• Title/Summary/Keyword: Game Development Model

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A Study on Common Module Modeling Method of Game Software based on DirectX/C++ (DirectX/C++ 기반 게임 소프트웨어의 공통 모듈 모형화 기법에 관한 연구)

  • Byun, Jung-Won;Rhew, Sung-Yul
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.95-104
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    • 2009
  • The windows games and the console games that use DirectX occupied 20% or more of world game market and that are developed by C++ Language occupied 75% or more of the market. This study proposed that commonality and variability for code of the 20 projects based on DirectX and C++ is analysed and patternized, that common modules are created, and that modules are modeled. As a result of applying a case study, it is verified that the proposed model reduces effort in game development.

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Global Optimization for Energy Efficient Resource Management by Game Based Distributed Learning in Internet of Things

  • Ju, ChunHua;Shao, Qi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3771-3788
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    • 2015
  • This paper studies the distributed energy efficient resource management in the Internet of Things (IoT). Wireless communication networks support the IoT without limitation of distance and location, which significantly impels its development. We study the communication channel and energy management in the wireless communication network supported IoT to improve the ability of connection, communication, share and collaboration, by using the game theory and distributed learning algorithm. First, we formulate an energy efficient neighbor collaborative game model and prove that the proposed game is an exact potential game. Second, we design a distributed energy efficient channel selection learning algorithm to obtain the global optimum in a distributed manner. We prove that the proposed algorithm will asymptotically converge to the global optimum with geometric speed. Finally, we make the simulations to verify the theoretic analysis and the performance of proposed algorithm.

Analysis of Metaverse Business Model and Ecosystem (메타버스 비즈니스 모델 및 생태계 분석)

  • Seok, W.H.
    • Electronics and Telecommunications Trends
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    • v.36 no.4
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    • pp.81-91
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    • 2021
  • Recently, discussions on Metaverse, which represents the transcendent world, have been dominant for some time. Cases related to the Metaverse are introduced through various media and are continuously attracting attention as the next generation of the Internet. This study reviews the business model and the ecosystem overview, focusing on service cases related to the Metaverse. The widely used business models include content production and sales, media brokerage fee, and marketing fee. The Metaverse ecosystem is formed around games, with major players in game production, authoring tool & support SW, intelligent cloud service, and game platform expected to lead the market. Results show that a strategy to secure the leadership of the Metaverse, such as the business model expansion conditions, a strategy to foster a game-oriented Metaverse ecosystem, and technology development for the realization of the ultra-realistic Metaverse, is necessary.

Application of the cooperative two-person nonzero-sum game for water resources development in the Tumen river basin (두만강 유역의 합리적인 수자원 개발방안 도출을 위한 2인 비영합 협력게임 적용)

  • Park, Wan-Soo;Lee, Sang-Eun;Park, Hee-Kyung
    • Journal of Korean Society of Water and Wastewater
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    • v.24 no.1
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    • pp.63-72
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    • 2010
  • This study aims to make a decision about the rational option for a multipurpose dams development of the Tumen river basin so that the adjoining countries will effectively deal with the chronic problems and fully satisfy the fast growing demand of water and power. It has been thus far investigated that the interests between North Korea and China closely depend on the selected option, and they are not well compatible with each other. These situations are defined in terms of the cooperative two-person nonzero-sum game. The Nash bargaining model is then applied to contemplate the rational option, considering two scenarios of economic growth of the North Korea. After analyzing the model, it was expected that 1) two multipurpose dams must be cooperatively developed, and 2) their benefits should be allocated according to demand of each country. The authors finally suggest that a cooperative organisation be established to effectively manage the dams beyond the border of the countries.

Study on the Internet Industry Structure under the NgN Regime-Competitive Landscape of ISPs, CPs, and CDNs (디지털 컨버전스 인프라로서의 NgN 환경에서 인터넷 산업구조 : ISP, CP, CDN 사업자간 경쟁을 중심으로)

  • Kim, Do-Hoon
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.243-257
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    • 2006
  • ITU-T's NgN(Next generation Network) architecture is expected to offer a new Internet platforms such as QoS(Quality of Service) guaranteed services as it overcame the limitations of the existing best-effort Internet architecture. However, policy development crucial for the NgN framework(e.g., interconnections and billing) is lagging far behind technology development. For example, arguments over network neutrality clearly indicate little understanding of the Internet industry structure where diverse providers including ISP and CP coexist. This study employs a network economics approach to predict how the competitive landscape involving various providers will evolve under the traffic-based billing system under the NgN environment. Applied is the non-cooperative game theory, in particular, Stackelberg's repeated game in order to build and analyze model for competition among those providers. We also studied possible impacts that CPs would have on the competitive landscape if they have an option to replace ISP: i.e., CDN(Content Delivery Network) provider. Lastly, based on the model analysis and experiments, presented are their implications to policy development and tile future prospect.

A Study on the Design Method of Physical Convergence Game for Leisure use of Silver Generation (실버세대의 여가활용을 위한 체감형 융복합 게임의 설계 방법 연구)

  • Kim, Tae-Gyu;Kim, Kyoung-Bae;Kang, Shin-Young
    • Journal of Digital Convergence
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    • v.18 no.6
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    • pp.419-424
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    • 2020
  • Advances in medical technology and living standards have led to an age of aging. In addition, the development of technology and the popularization of computers have led to the development of the contents business and the release of several functional games. Among these functional games, silver functional games are being played to solve problems such as dementia, a major problem in the aging era. In this study, prior research was analyzed to suggest factors that help design based on the kinetic elements of the design method of the motion-based convergence game for the leisure use of the silver generation. Based on the analysis, the model of exercise factors for preventing dementia is presented. This research design a silver motion-based functional game using the anti-dementia exercise model presented in this study in the future, we expect to see an effective and efficient silver game in the long term.

Proposal of new advertising Convergence profitable model of mobile game (모바일게임의 신규 광고 융복합 수익모델 제안)

  • Kim, Tae-Gyu;Heo, Tae-In;Jeong, Hyung-Won
    • Journal of Digital Convergence
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    • v.13 no.8
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    • pp.431-438
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    • 2015
  • Smartphone is popularized, it is a lot of development of the mobile advertising industry, is born many types of mobile advertising. Many developers in the mobile game is the advertised profitable by using the SDK of service companies that service the advertising the launch of free games. Mobile IGA banner, front advertising, we use the ad in the three forms of the front video advertising, each of advertising, have advantages and disadvantages. Although many of the games currently use a full-page ad and front video ads, these ads profitable model is use the user game play time. In order to improve the disadvantage of this method, Commonly used to analyze the three ad revenue model, looking for the element, by using the research result of the previous studies, we have proposed a new advertising Convergence profitable models.

A Study on the Multilingual Speech Recognition for On-line International Game (온라인 다국적 게임을 위한 다국어 혼합 음성 인식에 관한 연구)

  • Kim, Suk-Dong;Kang, Heung-Soon;Woo, In-Sung;Shin, Chwa-Cheul;Yoon, Chun-Duk
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.107-114
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    • 2008
  • The requests for speech-recognition for multi-language in field of game and the necessity of multi-language system, which expresses one phonetic model from many different kind of language phonetics, has been increased in field of game industry. Here upon, the research regarding development of multi-national language system which can express speeches, that is consist of various different languages, into only one lexical model is needed. In this paper is basic research for establishing integrated system from multi-language lexical model, and it shows the system which recognize Korean and English speeches into IPA(International Phonetic Alphabet). We focused on finding the IPA model which is satisfied with Korean and English phoneme one simutaneously. As a result, we could get the 90.62% of Korean speech-recognition rate, also 91.71% of English speech-recognition rate.

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An Explanatory Study on Factors Affecting the Purchase of Smart Device Game Applications in the framework of Contents Characteristic Factors (콘텐츠 특성요인에 따른 스마트기기 게임 앱 구매결정에 관한 탐색적 연구)

  • Lee, Jungmann;Park, Boyoung
    • Journal of Digital Convergence
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    • v.11 no.3
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    • pp.353-361
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    • 2013
  • In this study, to analyze the factors affecting the purchase of smart device applications, research model based on AHP(Analytic Hierarchy Process) model was employed and derived consumers' priorities of smart device game applications in the framework of contents characteristic factors. Survey was conducted with 10 experts who are involved in the smart game industry. The empirical result showed that the most important purchasing factor was story(0.217). And fame(0.171), graphics(0.134), operability(0.111), information(0.093), difficulty(0.085), speed(0.068), characters(0.053), price(0.042), genre(0.028) are presented in order in terms of the importance. The order of consumers' preferences to smart device game application was RPG, Tycoon, action, simulation, sports/leisure, quiz/puzzle/board, etc. gamble. It suggested that under the environment of smart devices consumers could enjoy not only simple puzzle and board game but also complicated and difficult games such as RPG and tycoon game due to the development of smart devices.

Introduction to 3D game character production skill for 3D on-line game (3D온라인게임을 위한 효율적인 3D게임캐릭터 제작기법)

  • 김미진;김재준
    • Journal of Korea Society of Industrial Information Systems
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    • v.8 no.4
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    • pp.55-63
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    • 2003
  • The game & multimedia industry is a high-valued industry comparing to any industry. Also, it has been shown the possibility as considerably bright future industry due to a development of the Internet, an explosive growth of on-line game market, and a union with virtual reality technology Since an on-line game having a clear profit model is expanding to PC and other platform, it brings to us a large change throughout the whole game industry. In order to develop a game, we need a number of elements. A game character among them delivers to a user the overall characteristics of a game as a visual representation and makes us access to a game directly and sensuously. A game character of on-line game is considerable in an operation in the volume of initial sales from a viewpoint of marketing. In addition, it affects to secure users and be immersed in a game. In this paper, we propose a production skill of an efficient 3D game character for 3D on-line game.

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