Recognition (비전 기반 신체 제스처 인식을 이용한 상호작용 콘텐츠 인터페이스)

  • Park, Jae Wan;Song, Dae Hyun;Lee, Chil Woo
    • Smart Media Journal
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    • v.1 no.2
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    • pp.40-46
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    • 2012
  • In this paper, we describe interactive contents which is used the result of the inputted interface recognizing vision-based body gesture. Because the content uses the imp which is the common culture as the subject in Asia, we can enjoy it with culture familiarity. And also since the player can use their own gesture to fight with the imp in the game, they are naturally absorbed in the game. And the users can choose the multiple endings of the contents in the end of the scenario. In the part of the gesture recognition, KINECT is used to obtain the three-dimensional coordinates of each joint of the limb to capture the static pose of the actions. The vision-based 3D human pose recognition technology is used to method for convey human gesture in HCI(Human-Computer Interaction). 2D pose model based recognition method recognizes simple 2D human pose in particular environment On the other hand, 3D pose model which describes 3D human body skeletal structure can recognize more complex 3D pose than 2D pose model in because it can use joint angle and shape information of body part Because gestures can be presented through sequential static poses, we recognize the gestures which are configured poses by using HMM In this paper, we describe the interactive content which is used as input interface by using gesture recognition result. So, we can control the contents using only user's gestures naturally. And we intended to improve the immersion and the interest by using the imp who is used real-time interaction with user.

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