• Title/Summary/Keyword: Game based learning

Search Result 425, Processing Time 0.031 seconds

Q Learning MDP Approach to Mitigate Jamming Attack Using Stochastic Game Theory Modelling With WQLA in Cognitive Radio Networks

  • Vimal, S.;Robinson, Y. Harold;Kaliappan, M.;Pasupathi, Subbulakshmi;Suresh, A.
    • Journal of Platform Technology
    • /
    • v.9 no.1
    • /
    • pp.3-14
    • /
    • 2021
  • Cognitive Radio network (CR) is a promising paradigm that helps the unlicensed user (Secondary User) to analyse the spectrum and coordinate the spectrum access to support the creation of common control channel (CCC). The cooperation of secondary users and broadcasting between them is done through transmitting messages in CCC. In case, if the control channels may get jammed and it may directly degrade the network's performance and under such scenario jammers will devastate the control channels. Hopping sequences may be one of the predominant approaches and it may be used to fight against this problem to confront jammer. The jamming attack can be alleviated using one of the game modelling approach and in this proposed scheme stochastic games has been analysed with more single users to provide the flexible control channels against intrusive attacks by mentioning the states of each player, strategies ,actions and players reward. The proposed work uses a modern player action and better strategic view on game theoretic modelling is stochastic game theory has been taken in to consideration and applied to prevent the jamming attack in CR network. The selection of decision is based on Q learning approach to mitigate the jamming nodes using the optimal MDP decision process

A Case Study on Running a Game-based Programming Class for Lower Grades (저학년을 위한 게임 기반 프로그래밍 수업 운영 사례 연구)

  • Do-hyeon Choi
    • Journal of Practical Engineering Education
    • /
    • v.16 no.2
    • /
    • pp.151-157
    • /
    • 2024
  • Most of the existing game-based education programmes for lower grades are simple block-coding studies, and there is a lack of examples of programming-intensive classes. In this study, we implemented a Minecraft-based Python coding fundamentals class for 3 classes at a local elementary school during a 2-week school holiday. The learning programme was reorganised from the standard learning programme on the official website, such as building quests through LAN-PARTY and self-scripting in-game, to improve class interest and motivation. In addition, we analysed the satisfaction and preferences of the class topics through a survey, and obtained meaningful results for future educational program development. This study is significant as a basic research for the design and development of game-based educational programmes for all age groups.

Learning Media on Mathematical Education based on Augmented Reality

  • Kounlaxay, Kalaphath;Shim, Yoonsik;Kang, Shin-Jin;Kwak, Ho-Young;Kim, Soo Kyun
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.15 no.3
    • /
    • pp.1015-1029
    • /
    • 2021
  • Modern technology offers many ways to enhance teaching and learning that in turn promote the development of tools for educational activities both inside and outside the classroom. Many educational programs using the augmented reality (AR) technology are being widely used to provide supplementary learning materials for students. This paper describes the potential and challenges of using GeoGebra AR in mathematical studies, whereby students can view 3D geometric objects for a better understanding of their structure, and verifies the feasibility of its use based on experimental results. The GeoGebra software can be used to draw geometric objects, and 3D geometric objects can be viewed using AR software or AR applications on mobile phones or computer tablets. These could provide some of the required materials for mathematical education at high schools or universities. The use of the GeoGebra application for education in Laos will be particularly discussed in this paper.

The Strategic Ambidexterity of Online Game Companies: The Exploitation and Exploration of NCsoft (온라인 게임회사의 전략적 양면성: 엔씨소프트의 활용과 탐험)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
    • /
    • v.15 no.1
    • /
    • pp.115-124
    • /
    • 2015
  • This research analyzed the case of Ncsoft to study the organizational learning, exploitation and exploration that create dynamic capability in hypercompetitive environment. First of all, we demonstrated the activities of exploitation and exploration in Ncsoft according to the life cycle of online game industry. An exploitation related to routine, learning and fit with existing environment brings about incremental innovation. In contrast, an exploration associated with non-learning, flexibility with changing environment results in radical innovation. We examined them based on the life cycle of its various game services. NCsoft that built the leading position in online game industry focused the exploitation activities at the stage of beginning period and growth, whereas NCsoft has increased the activities of exploration at period of mature. In addition, the firm conducts an exploration for its brand new game services and R&D. Conversely, An exploitation is conducted for sustainable updating of patch service and marketing and system building. The result implies that online game companies create sustainable competitive advantage using the balance between exploitation and exploration.

Garbage Dumping Detection System using Articular Point Deep Learning (관절점 딥러닝을 이용한 쓰레기 무단 투기 적발 시스템)

  • MIN, Hye Won;LEE, Hyoung Gu
    • Journal of Korea Multimedia Society
    • /
    • v.24 no.11
    • /
    • pp.1508-1517
    • /
    • 2021
  • In CCTV environments, a lot of learning image data is required to monitor illegal dumping of garbage with a typical image-based object detection using deep learning method. In this paper, we propose a system to monitor unauthorized dumping of garbage by learning the articular points of the person using only a small number of images without immediate use of the image for deep learning. In experiment, the proposed system showed 74.97% of garbage dumping detection performance with only a relatively small amount of image data in CCTV environments.

Game Bot Detection Approach Based on Behavior Analysis and Consideration of Various Play Styles

  • Chung, Yeounoh;Park, Chang-Yong;Kim, Noo-Ri;Cho, Hana;Yoon, Taebok;Lee, Hunjoo;Lee, Jee-Hyong
    • ETRI Journal
    • /
    • v.35 no.6
    • /
    • pp.1058-1067
    • /
    • 2013
  • An approach for game bot detection in massively multiplayer online role-playing games (MMORPGs) based on the analysis of game playing behavior is proposed. Since MMORPGs are large-scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. To cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.

Development of Quiz Solving System using DDR Game (DDR게임을 활용한 퀴즈풀이 학습시스템 개발)

  • Jeon, Hyeon-seo;Yun, Chan-young;Um, Tae-woong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2018.05a
    • /
    • pp.383-386
    • /
    • 2018
  • Interesting and focused learners are attracting more and more interesting and efficient learning methods. Research on game-based learning that converges information and communication technology in accordance with this trend is being attempted. I want to take advantage of the characteristics of the game that enhance the concentration. However, if you play a game, you may get less exercise. Therefore, in this paper, we have designed and implemented a system that improves fitness and improves the performance by using Dance Dance Revolution (DDR) to fuse games and sports.

  • PDF

Identifying Critical Factors for Successful Games by Applying Topic Modeling

  • Kwak, Mookyung;Park, Ji Su;Shon, Jin Gon
    • Journal of Information Processing Systems
    • /
    • v.18 no.1
    • /
    • pp.130-145
    • /
    • 2022
  • Games are widely used in many fields, but not all games are successful. Then what makes games successful? The question gave us the motivation of this paper, which is to identify critical factors for successful games with topic modeling technique. It is supposed that game reviews written by experts sit on abundant insights and topics of how games succeed. To excavate these insights and topics, latent Dirichlet allocation, a topic modeling analysis technique, was used. This statistical approach provided words that implicate topics behind them. Fifty topics were inferred based on these words, and these topics were categorized by stimulation-response-desiregoal (SRDG) model, which makes a streamlined flow of how players engage in video games. This approach can provide game designers with critical factors for successful games. Furthermore, from this research result, we are going to develop a model for immersive game experiences to explain why some games are more addictive than others and how successful gamification works.

Rule based Semi-Supervised Learning Gomoku Game AI Framework for Control Game Environment (게임 환경을 통제할 수 있는 규칙 기반 Semi-Supervised Learning 오목 인공지능 프레임 워크)

  • Kim, Sun-Min;Gu, Bon-Woo
    • Proceedings of the Korea Information Processing Society Conference
    • /
    • 2022.05a
    • /
    • pp.618-620
    • /
    • 2022
  • 게임은 수많은 NPC 와 규칙에 의해 작동되는 가상 공간을 의미한다. 이런 가상 공간에서는 규칙을 엄격히 지키면서 수행되는 AI 를 필수로 요구하게 된다. 하지만 강화 학습 기반의 AI 는 복잡한 게임의 규칙을 온전히 지키지 못하고 예상 밖의 행동을 돌출하면서 이를 해결하기 위한 많은 연구도 수행되고 있다. 본 논문에서는 규칙 기반으로 획득한 오목판의 확률 맵과 학습을 통해 획득한 확률맵 데이터를 병합하여 가장 높은 Value 를 가지는 위치를 다음 수로 반환하는 방법을 사용하였다. 향후 연구에서는 ANN(Approximate Nearest Neighbor)알고리즘을 적극 활용하여, 커널의 State 와 보드의 State 비교를 확률적으로 개선할 예정이다. 본 논문에서 제안된 프레임 워크는 게임 AI 연구에 기여할 수 있길 바란다.

The Suggestion of Educational Model Based on Internet Games (인터넷 게임을 기반으로 한 교육모텔 제시)

  • 김종훈;김우경
    • Journal of the Korea Computer Industry Society
    • /
    • v.2 no.6
    • /
    • pp.759-774
    • /
    • 2001
  • This research has the theoretical faces of education with the internet games are based on the Networking and interactive features be caused by network focused on cooperative education, and presentation about educational game model. It includes educational features about various internet games(adventure game, simulation game). Educational game model is a definite model can realize the learning with internet game according to each stages of educational games are based on the networking.

  • PDF