• Title/Summary/Keyword: Game Cross Efficiency

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A Non-Oriented DEA Game Cross Efficiency Model for Supplier Selection (비방향 DEA 게임 교차효율성을 이용한 공급업체 선정방법)

  • Lim, Sungmook
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.38 no.2
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    • pp.108-119
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    • 2015
  • This study intends to propose a non-oriented DEA based game cross-efficiency approach for supplier selection. With a discussion on the choice of DEA models and approaches that are most appropriate for supplier selection, we propose a game cross efficiency model based upon the non-oriented variable returns-to-scale RAM DEA by adapting the existing game cross efficiency model based upon the oriented constant returns-to-scale CCR DEA. We develop the RAM game cross efficiency model and a convergent iterative solution procedure to find the best game cross efficiency scores that constitute a Nash equilibrium. We illustrate the proposed model with two data sets of supplier selection, and demonstrate that significantly different results are obtained when compared with the existing approaches.

Evaluation of the performance of the ranking DEA model (순위결정 DEA모형의 변별력 평가)

  • Park, Man-Hee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.298-299
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    • 2018
  • In this study, the discriminant power of the DEA models which do not require the prior information of decision makers was evaluated. Entropy model, Bootstrap model, Benevolent Cross Efficiency model, Aggressive Cross Efficiency model and Game Cross Efficiency model were selected as the DEA model for discriminant power evaluation. The discriminant power of five DEA models was evaluated using coefficient of variation and degree of importance. According to the evaluation results, the rank of discrimination power was evaluated in the order of Entropy model, Aggressive CE model, Benevolent CE model, Game CE model, and Bootstrap model in both evaluation indexes.

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A Brief Efficiency and Clustering Measurement Way of Containerport by Using the Game Cross-efficiency Model (게임교차효율성모형을 이용한 컨테이너항만의 효율성 및 클러스터링 측정방법 소고)

  • Park, Rokyung
    • Journal of Korea Port Economic Association
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    • v.30 no.4
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    • pp.151-168
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    • 2014
  • The purpose of this paper is to show the brief efficiency and clustering measurement way by using the game cross-efficiency model which is newly introduced in this paper for 13 container ports during 3 years(2009, 2010, and 2013) with 3 input variables(depth, total area, and number of crane) and 1 output variable(container TEU). The main empirical results are as follows. First, the average rankings of game cross-efficiency model are Ningbo, Hongkong, Shanghai, Dubai, Singapore, Qingdao, Kaosiung, Busan, Tokyo, Incheon, Nagoya, Manila, Gwangyang ports in order. Second, according to ANOVA analysis, three models show the similar results in terms of the efficiency rankings. Third, in the clustering analysis using dendrogram, group A(Shangahi and Busan), group B(Ningbo and Nagoya), and group C(Incheon and Manila) show the common clustering ports during 3 or 2 years. The policy implication of this paper is that Korean port policy planner should introduce the game cross-efficiency method when measuring the individual port efficiency. Also port authority should consider the merits of the clustering ports for improving the port management and operations.

The Influence of Cross Promotion in Mobile games on Consumer's Attitude toward Game adoption (모바일 게임의 크로스 프로모션이 소비자의 게임 수용태도에 미치는 영향)

  • Park, Jeong-Min;Yong, Hye-Ryeon;Hwang, Hyun-Seok
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.2
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    • pp.112-122
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    • 2016
  • In line with the increase in consumer demand for mobile games, game companies face stiff competition. For a more successful marketing strategy, many game companies actively adopt Cross Promotion. The Cross Promotion marketing strategy in the mobile game is regarded as a low cost and high efficiency marketing method because the game companies provide new experiences to game users by utilizing existing game infrastructure and absorbing current users of game companies. Despite the advantages of Cross Promotion, there has been little practical study on the relationship between Cross Promotion and mobile game acceptance. Accordingly, the aim of this study was to determine the influential factors of Cross Promotion on the acceptance of mobile games. After reviewing previous research, a structural model was established, a survey was performed and the model was analyzed. The managerial implications are suggested along with the concluding remarks.

Establishment of Win-Win Network Operational Platform for Mobile Game (모바일게임의 상생형 네트워크 운영 플랫폼 구축에 관한 연구)

  • Kim, Seongdong;Cho, Teresa;Lee, Seunghak;Chun, Kihyung
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.27-36
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    • 2018
  • In this paper, we propose a win-win network operating platform for mobile games. The characteristics of the service structure suggested is to form a marketing network that can influence the mobile game market by linking with the mobile game industry, and the excellent game content of the game developer in the industrial complex may not disappear. We also would like to propose a network operating platform that would help it enter the market area steadily. The proposed platform technology is used to distribute rapidly through a win-win network between game companies and publishers. When new games are commercialized, they can support continuous target marketing through various data indicators and analytics by the developed platform. In particular, G-Cross marketing strategy is considered to be a low-cost, high-efficiency marketing method in that it can provide users with information about new games by utilizing the given game infrastructure and utilize the user group possessed by each game company.

A Study of Production Technology of Digital Contents upon the Platform Integration : Focusing on Cross - Platform Game (플랫폼 통합에 따른 디지털콘텐츠 제작기술 경향연구 : 크로스 플랫폼게임(Cross-Platform Game) 사례를 중심으로)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.14
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    • pp.151-164
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    • 2008
  • Cross platform game has brought about the expansion of game market, which results in technology innovation overcoming the limit of game consumption. The new model integrates both off and online game services. Gamers can now enjoy game service regardless of age, time, and space. If the technology evolution model of digital contents like cross-platform game engine can provide contents for several platform at the same time, the interactive service can be utilized into maximum level. It is also necessary to allocate, switch data as well as to innovate the transmission technology of data according to each platform. Providing the same contents for several platform as many as possible can be the most suitable strategy to enhance the efficiency and profits. However if the interactive service can be accomplished completely, the development of data switching technology and distribution should be made. To be a leader in the next digital contents market, one should develop the network engine technology which can embody the optimization of consumption in the interactive network service.

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An Empirical Comparative Study of the Seaport Clustering Measurement Using Bootstrapped DEA and Game Cross-efficiency Models (부트스트랩 DEA모형과 게임교차효율성모형을 이용한 항만클러스터링 측정에 대한 실증적 비교연구)

  • Park, Ro-Kyung
    • Journal of Korea Port Economic Association
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    • v.32 no.1
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    • pp.29-58
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    • 2016
  • The purpose of this paper is to show the clustering trend and the comparison of empirical results and is to choose the clustering ports for 3 Korean ports(Busan, Incheon and Gwangyang Ports) by using the bootstrapped DEA(Data Envelopment Analysis) and game Cross-efficiency models for 38 Asian ports during the period 2003-2013 with 4 input variables(birth length, depth, total area, and number of cranes) and 1 output variable(container TEU). The main empirical results of this paper are as follows. First, bootstrapped DEA efficiency of SW and LT is 0.7660, 0.7341 respectively. Clustering results of the bootstrapped DEA analysis show that 3 Korean ports [ Busan (6.46%), Incheon (3.92%), and Gwangyang (2.78%)] can increase the efficiency in the SW model, but the LT model shows clustering values of -1.86%, -0.124%, and 2.11% for Busan, Gwangyang, and Incheon respectively. Second, the game cross-efficiency model suggests that Korean ports should be clustered with Hong Kong, Shanghi, Guangzhou, Ningbo, Port Klang, Singapore, Kaosiung, Keelong, and Bangkok ports. This clustering enhances the efficiency of Gwangyang by 0.131%, and decreases that of Busan by-1.08%, and that of Incheon by -0.009%. Third, the efficiency ranking comparison between the two models using the Wilcoxon Signed-rank Test was matched with the average level of SW (72.83 %) and LT (68.91%). The policy implication of this paper is that Korean port policy planners should introduce the bootstrapped DEA, and game cross-efficiency models when clustering is needed among Asian ports for enhancing the efficiency of inputs and outputs. Also, the results of SWOT(Strength, Weakness, Opportunity, and Threat) analysis among the clustering ports should be considered.

Crossword Game Using Speech Technology (음성기술을 이용한 십자말 게임)

  • Yu, Il-Soo;Kim, Dong-Ju;Hong, Kwang-Seok
    • The KIPS Transactions:PartB
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    • v.10B no.2
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    • pp.213-218
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    • 2003
  • In this paper, we implement a crossword game, which operate by speech. The CAA (Cross Array Algorithm) produces the crossword array randomly and automatically using an domain-dictionary. For producing the crossword array, we construct seven domain-dictionaries. The crossword game is operated by a mouse and a keyboard and is also operated by speech. For the user interface by speech, we use a speech recognizer and a speech synthesizer and this provide more comfortable interface to the user. The efficiency evaluation of CAA is performed by estimating the processing times of producing the crossword array and the generation ratio of the crossword array. As the results of the CAA's efficiency evaluation, the processing times is about 10ms and the generation ratio of the crossword array is about 50%. Also, the recognition rates were 95.5%, 97.6% and 96.2% for the window sizes of "$7{\times}7$", "$9{\times}9$," and "$11{\times}11$" respectively.}11$" respectively.vely.

Hybrid-clustering game Algorithm for Resource Allocation in Macro-Femto HetNet

  • Ye, Fang;Dai, Jing;Li, Yibing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.4
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    • pp.1638-1654
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    • 2018
  • The heterogeneous network (HetNet) has been one of the key technologies in Long Term Evolution-Advanced (LTE-A) with growing capacity and coverage demands. However, the introduction of femtocells has brought serious co-layer interference and cross-layer interference, which has been a major factor affecting system throughput. It is generally acknowledged that the resource allocation has significant impact on suppressing interference and improving the system performance. In this paper, we propose a hybrid-clustering algorithm based on the $Mat{\acute{e}}rn$ hard-core process (MHP) to restrain two kinds of co-channel interference in the HetNet. As the impracticality of the hexagonal grid model and the homogeneous Poisson point process model whose points distribute completely randomly to establish the system model. The HetNet model based on the MHP is adopted to satisfy the negative correlation distribution of base stations in this paper. Base on the system model, the spectrum sharing problem with restricted spectrum resources is further analyzed. On the basis of location information and the interference relation of base stations, a hybrid clustering method, which takes into accounts the fairness of two types of base stations is firstly proposed. Then, auction mechanism is discussed to achieve the spectrum sharing inside each cluster, avoiding the spectrum resource waste. Through combining the clustering theory and auction mechanism, the proposed novel algorithm can be applied to restrain the cross-layer interference and co-layer interference of HetNet, which has a high density of base stations. Simulation results show that spectral efficiency and system throughput increase to a certain degree.