• Title/Summary/Keyword: Game Quality Evaluation

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Differential Game Theoretic Approach for Distributed Dynamic Cooperative Power Control in Cognitive Radio Ad Hoc Networks

  • Zhang, Long;Huang, Wei;Wu, Qiwu;Cao, Wenjing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.10
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    • pp.3810-3830
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    • 2015
  • In this paper, we investigate the differential game theoretic approach for distributed dynamic cooperative power control in cognitive radio ad hoc networks (CRANETs). First, a payoff function is defined by taking into consideration the tradeoff between the stock of accumulated power interference to the primary networks and the dynamic regulation of the transmit power of secondary users (SUs). Specifically, the payoff function not only reflects the tradeoff between the requirement for quickly finding the stable available spectrum opportunities and the need for better channel conditions, but also reveals the impact of the differentiated types of data traffic on the demand of transmission quality. Then the dynamic power control problem is modeled as a differential game model. Moreover, we convert the differential game model into a dynamic programming problem to obtain a set of optimal strategies of SUs under the condition of the grand coalition. A distributed dynamic cooperative power control algorithm is developed to dynamically adjust the transmit power of SUs under grand coalition. Finally, numerical results are presented to demonstrate the effectiveness of the proposed algorithm for efficient power control in CRANETs.

Development of Evaluation Items for Play Ability & Operation Management in Golf Course (골프장의 경기성 및 운영관리 향상을 위한 평가항목 개발)

  • Seok, Young Han;Moon, Seok Ki;Lee, Eun Yeob
    • Journal of the Korean Society of Environmental Restoration Technology
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    • v.12 no.1
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    • pp.1-12
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    • 2009
  • The purpose of this study is to discovered assessment items for improving athletic efficiency and management of golf courses. Through this, the study intended to provide basic data for creating competitive golf courses and management. Important assessment items were selected by inducing preliminary assessment items and conducting a preliminary survey and a main survey for specialists through a theoretical study. For the survey results studied, reliability and average value for importance were calculated using SPSS/PC Window Release 12.0. As assessment of importance by assessment area, in athletic efficiency assessment, course management level was the highest, followed by fairness of games and operation of games. In management assessment, importance of service level, information management, facility management, management of game assistants, etc. were high. As assessment of importance by assessment item, it was found that 'variety of golf shot' and 'the length of a course' were important in course layout. Also 'start interval among teams' and 'disturbance of play' were assessed as important items in game operation, while 'fair reservation' and 'rounding rotation time' were important in fairness of games. In addition, in information management, 'kind service of golf course staffs' and 'prompt reservation and notification' were found to be important assessment items. In facility management, all assessment indexes were over 4.0, which means all of them are important for quality of golf course and competitiveness. In membership service, 'appropriate price of goods for sale' and 'service for members' were relatively important assessment items. Further, in management of game assistants, 'qualifications and skillfulness of game assistants' was assessed as a very important index. Although the current study only selected important items to assess excellent golf courses, it is necessary to apply the study results to the actual sites and verify them for golf course both at domestic and abroad.

3DCGI workflow proposal for reduce rendering time of drama VFX (드라마 VFX의 렌더링 시간 단축을 위한 3DCGI 워크플로우 제안)

  • Baek, Kwang Ho;Ji, Yun;Lee, Byung Chun;Yun, Tae Soo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.24 no.8
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    • pp.1006-1014
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    • 2020
  • Consumer expectations for drama VFX increased as the influx of overseas dramas increased due to the growth of OTT service, but the current production time of the drama production system has a negative effect on the quality and completion of work. This paper proposes a background rendering using a game engine and a subject rendering using background HDRI as environmental lighting. The proposed workflow is expected to reduce the production time of VFX and improve the quality of VFX. The proposed workflow was verified in 3 steps. Comparing game engine and rendering software according to the same lighting environment and camera distance, comparing rendering with existing rendering method and background HDRI generation, and validating the proposed workflow. For verification, quantitative evaluation was performed using Structual similarity index and histogram. This study is expected to be one of the options to improve the quality of VFX and improve the risk.

Development and Clinical Evaluation of the Upper Extremity Rehabilitation Game Program for Patients with Upper Extremity Hemiplegia After Stroke Using Smartphone: Preliminary Study (스마트폰을 이용한 뇌졸중 후 상지 편마비 환자의 상지 게임재활훈련 프로그램 개발 및 임상적 유용성 평가에 대한 예비연구)

  • Lim, Hyunmi;Choi, Yoon-Hee;Paik, Nam-Jong;Ku, Jeonghun
    • Journal of Biomedical Engineering Research
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    • v.36 no.5
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    • pp.155-161
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    • 2015
  • In the paper, we developed the mobile based rehabilitation system for patients with upper extremity hemiplegia after stroke and evaluated clinical usefulness and effectiveness of the system. The sensors built in the smartphone were used to track patients' upper limb motion and the movements was transferred to the tablet PC through bluetooth connection so that the game contents could be interact with the movements. The rehabilitation game contents was based on Brunnstrom stage(B-stage), and was designed to lead accurate movement of upper limb. For the clinical evaluation of the effectiveness, 11 patients were recruited and make them perform an exercise of their wrist, shoulder, and forearm using the system for two weeks. The change of upper limb motor function was measured using fugl-meyer assessment(FMA), Brunnstrom stage(B-stage). And the change of quality of life was measured using EuroQoL-5 Dimension(EQ-5D), Beck Depression Inventory(BDI). The results showed significant improvement in upper limb function but not in quality of life. We verified mobile based rehabilitation program could be useful and effective for the clinical use.

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

  • Koh, Seokha;Jiang, Jialei
    • Journal of Information Technology Applications and Management
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    • v.27 no.2
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    • pp.37-50
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    • 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.

Improvement of online game matchmaking using machine learning (기계학습을 활용한 온라인게임 매치메이킹 개선방안)

  • Kim, Yongwoo;Kim, Young‐Min
    • Journal of Korea Game Society
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    • v.22 no.1
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    • pp.33-42
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    • 2022
  • In online games, interactions with other players may threaten player satisfaction. Therefore, matching players of similar skill levels is important for players' experience. However, with the current evaluation method which is only based on the final result of the game, newbies and returning players are difficult to be matched properly. In this study, we propose a method to improve matchmaking quality. We build machine learning models to predict the MMR of players and derive the basis of the prediction. The error of the best model was 40.4% of the average MMR range, confirming that the proposed method can immediately place players in a league close to their current skill level. In addition, the basis of predictions may help players to accept the result.

소비자의 판매자 선택을 위한 게임 모델

  • No, Sang-Gyu;An, Jeong-Nam
    • Proceedings of the Korea Association of Information Systems Conference
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    • 2005.12a
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    • pp.326-333
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    • 2005
  • The purpose of this paper is to provide a decision support method to a rational buyer, who wants to pay the least price for the product with the highest quality and service. We suggest a minimum efficiency game model and DEA game model to valuate many vendors whose qualifies of outputs are measured by percentage. Our results gave a decision maker (buyer) the upper bound and lower bound of the true efficiency score of a decision making unit (vendor) with respect to the benchmark (target) set by the buyer. As a result, a buyer can choose the best vendor in terms of his/her preference.

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Quality Attributes of On-line Game Software and Evaluation Point (온라인게임 소프트웨어의 품질 평가 요소와 평가 적용 시점)

  • Seo, Kwang-Ik;Choi, Eun-Man
    • Annual Conference of KIPS
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    • 2003.05c
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    • pp.1669-1672
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    • 2003
  • 오늘날 컴퓨터와 인터넷의 빠른 보급과 발전으로 인해 게임은 급속도로 확산 보급되어왔다. 종합예술이라고 불릴 만큼 다양한 기술이 뒷받침되어 게임 산업은 21세기의 고부가가치 산업으로 각광을 받고 있으며 새로운 게임의 종류와 장르가 다양해졌다. 그 중 온라인게임은 산업적인 면과 정부지원이란 면에서 주요한 산업으로 부상하고 있다. 본 논문에서는 온라인게임 소프트웨어 품질 향상을 위한 테스트의 요소들을 파악하고 품질평가 요소로 제안한 후 개발 단계에서의 적용 시점을 제안하고자 한다.

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Festival search factor analysis for festival application users (축제 앱 사용자를 위한 축제 검색 요인분석)

  • Lee, Chang-keun;Kim, Soon-gohn
    • Journal of Digital Contents Society
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    • v.16 no.6
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    • pp.883-892
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    • 2015
  • This paper was conducted to improve existing festival apps that present information in a one-dimensional and unengaging manner by analyzing the factors for festival quality factor from satisfaction evaluation items in culture and tourism festival evaluation reports as well as international and domestic studies. An exploratory factor analysis generated a KMO value of 0.821. After eliminating factors with factor loadings lower than the standard value, the factors of accessibility, promotion and information, contents of events, festival products, food, and amenities were extracted. Reliability was gauged using Cronbach's ${\alpha}$(Alpha), which was calculated to be 0.816. In the confirmatory factor analysis, the p value in the chi-square test was 0.289 while CMIN/DF was 1.100. The fit indices of GFI, AGFI, CFI, NFI, and IFI were all higher than the 0.9 mark while RMSEA was 0.018.

An Analytic Study on Latin Rhythm of K-POP (K-POP의 라틴 리듬 차용 분석 연구)

  • Lee, Yoon-Sang;Chung, Jae-Youn
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.6
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    • pp.45-52
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    • 2019
  • This study focuses on analyzing rhythms revealed in music songs of Korean third-generation idol girl groups. The development of genre and development of rhythm continues and the rhythm of Third World music is strong worldwide. The development of genres and rhythms continues and the rhythms of the Third World music are winning big popularity world wide. In the past, Third World rhythms were used only in countries where rhythm originated and neighboring countries, and the rhythms between countries were combined to occur in various conersence composite forms. In the past, the Third World rhythms were used only in rhythm-oriented countries and neighboring countries, and the rhythms between countries were combined in various and composite forms The changes in the global music market and the structure of the Korean pop music market show the same pattern in the local pop music genre. This study analyzes the phenomenon in which the Dembow rhythm and the tresillo rhythm, one of the rhythms of the Third World music, are concentrated in third-generation idol music, and notes that a certain number of combinations appear in rhythms and melodies. Moreover, this study identifies and compares the origin, the structure and the application cases of the Dembow rhythm and the tresillo rhythm by analyzing 12 songs of Korean third-generation idol girl groups. A game, as a sort of media like a movie, may be subjected to an ambivalent evaluation in accordance with the quality of each content. In this regard, it is necessary to have an active discussion about which game has desirable contents. Emotion which is an influential factor on interaction among players in game design needs to be approached from a social perspective. Also, based on social emotions associated with players, a significant relationship between emotional vocabularies and game emotions should be understood in comparison with social emotions within the game. based on social emotions regarding players As a result, social emotions within the game exhibited differences from the meaning of the terms. It is supposed that this result was caused by the ethical standards and differences in the real world. Accordingly, for qualitative enhancement of games, it is required to utilize the contents of this study, since emotions within the game are based on social emotions regarding players.