• Title/Summary/Keyword: game methods

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Extended Information Entropy via Correlation for Autonomous Attribute Reduction of BigData (빅 데이터의 자율 속성 감축을 위한 확장된 정보 엔트로피 기반 상관척도)

  • Park, In-Kyu
    • Journal of Korea Game Society
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    • v.18 no.1
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    • pp.105-114
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    • 2018
  • Various data analysis methods used for customer type analysis are very important for game companies to understand their type and characteristics in an attempt to plan customized content for our customers and to provide more convenient services. In this paper, we propose a k-mode cluster analysis algorithm that uses information uncertainty by extending information entropy to reduce information loss. Therefore, the measurement of the similarity of attributes is considered in two aspects. One is to measure the uncertainty between each attribute on the center of each partition and the other is to measure the uncertainty about the probability distribution of the uncertainty of each property. In particular, the uncertainty in attributes is taken into account in the non-probabilistic and probabilistic scales because the entropy of the attribute is transformed into probabilistic information to measure the uncertainty. The accuracy of the algorithm is observable to the result of cluster analysis based on the optimal initial value through extensive performance analysis and various indexes.

A Study on Tangible Gesture Interface Prototype Development of the Quiz Game (퀴즈게임의 체감형 제스처 인터페이스 프로토타입 개발)

  • Ahn, Jung-Ho;Ko, Jae-Pil
    • Journal of Digital Contents Society
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    • v.13 no.2
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    • pp.235-245
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    • 2012
  • This paper introduce a quiz game contents based on gesture interface. We analyzed the off-line quiz games, extracted its presiding components, and digitalized them so that the proposed game contents is able to substitute for the off-line quiz games. We used the Kinect camera to obtain the depth images and performed the preprocessing including vertical human segmentation, head detection and tracking and hand detection, and gesture recognition for hand-up, hand vertical movement, fist shape, pass and fist-and-attraction. Especially, we defined the interface gestures designed as a metaphor for natural gestures in real world so that users are able to feel abstract concept of movement, selection and confirmation tangibly. Compared to our previous work, we added the card compensation process for completeness, improved the vertical hand movement and the fist shape recognition methods for the example selection and presented an organized test to measure the recognition performance. The implemented quiz application program was tested in real time and showed very satisfactory gesture recognition results.

A Case Study on Model Checking Online-Game Server Party System Using SPIN (온라인 게임 서버의 파티 시스템 검증을 위한 스핀 모델 체커 적용에 관한 연구)

  • Kim, Goanghun;Choi, Yunja
    • KIPS Transactions on Software and Data Engineering
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    • v.4 no.11
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    • pp.479-486
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    • 2015
  • Model checking method is able to check all possible cases automatically and is applicable to specifications or design before actual implementation so that some critical systems have adopted this method actively. However, the current practice of software verification is largely dependant on basic methods such as manual testing because of lack of understanding about this rigorous method and high verification cost. In this paper we conducted an experimental research for the automated verification using the SPIN model checker on an online-game server to study the applicability of the technique in this domain. The results show that we could verify major features of the online-game server party system with 5~7 GB memory and within 10 minutes execution time, and also found a hidden system error that passed existing testing process. This result shows the possibility of rigorous and effective verification with reasonable cost in comparison to manual testing.

Effects of 3-dimensional balance trainer in combination with a video-game system on balance and gait ability in subacute stroke patients

  • Ha, Hyun Geun;Ko, Young Jun;Lee, Hwang Jae;Lee, Wan Hee
    • Physical Therapy Rehabilitation Science
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    • v.3 no.1
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    • pp.7-12
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    • 2014
  • Objective: The purpose of this study was to investigate the effects of a three dimensional balance trainer in combination with a video-game system and visual feedback on balance recovery and gait function in subacute stroke patients. Design: Randomized controlled trial. Methods: Twenty-three subacute stroke patients were assigned to either an experimental (n=12) or a control group (n=11) using a random permuted block design and sealed envelopes. The experimental group received additional 3-dimensional balance training combined with visual feedback and a game program for 30 min/day, 5 days/week for 4 weeks. Both groups received 30-min of conservative physical therapy sessions based on neurodevelopmental therapy. Before and after the 20 sessions, walking abilities were evaluated by the the GaitRite system and balances were evaluated using the Berg Balance Scale (BBS). The Trunk Impairment Scale (TIS) was used to assess trunk muscle performances. Results: After the 4-week intervention, BBS and TIS scores were significantly increased in both groups (p<0.05), and increases in these scores were significantly greater in the experimental group (p<0.05). After the 4-week intervention, gait speed and cadence were significantly increased in both groups (p<0.05), and as was observed for BBS and TIS scores, changes of gait speed and cadence were significantly greater in the experimental group (p<0.05). Conclusions: The study shows that the 3-dimensional balance trainer combined with visual biofeedback and a video-game system provides a therapeutic means for improving balance and gait ability in subacute stroke patients.

Design of Heuristics Using Vertex Information in a Grid-based Map (그리드 기반 맵에서 꼭지점 정보를 이용한 휴리스틱의 설계)

  • Kim, Ji-Hyui;Jung, Ye-Won;Yu, Kyeon-Ah
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.1
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    • pp.85-92
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    • 2015
  • As computer game maps get more elaborate, path-finding by using $A^*$ algorithm in grid-based game maps becomes bottlenecks of the overall game performance. It is because the search space becomes large as the number of nodes increases with detailed representation in cells. In this paper we propose an efficient pathfinding method in which the computer game maps in a regular grid is converted into the polygon-based representation of the list of vertices and then the visibility information about vertices of polygons can be utilized. The conversion to the polygon-based map does not give any effect to the real-time query process because it is preprocessed offline. The number of visited nodes during search can be reduced dramatically by designing heuristics using visibility information of vertices that make the accuracy of the estimation enhanced. Through simulations, we show that the proposed methods reduce the search space and the search time effectively while maintaining the advantages of the grid-based method.

Effects of Snoezelen Therapy on Stress, Anxiety, Depression, and Quality of Life of College Students with Game Addiction

  • Lim, Ji-Yun;Kim, Jong-Hoon;Lee, Seul-Mi;Jang, Woo-Hyuk
    • The Journal of Korean Physical Therapy
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    • v.33 no.3
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    • pp.123-130
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    • 2021
  • Purpose: Despite the existence of Snoezelen method, there is no case of researching the effects on game addiction. Therefore, this study aims to investigate the effects of Snoezelen therapy on stress, depression, anxiety and quality of life of college students who overuse computer games or mobile phone games. Methods: Eight students who responded to spend more than 30 hours of computer or mobile phone games in the selection questionnaire were recruited (The total respondents were 224 students). Students were randomly assigned to either the study group (4 students) or the control group (4 students). Stress (Korean version of Perceived Stress Scale, K-PSS), depression (Korean Screening Tool for Depression Disorders, K-DEP), Anxiety (Korean Beck Anxiety Inventory, K-BAI) and quality of life (Short Form Health Survey version 2 [SF-36]) were assessed three times (before intervention [pre], post-3 weeks [post 1], post-6 weeks [post 2]). Results: First, the study group (-4.75±3.86) and control group (1.00±2.71) showed significant difference (p<0.05) in the analysis of score changes between pre-test and test at 6 weeks (post 2) for K-DEP. Next, pre-test and test at 3 weeks of intervention (post 1) for K-BAI showed significant difference (p<0.05) in the study group (-2.50±1.91) and control group (2.25±2.99). In addition, pre-test and test at 6 weeks (post 2) showed significant difference (p<0.05) for the study group (-3.00±1.51) and control group (4.75±6.24). Conclusion: The study confirmed the possibility of Snoezelen therapy as a therapy method to induce effective responses in stress, depression, anxiety, and quality of life of college students with game addiction.

An Intelligent Game Theoretic Model With Machine Learning For Online Cybersecurity Risk Management

  • Alharbi, Talal
    • International Journal of Computer Science & Network Security
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    • v.22 no.6
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    • pp.390-399
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    • 2022
  • Cyber security and resilience are phrases that describe safeguards of ICTs (information and communication technologies) from cyber-attacks or mitigations of cyber event impacts. The sole purpose of Risk models are detections, analyses, and handling by considering all relevant perceptions of risks. The current research effort has resulted in the development of a new paradigm for safeguarding services offered online which can be utilized by both service providers and users. customers. However, rather of relying on detailed studies, this approach emphasizes task selection and execution that leads to successful risk treatment outcomes. Modelling intelligent CSGs (Cyber Security Games) using MLTs (machine learning techniques) was the focus of this research. By limiting mission risk, CSGs maximize ability of systems to operate unhindered in cyber environments. The suggested framework's main components are the Threat and Risk models. These models are tailored to meet the special characteristics of online services as well as the cyberspace environment. A risk management procedure is included in the framework. Risk scores are computed by combining probabilities of successful attacks with findings of impact models that predict cyber catastrophe consequences. To assess successful attacks, models emulating defense against threats can be used in topologies. CSGs consider widespread interconnectivity of cyber systems which forces defending all multi-step attack paths. In contrast, attackers just need one of the paths to succeed. CSGs are game-theoretic methods for identifying defense measures and reducing risks for systems and probe for maximum cyber risks using game formulations (MiniMax). To detect the impacts, the attacker player creates an attack tree for each state of the game using a modified Extreme Gradient Boosting Decision Tree (that sees numerous compromises ahead). Based on the findings, the proposed model has a high level of security for the web sources used in the experiment.

Classification of fun elements in metaverse content (메타버스 콘텐츠의 재미 요소 분류)

  • Lee, Jun-Suk;Rhee, Dea-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.26 no.8
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    • pp.1148-1157
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    • 2022
  • In 2019, COVID-19 changed many people's lives. Among them, metaverse supports non-face-to-face services through various methods, replacing daily tasks. This phenomenon was created and formed like a culture due to the prolonged COVID-19. In this paper, the fun elements used in the existing game were organized to find out the fun factors of the metaverse, and the items and contents were reclassified according to the metaverse with five experts. Classification was classified using reproducibility, sensory fun [graphic, auditory, text, manipulation, empathy, play, perspective], challenging fun [absorbedness, challenging, discovery, thrill, reward, problem-solving], imaginative fun [new story, love, freedom, agency, expectation, change], social fun[rules, competition, social behavior, status, cooperation, participation, exchange, belonging, currency transaction], interactive fun[decision making, communication sharing, hardware, empathy, nurturing, autonomy], realistic fun[sense of unity in reality, easy of learning, adaptation, intellectual problems solving, pattern recognition, sense of reality, community], and creative fun[application, creation, customizing, virtual world].

A study for efficient image use in the mobile contents development (모바일 컨텐츠 제작을 위한 효율적인 이미지 활용에 대한 연구)

  • Kim, Jeong-Hoon
    • Journal of Korea Game Society
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    • v.5 no.1
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    • pp.53-60
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    • 2005
  • To produce deep, entertaining mobile content, a large number of images must be included. But because of the limits on runtime memory for mobile phones, images cannot be used as easily in a mobile environment as they are in a computer. Therefore in this paper, I propose several different methods for efficiently using images in a mobile environment. The various methods I propose for using images are: Creating images using compression/decompression and rotation/symmetry Creating images of several different colors by changing the palette index of a bitmap Creating images through image combination Creating background images by using tile maps Creating new images through effects.

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Lossless Compression and Rendering of Multiple Layer Displacement Map (다층 변위 맵의 비손실 압축과 렌더링)

  • Chun, Young-Jae;Kim, Hae-Dong;Cho, Sung-Hyun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.171-178
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    • 2009
  • Multiple layer displacement mapping methods are able to represent more complex and general geometries which cannot be presented by single layer displacement mapping methods, and provide a realistic scene to digital contents such as 3D games and movies with relatively low costs. However, as we use more layers for details, data space is wasted more because lower layers have less displacement data than higher layers. In this paper, we suggest a lossless compression and rendering method of a multiple layer displacement map. Since we compress the map without data loss, the proposed method provides the same quality as the rendering result that uses an original multiple layer displacement map.

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