• Title/Summary/Keyword: game methods

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Cooperative Game Theory Application for Three-Echelon Supply Chain (3단계 공급사슬게임을 위한 협조적 게임이론의 적용)

  • Lee, Dongju
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.42 no.3
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    • pp.15-24
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    • 2019
  • Fair Allocation of profits or costs arising from joint participation by multiple individuals or entities with different purposes is essential for their continuing involvement and for their dissatisfaction reduction. In this research, fair allocation of the profits of forming a grand coalition in Three-Echelon Supply Chain (TESC) game that is composed of manufacturer, distributor and retailer, is studied. In particular, the solutions of the proportional method of profit, the proportional method of marginal profit, and Shapley value based on cooperative game theory are proved to be in the desirable characteristics of the core. The proportional method of profit and the proportional method of marginal profit are often used because of their ease of application. These methods distribute total profit in proportion to profits or marginal profits of each game participant. In addition, Shapley value can be defined as the average marginal profit when one game player is added at a time. Even though the calculation of the average of all possible marginal profits is not simple, Shapley value are often used as a useful method. Experiments have shown that the solution of the incremental method, which calculates the marginal cost of adding game players in the order of manufacturers, distributors and retailers, does not exist in the core.

Application of Traditional Chinese Pattern Elements in Mobile Game UI (중국 전통 문양 요소의 모바일 게임 UI에서의 응용)

  • Wang, Jun;Ryu, Seuc Ho
    • Journal of Digital Convergence
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    • v.19 no.4
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    • pp.285-289
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    • 2021
  • Traditional Chinese patterns are known for their unusual and attractive visual symbols with unique artistic characteristics and practical values.In mobile game UI design, traditional Chinese pattern has important meaning and value in interface design.The research aims to extract elements of traditional Chinese patterns and apply them to the design of mobile game UI, and better fuse traditional patterns into the design of mobile phone UI.Through literature analysis on traditional Chinese patterns and mobile UI interface case analysis, we learned the design principles and design methods of traditional Chinese pattern elements in mobile game UI.

Study on Measurement Variables for Visual Attention Improvement in a Serious Game (기능성 게임에서 시각주의력 측정을 위한 효과적인 변인의 설정)

  • Roh, Chang Hyun;Lee, Wan Bok
    • Journal of Digital Convergence
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    • v.11 no.10
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    • pp.731-736
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    • 2013
  • Recently attention deficit of children has caused various social problems. Those children who has symptoms like ADHD (Attention Deficit/Hyperactivity Disorder) has to be provided with methods which can enhance their attention level in a child-friendly way such as 3D games. This paper shows a research on how to measure the level of attention for attention deficit children using their favorite 3D games. Firstly, we speculated on the methods about attention measurement used in the medical area. And then we searched measurement variables which can effectively evaluate the level of attention during a game play time. Secondly, we have conducted experiment whether there exists difference about the value of the measurement variables between the two groups, normal children group and attention deficit children group. Those variables are omission error, commission error, average response time, and standard deviation of response time. Though our experiment has only been limited to visual attention level, four measurement variables revealed mutual differences.

A G-Learning Model of Interworking with Gameplay and Learning Play by Motivation Mechanisms (동기유발 기제를 한 게임플레이와 학습플레이 연동형 G러닝 모델)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.11 no.5
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    • pp.3-11
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    • 2011
  • The learning by computer games, is in the spotlight as an effective education method for the game generation. The current design methods for educational games is to design all needed game elements and learning elements which should be included in. So to design an educational game for motivation and learning effects, is generally difficult. In this paper, we propose the G-learning model IGLM which is interworked with gameplay and learning play by motivation mechanism, in order to solve the difficult problem. The comparative analysis of the proposed model IGLM on the design difficulty with the current design methods for educational games or G-learning, shows the proposed method can be a solution of the design difficult problem and is the best on the difficulty of, the freedom of, and the scope of designing the component parts of educational games or G-learning.

Study on the Influence of the Language Symbols on Side-Scrolling Puzzle Games ---- Focused on the Players' Empathy

  • Qi, Yi;Xinyi, Shan;Jeanhun, Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.1
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    • pp.120-125
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    • 2023
  • According to whether language symbols are used to solve puzzles, puzzle games can be roughly divided into puzzle games with language symbols and puzzle games without language symbols. Puzzles games with language symbols can be subdivided into dialogue puzzles games and word puzzles games. These different puzzle-solving methods have different characteristics and have different effects on the empathy in the game. In horizontal scrolling games, due to the characteristics of the third-person perspective of horizontal scrolling games, there is always a 'fourth wall' between the player and the controlled character, making it difficult for players to gain a empathy when playing such games .Especially when there is a dialogue between a player-controlled character and an NPC, the sense of distance between the player and the character will be further amplified. As one of the most common game types in side-scrolling games, side-scrolling puzzle games can be divided into language symbols-based puzzle game and non-language symbols-based puzzle game according to whether language symbols are used to solve puzzles, and then promote the development of the game plot. We combine the characteristics of horizontal scrolling games, and analyze the influence of language symbols on empathy in puzzle-solving games by summarizing the game characteristics of two different puzzle-solving methods. The results show that in horizontal scrolling puzzle games, solving puzzles without using language symbols can better expand the player's sense of plot substitution.

Logic and Method of Phenomenological Research for Online Games (온라인게임 연구를 위한 현상학적 연구의 논리와 방법)

  • Kim, Ki-Suk;Shim, Sun-Ae;Jong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.11
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    • pp.321-329
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    • 2015
  • The purpose of the present study is to understand the cultural aspects of the games through the logic and methods of phenomenological study for online games and to propose phenomenological research methods to many researchers performing various studies on the characteristics, addiction, culture, nature, features and types of the players. In particular, the way was investigated to study the game culture through the logic and methods of phenomenological study. Phenomenological research methods will help how to understand the game as a way to understand the cultural context of the specific and vivid life of gamers experience and human reality. This study is expected to inspire continuously more interesting and persistent phenomenological studies of many researchers with interests in the new research methods.

An Implementation of Mobile Game using JBox2D Physics Engine in Android Platform (안드로이드 플랫폼에서 JBox2D 물리 엔진을 이용한 모바일 게임구현)

  • Hwang, Ki-Tae
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.6
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    • pp.119-126
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    • 2011
  • As a software component for computer game, the physics engine simulates objects' movement according to the laws of physics. This paper introduces a design and implementation of mobile game on the Android platform, where we used JBox2D physics engine library and Android graphics APIs. We borrowed the key idea of this game from Crayon Physics which is known as a famous PC game. This game starts with no way from user character to destination character. The game user has to make a way to destination character from user character by creating polygon objects between them. The user wins when user character meets destination character. However, the game user has to decide the time to create objects and their shapes well because all objects in this game are governed by the laws of physics. As an important thing of this paper, we introduced into this game new input methods of LCD touch and sensors embedded in mobile devices but not in PCs. Game users can create objects by drawing polygons with LCD touch and move objects or characters according to sensor values from accelerator sensors by tilting the mobile device.

Effects of game-based balance training with constraint-induced movement therapy on lower extremity function and balance confidence levels in women with total knee replacement

  • Choi, Ho-Suk;Shin, Won-Seob
    • Physical Therapy Rehabilitation Science
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    • v.8 no.1
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    • pp.8-14
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    • 2019
  • Objective: Degenerative knee arthritis is the most common disease that occurs in older people. Constriction-induced movement therapy (CIMT) has been reported to be as an effective treatment for the impairments, such as asymmetric weight-bearing and reduced balance that occurs after receiving a total knee replacement (TKR). Game-based rehabilitation training for persons with TKR is interesting and provides a variety of feedback. Design: Randomized controlled trial. Methods: Thirty-six subjects with TKR were randomly assigned to either the CIMT game training (n=12), general game training (n=12), or the control (n=12) group. Each group underwent twelve sessions (30 min/d, 3 d/wk for 4 weeks). In the CIMT game training group, the application of CIMT adjusted the weight of the pressure delivered from the two boards used in Wii games. In the general game training group, the game was played without adjusting the weight of pressure. The game training used the Wii Fit's Ski Slalom application. Subjects were assessed with the Western Ontario and McMaster Universities Osteoarthritis Index (WOMAC) and the Activities-specific Balance Confidence (ABC) Scale. Results: All three groups showed significant improvements in pain, stiffness and physical function, total WOMAC scores, and ABC scores after the intervention (p<0.05). Significant differences were observed in physical function, total WOMAC scores, and ABC scores of the CIMT game training group compared with the other groups (p<0.05). Conclusions: The CIMT game training and general game training exhibited improvements on stiffness, but the CIMT game training exhibited a larger effect on lower extremity function and balance confidence levels.

A Study on Non-face-to-face Educational Methods which can be used in Practical Subject of Game Production (게임제작 실습 교과목에서 활용할 수 있는 비대면 교육방법 연구)

  • Park, Sunha
    • Journal of Korea Multimedia Society
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    • v.24 no.1
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    • pp.125-133
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    • 2021
  • Due to Covid-19, the un-contact culture has affected society as a whole, and the methods of education conducted offline has been greatly affected. In the private education of preparing for university entrance, the public official examinations and certification acquisition, the method of online education has been shown to have positive effects. While private class and school class which have offered in off-line to cope with rapid changes caused various problems such as decline in quality for education. Due to the characteristic of design class, practical training is important. As interactive feedback between students and educators is more important than one-way of delivering knowledge while class is conducted in online, educators have a challenge when they prepare for class. This study handles the methods of online education for the purpose of practical education methods in university nowadays, Especially, the non-face-to-face education methods for game animation production. Based on this study, I propose an effective educational method with non-face-to-face class that allows students to be satisfied and increases their knowledge, beyond face-to-face class.

Gesture Classification Based on k-Nearest Neighbors Algorithm for Game Interface (게임 인터페이스를 위한 최근접 이웃알고리즘 기반의 제스처 분류)

  • Chae, Ji Hun;Lim, Jong Heon;Lee, Joon Jae
    • Journal of Korea Multimedia Society
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    • v.19 no.5
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    • pp.874-880
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    • 2016
  • The gesture classification has been applied to many fields. But it is not efficient in the environment for game interface with low specification devices such as mobile and tablet, In this paper, we propose a effective way for realistic game interface using k-nearest neighbors algorithm for gesture classification. It is time consuming by realtime rendering process in game interface. To reduce the process time while preserving the accuracy, a reconstruction method to minimize error between training and test data sets is also proposed. The experimental results show that the proposed method is better than the conventional methods in both accuracy and time.