• Title/Summary/Keyword: Game Industry

Search Result 767, Processing Time 0.026 seconds

A Study on the Model of Competitive Electricity Market Considering Emission Trading (온실가스 배출권 거래제도를 고려한 경쟁적 전력시장 모형 연구)

  • Kim, Sang-Hoon;Lee, Kwang-Ho;Kim, Wook
    • The Transactions of The Korean Institute of Electrical Engineers
    • /
    • v.58 no.8
    • /
    • pp.1496-1503
    • /
    • 2009
  • The United Nations Framework Convention on Climate Change (UNFCCC) is an international environmental treaty to stabilize greenhouse gas concentrations in the atmosphere. In order to fulfil the commitments of the countries in an economically efficient way, the UNFCCC adapted the emission trading scheme in the Kyoto Protocol. If the UNFCCC's scheme is enforced in the country, considerable changes in electric power industry are expected due to the imposed greenhouse gas emission reduction. This paper proposes a game theoretic model of the case when generation companies participate in both competitive electricity market and emission market simultaneously. The model is designed such that generation companies select strategically between power quantity and greenhouse gas reduction to maximize their profits in both markets. Demand function and Environmental Welfare of emission trading market is proposed in this model. From the simulation results using the proposed model the impact of the emission trading on generation companies seems very severe in case that the emission prices are significantly high.

A Study on Transaction Pricing of Generation Bidding in Electricity Market by Using Game Theory (게임이론을 이용한 전력시장 발전입찰에서의 거래가격 결정에 관한 연구)

  • 이광호
    • The Transactions of the Korean Institute of Electrical Engineers A
    • /
    • v.52 no.6
    • /
    • pp.333-339
    • /
    • 2003
  • Competition among electric generation companies is a major goal of restructuring in the electricity industry. In electricity market, a huge volume of commodities will be traded through competitive bidding. The choice between uniform and pay-as-bid pricing for electricity auction has been one of most important issues in deregulated electricity market. This paper proposes a constrained Bertrand model for analyzing the electricity auction market of price competition model. The issue of the two pricing rules of uniform and pay-as-bid is studied from the viewpoint of consumer's benefit. This paper also shows that transmission congestion depends on the pricing mechanism. Pay-as-bid pricing gives less possibility of transmission congestion by price competition, and less burden to consumers in the simulation results.

3D Character Animation: A Brief Review

  • Song, Hyewon;Heo, Suwoong;Kang, Jiwoo;Lee, Sanghoon
    • Journal of International Society for Simulation Surgery
    • /
    • v.2 no.2
    • /
    • pp.52-57
    • /
    • 2015
  • Virtual Reality makes a virtual environment more realistic and, furthermore, it provides a variety of experiences which we cannot have in reality. A drastic growth of GPU performance and increase of computing capability make virtual environment more realistic than ever. One important element of constructing virtual environment is to animate 3D characters. Many researchers have been studying 3D characters animating and a myriad of methods have been proposed to make them more realistic. In this paper, we discuss the technologies and characteristics of 3D character animation. We believe that realistic characters in Virtual Reality will be applied to various fields: education, film and game industry, business and, particularly, medical area such as telemedicine, virtual surgery, etc.

Key-Frame Based Real-Time Fluid Simulations (키-프레임 기반 실시간 유체 시뮬레이션)

  • Ryu, Ji-Hyun;Park, Sang-Hun
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.11
    • /
    • pp.1515-1528
    • /
    • 2006
  • Systems for physically based fluid animation have developed rapidly in the visual special effects industry and can make very high quality images. However, in the real-time application fields such as computer game, the simulation speed is more critical issue than image quality. This paper presents a real-time method for animating fluid using programmable graphics pipeline. We show that once two key-frames are given, the technique can interactively generate a sequence of images changing from the source key-frame to the target.

  • PDF

A Study on Ambidextrous Attribute About 6 Sigma Problem Solving Tools (6시그마 문제해결 도구의 양면성 속성에 대한 연구)

  • Seong, Gi-Uk;Han, Hun-Seok;Kim, Bong-Seon
    • Proceedings of the Safety Management and Science Conference
    • /
    • 2012.04a
    • /
    • pp.623-638
    • /
    • 2012
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical study on the implementation of DMAIC procedures for internet media portal service company.

  • PDF

The evolution of a global collaborative system in online game industry: A focus on Korea and China (온라인 게임산업의 글로벌협업시스템의 진화 : 한국과 중국을 중심으로)

  • Lee, Jae-Hak;Park, Cheol
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2009.05a
    • /
    • pp.573-576
    • /
    • 2009
  • 온라인게임에서 협업시스템은 유저와 기업, 기업과 기업, 기업과 유통, 기업과 정부, 유저와 유저 간 등에서 활발하게 작동된다. 이와 같은 협업시스템은 온라인게임의 개발과 시장진입과정에서 주도적인 역할을 한다. 온라인게임이 해외수출이라는 새로운 계기를 맞게 되면서, 한정된 공간에서 운용되던 로컬 협업시스템은 글로벌이라는 새로운 환경변화에 따라 변화하게 되었다. 각 국가별로 구조화된 협업시스템은 네트워크를 통해 확장되고 정교화되며, 글로벌과정을 통해 최적화된다. 본 논문에서는 한국과 중국의 온라인게임 산업의 글로벌 협업시스템이 각 산업 내부에서 어떻게 구조화되고 최적화하며, 해외진출 과정에서 어떻게 변화하고 진화하는 지 살펴봄으로써 한국 온라인게임 기업의 해외진출에 새로운 대안을 제시하고자 했다.

  • PDF

A Study on Quality Improvement in Internet Media Portal Company Applying 6 Sigma Methodology (6시그마를 적용한 인터넷 미디어 포털 기업의 품질개선에 관한 연구)

  • Sung, Ki-Wook;Kim, Bong-Sun
    • Journal of the Korea Safety Management & Science
    • /
    • v.10 no.4
    • /
    • pp.219-227
    • /
    • 2008
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical study on the implementation of DMAIC procedures for internet media portal service company.

A Study Model of Content Convergence Education for Social Problem Solving through the Analysis of Fishbone (피쉬본분석을 통한 사회문제 해결형 콘텐츠 융합 교육 연구모델 도출)

  • Lee, Jung Mann;Park, Sung Won
    • Journal of Information Technology Applications and Management
    • /
    • v.27 no.4
    • /
    • pp.49-62
    • /
    • 2020
  • In this study, the research model of VR·AR contents convergence education for solving social problems was presented after benchmarking the domestic and foreign realistic educational contents industry and policy trends and Fishbone diagram analysis. The goal was to create VR·AR content convergence talent for co-prosperity in the era of the fourth industrial revolution, and the target of education was students, researchers, and business personnel who are interested in VR AR technology education and contents business such as game animation, etc. The education model is based on understanding about storytelling of the socially disadvantaged, such as children and the elderly, and is technology education for content production including the application of virtual and augmented reality SW, and is a convergence education for content planning and business model strategy development.

The Study of Education Focused on Demander for the Development of Game Industry (게임산업 발전을 위한 수요자 중심의 인력양성에 관한 연구)

  • Hwang In Keuk;Yoon Jae Kwang;Kim Jinho
    • Proceedings of the KAIS Fall Conference
    • /
    • 2004.11a
    • /
    • pp.328-331
    • /
    • 2004
  • 정부에서는 이러한 문제점을 해소하고자 정보통신부와 문화관광부를 중심으로 게임산업 진흥 중장기 계획(2003-2007)을 세우면서 게임 전문 인력 양성에 대한 대규모 지원 사업을 준비하고 실행을 서두르고 있다. 따라서 이 글에서는 게임 개발인력을 양성하기 위해 준비하거나 실행하고 있는 학계나 전문 교육 기관들에게 교과 과정 측면에서 도움을 주기 위해 여러 통계 자료 등을 통하여 고급 게임 개발자를 양성하여 실력 있는 게임 개발 그룹에 참여하도록 하고 산업현장에서 즉시 투입되어 활용될 수 있는 인재상을 만들기 위함이 본 논문의 목적이다.

  • PDF

A Study on Retrival Using Educational Visual C++ (교육용 Visual C++를 이용한 검색에 관한 연구)

  • 전근형;김광휘
    • Journal of the Korea Computer Industry Society
    • /
    • v.3 no.1
    • /
    • pp.1-8
    • /
    • 2002
  • This study is discussed research on management of items in PC's GUI(Graphical User Interface) environment. A items are general knowledge data like books, musical CD, English CD, and game CD, which are the time when we don't seek the right items in the case of re-reading and re-listening the items. In this paper, We propose an example designed to be used in the management of a items. The proposed example is implemented by educational VC++(Visual C++) programming language. This program and discussions for management of a items will understand the development procedure of searching and storing data, which will provide some basics into designing large database systems.

  • PDF