• Title/Summary/Keyword: signal game

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EEG and ERP based Degree of Internet Game Addiction Analysis (EEG 및 ERP를 이용한 인터넷 게임 과몰입 분석)

  • Lee, Jae-Yoon;Kang, Hang-Bong
    • Journal of Korea Multimedia Society
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    • v.17 no.11
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    • pp.1325-1334
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    • 2014
  • Recently game addiction of young people has become a social issue. Therefore, many studies, mostly surveys, have been conducted to diagnose game addiction. In this paper, we suggest how to distinguish levels of addiction based on EEG. To this end, we first classify four groups by the degrees of addiction to internet games (High-risk group, Vigilance group, Normal group, Good-user group) using CSG (Comprehensive Scale for Assessing Game Behavior) and then measure their Event Related Potential(ERP) in the Go/NoGo Task. Specifically, we measure the signals of P300, N400 and N200 from the channels of the NoGo stimulus and Go stimulus. In addition, we extract distinct features from the discrete wavelet transform of the EEG signal and use these features to distinguish the degrees of addiction to internet games. The experiments in this study show that High-risk and Vigilance group exhibit lower Go-N200 amplitude of Fz channel than Normal and Good-user groups. In Go-P300 and NoGo-P300 of Fz channel, High-risk and Vigilance groups exhibit higher amplitude than Normal and Good-user group. In Go-N400 and NoGo-N400 of Pz channel, High-risk and Vigilance group exhibit lower amplitude than Normal and Good-user group. The test after the learning study of the extracted characteristics of each frequency band from the EEG signal showed 85% classification accuracy.

Research of Interopaeration Simulation between War Game Simulator and Communication Effect Simulator using HLA/RTI (HLA/RTI를 이용한 워게임 시뮬레이터와 통신 효과 시뮬레이터의 연동 시뮬레이션 연구)

  • Kim, Deok-Su;Bae, Jang Won;Park, Soo Bum;Kim, Tag Gon
    • Journal of the Korea Institute of Military Science and Technology
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    • v.18 no.1
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    • pp.46-54
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    • 2015
  • Wargame simulators are widely used in the field of defence modeling and simulation. Because of increasing importance of communication effects on the warfare, the war game simulator is also required to reflect communication effects. One way to satisfy the requirement is the interoperation simulation between war game simulator and communication effect simulators. This paper shows the application of interoperation simulation between war game and communication effect simulators using HLA(High-Level Architecture)/RTI(RunTime Infrastructure). The war game simulator mainly deal with the engagement of troops and the troops communicate each other at the mission execution level. In the other hand, The communication effect simulator perform communication actions between the troops in the engineering level. Using the interoperation simulation, we can reflect the communication effects on the war game simulation. We show various applications of the interoperation simulation with the point of the war game and communication effect simulator. with a case study, we explain the interoperation simulation improves the reality and fidelity of the war game simulator and how the interoperation simulation can be applied to developing doctrines and real communication system.

Designing Intuitive Spatial Game using Brain Computer Interface (뇌-컴퓨터 인터페이스를 사용한 공간 기반 게임 설계)

  • Kim, Na-Young;Yoo, Won-Dae;Lee, Yong-Il;Chung, Seung-Eun;Han, Moo-Kyoung;Yeo, Woon-Seung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1160-1165
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    • 2009
  • User interface design environment has been known to be part of important elements in user experience and play, and its significance of functionalities are growing bigger each year. In present day, use of intuitive user interface design are on demand. Player can expect to get a new experience that they can not get from other exiting or similar form of games. For the better user experience, essential use of intuitive game play is necessary along with its perceptive user interface. This paper describes intuitive game environment design which will enhance user experience with use of brainwave signal for Brain Computer Interface.

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A Hand-off Technique for Cellular Networks Using Game Theory (셀룰라 네트워크에서 게임 이론을 이용한 핸드오프 기법)

  • Hong, Jin-Dae;Lee, Sin-Kyu;Kim, Hyun-Tae;Ra, In-Ho
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.13 no.11
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    • pp.2399-2404
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    • 2009
  • In cellular network systems one of the most significant quality metrics to measure quality of performance is the average number of call drops in a system. It ensures that the active calls in the system are successfully completed without being dropped in the mid communication for ultimate customer satisfaction. Hand-off mechanism increases cellular system reliability by seamless continuation of active calls by transferring active calls from one base station to another. In this paper, we study and propose a simple hand-off mechanism using game theory. We conclude that using the simple QoS utility function proposed in this paper, our optimal deterministic hand-off strategy is to transfer the active calls to the base station with greater signal-to-interference ratio (SIR) and greater number of available channels.

Design of a Stress Measurement System for State Recognition of Game Addicts

  • Park, Myeong-Chul;Jung, Hyon-Chel;Kim, Tae-Sun
    • Journal of the Korea Society of Computer and Information
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    • v.22 no.6
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    • pp.87-93
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    • 2017
  • In this paper, we design a small low power single channel ECG(Electrocardiogram) system of Chest Belt type with fiber-type electrodes to measure emotional state change of game addict. HRV(Heart Rate Variability) is analyzed through heart rate signal measurement and the psychological stress state is judged by using it. And it verifies its effectiveness through prototype. First, we design HR measurement module through low power MCU(Micro Controller Unit) and implement prototype level measurement system. The results showed that the difference between the addiction group and the general group was confirmed and that the system was effective. The result of this study can be used for health management such as reduction of stress of the user through music and breathing that lowers the stress by detecting the stress state of the general person or the chronic ill person.

Arbitrator's Reputation and PR Cost: A Signaling Approach

  • Joon Yeop Kwon;Sung Ryong Kim
    • Journal of Arbitration Studies
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    • v.33 no.3
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    • pp.129-146
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    • 2023
  • We construct a signaling game model between the arbitrator and claimants, in which the arbitrator's marketing amount is adopted as the signaling device. Assuming that the parties to the dispute select an arbitrator, and if there is a difference in the arbitrator's fee depending on the arbitrator's reputation, the arbitrator will pay to further enhance his reputation. We would like to analyze the cost differences between arbitrators who already have a high reputation and arbitrators who strive to further enhance their reputation using the signal model. From the Analysis of our study, We derive perfect Bayesian equilibrium of the signaling game and refine the equilibrium into a unique equilibrium by invoking the Intuitive Criterion of Cho and Kreps (1987). Further, we characterize the refined equilibrium.

Technical Development of Interactive Game Interface Using Multi-Channel EMG Signal (다채널 근전도 신호를 이용한 체감형 게임 인터페이스 개발)

  • Kim, Kang-Soo;Han, Yong-Hee;Jung, Won-Beom;Lee, Young-Ho;Kang, Jung-Hoon;Choi, Heung-Ho;Mun, Chi-Woong
    • Journal of Korea Game Society
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    • v.10 no.5
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    • pp.65-73
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    • 2010
  • In this paper, we developed the device for an interactive game interface using bio signals which were able to recognize user's motion intention using EMG signals and it was applied to the games which need the information of the muscle motion directions. The module for acquiring EMG signals consists of 4-Ch, wrist-motions were defined as up, right, down and left state. The user's intent was recognized through thresholding and comparing signals of each channel. The classification result of the motion directions could control the arrow keys on the keyboard of PC and it was applied on the various games. This proposed game device can be expected to induce an effective exercise with an interesting and enjoyment, and it can use both self-developed or commercial games.

Developing Affective Computing Game with Player's Bio-Signal (사용자의 생체 신호를 이용한 감성 컴퓨팅 게임 개발)

  • Lee, Chung-Hyeon;Kim, Dong-Gyun;Kim, Hye-Young;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.91-100
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    • 2016
  • In this research, Affective computing game has been developed which reacts with a player's bio-signals. A modified computer mouse will be used to collect bio-signals by GSR, FSR, and infrared thermometer. This modified computer mouse collect human bio-signals in non-intrusive way. The collected data is complementary reflected in 3 level of tension of a player. The player's tension affects on the game and the reaction for NPC will be followed. Then this leads to plot changes individually. To let diverse NPC reaction and interactive story telling, Live 2d and Inkle Script have been used. This research can be alternative method on the game development using Affective computing.

Fair Power Control Using Game Theory with Pricing Scheme in Cognitive Radio Networks

  • Xie, Xianzhong;Yang, Helin;Vasilakos, Athanasios V.;He, Lu
    • Journal of Communications and Networks
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    • v.16 no.2
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    • pp.183-192
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    • 2014
  • This paper proposes a payment-based power control scheme using non-cooperative game with a novel pricing function in cognitive radio networks (CRNs). The proposed algorithm considers the fairness of power control among second users (SUs) where the value of per SU' signal to noise ratio (SINR) or distance between SU and SU station is used as reference for punishment price setting. Due to the effect of uncertainty fading environment, the system is unable to get the link gain coefficient to control SUs' transmission power accurately, so the quality of service (QoS) requirements of SUs may not be guaranteed, and the existence of Nash equilibrium (NE) is not ensured. Therefore, an alternative iterative scheme with sliding model is presented for the non-cooperative power control game algorithm. Simulation results show that the pricing policy using SUs' SINR as price punishment reference can improve total throughput, ensure fairness and reduce total transmission power in CRNs.