• Title/Summary/Keyword: game methods

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Determinants of Game Addiction among Middle School Boys focused on Leisure and Family-Environmental Factors (남자 중학생들의 게임중독 결정요인 -여가와 가족환경요인을 중심으로-)

  • Oh, Ji-Young;Kim, Seok-Hwan
    • The Journal of Korean Society for School & Community Health Education
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    • v.16 no.1
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    • pp.39-50
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    • 2015
  • Objectives: A large number of teenagers are addicted to Internet games. The purpose of this study is to analyze the influence of leisure and family factors affecting internet game addiction among middle school boys. Methods: The data was used from 'Survey on the Online Game and Family Leisure Activities of Youth and Children in 2009' conducted by Korea Youth Policy Institute. Data were obtained from 1,681 middle school boys and analyzed by using the SPSS(version 20) program. Factors affecting game addiction were analyzed by ANOVA, Multiple Regression Analysis. Results: The results of this study revealed that the following variables have significant effects on game addition among middle school boys; psychology disorder about leisure, preference and participation disorder about leisure, father-child open communication, mother-child problem communication. Conclusions: Based on these results, we suggested leisure facility and programs to participate leisure life and activate communication with parents. Finally, limitations of this study and suggestions for future research were discussed.

A Flexible Network Access Scheme for M2M Communications in Heterogeneous Wireless Networks

  • Tian, Hui;Xie, Wei;Xu, Youyun;Xu, Kui;Han, Peng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3789-3809
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    • 2015
  • In this paper, we deal with the problem of M2M gateways' network selection for different types of M2M traffic in heterogeneous wireless networks. Based on the difference in traffic's quality of service (QoS) requirements, the M2M traffic produced by various applications is mainly classified as two categories: flexible traffic and rigid traffic. Then, game theory is adopted to solve the problem of network-channel selection with the coexistence of flexible and rigid traffic, named as flexible network access (FNA). We prove the formulated discrete game is a potential game. The existence and feasibility of the Nash equilibrium (NE) of the proposed game are also analyzed. Then, an iterative algorithm based on optimal reaction criterion and a distributed algorithm with limited feedback based on learning automata are presented to obtain the NE of the proposed game. In simulations, the proposed iterative algorithm can achieve a near optimal sum utility of whole network with low complexity compared to the exhaustive search. In addition, the simulation results show that our proposed algorithms outperform existing methods in terms of sum utility and load balance.

A Novel Kernel SVM Algorithm with Game Theory for Network Intrusion Detection

  • Liu, Yufei;Pi, Dechang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.11 no.8
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    • pp.4043-4060
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    • 2017
  • Network Intrusion Detection (NID), an important topic in the field of information security, can be viewed as a pattern recognition problem. The existing pattern recognition methods can achieve a good performance when the number of training samples is large enough. However, modern network attacks are diverse and constantly updated, and the training samples have much smaller size. Furthermore, to improve the learning ability of SVM, the research of kernel functions mainly focus on the selection, construction and improvement of kernel functions. Nonetheless, in practice, there are no theories to solve the problem of the construction of kernel functions perfectly. In this paper, we effectively integrate the advantages of the radial basis function kernel and the polynomial kernel on the notion of the game theory and propose a novel kernel SVM algorithm with game theory for NID, called GTNID-SVM. The basic idea is to exploit the game theory in NID to get a SVM classifier with better learning ability and generalization performance. To the best of our knowledge, GTNID-SVM is the first algorithm that studies ensemble kernel function with game theory in NID. We conduct empirical studies on the DARPA dataset, and the results demonstrate that the proposed approach is feasible and more effective.

Constructing AR Game Space through Cuboid Detection in Indoor Environment (실내 환경에서 직육면체 검출을 통한 AR 게임 공간 구성)

  • Kim, Ki-Sik;Park, Jong-Seung
    • Journal of Korea Game Society
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    • v.21 no.5
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    • pp.3-16
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    • 2021
  • In this paper, we propose a method of constructing AR game spaces through cuboid detection in indoor environment. Conventional spatial recognition methods can detect planes only in limited spaces that can be well observed. They are also vulnerable in density and noise. The proposed method overcomes the limitations of the conventional method by constructing AR game spaces by a method of detecting OBBs from spherical videos. Experimental results showed that the proposed method is faster than the conventional method and it is also robust against environmental constraints such as changes in density and noisy.

Performance Improvement of MMO Gameservers Using RIO and HTM (RIO와 HTM을 이용한 MMO 게임서버의 성능 개선)

  • Kang, Subin;Jung, NaiHoon
    • Journal of Korea Game Society
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    • v.20 no.6
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    • pp.13-22
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    • 2020
  • RIO is a new network API for Windows that is designed to have high I/O performance through low overhead and latency. Using RIO, MMO game servers may have much performance benefits. In addition, HTM has better productivity and performance compared to existing synchronization methods, so adopting it may produce better performance, also. In this paper, we improved server performance by implementing a new MMO game server architecture optimized with RIO and HTM. The performance of the server was verified through a benchmark program, and the number of concurrent users increased by 19%.

Animated Game-Based Learning of Data Structures In Professional Education

  • Waseemullah, Waseemullah;Kazi, Abdul Karim;Hyder, Muhammad Faraz;Basit, Faraz Abdul
    • International Journal of Computer Science & Network Security
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    • v.22 no.9
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    • pp.1-6
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    • 2022
  • Teaching and learning are one of the major issues during this pandemic (COVID-19). Since the pandemic started, there are many changes in teaching and learning styles as everything related to studies started online. Game-Based Learning has got remarkable importance in the educational system and pedagogy as an effective way of increasing student inspiration and engagement. In this field, most of the work has been carried out in digital games. This research uses an Animated Game-Based Learning design in enhancing student engagement and perception of learning. In teaching Computer Science (CS) concepts in higher education, to enhance the pedagogy activities in CS concepts, more specifically the concepts of "Data Structures (DS)" i.e., Array, Stack, and Queue concepts are focused. This study aims to observe the difference in students' learning with the use of different learning methods i.e., the traditional learning (TL) method and the Animated Game-Based Learning (AGBL) Method. The experimental results show that learning DS concepts has been improved by the AGBL method as compared to the TL method.

Research of popular success factors of game content

  • Liu, Miaoyihai;Chung, Jeanhun
    • International journal of advanced smart convergence
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    • v.11 no.2
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    • pp.83-87
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    • 2022
  • Genshin Impact is an open-world action role-playing game launched by miHoYo in 2020 and has been released on multiple platforms. Due to the excellent character design, it has received widespread attention once it was released, and it has been ranked in the top 10 best-selling lists in several countries after a few weeks of launch. This article will first analyze the map design of the game's open world, and what elements are used on the game map to allow players to immerse themselves in it. Then, in the gameplay of the game, a rich and varied combat system is formed by using the relationship between the elements to restrain each other.There is also a card drawing system added to it, which makes the acquisition of characters full of randomness and allows more players to participate in it. It is concluded that the novel design and rich and varied play methods have made the game Genshin Impact high in popularity, occupying the forefront of the app download list for a long time.

A Comparative Study on the Game Experience of VR Horror Games and Side Scrolling Horror Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Advanced Culture Technology
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    • v.11 no.2
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    • pp.415-420
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    • 2023
  • Since 2017, the application of VR technology in the game field has become more and more extensive, and more and more scholars have conducted research on VR games, especially VR horror games. This article will conduct research on VR horror games and scrolling scroll games through comparative analysis, and believes that VR horror games are much stronger than side scrolling scrolling games in terms of immersion. However, due to its unique flat third-person perspective, completely different operation methods and the existence of 'the fourth wall in side-scrolling horror games, Players can clearly realize that they are in an absolutely safe environment, and that they are just manipulators of game characters, not experiencers of terrorist events, so players will not receive excessive fright. Therefore, this article believes that the number of players who like side-scrolling horror games with certain horror elements is greater than the number of players who like pure VR horror games.Many traditional games in this paper have their own advantages in many aspects. For example, many traditional games such as horizontal games also have good development prospects in the future. We should promote the research on games in the academic community from multiple angles, not limited to popular VR games.

Developing Formal Framework for Cross-Platform Based Mobile Game Process (크로스 플랫폼 기반의 모바일게임 개발을 위한 정형 프레임워크 개발)

  • Choi Jaejun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.19 no.4
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    • pp.147-154
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    • 2023
  • With the recent popularity of smartphones, many games are being developed on mobile-based platforms. As a result, it has brought about many changes in the way mobile game is developed. Especially mobile platforms, which are divided into Android and IOS, can now be applied to each platform without additional development through cross-platform. This means that it is necessary to move away from the method of developing each using separate development tools and implement the development process through cross-platform unique features. In this paper, we studied various methods to increase the productivity and quality of game development for the development of mobile games, and a formal framework considering the development process was developed. The framework consists of process, development domain, and platform support parts, each playing its own role. Items of the detailed framework must be reflected so that detailed response data for efficient application of game development can be established in actual mobile game development. The framework was developed by approaching it from two domains, the need for a framework and the framework implementation of key item response data.

Priority-based Scheduling Methods for Real-time Tasks of Massively Multiplayer On-line Game Systems (대규모 다중사용자용 온라인 게임 시스템의 실시간 태스크를 위한우선순위 스케쥴링 기법)

  • Kim, Jinhwan
    • Journal of Korea Multimedia Society
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    • v.16 no.4
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    • pp.493-501
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    • 2013
  • A key challenge in massively multiplayer on-line game(MMOG) systems is providing real-time response latencies to the large number of concurrent game players. MMOG systems are a kind of soft real-time systems because requests from many players should be responded within specified time constraints. Client events have different timeliness and consistency requirements according to their nature in the game world. These requirements lead to tasks with different priorities on CPU processing. In order to meet their timing constraints, we propose priority scheduling methods that attempt to allocate preferentially more CPU bandwidth to serve an task with the higher priority level in the presence of transient overloading. The proposed scheduling methods are capable of enhancing real-time performance of MMOG system by maximizing the number of tasks with higher priority completed successfully within their deadlines while minimizing total average latency of tasks finished after given deadlines. The performance of these scheduling methods is evaluated through extensive simulation experiments.