• Title/Summary/Keyword: Game Evaluation

Search Result 337, Processing Time 0.025 seconds

Constructing Virtual Environment for Flight Simulators based on Digital Map (지리정보를 이용한 비행 시뮬레이터의 가상환경 구축)

  • 유병헌;한순흥
    • Korean Journal of Computational Design and Engineering
    • /
    • v.9 no.2
    • /
    • pp.148-157
    • /
    • 2004
  • Interactive simulators that simulate mechanical systems are being developed for the purpose of performance evaluation of product design, replacement of physical training, and entertainment game. Use of flight simulator is increasing to reduce risk and cost of physical training, and we need virtual environment which covers large area terrain. We need a method that can reduce development cost and construction time of virtual environment that simulate the real environment. There have been attempts to link GIS or remote sensing field with virtual reality. This paper examines a method that helps to construct virtual environment, and attempts to link geographic information with virtual reality. A construction method of virtual environment based on digital map and satellite image has been studied.

Information Quantification Application to Management with Fuzzy Entropy and Similarity Measure

  • Wang, Hong-Mei;Lee, Sang-Hyuk
    • International Journal of Fuzzy Logic and Intelligent Systems
    • /
    • v.10 no.4
    • /
    • pp.275-280
    • /
    • 2010
  • Verification of efficiency in data management fuzzy entropy and similarity measure were discussed and verified by applying reliable data selection problem and numerical data similarity evaluation. In order to calculate the certainty or uncertainty fuzzy entropy and similarity measure are designed and proved. Designed fuzzy entropy and similarity are considered as dissimilarity measure and similarity measure, and the relation between two measures are explained through graphical illustration. Obtained measures are useful to the application of decision theory and mutual information analysis problem. Extension of data quantification results based on the proposed measures are applicable to the decision making and fuzzy game theory.

A Game Model on the Venture Capitalist's Investment Strategies Capitalists under Uncertainty and Information Asymmetry (불확실성과 정보비대칭성 하에서 벤처캐피탈의 투자전략에 관한 게임 모형)

  • Lee, Ju-Heon
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2004.05a
    • /
    • pp.568-571
    • /
    • 2004
  • 본 논문의 목적은 벤처캐피탈(Venture Capitalist)의 투자전략을 게임이론을 통해 분석하고 이해하자는 것이다. 벤처캐피탈은 성장가능성은 높지만 불확실한 벤처기업에 투자하는 전문투자자이다. 벤처캐피탈은 이익을 극대화하기 위해서 성장가능성이 크고 위험관리가 가능한 기업에 투자를 하여야 한다. 하지만, 벤처캐피탈은 일반적으로 제한된 시간과 벤처기업의 속성 때문에 기업에 대한 정보가 부족한 상태에서 투자결정을 내려야 하는 경우가 대부분이다. 투자가 이루어진 후 벤처캐피탈은 벤처기업의 운영 및 기업활동을 감시(Monitor)하고 자문활동(Consulting Activity)을 수행하면서 차츰 기업에 대한 정보를 습득하게 되고 기업의 가치를 판단할 수 있게 된다. 본 논문은 앞에서 기술한 바와 같은 정보 불확실성 상태에서 창업자의 효용(utility)와 벤처캐피탈의 가치평가(value evaluation)를 바탕으로 벤처캐피탈의 투자전략을 게임이론을 통해 분석하였다. 본 논문은 벤처캐피탈이 전환사채형태의 투자를 하는 논거를 밝혀내었다.

  • PDF

Analysis of Visual Attention in Mobile Messenger Emoticons using Eye-Tracking (시선추적장치를 활용한 모바일 메신저 이모티콘의 시각적 주의집중 분석)

  • Park, Min Hee;Hwang, Mi Kyung;Kwon, Mahn Woo
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.3
    • /
    • pp.508-515
    • /
    • 2020
  • For the success of mobile messenger emoticons, it is important to grab the attentions of users or consumers and identify the influence factors that can satisfy empathy and emotional satisfaction. In this study, first, subjective evaluation of the mobile messenger emoticons of the subjects was examined through a preliminary survey, and then Eye-tracking experiments were conducted to identify the influence factors that can attention of the subject's eyes in the emoticons. The study revealed that emoticons such as Ompangi and Onaeui yeosin highlighting their characters mainly focus on characters(face). Secondly, Gyuiyomjueui and Handprinting emoticons focused on Text. Contrary to earlier studies, such results showed that people are presumed to focus on characteristic elements such as size, form, color and location of visually exposed elements rather than primarily having a keen interest in characters.

A study on the Previous Safety Evaluation for On-line Game Toxication of Prevention (온라인게임중독 예방을 위한 사전안전성)

  • Yoon, Chul-Hwan;Hwang, Kyung-Joon;Lee, Jae-Hwan;Jung, Kwang-Ho;Ryu, Dae-Hyun;Shin, Seung-Jung
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2003.11a
    • /
    • pp.97-100
    • /
    • 2003
  • 온라인게임산업의 급속한 발전으로 수많은 사람들이 게임을 즐기게 되었으며, 게이머라는 새로운 직업까지 창출하게 되었다. 급속한 초고속 통신망의 구축과 보급으로 각 가정마다 네트워크 게임이 가능한 환경이 갖추어 졌고, 이로 인한 무분별한 게임의 열중으로 중독현상에 빠지게되는 역기능이 최근들어 급속한 사회문제로 대두되고 있다. 본 논문에서는 게임중독을 방지하기 위한 사전안전성을 연구한다.

  • PDF

Is a General Quality Model of Software Possible: Playability versus Usability?

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.2
    • /
    • pp.37-50
    • /
    • 2020
  • This paper is very exploratory and addresses the issue 'Is a general quality model of software possible?'. If possible, how specific can/should it be?' ISO 25000 Series SQuaRE is generally regarded as a general quality model which can be applied to most kinds of software. Usability is one of the 8 characteristics of SQuaRE's Product Quality Model. It is the main issue associated with SQuaRE's Quality in Use Model too. it is the most important concept associated software quality since using is the only ultimate goal of software products. Playability, however, is generally regarded as a special type of usability, which can be applied to game software. This common idea contradicts with the idea that SQuaRE is valid for most kinds, at least many kinds, of software. The empirical evidences of this paper show that SQuaRE is too specific to be a general quality model of software.

Learning soccer robot using genetic programming

  • Wang, Xiaoshu;Sugisaka, Masanori
    • 제어로봇시스템학회:학술대회논문집
    • /
    • 1999.10a
    • /
    • pp.292-297
    • /
    • 1999
  • Evolving in artificial agent is an extremely difficult problem, but on the other hand, a challenging task. At present the studies mainly centered on single agent learning problem. In our case, we use simulated soccer to investigate multi-agent cooperative learning. Consider the fundamental differences in learning mechanism, existing reinforcement learning algorithms can be roughly classified into two types-that based on evaluation functions and that of searching policy space directly. Genetic Programming developed from Genetic Algorithms is one of the most well known approaches belonging to the latter. In this paper, we give detailed algorithm description as well as data construction that are necessary for learning single agent strategies at first. In following step moreover, we will extend developed methods into multiple robot domains. game. We investigate and contrast two different methods-simple team learning and sub-group loaming and conclude the paper with some experimental results.

  • PDF

A Novel on a Crops Management Growth System using Web and Design Development Method

  • Jung, Se-Hoon;Kim, Jong Chan;Kim, Cheeyong
    • Journal of Multimedia Information System
    • /
    • v.4 no.2
    • /
    • pp.93-98
    • /
    • 2017
  • A new cultivation diary system based on environment sensor data and Web 2.0 with Flex is suggested, to improve the previous system using the subjective data of cultivators. The proposed system is designed by applying an object-oriented model called mini-architecture, in order to enhance the reliability of software as well as promote stability to overall system design. The environment sensor data such as temperature and humidity are used to develop the new reliable diary. Also, an active interface based on Web 2.0 and Android as the user GUI are implemented to maximize the convenience while recording the cultivation diary. The result of the performance evaluation shows that the data from sensors has 99.1% of correlation with that of analogue.

The evaluation of effects to preliminary control practice to decrease high ozone level for the preparation of the 2002 World Cup Game (2002년 월드컵경기 대비 오존저감을 위한 예행연습 효과 분석)

  • 김민영;이민환;안미진;김성신
    • Proceedings of the Korea Air Pollution Research Association Conference
    • /
    • 2001.11a
    • /
    • pp.137-137
    • /
    • 2001
  • 서울시는 인구과밀, 크고 낮은 많은 산들, 높은 차량증가율과 수도권의 공업과 인구집중화 등의 이유로 그간의 많은 노력과 행정력의 집중에도 불구하고 질소산화물과 오존농도는 오히려 증가패턴을 나타내고 있다. 2002년도는 세계적인 월드컵대회가 한일공동으로 개최될 예정이고, 개회식이 개최될 서울 마포구 상암동 일대는 월드컵경기장 공사와 주변정리 작업이 한창이다. 직선거리로 400-500m의 풍상측(주풍방향 서북풍)에는 세계에서 가장 큰 규모의 하나인 비위생적 쓰레기 매립지가 위치하고 있고 이는 15년간 9천2백만㎥의 쓰레기가 묻혔으며 매립이 중단된지 9년이 되었다. (중략)

  • PDF

ANN-based Evaluation Model of Combat Situation to predict the Progress of Simulated Combat Training

  • Yoon, Soungwoong;Lee, Sang-Hoon
    • Journal of the Korea Society of Computer and Information
    • /
    • v.22 no.7
    • /
    • pp.31-37
    • /
    • 2017
  • There are lots of combined battlefield elements which complete the war. It looks problematic when collecting and analyzing these elements and then predicting the situation of war. Commander's experience and military power assessment have widely been used to come up with these problems, then simulated combat training program recently supplements the war-game models through recording real-time simulated combat data. Nevertheless, there are challenges to assess winning factors of combat. In this paper, we characterize the combat element (ce) by clustering simulated combat data, and then suggest multi-layered artificial neural network (ANN) model, which can comprehend non-linear, cross-connected effects among ces to assess mission completion degree (MCD). Through our ANN model, we have the chance of analyzing and predicting winning factors. Experimental results show that our ANN model can explain MCDs through networking ces which overperform multiple linear regression model. Moreover, sensitivity analysis of ces will be the basis of predicting combat situation.