• Title/Summary/Keyword: Game Level Generation

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An Exploratory Study on Future Economic Activity of Digital Convergence Generation (디지털 컨버전스 세대의 미래경제활동 특성에 관한 연구)

  • Kim, Yeon-Jeong;Park, Ki-Ho
    • Journal of Information Technology Services
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    • v.10 no.4
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    • pp.33-46
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    • 2011
  • This research focus on the economic activity as consumer and producer traits of future customers in the convergence age. We assess level of convergence for digital devices and services respectively by questionnaire survey and interview for 14 professions. And then, for evaluating convergence level and usage of digital services of each respondents, we conducted the questionnaire survey for 343 samples. Findings of our research hold that the group who showed higher level of convergence tends to use the socialized digital services more. Convergence generation were heavy users in appstore on smart-phone and wireless game and more participating. In digital service area, facebook/cyworld, twitter, UCC, portal, internet community in digital service. Convergence generation are global network communication, buying decision making activity, actively opinion expression, prosumer attitude, dependency on digital device, experience based purchase behavior, enthusiastic information sharing.

An Exploratory Study on the Realistic Expression of Characters (캐릭터의 사실적 표현에 대한 탐색적 연구)

  • Luyuxin, Luyuxin;Song, Seung-Keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.10a
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    • pp.126-127
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    • 2018
  • Whether it is an online game or a stand alone game, research will ultimately never stop to increase the degree of realistic expression of visual effects. Recently, realistic characters are appearing in games. Particularly, due to the development of virtual reality technology, RPG games with simulation-based realistic images are becoming popular. The player can experience the story of the game in the game and experience difficulty level by level. As other players, teammates, or enemy characters appear as realistic characters, and the episode of the game expands, the importance of realistic game characters is growing so that they can play more. Adding a realistic game character to a game based on a classic movie character gives the player a more realistic and interesting visual experience. The purpose of this study is to investigate the effect of realistic character style on the fun and visual effects of games.

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Incentives to Pioneer the Next Generation Market for Two Firms with Asymmetric Conditions (비대칭적 조건하에서 기업간의 신시장 개척 유인 분석)

  • Lim, Jong-In;Oh, Hyung-Sik
    • Journal of Korean Institute of Industrial Engineers
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    • v.22 no.2
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    • pp.189-207
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    • 1996
  • In this paper, a market share competition model for two firms with asymmetric conditions is considered with. In the model, the asymmetry between two firms is given by the difference of market shares In the existing market and the change of market share is supposed to be occurred only through pioneering a new market. Since the timing decision of market pioneering is based on the continuous time domain, a super game structure which has infinitely many numbers of subgames is employed for the modeling. In the course of equilibrium finding, we show that there exists no subgame-perfect pure strategy equilibrium In this game. So, we apply a mixed strategy concept and find a unique subgame-perfect equilibrium behavior strategy. As a result of equilibrium analysis, we know that the relative sizes of pioneering Incentives between two firms are varying with parameter conditions. However, the global speed of market pioneering is proven to be independent with the level of asymmetry between two firms.

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Solving Mixed Strategy Nash-Cournot Equilibria under Generation and Transmission Constraints in Electricity Market

  • Lee, Kwang-Ho
    • Journal of Electrical Engineering and Technology
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    • v.8 no.4
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    • pp.675-685
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    • 2013
  • Generation capacities and transmission line constraints in a competitive electricity market make it troublesome to compute Nash Equilibrium (NE) for analyzing participants' strategic generation quantities. The NE can cause a mixed strategy NE rather than a pure strategy NE resulting in a more complicated computation of NE, especially in a multiplayer game. A two-level hierarchical optimization problem is used to model competition among multiple participants. There are difficulties in using a mathematical programming approach to solve a mixed strategy NE. This paper presents heuristics applied to the mathematical programming method for dealing with the constraints on generation capacities and transmission line flows. A new formulation based on the heuristics is provided with a set of linear and nonlinear equations, and an algorithm is suggested for using the heuristics and the newly-formulated equations.

An Exploratory Study on Convergence generation according to the convergence level estimation of Digital Device and Service (디지털기기와 디지털서비스의 컨버전스 수준 평가에 따른 컨버전스 세대의 탐색적 고찰)

  • Kim, Yeon-Jeong
    • Journal of Digital Convergence
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    • v.9 no.4
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    • pp.169-179
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    • 2011
  • The purpose of this study are as follows. First, to analyze digital convergence level of convergence generation to demographic variables. Second, the convergence level to digital device and using frequency to digital service. Third, the convergence level to digital service and using frequency to digital service. The research methods FGI, the interview with IT expert group and survey. The results of research are as follows. First, 30 aging, expert group, higher education group over graduate school are actively using and participated. Second, high level of convergence device are smart-phone, tablet PC, net-book are in order. high level of convergence service are SNS service, twitter, uee, portal messenger and app store, e-Book, web hard are in order. Third, The convergence generation enjoying app-store of smartphone, wireless game and more participating facebook/cyworld twitter, Portal, internet community.

The Effect of Puzzle System on Player's Level of Immersion and Engagement in Adventure Games (어드벤처 게임의 퍼즐 시스템이 플레이어의 게임 몰입과 참여도에 미치는 영향)

  • Lee, In-Sun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.17-27
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    • 2008
  • This study has made an in-depth analysis of the 'Puzzle System' which is a characteristic structural unit of the Adventure Game, and concentrates on the mechanism where the experience arouses in the player a 'desire (quasi-need) to finish' that leads to one's immersion and engagement in the game. In the course of conducting this study, documentary records were consulted and also this writer personally played video games to learn the component elements and fundamental characteristics of the Adventure Games and to experience how the player was immersed in the game. Thus, the Puzzle System in the Adventure Game was defined and an analysis was made of the structure and course of play where the puzzle part and the narrative part within the system organically interacted between them in the system. In order to confirm the formation and effects of 'desire to finish' shown in the hypothetic assumptions, two experiment-purpose game units were produced, one with dramatic cut scenes and the other without them, so that differences between them could be found. I also conducted an experiment to learn the generation and effect of the 'desire to finish' of the Puzzle elements by using different games with a varying degree of difficulty.

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The Framework Design for Expansion in UCG Authoring Tool (확장성을 고려한 UCG 저작도구의 구조 설계)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.75-85
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    • 2008
  • For the activation and wide distribution of User Created Contents (UCC) sites have diversified user-created possibilities. Among these contents, User Created Game (UCG) sites are places where users can create and share their game contents with others. The method of UCG development can be classified into two categories according to the uses' level of professionalism. First, the method of using the authoring tools is suggested for those unfamiliar with the development or creation of contents. Although the authoring tool is easy to use, there are many functional limitations. Second, development using program languages is suggested for trained advanced users but has the limitation of a prolonged development period. This paper proposes a new method, generating the script which will expand the current functional limitations entailed behind the authoring tools used by first time and less trained users. In order to verify the proposed method in a real UCG development environment, a framework encompassing GUI, script generating function and program source generating function were constructed.

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Evolutionary game theory-based power control for uplink NOMA

  • Riaz, Sidra;Kim, Jihwan;Park, Unsang
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.12 no.6
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    • pp.2697-2710
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    • 2018
  • Owing to the development of Internet of Things (IoT), the fifth-generation (5G) wireless communication is going to foresee a substantial increase of mobile traffic demand. Energy efficiency and spectral efficiency are the challenges in a 5G network. Non-orthogonal multiple access (NOMA) is a promising technique to increase the system efficiency by adaptive power control (PC) in a 5G network. This paper proposes an efficient PC scheme based on evolutionary game theory (EGT) model for uplink power-domain NOMA system. The proposed PC scheme allows users to adaptively adjusts their transmit power level in order to improve their payoffs or throughput which results in an increase of the system efficiency. In order to separate the user signals, a successive interference cancellation (SIC) receiver installed at the base station (BS) site. The simulation results demonstrate that the proposed EGT-based PC scheme outperforms the traditional game theory-based PC schemes and orthogonal multiple access (OMA) in terms of energy efficiency and spectral efficiency.

An Exploratory Study for Identifying Key Factors in Online Games Development Strategy Utilizing Web Community (온라인게임 개발전략에 관한 탐색적 연구 : 게임 커뮤니티 활용을 중심으로)

  • Jung, Jai-Jin;Chang, Chung-Moo;Kim, Tae-Ung
    • The KIPS Transactions:PartD
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    • v.11D no.4
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    • pp.991-1002
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    • 2004
  • Online game business has emerged as the most lucrative entertainment industry, with over 20 million platers. The popularity of online games can be attributed to the presence of numerous PC Bangs around the country, which have pushed online games into the mainstream culture while broadband internet services facilitated online game play. The age distribution of online game players is expanding and a variety of new games are under development to target certain age groups. While the online game market continues to expand, with many new online game publishers entering the market, relatively little is known about which factors are strategically important for successful development of online games. A conceptual framework is proposed, and a structural equation modeling, for Identifying the factors affecting the market success of online games, is developed. The concept of online game community, idea generation, systematic development strategy, flexible development process, utilizing demo-version, outsourcing, etc, are ail introduced into the model, as the independent variables affecting the success level of online games directly and indirectly. Based on data collected from questionnaire survey, the validity of the model has been tested and interesting conclusions have been developed concerning the relationships between these variables. Statistical results show that utilizing online game community and system atic development strategy is the key for successful online game development. Other interesting results concerning game development strategy are also provided. It is hoped that this result might provide the useful guidelines for developing the successful online game contents. With a better understanding of key success factors, online game developers should be able to make adjustments in their development and marketing plans, providing them with a sustainable advantage over their competition.

A Study on the Selection of a Bidding Parameter at the Bidding Function Model in an Electricity Market (전력시장 입찰함수모형에서 입찰 파라미터 선택에 관한 연구)

  • Cho Cheol-Hee;Lee Kwang-Ho
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.53 no.11
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    • pp.630-635
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    • 2004
  • Generation companies(Genco) submit the supply functions as a bidding function to a bid market in a competitive electricity market. The profits of Gencos vary in accordance with the bid functions, so the selection of a bidding function plays a key role in increasing their profits. In order to get a profitable bidding function which is usually linear, it is required to modify adequately the intersection and the slope of a linear supply function. This paper presents an analysis of the selection of the supply function from the viewpoint of Nash equilibrium(NE). Four types of bidding function parameters are used for analizing the electricity market. The competition of selecting bidding parameters is modeled as two level games in this research. One is a subgame where a certain type of parameters is given and the players compete to select values of the underlying parameters. The other is an overall game where the players compete to select a profitable type among the four types of parameters. The NEs in both games are computed by an using analytic method and a payoff matrix method. It is verified in case studies for the NE of overall game to satisfy the equilibrium condition.