• Title/Summary/Keyword: electronic game

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Bidding Strategy Determination by Defining Strategic Vector

  • Kang, Dong-Joo;Kim, Balho H.;Chung, Koo-Hyung;Moon, Young-Hwan
    • KIEE International Transactions on Power Engineering
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    • v.3A no.1
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    • pp.47-52
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    • 2003
  • This paper presents a schematic process based on the method of eliminating dominated strategies to obtain the optimal bidding strategy Pursuing the Nash equilibrium Point. The Proposed approach is demonstrated for a bidding game in a generation competitive market with 2-dimensional bidding strategy vectors constituting a price-quantity strategy curve.

Structural Relationship among User Experience, Flow and Satisfaction of Electronic Hogu System in the Taekwondo Game (태권도 경기에서 전자호구 시스템의 사용자 경험, 몰입 및 만족의 구조적 관계)

  • Kim, Bong-Gyung;Baek, Woo-Yeul
    • 한국체육학회지인문사회과학편
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    • v.54 no.2
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    • pp.299-312
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    • 2015
  • The purpose of this study was to find the effects of user experience on flow and satisfaction of electronic hogu system in the taekwondo game. The subjects were players who had experience using electronic hogu system in the taekwondo game for 2014 year 7month~10month. 652 samples out of 750 samples through convenient sampling method were adopted as a final data. We confirmed the goodness of fit test of the model, utilizing SPSS WIN Ver 18.0, and AMOS 7.0, and after which we tested each hypothesis. The results were as follows; First, sentient, emotional, cognitive, behavioral, relational experience of user experience did not have a significant influence on cognition flow. Second, sentient, emotional, relational experience of user experience did not have a significant influence on behavioral flow. Third, cognitive, behavioral experience of user experience had a significant influence on behavioral flow. Fourth, cognition, behavioral flow had a significant influence on satisfaction. Fifth, factor between native and foreigner taekwondo players had significantly different. This paper is a meaningful to figure out user satisfaction of electronic hogu system in taekwondo games and maximize athletic performance.

Implementation and Design of EJB Based on Seat Reservation System for Effective E-Business (효율적인 E-Business구축을 위한 EJB기반의 좌석예약 시스템 설계 및 구현)

  • Jeong, Hwa-Young
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.113-119
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    • 2002
  • With development of internet technology, digital economy that advance rapidly formed much leagues of B2B, B2C, A2B etc, according to the application part. Also, electronic commerce system implementation technology is introduced by Component based on development method in object oriented technique base depending on customer's requirement, and development environment changes by 3- Tiers, Web-Based architecture etc. in existent C/S (Client/Server) environment and is introduced. Thus, In this research, I implemented seat reservation and confirmation system that can be used in electronic commerce in multi-server environment. This, for improve efficiency in distribute environment, relevant importance logic used server component model EJB, and implemented through JSP and Java that use Servlet of Resin Server environment for Main Server. Therefore, through independence component using EJB, I did so that can improved independence between electronic commerce system logic, and reduce server's overhead calling relevant method through discrete EJB server, and manage each logic resources efficiently.

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Point Cloud Data Driven Level of detail Generation in Low Level GPU Devices (Low Level GPU에서 Point Cloud를 이용한 Level of detail 생성에 대한 연구)

  • Kam, JungWon;Gu, BonWoo;Jin, KyoHong
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.6
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    • pp.542-553
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    • 2020
  • Virtual world and simulation need large scale map rendering. However, rendering too many vertices is a computationally complex and time-consuming process. Some game development companies have developed 3D LOD objects for high-speed rendering based on distance between camera and 3D object. Terrain physics simulation researchers need a way to recognize the original object shape from 3D LOD objects. In this paper, we proposed simply automatic LOD framework using point cloud data (PCD). This PCD was created using a 6-direct orthographic ray. Various experiments are performed to validate the effectiveness of the proposed method. We hope the proposed automatic LOD generation framework can play an important role in game development and terrain physic simulation.

Implementation of Android-based Interactive Edutainment Contents Using Authoring Tool Developed for Interactive Animation

  • Song, Mi-Young
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.4
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    • pp.71-80
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    • 2018
  • In this paper, we developed an interactive animation authoring tool and developed the Android based interactive edutainment contents. The authoring tool for creating interactive animations developed in this paper is based on a graphical user interface, so users can easily create interactive animations. Interactive animation contents created by this authoring tool can be created as images and xml files so that they can be used directly on mobile devices. In order to increase learning efficiency for children, Android-based interactive edutainment electronic storybooks, which is implemented using this authoring tool, provided a recording function to listen to the parents' voice as well as an interactive action in which the characters move in accordance with the story line. We also provided a STEAM game that combines creativity and imagination with creative science and technology. Therefore, by creating the edutainment contents through the proposed authoring tool for interactive animation, various interactive animation contents could be produced more easily than the code implementation method. Through this study, I hope that it will be helpful for the development of various interactive edutainment contents to provide educational contents considering the quantity and quality to infants.

Transformation Approach to Model Online Gaming Traffic

  • Shin, Kwang-Sik;Kim, Jin-Hyuk;Sohn, Kang-Min;Park, Chang-Joon;Choi, Sang-Bang
    • ETRI Journal
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    • v.33 no.2
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    • pp.219-229
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    • 2011
  • In this paper, we propose a transformation scheme used to analyze online gaming traffic properties and develop a traffic model. We analyze the packet size and the inter departure time distributions of a popular first-person shooter game (Left 4 Dead) and a massively multiplayer online role-playing game (World of Warcraft) in order to compare them to the existing scheme. Recent online gaming traffic is erratically distributed, so it is very difficult to analyze. Therefore, our research focuses on a transformation scheme to obtain new smooth patterns from a messy dataset. It extracts relatively heavy-weighted density data and then transforms them into a corresponding dataset domain to obtain a simplified graph. We compare the analytical model histogram, the chi-square statistic, and the quantile-quantile plot of the proposed scheme to an existing scheme. The results show that the proposed scheme demonstrates a good fit in all parts. The chi-square statistic of our scheme for the Left 4 Dead packet size distribution is less than one ninth of the existing one when dealing with erratic traffic.

Highlight Detection in Personal Broadcasting by Analysing Chat Traffic : Game Contests as a Test Case (채팅 트래픽 분석을 통한 개인방송 하이라이트 검출 : 게임 콘텐츠를 중심으로)

  • Kim, Eunyul;Lee, Gyemin
    • Journal of Broadcast Engineering
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    • v.23 no.2
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    • pp.218-226
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    • 2018
  • As the number of personal broadcasting contents is rapidly increasing, the demand for a service that provides highlights is growing. A highlight, a collection of interesting scenes, can improve the quality of viewing experience. In this paper, we propose a method to automatically detect highlights using only chat traffic information. We also propose evaluation methods the effectiveness of using chat traffic in highlight detection. We apply the detection algorithm to game broadcasting, which has larger audience, and demonstrate its performance.

A Study on Leisure Activity type of high school students (실업계고등 학생의 여가활동 유형에 관한 연구)

  • Kim, Seong-Taek
    • The Journal of the Korea institute of electronic communication sciences
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    • v.8 no.1
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    • pp.165-171
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    • 2013
  • This study elects 934 high school students in Kwangju, conducts the survey of the actual condition of the youn's leisure, and comes to a conclusion as follows. the young spend mean 9-10 hours a day on class, mean 6 hours on sieeping, and mean 1-2 hours on self-learning. their spending money is less than 30,000 won and is not enough as the past years. While 33.2% of respondents answered they were trained for leisure activities, 66.8% were not. Also thesurvey indicates that 79.9% of the young think a leisure course will be contribute to sound youth. In kinds of leisure, the young prefer computer game, watching TV, video game, or listening to music which are not active. It is required to guide them to enjoy active leisure activities together. the young think their leisure time is not enough, average(41%) and not enough(37.5%). Especially, thy cannot have enough time to enjoy leisure(62.5%). The young are not satisfied of leisure facilities.

A Suggestion of Baseball Simulation Game Using High Speed Camera Sensor (초고속카메라 센서를 활용한 야구시뮬레이션 게임 제안)

  • Kim, Do-Goan;Jin, Chan-Yong;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.535-540
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    • 2014
  • Due to the recent popularity of sports, business items which combine IT technologies with sports have appeared. 'Sportainment' which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcoming many limitations such as time and place in real sports. For suggesting a baseball simulation game 'sportainment', this paper is to review the technologies in the existing indoor baseball ranges and to provide the possibility of indoor baseball simulation using various sensor technologies. This baseball simulation game is expected to develop as one of successful indoor 'sportainment' businesses such as Golfzon.

Performance of Energy Internet Based on Game Theory (게임이론 기반 에너지인터넷의 성능 분석)

  • Sun, Young-Ghyu;Sim, Isaac;Kim, Soo Hyun;Hwang, Yu Min;Kim, Jin Young
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.11a
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    • pp.91-92
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    • 2019
  • 이 논문은 에너지인터넷의 실시간 가격 수요 반응 시스템에서 금전적 이익 극대화를 위해 두 명의 플레이어가 있는 Stackelberg 게임 기반 진화 게임을 연구한다. 우리는 두 명의 플레이어인 발전자와 에너지 사용자의 통일된 이익을 극대화하는 대신 발전자와 에너지 사용자의 이익을 극대화하는 에너지 전략을 적용한다. 실시간 가격 수요 반응 시스템에서 적용한 에너지 전략을 시뮬레이션하였고 시뮬레이션 결과, 적용된 에너지 전략이 기존의 방식에 비해 발전자의 수익을 45 %까지 효과적으로 개선하고 에너지 사용자의 전기 요금을 평균 15.6 % 줄일 수 있음을 보여준다. 또한, 제안한 에너지 전략이 수요반응의 목표 중 하나인 피크 대 평균 비율 감소의 안정화에 기여할 수 있음을 확인했다.

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