• 제목/요약/키워드: internet games

검색결과 381건 처리시간 0.019초

커뮤니티 네트워크 형성게임 (Games in Community Network Businesses)

  • 오정훈
    • Asia pacific journal of information systems
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    • 제11권3호
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    • pp.91-104
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    • 2001
  • Like other communication networks, the Internet is establishing and reinforcing connections between market participants. By adapting to these networks, market participants are able to obtain the power of network to create new benefits in on-line markets. In this paper, we develop three stage non-cooperative game models to analyze the community related business market in electronic commerce where network externalities are present. It is found that, regardless of its market share, individual firm in a market tends to favor a community network. The analysis also shows there exist some possibilities that these community networks can trap the market in an inferior state when better alternatives are available to yield greater social welfare.

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Usability Evaluation and Improvements of Mobile Travel Apps

  • Kim, Yeonsuk;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • 제12권1호
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    • pp.27-36
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    • 2020
  • The popularization of smartphones allows people to instantly get the information that they want, through mobile apps, including financial services, movies and public transportation reservations, games and shopping. Furthermore, leisure activities through overseas travel are increasing due to the improvement of the living standards of people. These increases in overseas travel and the use of mobile apps lead to the increased use of mobile travel apps when booking tour packages. Although there are many studies on the usability assessment and user interface improvement for mobile apps, studies on the usability assessment for mobile travel apps are limited. We tested the usability for mobile travel apps to present some suggestions for improvements so that anyone can purchase travel packages easily and simply. We selected the top three mobile travel apps on Rankey.com that have different UIs. The heuristic method was used to evaluate usability. We present a better UI to allow users to use the app functions more easily by analyzing user interaction, ease of learning, readability, efficiency, and satisfaction for the entire use.

진화하는 온라인 롤플레잉 게임을 위한 분산형 게임 서버 모델 (The Distributed Server Model for the Evolutionary Online RP G)

  • 이남재;곽훈성
    • 한국게임학회 논문지
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    • 제2권1호
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    • pp.36-41
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    • 2002
  • Recently, The online role playing games (RPG) get into spotlight of worldwide game marketing area because of the rapid growth of high speed Internet environment during a decade. The almost online RPGs are made of campaign scenario that constructed in series. In this paper, we propose the Distributed Server Model for the Evolutionary Online RPGs which have series scenario (Campaign). In order to represents evolutionary online RPGs, We configure the online RPG server uniquely by means of one to one mapping between logical and physical game world. We also configure the game worlds using circular queue form to express the evolution of civilization by reconstruction of game world.

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플레이어 행동예측을 위한 순차예측 알고리즘의 개선 (Improvement of Sequential Prediction Algorithm for Player's Action Prediction)

  • 신용우;정태충
    • 인터넷정보학회논문지
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    • 제11권3호
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    • pp.25-32
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    • 2010
  • 게임은 여러 캐릭터와 상태공간을 갖고 있다. 그러므로 학습을 하는데 많은 시간이 걸린다. 본 논문에서는 강화학습 알고리즘을 이용하였다. 보상 값을 받아 캐릭터가 학습하게 하여 지능적으로 움직이게 하였다. 학습초기에는 학습속도가 느려진다. 순차예측 알고리즘을 개선하여 학습에 적용하였다. 기존 강화학습으로 구현된 게임과 비교 실험하였다. 실험결과 개선 구현된 게임의 성능이 학습속도 측면에서 30% 까지 향상됨을 알 수 있었다.

유비쿼터스 개념 환경하에서 실제 현실 로봇 게임 구현 (Implementation of Real Reality Robot Game for Environment of Ubiquitous Concept)

  • 주병규;전풍우;정슬
    • 제어로봇시스템학회논문지
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    • 제11권12호
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    • pp.977-983
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    • 2005
  • In this paper, novel ubiquitous concept of real reality robot game controlled by a mobile server robot is proposed. Real reality robot game means that two real robots controlled by humans/computers through the internet are playing a boxing game. The mobile server robot captures playing images of the boxing game and sends them to GUI on the screen of human operators' PC. The human operator can login to the boxing game from any computer in any place if he/she is permitted. Remote control of a boxing robot by a motion capture system through network is implemented. Successful motion control of a boxing robot remotely controlled by a motion capture system through network can be achieved. In addition, real boxing games between a human and a computer are demonstrated.

Fingerprint Template Protection Using One-Time Fuzzy Vault

  • Choi, Woo-Yong;Chung, Yong-Wha;Park, Jin-Won;Hong, Do-Won
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제5권11호
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    • pp.2221-2234
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    • 2011
  • The fuzzy vault scheme has emerged as a promising solution to user privacy and fingerprint template security problems. Recently, however, the fuzzy vault scheme has been shown to be susceptible to a correlation attack. This paper proposes a novel scheme for one-time templates for fingerprint authentication based on the fuzzy vault scheme. As in one-time passwords, the suggested method changes templates after each completion of authentication, and thus the compromised templates cannot be reused. Furthermore, a huge number of chaff minutiae can be added by expanding the size of the fingerprint image. Therefore, the proposed method can protect a user's fingerprint minutiae against the correlation attack. In our experiments, the proposed approach can improve the security level of a typical approach against brute-force attack by the factor of $10^{34}$.

e-Friendly Personalized Learning

  • Caytiles, Ronnie D.;Kim, Hye-jin
    • International Journal of Internet, Broadcasting and Communication
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    • 제4권2호
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    • pp.12-16
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    • 2012
  • This paper presents a learning framework that fits the digital age - an e-Friendly PLE. The learning framework is based on the theory of connectivism which asserts that knowledge and the learning of knowledge is distributive and is not located in any given place but rather consists of the network of connections formed from experiences and interactions with a knowing community, thus, the newly empowered learner is thinking and interacting in new ways. The framework's approach to learning is based on conversation and interaction, on sharing, creation and participation, on learning not as a separate activity, but rather as embedded in meaningful activities such as games or workflows. It sees learning as an active, personal inquiry, interpretation, and construction of meaning from prior knowledge and experience with one's actual environment.

Text-driven Speech Animation with Emotion Control

  • Chae, Wonseok;Kim, Yejin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권8호
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    • pp.3473-3487
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    • 2020
  • In this paper, we present a new approach to creating speech animation with emotional expressions using a small set of example models. To generate realistic facial animation, two example models called key visemes and expressions are used for lip-synchronization and facial expressions, respectively. The key visemes represent lip shapes of phonemes such as vowels and consonants while the key expressions represent basic emotions of a face. Our approach utilizes a text-to-speech (TTS) system to create a phonetic transcript for the speech animation. Based on a phonetic transcript, a sequence of speech animation is synthesized by interpolating the corresponding sequence of key visemes. Using an input parameter vector, the key expressions are blended by a method of scattered data interpolation. During the synthesizing process, an importance-based scheme is introduced to combine both lip-synchronization and facial expressions into one animation sequence in real time (over 120Hz). The proposed approach can be applied to diverse types of digital content and applications that use facial animation with high accuracy (over 90%) in speech recognition.

The Sustainability of Korean Management in Global Market: Competitive Strategy and Performance in Korean ICT Industry

  • Kwak, Kyu Tae;Cheon, Youngjoon;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제10권3호
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    • pp.1344-1361
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    • 2016
  • ICT contents market is globally considered as an industry of high added value, where sustainability is accomplished through stories that cover wide range of consumers. However, the need for long-term internationalization strategy is growing as countless number of applications and games has pushed the local market to its limit. Thus, this research explored on the industrial characteristics and the internationalization of ICT contents firms through acquisition of competency. Based on Resource Dependence theory, the authors studied how pursuit of legitimacy and autonomy functioned in the expansion process of ICT contents firms. A survey analysis of 212 key decision makers of Korean ICT content firms were performed, to reveal that resource environment and interdependence must undergo a thorough consideration.

효율적인 인터넷 그룹 통신을 위한 RMCP 설계 및 구현 (Efficient Multicasting Mechanism for Mobile Computing Environment)

  • 박주영;정옥조;강신각
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2003년도 추계종합학술대회
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    • pp.924-927
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    • 2003
  • 최근 대두되는 네트워크 게임이나 인터넷 생방송 등의 각종 그룹 통신응용을 지원하기 위해선 IP 멀티캐스트가 지원되어야 한다. 하지만 IP 멀티캐스트를 적용하기 위해선 해결되어야 할 문제점들로 인하여 현재의 인터넷에서는 적용되지 못하고 있다. RMCP는 현재의 유니캐스트 기반 인터넷 환경에서 그룹 통신을 보다 효율적으로 제공해 줄 수 있는 메커니즘으로써, IP 멀티캐스트 환경이 구축되지 않더라도 그룹 데이터를 다수의 수신자들에게 효율적으로 전달하는 방법이다. 본 고에서는 RMCP 프로토콜 개요와 구현 및 APAM 환경에서 한-일간 그룹 통신을 통한 검증을 다루도록 한다.

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