• Title/Summary/Keyword: gaming

Search Result 326, Processing Time 0.028 seconds

Developing Digital Games through Software Reuse

  • Neto, Beatriz;Fernandes, Lucia;Werner, Claudia;De Souza, Jano Moreira
    • Journal of Information Processing Systems
    • /
    • v.6 no.2
    • /
    • pp.219-234
    • /
    • 2010
  • Gaming is an old humans' habit. Games help in logical development and encourage learning of theoretical and practical concepts. Besides they offer entertainment and challenge. The advent of the personal computer changed this tradition. Every year new challenges arise in a digital format, which lead the young and adults to spend hours in front of a computer or TV screen in an attempt to overcome hurdles and reach an objective. Quality, sophistication, and constant innovation are attained through complex computer software that almost has an obligation to improve as each new title is released, due to this game development becomes a challenge. Considering that a game title is software and thus faces the same restrictions of business applications, this article intends to analyze, under the optics of reuse, if game development resorts to reuse, and where and how this happens.

Tasks for Promoting the Horse Industry under FTAs (FTA와 말(馬)산업 육성과제)

  • Lee, Young Soo;Kwon, Soon Koog
    • THE INTERNATIONAL COMMERCE & LAW REVIEW
    • /
    • v.57
    • /
    • pp.173-198
    • /
    • 2013
  • This study conducts the horse industry, which shows how country has implemented structural adjustment policies in order to cope with the economic shocks that an FTA brought about. Among the FTAs that Korea has made, Korea-EU and Korea-US FTAs have been regard to bring relatively big impact on korean agricultural sector. The horse industry is a very large and important part of our national and local economies. It is diverse, involving agriculture, business, sport, gaming, entertainment and recreation. The enactment of the 'Horse Industry Promotion Act' can be a turning point for the recovery of the livestock industry. The Act is meaningful in that it can be expand the horse industry as a driving force of rural growth and contribute to people's leisure life. In this context, this study aims to draw policy implications for the Korean government to promote the horse industry.

  • PDF

The Estimation of Incomplete Information in Electricity Markets by Using Load Pattern Changes (부하패턴을 이용한 전력시장 정보의 불완비성 추정에 관한 연구)

  • Shin, Jae-Hong;Lee, Kwang-Ho
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.56 no.5
    • /
    • pp.848-853
    • /
    • 2007
  • This paper presents a methodology of estimating incomplete information in electricity markets for analyzing the gaming behavior of Generating Companies (GENCOs). Each GENCO needs to model its opponents' unknown information of strategic biddings and cost functions. In electricity markets with complete information, each GENCO knows its rivals' payoff functions and tries to maximize its own profit at Nash equilibriurnl Nli) by acknowledging the rivals' cost function. On the other hand, in the incomplete information markets, each GENCO lacks information about its rivals. Load patterns can change continuously due to many factors such as weather, price, contingency, etc. In this paper, we propose the method of the estimation of the opponents' cost function using market price, transaction quantities. and customer load patterns. A numerical example with two GENCOs is illustrated to show the basic idea and effectiveness of the proposed methodology.

An Exploration of Players' Aggression: Role of Game and Life Self-Efficacy and Adaptive Game Use Tendency

  • Lee, Hye Rim;Jeong, Eui Jun
    • International Journal of Contents
    • /
    • v.11 no.4
    • /
    • pp.7-14
    • /
    • 2015
  • This study examined whether game usage would alleviate players' aggressive tendencies. Other game-related variables, psychological care factors (adaptive game use tendency, game self-efficacy, and life self-efficacy), and psychological problem factors (loneliness and depression) were controlled for determination of the effect. We drew on the catharsis theory from therapeutic psychology literature to explain how game usage contributes to the alleviation of aggressive tendencies. Over two weeks data were collected from 918 participants online. The results indicated that gaming activity had a significant effect on aggression. Higher levels of game and life self-efficacy, as well as adaptive game use tendencies, decreased the degree of aggression. Likewise, higher levels of loneliness and depression reduced the degree of aggression. Results and implications are discussed.

Modeling of an Electricity Market Including Operating Reserve and Analysis of Supplier's Bidding Strategies

  • Shin Jae-Hong;Lee Kwang-Ho
    • KIEE International Transactions on Power Engineering
    • /
    • v.5A no.4
    • /
    • pp.396-402
    • /
    • 2005
  • In an electricity market with imperfect competition, participants devise bidding plans and transaction strategies to maximize their own profits. The market price and the quantity are concerned with the operation reserve as well as the bidding system and demand curves in an electricity market. This paper presents a market model combined by an energy market and an operating reserve market. The competition of the generation producers in the combined market is formulated as a gaming of selecting bid parameters such as intersections and slopes in bid functions. The Nash Equilibrium (NE) is analyzed by using bi-level optimization; maximization of Social Welfare (SW) and maximization of the producers' profits.

Emerging Practices in Foresight and Their Use in STI Policy

  • Daheim, Cornelia;Hirsch, Sven
    • STI Policy Review
    • /
    • v.6 no.2
    • /
    • pp.24-53
    • /
    • 2015
  • Foresight, a major methodological tool in the STI policy toolbox, has recently featured new directions in methodological development, becoming influenced by progress in information and communication technologies and online tools. However, no overview of these directions has been available so far. Based on a literature review, an interactive workshop, and an international expert survey as well as expert interviews, the research presented here attempts to shed light onto some of the relevant issues by providing a structured overview of recent changes in order to further the debate on the future directions of methodological development in foresight. The paper outlines four clusters of emerging approaches in foresight:Integrated qualitative and quantitative approaches, IT-based and automated foresight, experiential foresight including new forms of communication and interaction such as visualization and gaming, and open and crowd-sourced approaches. The benefits and challenges of the approaches known so far are categorized and summarized, and areas of potential use for each of the clusters in STI contexts are identified.

On an Analytical Quick Game to Investigate the Battle Effectiveness of Forward Defence Concepts

  • Huber, Reiner K.;Steiger, Karl;Wobith, Bernt
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.6 no.1
    • /
    • pp.33-55
    • /
    • 1981
  • The so-called “Quick Game”-models resemble a central element within the Compound Gaming approach of military systems analysis proposed by Huber [1, 2]. This paper introduces such an analytical model designed to investigate the battle-effectiveness of alternative army structures. The nature of its results is discussed from numerical experiments covering the (German) Army Structure 4, Loser's Area Coverage Defence Concept, and Afheldt's Area Defence Concept. It turns out that Loser's concept promises to have a comparatively high potential to stabilize the early conventional forward defence, hence being an interesting alternative for further analysis in depth.

  • PDF

Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
    • /
    • v.35 no.6
    • /
    • pp.960-968
    • /
    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Wearable Wellness Sensors and Devices (WWSD): State of the Arts and Challenges (착용형 웰니스 센서 및 장치 관련 기술 응용 현황)

  • Ahn, Bummo
    • Journal of the Korean Society for Precision Engineering
    • /
    • v.32 no.2
    • /
    • pp.199-208
    • /
    • 2015
  • The aim of this paper is to review recent developments and commercialized products in the field of wearable wellness sensors and devices (WWSD). Although there are several dedicated researches, the completed theories and systematic techniques have not been well established. Therefore, we divided the WWSD into four different topics (healthcare, safety & prevention, gaming & lifestyle, and sports & fitness), and review the state of the arts and challenges on the applications on the sensor and device technologies with particular focus on WWSD. We also review the limitations of the current technologies on the developments and commercialized products. Finally, we suggest and discuss new research topics related on the four topics of the WWSD.

Consumer Preferences for Digital Cable Broadcasting Service in Korea: A Choice Experiment Study

  • Ku, Se-Ju;Yoo, Seung-Hoon;Kwak, Seung-Jun
    • Asian Journal of Innovation and Policy
    • /
    • v.5 no.2
    • /
    • pp.185-196
    • /
    • 2016
  • A digital cable broadcasting service is a multimedia broadcasting service that provides high definition and various supplementary services by using digital transmission. Korea implemented a complete digital broadcasting service by 2012. This study applied a choice experiment to investigate consumer preferences, and it calculated the marginal willingness to pay for this service. Moreover, we employed a multinomial probit model to relax the assumption that all respondents have the same preference for attributes being valued. The results suggest that respondents value channels, definition, video-on-demand (VOD) service, pay-per-view (PPV) service, and commerce based on TV (T-commerce). On the other hand, online gaming may be less important as an attribute for digital cable broadcasting service in Korea.