• Title/Summary/Keyword: use for game

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A Study on User Adoption of Advanced ICTs in Uganda : Focused on GIS/GPS Gorilla Tracking System (우간다에서의 고급 정보통신기술 수용도 연구 : GIS/GPS 고릴라 추적 시스템 사례)

  • Tedson, Twesigye;Hwang, Gee-Hyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.192-203
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    • 2016
  • Uganda is a country blessed with the biggest number of mountain Gorillas in the whole world. These animals contribute at least 12% in revenue generation to the Tourism sector through tracking by both local and foreign tourists who pay for the tracking permits. However, Gorilla tracking is also a big challenge even in the presence of highly skilled and well-trained game rangers. Development and implementation of a secure Computer and Mobile based Gorilla Tracking (GT) system that uses GIS and GPS technologies would be the most ideal technology to use. Therefore, this study aimed to find out the critical factors that would affect the Behavioral Intention of the would-be users to successfully decide to use such GIS/GPS-GT system. We used the existing UTAUT model to integrate six factors such as Performance Expectancy, Effort Expectancy, Employee Peer Influence, Facilitating Conditions, Behavioral Intention and System Use. However, Infrastructure Availability and Non-Technical Facilitating Conditions were added to reflect Ugandan ICT context. This amended UTAUT model was used to carry out the survey. The questionnaire was emailed to 220 government employees in the fields of ICT, Tour and Travel, Environmental Groups officials and Farmers who garden near the game reserves. A total of 133 were obtained fully completed, whereas 127 were deemed usable thus yielding a response rate of 58%. The analysis results show that except for non-technical facilitating conditions, effort expectancy, peer influence, performance expectancy and infrastructure availability positively affects behavioral Intention to use GIS/GPS-GT. This indicates that people in Uganda don't bother about regulations and rules in regard to using information system. As long as the system does what they want it to, anything else does not matter. As an employee in an organization is told to use a system by their supervisor, they have no objection to otherwise they risk losing their job. This implies that, supervisors have a great responsibility in the process of developing, implementing and using the system in Uganda.

Realtime 3D Terrain Generation with Sound Data (사운드 데이터를 이용한 실시간 3차원 지형 생성)

  • Kim, Won-Seop;Chang, Kyu-Sik;Kim, Tae-Yong
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.184-189
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    • 2008
  • In this paper, the sound data either from the sampled or streamed source are utilized for generating a map in the video game play for the dynamiccal use of sound data and synesthesia to users. When users can generate sound in real-time or put the sampled source, it is analyzed and re-processed through Fourier transformation to show the 3D map in dynamic shape over time. We interpolate the generated data to enable the game agents and objects to move.

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A Study on the Production Plan for Reducing Cybersickness in Virtual Reality Game (가상현실 게임의 사이버 멀미 감소를 위한 연출 방안에 관한 연구)

  • Jung, Seah;Kim, Hongyoon
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.113-123
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    • 2017
  • Virtual reality technology is recognized as a next-generation technology and can create realistic environments like the real world and reproduce sensory experiences. And it is a cutting-edge technology that allows humans to experience the same real-world experience in a virtual world by computing the five senses with computers. Also Virtual reality is a technology that has the advantage of experiencing reality in cyberspace and is applied to content such as movies and games. However, many users who use virtual reality can feel cybersickness. And it especially in virtual reality games. This is an important issue for the virtual reality game industry to be resolved. Main symptoms of cyberscickness include dizziness, headache, and vomiting. Existing motion sickness and symptoms are similar, but the cause of cybersickness is different from traditional sickness. Therefore, this study uses virtual reality games and data from various organizations to determine the causes of cybersickness. Also, it intends to contribute to the development of the virtual reality game industry by presenting methods to supplement these problems.

A Swearword Filter System for Online Game Chatting (온라인게임 채팅에서의 비속어 차단시스템)

  • Lee, Song-Wook
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.15 no.7
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    • pp.1531-1536
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    • 2011
  • We propose an automatic swearword filter system for online game chatting by using Support Vector Machines(SVM). We collected chatting sentences from online games and tagged them as normal sentences or swearword included sentences. We use n-gram syllables and lexical-part of speech (POS) tags of a word as features and select useful features by chi square statistics. Each selected feature is represented as binary weight and used in training SVM. SVM classifies each chatting sentence as swearword included one or not. In experiment, we acquired overall 90.4% of F1 accuracy.

A Study on the Box-office Performance of Films based on Computer Games - Forcusing on film Warcraft: The Beginning 2016 - (컴퓨터게임 원작 영화의 흥행성에 관한 연구 -영화 워크래프트 : 전쟁의 서막을 중심으로-)

  • Park, Chanik
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.4
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    • pp.193-199
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    • 2017
  • This study applied the scenario of the film "Warcraft: The Beginning, 2016" based on the world view and nonlinear story of online games to the basic requirements of a good story of five items. Based on this, it was found that the storyline of the film "Warcraft: The Beginning, 2016" was faithful to the game series with the same title, but weak for a film. This film did not satisfy any of the five requirements of a good scenario used for Hollywood production. Even before this film, many hit games were made into films, but box office hits are hard to find among them. As the game World of Warcraft was very famous worldwide, when it was made into a film, the film was expected to be a box office hit. However, it failed miserably at the box office. This is a result of failing to recognize that the characteristics of games that an individual leads the story are different from those of films that no interaction or choice can be made. It is necessary to understand that although games and films are the same in that they have narrative structures and visual stimulation graphics, they are totally different in the way they immerse people.

A Study on Characteristics of Virtual Space Game for Community Making - Based on the Content Analysis of Case Study and Related Legal System for Urban Design - (마을만들기 관련 가상공간 게임의 특성에 관한 연구 - 도시디자인요소의 사례 분석 및 관련 법.제도 검토를 중심으로 -)

  • Hue, Youn-Sun
    • Korean Institute of Interior Design Journal
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    • v.23 no.3
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    • pp.231-238
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    • 2014
  • Recently, many people can experience the virtual space by smartphone, and they use many games. In particular, this change has great implications in the collaborative and communicative planning paradigm, which is residents' participation and agreement becoming important in community making and urban design. This study analyze the case of the five virtual space games about community making and urban design, and examine the related regal system. Game users can construct roads, houses, buildings and facilities in the virtual city. Then, they create profit, and promote the growth of virtual city. In these games, construction elements are classified residential, commercial, industrial, parks, green spaces, public building, and roads. But these elements does not identified clearly, and they mixed. By analyzing of related regal system, these games focus on the individual buildings, spaces, and facilities rather than considering the terms of urban planning. To complement the virtual space game with the aspects of urban planning, these games can encourage the participation capability and enhance the communication skills of citizens.

Service Scheduling in Cloud Computing based on Queuing Game Model

  • Lin, Fuhong;Zhou, Xianwei;Huang, Daochao;Song, Wei;Han, Dongsheng
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.5
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    • pp.1554-1566
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    • 2014
  • Cloud Computing allows application providers seamlessly scaling their services and enables users scaling their usage according to their needs. In this paper, using queuing game model, we present service scheduling schemes which are used in software as a service (SaaS). The object is maximizing the Cloud Computing platform's (CCP's) payoff via controlling the service requests whether to join or balk, and controlling the value of CCP's admission fee. Firstly, we treat the CCP as one virtual machine (VM) and analyze the optimal queue length with a fixed admission fee distribution. If the position number of a new service request is bigger than the optimal queue length, it balks. Otherwise, it joins in. Under this scheme, the CCP's payoff can be maximized. Secondly, we extend this achievement to the multiple VMs situation. A big difference between single VM and multiple VMs is that the latter one needs to decide which VM the service requests turn to for service. We use a corresponding algorithm solve it. Simulation results demonstrate the good performance of our schemes.

Hypergraph Game Theoretic Solutions for Load Aware Dynamic Access of Ultra-dense Small Cell Networks

  • Zhu, Xucheng;Xu, Yuhua;Liu, Xin;Zhang, Yuli;Sun, Youming;Du, Zhiyong;Liu, Dianxiong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.494-513
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    • 2019
  • A multi-channel access problem based on hypergraph model in ultra-dense small cell networks is studied in this paper. Due to the hyper-dense deployment of samll cells and the low-powered equipment, cumulative interference becomes an important problem besides the direct interference. The traditional binary interference model cannot capture the complicated interference relationship. In order to overcome this shortcoming, we use the hypergraph model to describe the cumulative interference relation among small cells. We formulate the multi-channel access problem based on hypergraph as two local altruistic games. The first game aims at minimizing the protocol MAC layer interference, which requires less information exchange and can converge faster. The second game aims at minimizing the physical layer interference. It needs more information interaction and converges slower, obtaining better performance. The two modeled games are both proved to be exact potential games, which admit at least one pure Nash Equilibrium (NE). To provide information exchange and reduce convergecne time, a cloud-based centralized-distributed algorithm is designed. Simulation results show that the proposed hypergraph models are both superior to the existing binary models and show the pros and cons of the two methods in different aspects.

A Case Study of Modified Real Options Valuation Model for Early Stage Start-Ups in the Game Industry (초기 게임개발사 가치평가 모형 사례 연구)

  • Yoo, Changsok;Jung, Jaeki;Poe, Baek
    • Journal of Korea Game Society
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    • v.14 no.4
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    • pp.67-74
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    • 2014
  • Real options valuation models are now proved as a effective valuation method both in Theoretically and empirically. However, to use real options model for early stage start-ups, additional non-financial information is crucial in the valuation process. Previous studies theoretically suggested the modified real options valuation model and process to use non-financial information in the valuation of early stage startups, but there is no empirical evidence on the suggested model. Therefore, this study investigated the effectiveness of the modified real options valuation model using a case study. The case study result showed that the modified real options valuation effectively reflect the non-financial information in early stage startups, and decrease the forecasting error in the valuation process.

Optimal Price and Auction Period Decision Method Based on Auction Game Theory for Spectrum Allocation in Cognitive Radio Networks (인지무선 주파수 분배 과정에서 옥션게임을 이용한 최적 가격 및 옥션 주기 결정 방법)

  • Park, Jin-Seok;Kang, Keon-Kyu;Lee, Sang-Young;Baek, Sun-Woo;Yoo, Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38A no.11
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    • pp.944-954
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    • 2013
  • Cognitive radio technology gives secondary users chances that they can use specific spectrum of the primary user when the primary user doesn't use it. This paper proposes the algorithm that maximizes the benefit of the primary user considering spectrum price and auction period by using the auction game theory. According to the ratio of spectrum that secondary users bid, primary user allocates spectrum to secondary users. In the process of repeated auction, the primary user gets to find the optimal price of spectrum. Using the price and the proposed utility function of primary user, we derive the optimal auction period. At the same time, the primary user finally determines the price of spectrum appropriate for the optimal period.