• Title/Summary/Keyword: 협력적 게임

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A Family Outdoor Game Development based on Large Screen Display: Punch Punch Diet (대형스크린 기반 가족형 아웃도어 게임 개발: 펀치 펀치 다이어트)

  • Kim, Si-Jung;Choi, Yun-Bum;Lee, Juck-Sik
    • 한국HCI학회:학술대회논문집
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    • 2006.02a
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    • pp.1313-1318
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    • 2006
  • 게임이 생활의 일부분과 산업구조상 핵심산업으로 자리하면서 그 사용빈도가 점점 증가하고 있으나 그 주 사용층이 젊은층이고 온라인 형태의 게임컨텐츠가 주를 이루면서 사용자들의 체력저하 및 개인화, 그리고 그들 가족간의 대화시간이 줄어들고 있다. 본 논문에서는 개인화되는 온라인 게임을 탈피하여 게임의 장르를 가족형 게임 (Family Game), 아웃도어 (Outdoor) 그리고 협력(Cooperation)의 개념으로 설정하고, 게임 소재를 사회적 문제점으로 떠오르고 있는 다이어트로 함으로써 새로운 시각에서 가족 구성원 모두가 게임에 참여할 수 있는 다수 참여형 인터렉티브 게임, 펀치 펀치 다이어트 (Punch Punch Diet)를 구현하였다. 본 논문에서 구현한 펀치펀치다이어트 게임은 대형스크린을 기반으로 한 가족형 게임에 관한 것으로, 컴퓨터 비전을 이용하여 게임참여자의 특정색상 및 패턴검출을 함으로써 기존의 마우스와 조이스틱등이 가지고 있던 정적인 입력인터페이스 방식을 탈피하여 게임 참여자 모두가 몸의 위치를 입력으로 이용하는 직관적 사용자 입력 인터페이스를 사용하였다. 펀치펀치 다이어트 게임은 기존 게임이 가지고 있던 "사람-(물리적 입력장치)-게임"의 관계를 "사람-(비접촉 입력장치)-게임"의 관계로 매핑한 게임으로 게임에 참여하는 사용자가 특별한 컴퓨터 입력장치 조작에 관련된 지식없이도 능동적으로 게임에 참여할 수 있도록 하였다.

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Game Recommendation System Based on User Ratings (사용자 평점 기반 게임 추천 시스템)

  • Kim, JongHyen;Jo, HyeonJeong;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.23 no.6
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    • pp.9-19
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    • 2018
  • As the recent developments in the game industry and people's interest in game streaming become more popular, non-professional gamers are also interested in games and buying them. However, it is difficult to judge which game is the most enjoyable among the games released in dozens every day. Although the game sales platform is equipped with the game recommendation function, it is not accurate because it is used as a means of increasing their sales and recommending users with a focus on their discount products or new products. For this reason, in this paper, we propose a game recommendation system based on the users ratings, which raises the recommendation satisfaction level of users and appropriately reflect their experience. In the system, we implement the rate prediction function using collaborative filtering and the game recommendation function using Naive Bayesian classifier to provide users with quick and accurate recommendations. As the result, the rate prediction algorithm achieved a throughput of 2.4 seconds and an average of 72.1 percent accuracy. For the game recommendation algorithm, we obtained 75.187 percent accuracy and were able to provide users with fast and accurate recommendations.

Performance Comparison among Bandwidth Allocation Schemes using Cooperative Game Theory (협력 게임 이론을 이용한 대역폭 할당 기법의 성능 비교)

  • Park, Jae-Sung;Lim, Yu-Jin
    • The KIPS Transactions:PartC
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    • v.18C no.2
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    • pp.97-102
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    • 2011
  • Since the game theory provides a theoretical ground to distribute a shared resource between demanding users in a fair and efficient manner, it has been used for the bandwidth allocation problem in a network. However, the bandwidth allocation schemes with different game theory assign different amount of bandwidth in the same operational environments. However, only the mathematical framework is adopted when a bandwidth allocation scheme is devised without quantitatively comparing the results when they applied to the bandwidth allocation problem. Thus, in this paper, we compare the characteristics of the bandwidth allocation schemes using the bankrupt game theory and the bargaining game theory when they applied to the situation where nodes are competing for the bandwidth in a network. Based on the numerical results, we suggest the future research direction.

Efficient Spectrum Sensing Based on Evolutionary Game Theory in Cognitive Radio Networks (인지무선 네트워크에서 진화게임을 이용한 효율적인 협력 스펙트럼 센싱 연구)

  • Kang, Keon-Kyu;Yoo, Sang-Jo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.39B no.11
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    • pp.790-802
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    • 2014
  • In cognitive radio technology, secondary users can determine the absence of PU by periodic sensing operation and cooperative sensing between SUs yields a significant sensing performance improvement. However, there exists a trade off between the gains in terms of probability of detection of the primary users and the costs of false alarm probability. Therefore, the cooperation group must maintain the suitable size. And secondary users should sense not only the currently using channels and but also other candidates channel to switch in accordance with sudden appearance of the primary user. In this paper, we propose an effective group cooperative sensing algorithm in distributed network situations that is considering both of inband and outband sensing using evolutionary game theory. We derived that the strategy group of secondary users converges to an ESS(Evolutionary sable state). Using a learning algorithm, each secondary user can converge to the ESS without the exchange of information to each other.

Analysis on Iterated Prisoner's Dilemma Game using Binary Particle Swarm Optimization (이진 입자 군집 최적화를 이용한 반복 죄수 딜레마 게임 분석)

  • Lee, Sangwook
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.278-286
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    • 2020
  • The prisoner's dilemma game which is a representative example of game theory is being studied with interest by many economists, social scientists, and computer scientists. In recent years, many researches on computational approaches that apply evolutionary computation techniques such as genetic algorithms and particle swarm optimization have been actively conducted to analyze prisoner dilemma games. In this study, we intend to evolve a strategy for a iterated prisoner dilemma game participating two or more players using three different binary particle swarm optimization techniques. As a result of experimenting by applying three kinds of binary particle swarm optimization to the iterated prisoner's dilemma game, it was confirmed that mutual cooperation can be established even among selfish participants to maximize their own gains. However, it was also confirmed that the more participants, the more difficult to establish a mutual cooperation relationship.

Designs for Self-Enforcing International Environmental Coordination (자기 강제적인 국제환경 협력을 위한 구상)

  • Hwang, Uk
    • Environmental and Resource Economics Review
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    • v.15 no.5
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    • pp.827-858
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    • 2006
  • The paper presents game theoretic models for self-enforcing coalition formation in order to sustain effective international environmental agreements(IEAs). The model analyzes how the intrinsically strategic nature of a government's environmental policies(the emission allowance standard) calls for rules to sustain an IEA. Focusing on the recent theoretical developments in the infinitely repeated game, the paper introduces some mechanisms to show how self-interested sovereign countries are cooperatively able to maintain an IEA rather than defect to initially profit at the expense of a pollution heaven later on. For a more realistic case needed to sustain an IEA, an optimal international environmental policy with both signatories and non-signatories under imperfect monitoring is also explored. In this extension of the model, the derivation process for a critical discount factor, a trigger price level and the length of punishment period is briefly discussed.

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불황기 국내 광학산업의 경쟁력 강화 방안 - 해외 광학산업 분석 및 '그레이트 게임' 승리를 위한 제언

  • Jo, Eon-Jeong
    • The Optical Journal
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    • s.119
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    • pp.35-37
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    • 2009
  • 지난 수년 간 국내 광학산업은 눈부신 발전을 했다. 디지털카메라, 핸드폰카메라, 정보저장기기, 복사기와 같은 전자제품 시장의 성장, 평판디스플레이의 도약, LED 조명의 출현, 매 순간이 숨 가쁜 변화와 팽창의 연속이었다. 작년에 시작된 미국발 금융위기가 전 세계 신용경색, 실물경제 침체로 이어지면서 국내 광학산업에 먹구름이 드리워지고 위기감이 고조되고 있다. 본 원고는 해외 광학회사, 연구기관들과 협력하면서 고찰한 내용에 필자의 의견을 덧붙인 것이다. 이제는 국내회사들이 지속적으로 성장하기 위해서 세계 시장을 대상으로 '그레이트 게임'을 할 시기이다.

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The Kom-O-Drum(Korean Jam-O-Drum) Design to Promote Collaboration (협동성 증진을 위한 코모드럼(Korean Jam-O-Drum)의 설계)

  • Lee, Kwang-Jae;Lee, Chang-Jo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.215-219
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    • 2006
  • This paper will analysis the Jam-O-Drum developed for collaborative musical experience at first. And we suggest the multi-user interactive game system Kom-O-Drum(Korean Jam-O-Drum). By combining velocity sensitive input devices like a korean drum "Jang Go" and computer graphics imagery into an LCD or PDP display, up to four simultaneous players are able to participate in a collaborative approach to game's mission. Also we introduce the input device specifications and application fields of Kom-O-Drum.

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시베리아횡단철도(TSR) 이용 활성화와 한-러 경제 협력

  • 권원순
    • Journal of the Korean Society for Railway
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    • v.4 no.1
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    • pp.40-56
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    • 2001
  • 지난해 6.15 남북공동선언을 계기로 남북간의 교류와 협력의 분위기가 조성되고 남북정상회담의 가시적 성과의 하나로 이산가족상봉과 남북철도 연결사업이 시작되어 경의선의 남쪽구간은 상당한 공사진척도를 보이고 있다. 그러나 최근의 상황은 북쪽은 아직 공사조차 시작하지 않고 있는 입장이다. 그러나 이와는 별도로 남북철도의 연결과 이의 대륙철도와의 연결은 '철의 실크로드' 구성과 함께 시베리아횡단철도(TSR)의 이용이 그간의 논의 수준을 넘어 구체화 되었다. 게다가 수교이후 러시아가 가장 적극적으로 접근하고 있는 시베리아횡단철도(TSR)의 활성화 논의는 남북관계가 한러관계 나아가 남·북·러 삼각협력의 복잡한 구도 속에서 논의되고 있는 현실이다. (중략)

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A Study of Call Admission Control Scheme using Noncooperative Game under Homogeneous Overlay Wireless Networks (동종의 중첩 무선 네트워크에서 비협력적 게임을 이용한 호수락 제어기법의 연구)

  • Kim, Nam Sun
    • Journal of Korea Society of Industrial Information Systems
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    • v.20 no.4
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    • pp.1-9
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    • 2015
  • This paper proposes CAC method that is more efficient for RRM using game theory combined with Multiple Attribute Decision Making(MADM). Because users request services with different Quality of Service(QoS), the network preference values to alternative networks for each service are calculated by MADM methods such as Grey Relational Analysis(GRA), Simple Additive Weighting(SAW) and Technique for Order Preference by Similarity to Ideal Solution(TOPSIS). According to a utility function representing preference value, non-cooperative game is played, and then network provider select the requested service that provide maximum payoff. The appropriate service is selected through Nash Equilibrium that is the solution of game and the game is played repeated. We analyze two overlaid networks among four Wireless LAN(WLAN) systems with different properties. Simulation results show that proposed MADM techniques have same outcomes for every game round.