• 제목/요약/키워드: Asian Game

검색결과 58건 처리시간 0.019초

THE CORES OF PAIRED-DOMINATION GAMES

  • KIM, HYE KYUNG
    • East Asian mathematical journal
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    • 제31권5호
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    • pp.717-725
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    • 2015
  • Velzen introduced the rigid and relaxed dominating set games and showed that the rigid game being balanced is equivalent to the relaxed game being balanced in 2004. After then various variants of dominating set games were introduced and it was shown that for each variant, a rigid game being balanced is equivalent to a relaxed game being balanced. It is natural to ask if for any other variant of dominating set game, the balancedness of a rigid game and the balancedness of a relaxed game are equivalent. In this paper, we show that the answer for the question is negative by considering the rigid and relaxed paired-domination games, which is considered as a variant of dominating set games. We characterize the cores of both games and show that the rigid game being balanced is not equivalent to the relaxed game being balanced. In addition, we study the cores of paired-dominations games on paths and cycles.

모바일 게임의 베트남 현지화 방안에 관한 연구 (A Study on the Localization in Vietnam of Mobile Games)

  • 정수아;김홍윤
    • 디지털산업정보학회논문지
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    • 제12권4호
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    • pp.97-106
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    • 2016
  • This study analyzes on localization plans to successfully enter ASEAN market more rapidly growing than over-saturated the Asian or North American mobile game markets based on the Vietnamese market. Vietnamese smartphone market is the fastest growing in ASEAN based on its young aged population of average 28.2 year-old and low 3G service charges. Considering one of the most common activities through smartphones is the mobile game, the smartphone demand increase can be forecasted to be based on the growth of Vietnamese game market. Global strategies for exporting products to the global market can be classified into 'standardization' and 'localization'. From among these, Korean game companies are making profits by localization plan. But the Vietnamese mobile game market still has entry barriers. Therefore, this study is to contribute to Korean mobile game companies' localization plans for the Vietnamese market by finding and supplementing limits of the Vietnamese mobile game market based on literatures and statistics materials.

MOBA 게임 카메라 밸런스 개선을 위한 영향요소 분석 - 중심으로 (Study on Influencing Factors of Camera Balance in MOBA Games - Focused on )

  • 이정;조동민
    • 한국멀티미디어학회논문지
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    • 제23권12호
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    • pp.1565-1575
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    • 2020
  • This study examines the game balance of the MOBA game genre, which was selected as a model item for the Asian Games. The "bird-eye view" was used for a more efficient representation of 3D modeling. Based on that, statistical analysis was conducted to present appropriate game camera settings and camera balance to match the competitive structure of the MOBA game. A review of the game camera settings reveals that 64° to 70° is the angle that minimizes the difference in vision between the two-player teams the most. Through a one-way ANOVA analysis, we found that the user ranking level and SVB value are closely related. Therefore, the factor of the regression equation using the SVB value must have a user ranking level. As a result of the optimized camera focus analysis of , the camera setting methods were classified into 3 types. For main action games, the recommended camera angle is 64°~66°, and the recommended camera focus is 11.2 mm~19.3 mm. For action and strategy games, the camera angle is 66°~68°, camera focus - 19.3 mm~27.3 mm. And lastly, for the main strategy game, the recommended camera angle is 68°~70°, and the camera focus is 27.3 mm~35.3 mm.

Applying a Two-Stage Option Games Method to Investment Decisions of Business Startups: Case Study of a Smart House Startup in Indonesia

  • Wardani, Ida Sri;Fujiwara, Takao
    • Asian Journal of Innovation and Policy
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    • 제7권1호
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    • pp.178-189
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    • 2018
  • In this paper, we present a case study of a new emerging business startup involved in smart house appliances. The irreversible investment concept and real-option theory are introduced as the fundamentals of the model. By using games theory we show that the startup's actions can trigger reactions from other firms. The first part covers initial the research and development stage, while the second part covers production and commercialization. The findings of this study suggest that, given a certain amount of initial investment, an open and shared innovation may lead to hurting a firm's investment while strengthening the competitors' position in the market. However, given the sensitivity analysis, when volatility and demand grow favorably, sharing R&D investment is not a bad option for a new player to adjust its position in the market while still maintaining positive returns.

Co-creation and Personalization as Incentive Mechanisms of Utilizing External Innovation Sources: Which Performs Better?

  • Lee, Sangjic;Nishiyama, Kohei;Kimita, Koji;Nishino, Nariaki
    • Asian Journal of Innovation and Policy
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    • 제10권3호
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    • pp.274-293
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    • 2021
  • Utilizing outside knowledge for innovation is an important task for companies in the competitive economy. Due to the rapid advance in the internet communication technology, the number and quality of innovation sourcing methods are increasing. We select co-creation, personalization and in-house R&D as the representative forms of innovation sourcing and suggest a game theory model that enables the comparative analysis between them. The decision and surplus outcome of the innovation mechanisms are compared under various settings of the input parameters of the model. The stakeholders voluntarily participate into all mechanisms when the product price is moderately high and the participation cost is low, while co-creation is the only feasible one when the product quality is niche. When the participation cost is relatively high, personalization outperforms co-creation.

The Effectiveness of the Cooperation Agenda in FTAs: Ways to Promote Foreign Investment and Development Assistance in Asia

  • Hur, Nany
    • Journal of Korea Trade
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    • 제25권6호
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    • pp.1-19
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    • 2021
  • Purpose - This paper aims at analyzing the functions and effectiveness of the cooperation agenda in Free Trade Agreements (FTAs), focusing on the cases of Asian countries. This paper estimates the contribution of this agenda to the sustainable development in Asia by providing the 'side payment' of the economic integration that encourages foreign investment and change in global value chains (GVC). Design/methodology - This study analyzes the functions of the cooperation chapter in FTAs by applying the cooperative game theory and reviewing the structures of the related FTAs. Also, as an empirical study, the existing FTA provisions and related development assistant programs in Asia are reviewed in this paper, especially focusing on the FTAs signed by Korea. Findings - Our main findings can be summarized as follows: The drawback of the economic integration, which would be the imbalanced economic benefit, can be redressed by the cooperation chapter in FTAs functioning as a 'side payment'. Indeed, as the examples of Korean FTAs show, more foreign investment and the GVC expansion in Asian countries have been encouraged thanks to the implementation of the cooperation chapters. Originality/value - This paper attempts to find how a legally binding agreement would influence the cooperation agenda in Asia which has never been analyzed despite the increasing number of so-called 'cooperation' chapters in the FTAs.

주역 스토리텔링 웹-카툰 게임 (I-Ching Storytelling Web-Cartoon Game)

  • 심광현;이기형;권호창;김진희;최대혁
    • 한국HCI학회:학술대회논문집
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    • 한국HCI학회 2009년도 학술대회
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    • pp.1265-1271
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    • 2009
  • 본 연구에서는 동양의 우주론적 철학의 집결체라 할 수 있는 주역(周易)을 서사적 관점에서 재해석하고 이를 디지털 스토리텔링의 방법론과 결합시킨다. 연구성과를 데이터베이스로 구축한 후 웹-카툰 형식으로 시각화하고 인터랙티브 요소를 가미하여 '주역 스토리텔링 웹-카툰 게임'을 개발한다. 게임의 유저는 주역 내러티브의 가이드라인을 따라가면서 이를 자유롭게 변형 해석하고 재배치하면서, 마치 놀이를 하듯이 새로운 이야기들을 창발적으로 만들 수 있다.

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Effect of Free-range Rearing on Meat Composition, Physical Properties and Sensory Evaluation in Taiwan Game Hens

  • Lin, Cheng-Yung;Kuo, Hsiao-Yun;Wan, Tien-Chun
    • Asian-Australasian Journal of Animal Sciences
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    • 제27권6호
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    • pp.880-885
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    • 2014
  • Experiments were conducted to evaluate the effect of an outdoor-grazed raising model on meat composition, physical properties and sensory attributes of Taiwan game hens. Six hundred 1-d old female chicks were raised on a floor for 8 weeks. On day 57, 600 healthy birds, with similar body weight, were selected and randomly assigned to three treatment groups (cage, floor-pen and free-range). The results showed that different feeding models had no effect on drip loss, cooking loss, moisture, crude protein, crude fat, crude ash, zinc and calorie contents in breast meat and moisture content in thigh meat. The free-range group had the lowest fat content in both breast and thigh meat, and the lowest calorie content in thigh meat. The firmness and toughness in both thigh and breast of the free-range group were the highest values (p<0.05). The crude protein, total collagen, zinc and iron contents in thigh meat and total collagen content in breast meat of the free-range group were significantly higher than those of the cage-feeding group (p<0.05). The meat sensory scores of flavor, chewiness and overall acceptability of both thigh and breast meat of the free-range group were significantly (p<0.05) better than those of the other two groups. Moreover, the current findings also indicate that the Taiwan game hens of the free-range feeding model displayed well-received carcass traits and meat quality, with higher scores for flavor, chewiness and overall acceptability for greater sensory satisfaction in both breast and thigh meat. In addition, the thigh meat contained high protein and total collage but low fat, offering a healthier diet choice.

동아시아 해운시장의 컨테이너선사 선대 운항전략: 게임이론 접근법 (The Fleet Operating Strategies for Ocean Container Carriers in a East Asian Shipping Market: A Game Theoretic Approach)

  • 박병인
    • 한국항만경제학회지
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    • 제29권4호
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    • pp.73-95
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    • 2013
  • 본 논문은 컨테이너 선사들의 선형, 항로 및 항차의 결정방법을 구축하기 위해 동아시아지역의 경쟁적인 해운시장을 분석하였다. 상하이항과 홍콩항으로부터 국내의 부산, 광양 및 인천항향 서비스 항로에 운송량, 운임, 원가, 그리고 시장점유율을 기반으로 한 모형에 비협조적게임이론에 기초한 순차진행게임을 적용하였다. 이러한 모형의 문제를 풀도록 제안된 하위게임 완전 내시균형해에 따르면, 경쟁환경에서 선사들의 의사결정은 운항거리, 운송수요, 그리고 운임수준에 따라 달라지는 것으로 분석되었다. 그러므로 선사들은 운송네트워크와 최적선대에 대한 전략을 구성할 때 최적균형해를 이용하고 이를 위해 다양한 의사결정 요인들을 동시에 고려해야만 한다. 추가적으로, 항만들은 다양한 요인들을 이용해 각 항만이 선사 운송네트워크의 최적 균형해를 제공하기 위한 경영전략을 구축해야만 할 것이다.