• 제목/요약/키워드: game analysis method

검색결과 370건 처리시간 0.027초

빅데이터 감성분석에 따른 공항 공공예술 디자인 요소 및 선호도 연구 (Research on Airport Public Art Design Elements and Preferences Based on Big Data Sentiment Analysis)

  • 장온;추장운;김치용
    • 한국멀티미디어학회논문지
    • /
    • 제25권10호
    • /
    • pp.1499-1511
    • /
    • 2022
  • In the context of globalization, circulation between cities has become more frequent. The airport is no longer just a place for boarding, disembarking, and transportation, but a public place that serves as the communication function of the "aviation city". The intervention of public art in the airport space not only gives users a sense of space experience, but also becomes a unique carrier for city and country image shaping. The purpose of this paper is to study the emotional value brought by airport public art to users, and to investigate the correlation analysis of public art design elements and user preferences based on this premise. The research methods are machine learning method and SPSS 21.0. The user's emotional value is introduced in the big data evaluation, and the preference and inclination of airport users to various elements of public art are analyzed by questionnaire. Through the research conclusion, the preference and main contradiction of users in the airport for the four dimensions of public art design elements are obtained. Opinions and optimization methods to provide reference data and theoretical support for public art design.

AHP와 DEA를 활용한 차세대 게임기 우수성 평가 (A study on a new generation game console using AHP and DEA method)

  • 서명민;김우제
    • 한국경영과학회:학술대회논문집
    • /
    • 한국경영과학회 2007년도 추계학술대회 및 정기총회
    • /
    • pp.167-170
    • /
    • 2007
  • 본 연구는 차세대 게임기의 하드웨어 성능 및 소프트웨어 측면에서 시장에 판매중인 차세대 게임기의 우수성을 평가하는 방법을 개발하고 실제 적용하는 것이 목적이다. 먼저 하드웨어 측면과 소프트웨어 측면에서의 차세대 게임기를 평가하기 위한 평가요소를 도출하고 이를 AHP(Analytic Hierarchy Process)와 DEA(Data Envelopment Analysis)에 의해 분석모델을 개발하였다. 평가요소로는 비디오, 오디오 및 기타 장치관련 요소들이 도출되었다. 또한, 차세대게임기에 대한 설문조사 및 데이터 조사를 실시하여 심층 분석하였다 이 논문으로 차세대 게임기 구매 시 결정 기준을 만들어 우수한 평가기준을 수립하는 것이 목적이다.

  • PDF

무효전력 기회비용을 반영한 전력시장 입찰전략 연구 (Bidding Strategies with the Opportunity Cost of Reactive Power in a Competitive Market)

  • 이광호
    • 대한전기학회논문지:전력기술부문A
    • /
    • 제53권1호
    • /
    • pp.67-72
    • /
    • 2004
  • This paper addresses the bidding strategies of generating firms in a competitive market where the firms are provided with payment for generating reactive power. Reactive support for voltage control is an integral and critical part of power system operations. Since reactive support is unbundled in a competitive market under open access transmission, it is treated as one of ancillary services. The operation costs and opportunity costs for reactive support are compensated by payment to the firms, hence their bidding strategies will be affected. The opportunity costs are evaluated from the foregone profits of a generator in making sales in real power market by providing reactive support instead of real power. Game theory approach is used to analysis the transaction strategies of real power by the bimatrix method in this paper. Through computing the Nash equilibrium in a sample system, an incentive of a generator for improving the reactive generating capacity is found to be effective and the variations of the profits are analyzed as the demand power factor changes.

발전력의 경쟁적 입찰전략과 전략적 보수계획에 대한 결합모형 연구 (Analysis on a Combined Model of Competitive Bidding and Strategic Maintenance Scheduling of Generating Units)

  • 이광호
    • 대한전기학회논문지:전력기술부문A
    • /
    • 제55권9호
    • /
    • pp.392-398
    • /
    • 2006
  • Maintenance scheduling of generating units (MSU) has strategic dimension in an oligopolistic market. Strategic MSU of gencos can affect a market power through capacity withdrawal which is related to bidding strategy in an generation wholesale market. This paper presents a combined framework that models the interrelation between competitive bidding and strategic MSU. The combined game model is represented as some sub-optimization problems of a market operator (MO) and gencos, that should be solved through bi-level optimization scheme. The gradient method with dual variables is also adopted to calculate a Nash Equilibrium (NE) by an iterative update technique in this paper. Illustrative numerical example shows that NE of a supply function equilibrium is obtained properly by using proposed solution technique. The MSU made by MO is compared with that by each genco and that under perfect competition market.

게임 캐릭터 동작에 관한 설계 기법 비교 분석 (To Compare and Analysis Design Method about Motions of Game Character)

  • 임종선;이대원
    • 한국정보처리학회:학술대회논문집
    • /
    • 한국정보처리학회 2018년도 추계학술발표대회
    • /
    • pp.797-800
    • /
    • 2018
  • 그래픽, 물리엔진 등의 다양한 라이브러리의 발전은 게임의 품질을 높이는 반면, 과도한 결합도, 클래스 정체성 상실 등의 문제를 발생시킨다. 이러한 문제를 해결하기 위해 본 연구에서는 게임 설계시 다양한 요소들 중 하나인 캐릭터 동작 설계에서 디자인패턴 중 상태 패턴 기법, 명령 패턴 기법 그리고 캐릭터 모터 기법을 사용하여 대기/걷기/뛰기/공격 동작을 구현하였고, 구현한 각 동작을 5000프레임씩 실행하여 프레임당 평균 소요시간과 메모리 평균 사용량을 비교 평가하였다.

스터드 차이에 따른 축구화의 운동역학적 변인 비교 (Biomechanical Analysis of Soccer Shoes According to the Difference of Stud)

  • 진영완
    • 한국운동역학회지
    • /
    • 제24권4호
    • /
    • pp.455-461
    • /
    • 2014
  • The purposes of this study were to reveal the kinematic and kinetic difference of hard ground soccer shoe, firm ground soccer shoe and soft ground soccer shoe. Soccer players were shoes of varying stud designs with some preferring the bladed studs while others opting for the conventional studded stud. Statistics were used one way-ANOVA and Tukey's Honestly Significant Difference Method. Seven healthy college soccer players were attended a test. All parameters were recorded using the Zebris system. Spatio-temporal variables were no significant difference. Lateral symmetry was statistically significant differences (p<.05). Vertical GRF parameters were no significant difference. Medial midfoot pressure, lateral midfoot pressure and central forefoot pressure were statistically significant differences (p<.05). This study demonstrates that playing surface significantly affects difference soccer shoes during soccer game. Furthermore, epidemiological investigation is warranted to determine the effects of playing surfaces on sport specific injury mechanisms.

Exploratory Study on Professional Baseball Fan Experience Management: Based on In-Depth Interview and Customer Journey Map

  • Kim, Se-yun;Byun, Kyung-Won
    • International journal of advanced smart convergence
    • /
    • 제10권1호
    • /
    • pp.176-183
    • /
    • 2021
  • The purpose of this study is was to analyze customer experience attribute of professional baseball. To achieve objectives of this study, a method was used the in-depth interview and experts' consultation which understanding the attributes and structure of customer experience attribute of professional baseball. As a result, the professional baseball customer experience attributes are 'viewing plan & purchase', 'stadium movement', 'entrance stadium', 'move to seat', 'game viewing', 'amenities/services', 'events/cheering', 'move after match'. The review of the experience section and attributes derived through in-depth interviews with professional baseball fans was verified through an expert' consultation to secure content validity. Through this process, 8 experience section and 41 attributes were analyzed. The customer experience journey was analyzed for a more in-depth analysis of the viewing experience of professional baseball fans. The customer experience journey was presented based on the needs of fans and discomfort in each experience section activity.

Research on AI Painting Generation Technology Based on the [Stable Diffusion]

  • Chenghao Wang;Jeanhun Chung
    • International journal of advanced smart convergence
    • /
    • 제12권2호
    • /
    • pp.90-95
    • /
    • 2023
  • With the rapid development of deep learning and artificial intelligence, generative models have achieved remarkable success in the field of image generation. By combining the stable diffusion method with Web UI technology, a novel solution is provided for the application of AI painting generation. The application prospects of this technology are very broad and can be applied to multiple fields, such as digital art, concept design, game development, and more. Furthermore, the platform based on Web UI facilitates user operations, making the technology more easily applicable to practical scenarios. This paper introduces the basic principles of Stable Diffusion Web UI technology. This technique utilizes the stability of diffusion processes to improve the output quality of generative models. By gradually introducing noise during the generation process, the model can generate smoother and more coherent images. Additionally, the analysis of different model types and applications within Stable Diffusion Web UI provides creators with a more comprehensive understanding, offering valuable insights for fields such as artistic creation and design.

e스포츠에 관한 연구동향 분석 (Analysis of the Academic Research Trend of e-sports)

  • 오세숙;김대훈
    • 한국웰니스학회지
    • /
    • 제7권2호
    • /
    • pp.113-121
    • /
    • 2012
  • This study chose the academic journals related with e-sports for analysis among the top tier journals of National Research Foundation of Korea from 2006 to 2011 to check the academic trend Beginning in 2006, the first study of e-sports was published in the journal related with e-sports. So, the studies from 2006 to 2011 were chosen for analysis. Using Research Information Sharing Service(RISS), the keyword 'e-sports' was searched. By virtue of this process, total 27 studies were selected as final analysis. So, the academic trends are as follows. In Korea, the studies related with e-sports have started from the beginning of 2000s with internet and then it spread out via cable TV. And then from the middle of 2000s, e-sports was discussed seriously. The early subject of the studies usually focused on the measurement of e-sports based on the strategic elements as a product. After that, game addiction and violent tendency which were one of the biggest issues were raised as a constant problem and it became the academic studies of user behavior. E-sports became a recreation culture of teenagers so it has been in charge of the role of exit and the problems related with it have continuously appeared. So, the academic studies tend to have departmentalization like immersion, addiction, sociality, self-regulation and etc. But, there was a tendency that the similar contents were repeated in the view point of subject and method while the subjects were departmentalized. So, for the systematic study of e-sports, development of the unique subject, study method and verification process should be conducted continuously.

멀티플레이어 온라인 게임을 위한 하이브리드 구조의 복제와 일관성 제어 기법 (Replication and Consistency Control in Hybrid Architectures for Multiplayer Online Games)

  • 김진환
    • 한국인터넷방송통신학회논문지
    • /
    • 제16권4호
    • /
    • pp.73-80
    • /
    • 2016
  • 인터넷을 이용하는 멀티플레이어 온라인 게임(MOG)은 전형적으로 클라이언트-서버 또는 peer-to-peer 구조를 기반으로 구성된다. 본 논문에서는 두 가지 구조의 장점을 활용하기 위하여 클라이언트-서버 구조와 peer-to-peer 구조를 결합하는 방법을 제시한다. 대부분의 멀티플레이어 온라인 게임들은 객체마다 강력한 일관성 제어를 제공하고자 기본 사본을 갖는 복제 기법을 사용한다. 이 기법에서 각 객체와 캐릭터는 기본 사본이라고 하는 절대적 사본과 2차 사본이라고 하는 복제본들로 구성된다. 객체에 대한 갱신은 기본 사본에서 먼저 수행되어야만 한다. 제시된 하이브리드 구조에서는 기본 사본들이 서버 또는 클라이언트에 존재할 수 있다. 이러한 구조에서는 서버가 유지하는 객체의 수를 감소시킴으로써 서버와 클라이언트들 간의 부하 조정이 가능하다. 게임은 일관성 요건이 상이한 다양한 액션의 유형들로 구성된다. 게임 일관성에 대해서는 성능과 일관성 간에 적절한 상충 관계를 제공할 수 있는 여러 수준의 기법이 합리적이다. 본 논문에서 기본 사본 모델을 갖는 하이브리드 게임 구조에 대한 성능 분석 결과가 기술된다.