• Title/Summary/Keyword: Internet Game Addition

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A game theory approach for efficient power control and interference management in two-tier femtocell networks based on local gain

  • Al-Gumaei, Y. A.;Noordin, K. A.;Reza, A. W.;Dimyati, K.
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.7
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    • pp.2530-2547
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    • 2015
  • In the recent years, femtocell technology has received a considerable attention due to the ability to provide an efficient indoor wireless coverage as well as enhanced capacity. However, under the spectrum sharing between femtocell user equipment (FUEs) and the owner of spectrum macrocell user equipment (MUEs), both may experience higher uplink interference to each other. This paper proposes a novel distributed power control algorithm for the interference management in two-tier femtocell networks. Due to the assignment of licensed radio frequency to the outdoor macrocell users, the access priority of MUEs should be higher than FUEs. In addition, the quality of service (QoS) of MUEs that is expressed in the target signal-to-interference-plus-noise ratio (SINR) must always be achieved. On the other hand, we consider an efficient QoS provisioning cost function for the low-tier FUEs. The proposed algorithm requires only local information and converges even in cases where the frontiers of available power serve the target SINRs impossible. The advantage of the algorithm is the ability to implement in a distributed manner. Simulation results show that the proposed algorithm based on our cost function provides effective resource allocation and substantial power saving as compared to the traditional algorithms.

Development of Artificial Intelligence Simulator of Seven Ordinary Poker Game (7포커 인공지능 시뮬레이터 구현)

  • Hur, Jong-Moon;Won, Jae-Yeon;Cho, Jae-hee;Rho, Young-J.
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.6
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    • pp.277-283
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    • 2018
  • Some innovative researchers have had a dream of self-thinking intelligent computer. Alphago, at last, showed its possibility. With it, most computer engineers including even students can learn easily how to do it. As the interest to the deep learning has been growing, people's expectation is also naturally growing. In this research, we tried to enhance the game ability of a 7-poker system by applying machine learning techniques. In addition, we also tried to apply emotion analysis of a player to trace ones emotional changes. Methods and outcomes are to be explained in this paper.

Big Data Analysis of the Women Who Score Goal Sports Entertainment Program: Focusing on Text Mining and Semantic Network Analysis.

  • Hyun-Myung, Kim;Kyung-Won, Byun
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.222-230
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    • 2023
  • The purpose of this study is to provide basic data on sports entertainment programs by collecting data on unstructured data generated by Naver and Google for SBS entertainment program 'Women Who Score Goal', which began regular broadcast in June 2021, and analyzing public perceptions through data mining, semantic matrix, and CONCOR analysis. Data collection was conducted using Textom, and 27,911 cases of data accumulated for 16 months from June 16, 2021 to October 15, 2022. For the collected data, 80 key keywords related to 'Kick a Goal' were derived through simple frequency and TF-IDF analysis through data mining. Semantic network analysis was conducted to analyze the relationship between the top 80 keywords analyzed through this process. The centrality was derived through the UCINET 6.0 program using NetDraw of UCINET 6.0, understanding the characteristics of the network, and visualizing the connection relationship between keywords to express it clearly. CONCOR analysis was conducted to derive a cluster of words with similar characteristics based on the semantic network. As a result of the analysis, it was analyzed as a 'program' cluster related to the broadcast content of 'Kick a Goal' and a 'Soccer' cluster, a sports event of 'Kick a Goal'. In addition to the scenes about the game of the cast, it was analyzed as an 'Everyday Life' cluster about training and daily life, and a cluster about 'Broadcast Manipulation' that disappointed viewers with manipulation of the game content.

A study on the impact of online contents characteristics on customer loyalty - Mediated effect of flow perspective - (고객충성도에 영향을 미치는 온라인 콘텐츠 특성에 관한연구 -몰입(Flow)의 매개효과를 중심으로 -)

  • Shin, Young-Chul;Jeong, Seung-Ryul
    • Journal of Internet Computing and Services
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    • v.14 no.5
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    • pp.101-117
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    • 2013
  • As the number of online game user has been rapidly increased thanks to the recent vitalization of online contents market, not only new business opportunity but also the opportunity to create high profits have been provided as well. However, the increase of the number of online game user and the rapid expansion of the market evoke a cutthroat completion among online game service providers, and also high barriers to entry to online game market have been erected. Thus, what kinds of efforts need for the business success and sales increase in online game market? In lots of researches regarding online contents business, the deepening of loyalty was considered as a critical factor for the business success. According to the study on user's behavior in online environment, users would experience the Flow while using online service, and then, if they were in state of the Flow, they would use the service constantly. High customer loyalty to online game means high will to use the online game too. The purpose of this research was i) to examine what factors enable users to be naturally immersed in online game while playing it, ii) to examine what properties of online game can make game more interesting and exciting, iii) to verify that such factors are critical in deepening customer loyalty, and iv) to suggest some essential factors to be fun and exciting games, on where the focus should be put, and the directionality for the development for sales expansion of online game developer or online game service provider. The research results are as below: First, the involvement and the perceived quality which were characteristics of brand appeared to be factors most affecting Flow. This shows that once game user get interested in online game that user has played frequently, even though new games are released, user will continuously flow the game not moving to new games, and also shows that users not only get more interested but also put more trust in games in the site to where users are frequently going than games in other sites, and consequently user can increasingly flow the game. Second, the compensation and graphics which are the characteristics of contents appeared to be factors affecting Flow. Proper compensation which is given to game users triggers fun and interests in game and makes them flow more and more. And graphics make users to feel game space as if real space and let them flow in game with more reality. Third, challenges, support, and the stability which are technical characteristics appeared to be factors affecting Flow. Challenges enable users to not only experience new virtual world but also solve various difficulties and obstacles. Once users feel fun and interests through this challenge, they can naturally flow games. In addition, the stability of network provides reliability in security and hacking. By doing so, it can induce users to flow more and more. Lastly, when aforementioned characteristics including contents characteristics, technical characteristics, and brand characteristics are organically combined each other, game users feel fun and total minutes are naturally increased, so that game users experience Flow, and consequently the customer loyalty will be deepened as well.

The Impact of the Internet Channel Introduction Depending on the Ownership of the Internet Channel (도입주체에 따른 인터넷경로의 도입효과)

  • Yoo, Weon-Sang
    • Journal of Global Scholars of Marketing Science
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    • v.19 no.1
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    • pp.37-46
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    • 2009
  • The Census Bureau of the Department of Commerce announced in May 2008 that U.S. retail e-commerce sales for 2006 reached $ 107 billion, up from $ 87 billion in 2005 - an increase of 22 percent. From 2001 to 2006, retail e-sales increased at an average annual growth rate of 25.4 percent. The explosive growth of E-Commerce has caused profound changes in marketing channel relationships and structures in many industries. Despite the great potential implications for both academicians and practitioners, there still exists a great deal of uncertainty about the impact of the Internet channel introduction on distribution channel management. The purpose of this study is to investigate how the ownership of the new Internet channel affects the existing channel members and consumers. To explore the above research questions, this study conducts well-controlled mathematical experiments to isolate the impact of the Internet channel by comparing before and after the Internet channel entry. The model consists of a monopolist manufacturer selling its product through a channel system including one independent physical store before the entry of an Internet store. The addition of the Internet store to this channel system results in a mixed channel comprised of two different types of channels. The new Internet store can be launched by the independent physical store such as Bestbuy. In this case, the physical retailer coordinates the two types of stores to maximize the joint profits from the two stores. The Internet store also can be introduced by an independent Internet retailer such as Amazon. In this case, a retail level competition occurs between the two types of stores. Although the manufacturer sells only one product, consumers view each product-outlet pair as a unique offering. Thus, the introduction of the Internet channel provides two product offerings for consumers. The channel structures analyzed in this study are illustrated in Fig.1. It is assumed that the manufacturer plays as a Stackelberg leader maximizing its own profits with the foresight of the independent retailer's optimal responses as typically assumed in previous analytical channel studies. As a Stackelberg follower, the independent physical retailer or independent Internet retailer maximizes its own profits, conditional on the manufacturer's wholesale price. The price competition between two the independent retailers is assumed to be a Bertrand Nash game. For simplicity, the marginal cost is set at zero, as typically assumed in this type of study. In order to explore the research questions above, this study develops a game theoretic model that possesses the following three key characteristics. First, the model explicitly captures the fact that an Internet channel and a physical store exist in two independent dimensions (one in physical space and the other in cyber space). This enables this model to demonstrate that the effect of adding an Internet store is different from that of adding another physical store. Second, the model reflects the fact that consumers are heterogeneous in their preferences for using a physical store and for using an Internet channel. Third, the model captures the vertical strategic interactions between an upstream manufacturer and a downstream retailer, making it possible to analyze the channel structure issues discussed in this paper. Although numerous previous models capture this vertical dimension of marketing channels, none simultaneously incorporates the three characteristics reflected in this model. The analysis results are summarized in Table 1. When the new Internet channel is introduced by the existing physical retailer and the retailer coordinates both types of stores to maximize the joint profits from the both stores, retail prices increase due to a combination of the coordination of the retail prices and the wider market coverage. The quantity sold does not significantly increase despite the wider market coverage, because the excessively high retail prices alleviate the market coverage effect to a degree. Interestingly, the coordinated total retail profits are lower than the combined retail profits of two competing independent retailers. This implies that when a physical retailer opens an Internet channel, the retailers could be better off managing the two channels separately rather than coordinating them, unless they have the foresight of the manufacturer's pricing behavior. It is also found that the introduction of an Internet channel affects the power balance of the channel. The retail competition is strong when an independent Internet store joins a channel with an independent physical retailer. This implies that each retailer in this structure has weak channel power. Due to intense retail competition, the manufacturer uses its channel power to increase its wholesale price to extract more profits from the total channel profit. However, the retailers cannot increase retail prices accordingly because of the intense retail level competition, leading to lower channel power. In this case, consumer welfare increases due to the wider market coverage and lower retail prices caused by the retail competition. The model employed for this study is not designed to capture all the characteristics of the Internet channel. The theoretical model in this study can also be applied for any stores that are not geographically constrained such as TV home shopping or catalog sales via mail. The reasons the model in this study is names as "Internet" are as follows: first, the most representative example of the stores that are not geographically constrained is the Internet. Second, catalog sales usually determine the target markets using the pre-specified mailing lists. In this aspect, the model used in this study is closer to the Internet than catalog sales. However, it would be a desirable future research direction to mathematically and theoretically distinguish the core differences among the stores that are not geographically constrained. The model is simplified by a set of assumptions to obtain mathematical traceability. First, this study assumes the price is the only strategic tool for competition. In the real world, however, various marketing variables can be used for competition. Therefore, a more realistic model can be designed if a model incorporates other various marketing variables such as service levels or operation costs. Second, this study assumes the market with one monopoly manufacturer. Therefore, the results from this study should be carefully interpreted considering this limitation. Future research could extend this limitation by introducing manufacturer level competition. Finally, some of the results are drawn from the assumption that the monopoly manufacturer is the Stackelberg leader. Although this is a standard assumption among game theoretic studies of this kind, we could gain deeper understanding and generalize our findings beyond this assumption if the model is analyzed by different game rules.

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Strategy of Market Penetration in Japanese Internet Market: Comparing Online Game Loyalty between Korea and Japan with MSEM (한국 기업의 일본 인터넷 시장 진출 전략: 멀티그룹 구조분석(MSEM)을 이용한 한국과 일본의 온라인 게임 충성도 비교를 중심으로)

  • 김남희;이상철;서영호
    • Journal of Korean Society for Quality Management
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    • v.31 no.1
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    • pp.21-41
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    • 2003
  • The purpose of this research is to identify if psychological temptation, site quality and sense of community influence user's flow and addiction and if causalities among flow, addiction, customer satisfaction and customer loyalty are different between Korean and Japanese online games. To perform our research, we use MCSF(Multi-group Confirmatory Factor Analysis) and MSEM(Multi-group Structural Equation Model). The empirical results of SEM(Structural Equation Model) including high-order factor analysis indicate that all of paths in our model are the same for both countries. Therefore, site quality and sense of community have impacts on the flow, while on the other hand, psychological temptation has impacts on the addiction. Customer satisfaction and loyalty are positively related not with the addiction but with the flow. In addition, customer loyalty is significantly influenced by the flow and the customer satisfaction. In Conclusion, the empirical results of MSEM(Multi-group Structural Equation Model) indicate sense of community to flow, flow to loyalty and customer satisfaction to loyalty are different between Korea and Japan. This indicates that companies to penetrate into Japa online game industry should have a concern with Japanese Social and Cultural features and to develop strategies which correspond with Japanese culture.

Design and Implementation for A Scalable Web-Based Distributed Simulator (확장성을 갖는 웹 기반 분산 시뮬레이터의 구현 및 설계)

  • Kim, Jong-Eun
    • Journal of Korea Game Society
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    • v.2 no.1
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    • pp.42-48
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    • 2002
  • Many web-based simulation environments have been proposed to create models and execute simulation through the Web. Although web-based simulation has the advantage of utilizing many computers connected to Internet, overhead of the web server and heavy traffic caused by Java RMI degrade the performance and scalability of simulation. In this paper, we design and implement web-based distributed simulator using Java for the scalability and performance. In addition, we can apply the proposed simulator to create model server and client engines in online game. We apply the proposed simulator to simulate ATM switch queueing model.

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Interference Pricing based Resource Allocation for D2D Communications in Cellular Networks

  • Li, Xiaomeng;Lv, Tiejun
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.9
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    • pp.4166-4182
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    • 2018
  • We consider the Device-to-Device (D2D) communications in cellular networks where each cellular user (CU) shares the same resource with multiple D2D users (DUs). In this paper, we aim to maximize the energy efficiency (EE) of the D2D networks, subject to an interference constraint required by the CU. Since the cellular and D2D communications belong to different networks, we consider to incentivize base station (BS) while assisting the DUs. To this end, we propose a Stackelberg game based interference pricing framework for the considered D2D communications in cellular networks. Unlike most of the existing methods, we use interference pricing framework to jointly address the EE resource allocation problem and the interference management in our networks rather than only improve the EE of the DUs or protect cellular networks. In particular, BS and all the users do not need all channel state information, which is more realistic in practice. In addition, two different pricing strategies are also proposed. Based on the two strategies, we analyze the equilibrium of the game. Moreover, in the first strategy, the upper and lower boundaries of the interference price are obtained. The closed-form expression is gained with a backward induction for the second strategy. Both offer valuable insights to the considered scenarios. Finally, compared with the existing work, the EE of the D2D communications is significantly improved. The advantageous performance of our scheme are demonstrated by the simulation results.

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.91-99
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    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

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An Offloading Strategy for Multi-User Energy Consumption Optimization in Multi-MEC Scene

  • Li, Zhi;Zhu, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.14 no.10
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    • pp.4025-4041
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    • 2020
  • Mobile edge computing (MEC) is capable of providing services to smart devices nearby through radio access networks and thus improving service experience of users. In this paper, an offloading strategy for the joint optimization of computing and communication resources in multi-user and multi-MEC overlapping scene was proposed. In addition, under the condition that wireless transmission resources and MEC computing resources were limited and task completion delay was within the maximum tolerance time, the optimization problem of minimizing energy consumption of all users was created, which was then further divided into two subproblems, i.e. offloading strategy and resource allocation. These two subproblems were then solved by the game theory and Lagrangian function to obtain the optimal task offloading strategy and resource allocation plan, and the Nash equilibrium of user offloading strategy games and convex optimization of resource allocation were proved. The simulation results showed that the proposed algorithm could effectively reduce the energy consumption of users.