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A Model to Analyze the Optimal Purchase of the Cleaner Vehicles: A Game Theoretic Approach (저공해차량의 최적구매행태 분석모형: 게임이론적 접근)

  • Cho, In-Sung
    • Korean Business Review
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    • v.21 no.1
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    • pp.1-17
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    • 2008
  • This article examines the establishment of the game theoretic model for the cleaner vehicles and analyzes the established model. We discuss the way to represent the players' preferences over the outcomes to make the model applicable in real practice. In this article we employ the real data to represent the preferences. In the analysis of the model we consider various scenarios and discuss how we can use GAMBIT, which is a game theory analysis software, to find solutions in each proposed scenario.

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Design of VML-based Game System for Dynamic Load Balancing (동적 부하 분산을 위한 VML 기반 게임 시스템 설계)

  • Lee, Jeong-Jin;Won, Dong-Kee;Hwang, Ho-Jeon;Doo, Gil-Su;Kim, Beob-Kyun;An, Dong-Un;Chung, Seung-Jong
    • Proceedings of the KIEE Conference
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    • 2005.10b
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    • pp.303-305
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    • 2005
  • In MMORPG, gamers can engage in a variety of activities with other players from all over the world. So, this kind of games has unprecedented heavy load. There are so many kind of method to balance the load of MMORPG. But. many of them are not adaptable to dynamic load variation. In this paper, we propose a dynamic map-partition method based on VML. By use of dynamic map-partition based on VML, we can easily adapt to dynamic load variation. And by changing VML. we can manage field servers within game system.

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A Study on the Use of Agile Methodology for Quality Control in the Game Development Project of College (대학의 게임개발프로젝트에서 품질관리를 위한 애자일 기법 적용에 관한 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2018.07a
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    • pp.106-107
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    • 2018
  • 대학의 게임개발 프로젝트에서 품질관리를 수행할 때 폭포수 개발과 같은 전통적인 개발방법론을 적용하기는 어려움이 있다. 이에 대한 대안으로 신속한 개발을 진행하는 애자일 방법론의 적용을 권고하고 그 중에서도 일정한 주기를 기반으로 실행하는 스크럼 방법론의 적용방안을 제시하였다. 본 논문에서는 스크럼 방법론을 학기의 상황에 따라 적용할 수 있도록 일부 원칙을 수정하여 제시한다. 수정된 스크럼 방법을 적용할 경우 보다 체계적인 프로젝트 진행과 품질관리가 가능할 것으로 판단된다. 스크럼의 적용 후에는 회고 과정을 거쳐 프로세스를 지속적으로 개선하는 과정도 필요하다.

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A Study on the Use of TestCase Tool for Collaboration of Game Development Projects in Untact (비대면 상황의 게임개발프로젝트에서 협업을 위한 테스트 케이스 관리도구 활용 방안에 관한 연구)

  • Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2020.07a
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    • pp.473-474
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    • 2020
  • 2020년 상반기는 코로나19로 촉발된 상황은 온라인 강의 도입 등 교육환경에도 영향을 미치고 있다. 게임제작 관련 교육과정에서 게임제작 프로젝트를 진행할 때 QA는 게임의 개발이 진행되는 단계에 맞춰 리뷰와 테스트 케이스 작성, 테스트 실행, 이슈 보고를 진행한다. QA의 핵심 업무 중 하나가 테스트 케이스를 작성하는 것이다. 이번과 같이 비대면이 강제되는 상황에서 팀원들과 협업을 하기 위해서는 테스트 케이스 관리 도구를 활용하여 효율적으로 QA를 수행하는 방안이 필요하다.

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Influencing Factors of Consumption Willingness for E-Sports Products: A Case Study of "King of Glory" Game Players

  • Yang Guo;Jiaqi Dong;Yue Lin
    • Journal of Smart Tourism
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    • v.3 no.4
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    • pp.33-41
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    • 2023
  • This study examines the factors influencing e-sports product consumption among Chinese e-sports game players. We focus on the popular game "King of Glory" and use surveys to collect player data. Our findings show that e-sports product characteristics significantly impact consumption experiences, while incentive factors also influence consumption willingness. External factors have minimal impact. Additionally, souvenir products and festival events are key in driving e-sports consumption. This research explores the consumption willingness of Chinese e-sports players, the world's largest consumer market. Understanding their needs can help companies develop targeted marketing strategies, unlocking the commercial potential of e-sports and promoting industry growth.

The Design and Implementation of Java Application in KVM on Real-Time Operating System, iRTOS (실시간 운영체제 iRTOS 상에서의 KVM기반 자바 응용프로그램 설계 및 구현)

  • Lee, jin-wook;Kim, jong-jin;Lee, cheol-hoon
    • Proceedings of the Korea Contents Association Conference
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    • 2009.05a
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    • pp.833-838
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    • 2009
  • Recently the use of the portable device like a PDA or a Smart-Phone increases to follow, Java technology that support Platform Independence on Hardware Flatform has become core Flatform in Software sphere. Especially Portable device use a KVM(Kilobyte Virtual Machine) of Java's various specification. In this paper, we design and implement Java Game Application for verification of KVM and verify on Real-Time Operating System iRTOS.

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Potential Effects of Gaming Disorder Classification on Gamers' Attitude and Gaming Intention (게임이용장애 질병분류가 게임이용자의 태도와 게임의향에 미치는 효과)

  • Kim, Suk Hwan;Han, Sang Hoon;Kim, Bora;Kang, Hyoung Goo
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.15 no.4
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    • pp.277-301
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    • 2020
  • This study surveyed 503 adults to examine the effect of gaming disorder classification, recently announced by World Health Organization(WHO), when it is applied to Korean game market. Considering the difference in respondents' background knowledge on gaming disorder, half of the respondents were randomly assigned to read an informative news article describing WHO's decision and its expected effect on domestic game industry. Based on previous literature of gaming disorder, we categorized respondents into a normal-use group and a potentially problematic-use group. As a result of analyses, it was found that the gaming disorder classification would yield overall reduction of game-related consumption in terms of gaming time(24%), game cost(28%), the number of games(22%), etc. The potentially problematic group showed higher willingness to pay for gaming than the normal group did, even if the game cost presumably increases due to the gaming disorder classification. A similar outcome was observed in those with high stress levels. This implies that the policy to solve game addiction problems may ironically lead to unexpected cost increases to the target group of the policy. Hence, problematic groups, especially, highly stressful people and the people with the lack of self-control, need to be considered when the gaming disorder classification policy is established. Furthermore, the informative news article had the preventive effect on the attitude and the intention of the people with moderate or high self-control capacity, but not to the people with gaming-additive tendencies, Again, this finding confirms the necessity of the tweezers policy to refine target groups by their characteristics and prepare for differentiated policies. When the gaming disorder classification is simply adopted with no consideration of domestic circumstances, irreversible loss could affect Korean game users, game industries, and related companies. This calls for urgent cooperation between academia, government, and industry to set up appropriate measures to deal with the gaming disorder classification.

COMPUTER GAME PLAYING PATTERNS, PARENTAL REARING PATTERNS AND INDIVIDUAL PSYCHOPATHOLOGY IN ADOLESCENTS (청소년의 컴퓨터게임 이용실태, 부모양육방식, 개인의 정신병리)

  • Ryu, Jeoung-Whan;Kim, Young-Mi;Jeong, Hong-Kyung;Jo, A-Ra;Lee, Jung-Ho;Choi, Young-Min;Lee, Gi-Chul;Jeon, Seong-Ill
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.11 no.1
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    • pp.27-41
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    • 2000
  • Objects:This study was designed for studying of current Korean adolescents computer game playing habits and exploring associations with parental rearing patterns and individual psychopathology. Methods:One hundred twenty four adolescents(age 13-15) who reside in urban area completed self-report questionnaires containing Questionnaires designed by authors, Symptom Checklist-90-Revision of Korean Version(SCL-90-R) and Parental Bonding Instrument(PBI). Results:1) Computer game playing appears to be one of the social and leisure phenomena in these days. Although Adolescents spend a lot of times on computer game, Many of them perceive not problematic. 2) Compared with females, Male play computer games more regularly, more longer, spent more times in gamebang. 3) There was positive relationship between anxiety subscale in SCL-90-R and detrimental effects of computer game. 4) There was positive relationship between game frequency and maternal overprotection. 5) The main reasons for playing are 'for an avoidance of stressful life events', academic burden was the most troublesome issues in korean adolescents. 6) Many adolescents use gamebang as a social place, but they thought that gamebang is not good places to have a good time. Conclusion:This papers shows that computer game playing is a popular social leisure activity in Korean adolescents. And, Most of korean adolescents reported that they are suffered from pressure of academic achievements. They use computer game mainly by means of relieving academic pressures. In a heavy game users who have many conflicts with parents, teacher and who has frequent truancy and social withdrawal show significant anxiety. Maternal overprotection was observed in heavy game users. Authors recommended that clinicians should be careful in examining heavy computer game behaviors. Both underlying affective states and environmental influences, including family situations should be vicariously examined.

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Factors affecting children's sleep duration and sleep time poverty (아동의 수면시간과 수면시간 빈곤에 영향을 미치는 요인: 가족특성과 아동의 생활시간을 중심으로)

  • Koh, Sun-Kang
    • Journal of Family Resource Management and Policy Review
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    • v.21 no.3
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    • pp.141-159
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    • 2017
  • The main purpose of this study is to investigate factors that influence sleep duration and sleep time poverty in terms of family characteristics, child characteristics, and time use. A series of data analyses were conducted on children's time use in two-parent families based on the 2013 Korean Children and Youth Panel Survey. One major finding is that children's sleep duration and the probability of having a sleep time poverty are related to their mothers' job classifications. The factors influencing the duration of sleep time and the sleep time poverty are similar in terms of family characteristics and children's time use. The mother's job classification, family income, number of younger siblings, number of older siblings, children's private tutoring hours, computer game hours, and TV hours are statistically significant factors affecting the duration of sleep time and the probability of having a sleep time poverty. However, the factor with greatest influence on sleep time duration is private tutoring hours and the factor most affecting sleep time poverty is computer game hours. The mother's job classification is a relatively powerful determinant for predicting her children's sleep duration and sleep time poverty.

Multi-level Consistency Control Techniques in P2P Multiplayer Game Architectures with Primary Copy (기본 사본을 갖는 P2P 멀티플레이어 게임 구조의 수준별 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.135-143
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    • 2015
  • A Multiplayer Online Game(MOG) is a game capable of supporting hundreds or thousands of players and is mostly played using the Internet. P2P(peer-to-peer) architectures for MOGs can potentially achieve high scalability, low cost, and good performance. The basic idea of many P2P-based games is to distribute the game state among peers and along with it processing, network, and storage tasks. In a primary-copy based replication scheme where any update to the object has to be first performed on the primary copy, this means distributing primary copies of objects among peers. Most multiplayer games use a primary-copy model in order to provide strong consistency control over an object. Games consist of various types of actions that have different levels of sensitivity and can be categorized according to their consistency requirements. With the appropriate consistency level of each action type within a game, this paper allows developers to choose the right trade-off between performance and consistency. The performance for P2P game architecture with the primary-copy model is evaluated through simulation experiments and analysis.