• Title/Summary/Keyword: Game simulation

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A Study about Transforming Strategy to Game of TV Animation as appeared in (<스프링필드>에 나타난 TV애니메이션 <심슨가족>의 게임화 전략 연구)

  • Lee, Young-Soo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.85-109
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    • 2015
  • have been transformed to many products and game of various platform as successful animation be making for 26 seasons. However past studies were concentrated on characteristic of as an TV animation series, almost never focused on transforming strategy. is showing distinguished strategy for how long living TV animation series can be made to user participating contents constantly. This paper analyzed a characteristic transforming strategy to game of as focusing on that EA company was made for mobile platform and it has been popular for a long time comparatively. So first we analyzed characteristic narrative of animation, and then searched how it is appeared to space managing simulation game . It will be helpful study how to build narrative strategy when TV animation series will be transformed to game as analyzing gamification process of .

Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine (VR/AR 정비교육의 기술동향과 유니티 엔진기반의 API 구현사례)

  • Lee, Jee Sung;Kim, Byung Min;Choi, Kyu Hwa;Nam, Tae Hyun;Lim, Chang Joo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.111-119
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    • 2018
  • National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.

Game-Based Content Caching and Data Sponsor Scheme for the Content Network (콘텐츠 네트워크 환경에서 게임이론을 이용한 콘텐츠 캐싱 및 데이터 스폰서 기법)

  • Won, JoongSeop;Kim, SungWook
    • KIPS Transactions on Computer and Communication Systems
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    • v.8 no.7
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    • pp.167-176
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    • 2019
  • Recently, as the types of services that can be enjoyed in mobile telecommunication networks such as social networks and video streaming are increasing, mobile users(MUs) can access mobile contents easily by consuming mobile data. However, under a mobile telecommunication environment, MUs have to pay a high data fee to a network service provider(SP) in order to enjoy contents. The 'data sponsor' technique, introduced as a way to solve this problem, has attracted attention as a breakthrough method for enhancing contents accessibility of MUs. In this paper, we propose an algorithm that determines the optimal discount rate through the Stackelberg game in the data sponsor environment. We also propose an algorithm to design edge caching, which caches highly popular content for MUs on edge server, through many-to-many matching game. Simulation results clearly indicate that the profit for CP's content consumption is improved by about 6~11%, and the profit of CP according to the ratio of edge caching is improved by about 12% than the other existing schemes under data sponsor environment.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
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    • v.23 no.1
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    • pp.95-103
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    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

DEVSIF Composer: A Synthesis Tool for Fast Interpretation of Simulation Models

  • Lee, Wan-Bok
    • Journal of information and communication convergence engineering
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    • v.6 no.1
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    • pp.59-63
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    • 2008
  • The methods or algorithms which can accelerate simulation speed became of great importance, as the modeling and simulation methodology for discrete event systems is used in many areas such as model validation/verification and performance evaluation. This paper proposes a tool named, DEVSIF composer. The tool is made of an automated compiled simulation technology and it builds a new composed model which can be executed much fast by composing the component models together. Models are described by our new specification language DEVSIF, which is compatible with object-oriented language and supports representation of a hierarchical model structure. Experimental results demonstrates that DEVSIF composer enhances the simulation speed of a transformed DEVS model 5 times faster than that of the original ones in average.

Adapative Modular Q-Learning for Agents´ Dynamic Positioning in Robot Soccer Simulation

  • Kwon, Ki-Duk;Kim, In-Cheol
    • 제어로봇시스템학회:학술대회논문집
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    • 2001.10a
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    • pp.149.5-149
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    • 2001
  • The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent´s dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless ...

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An Analysis of Player's Behavior Attributes on Social Network Game focused on the Genre of Management Simulation (소셜 네트워크 게임 플레이어의 행동속성 분석 -경영·시뮬레이션 장르를 중심으로-)

  • Kim, Mi-Jin;Kim, Yeong-Sil
    • Journal of Korea Game Society
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    • v.12 no.3
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    • pp.3-10
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    • 2012
  • Social network game induces to continue participation among the players through asynchronous connection mode. This characteristic of SNG that is required active social connectedness and that is the main purpose of SNG. The player's behavior attributes related with social connectedness can be divided by the environmental conception. In this paper, the player's behavior is divided into two types : Social Connectedness(SC) and Non-Social Connectedness(NC). Each type is categorized in specific actions of players that is explored. Also, experimental data collected from player's playing-game is analyzed in the comparison of each behavior and the relation of playfulness. Those results have suggested the scope for designing a appliable model on SNG development and represented the guideline to verify speedy the massive player's behavior through simplifying the player's behavior derived in SNG play experiences.

Game Theory for Transmission Power Control of Cognitive Radio (CR의 송신 전력 제어를 위한 게임 이론 연구)

  • Hwang, In-Kwan;Lee, Ryoung-Kyoung;Cho, Hae-Keun;Lim, Yeon-Jun;Ko, Eun-Kyoung;Song, Myoung-Sun
    • The Journal of Korean Institute of Electromagnetic Engineering and Science
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    • v.18 no.4 s.119
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    • pp.448-454
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    • 2007
  • In this paper, the game theory based power control for CDMA system is studied, which has attained intensive interest as a core artificial intelligent technology fur cognitive Radio and its efficiency is evaluated using performance metrics such as system throughput and fairness. Utility Function for joint user centric and network centric power control is defined and simulation results show that game theory based power control is far better than closed loop power control. The contribution of this raper is to formalize the game theory based power control toward the cognitive radio that recognizes and adapts to the radio communication environments.

Automatic Map Generation without an Isolated Cave Using Cell Automata Enhanced by Binary Space Partitioning (이진 공간 분할로 보강된 셀 오토마타를 이용한 고립 동굴 없는 맵 자동 생성)

  • Kim, Ji-Min;Oh, Pyeong;Kim, Sun-Jeong;Hong, Seokmin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.59-68
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    • 2016
  • Many researchers have paid attention to contents generation within the area of game artificial intelligence these days with various reasons. Efforts on automatic contents generation without game level designers' help were continuously progressed in various game contents. This study suggests an automatic map generation without an isolated cave using cellular automation enhanced by binary space partitioning(BSP). In other words, BSP makes it possible to specify the number of desired area and cellular automation reduces the time to search a path. Based upon our preliminary simulation results, we show the usefulness of our automatic map generation by applying the contents generation using cell automation, which is enhanced by BSP to games.

Expression of Chinese Painting Style in Management Simulation Games from the Perspective of 'Woyou' - Taking Peach Blossom Wonderland as an Example ('와유'의 시각에서 본 중국화 스타일의 경영 시뮬레이션게임에서의 표현--도원 깊은 곳에 인가(人家)를 중심으로)

  • Shan Miao
    • The Journal of the Convergence on Culture Technology
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    • v.10 no.5
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    • pp.437-444
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    • 2024
  • Video games, recognized as the "ninth art," carry not only entertainment functions but also the significant responsibility of disseminating ideas and culture. Increasingly, game developers are integrating specific cultural elements into their games, aiming to foster cultural heritage and emotional resonance. This study explores the modern transformation of traditional artistic concepts in the digital gaming field, starting from the Chinese painting theory of 'Woyou'. By examining game examples, the study analyzes the forms of expression of 'Woyou' in virtual landscape spaces and how player identity influences the 'Woyou' experience. The findings suggest that digital games offer new forms of traditional aesthetic wisdom and that Chinese traditional painting theory can gain modern interpretation in the context of digital game design. This provides theoretical support for optimizing game visual design and promotes the expansive development of traditional art concepts in the new media era.