• Title/Summary/Keyword: GameMultimedia Data

Search Result 121, Processing Time 0.023 seconds

A study of Multimedia Data Quality Evaluation Metrics of the Game (게임의 멀티미디어 데이터 품질평가지표 연구)

  • Yoon, Seon-Jeong
    • Journal of the Korea Society of Computer and Information
    • /
    • v.18 no.9
    • /
    • pp.63-70
    • /
    • 2013
  • The multimedia data of game affects the immersion of the game depending on its quality. It is difficult to design the evaluation criteria of artistic quality of the data. But, in a technical point of view, it is possible to evaluate its quality. Thus, the design of evaluation standard can ensure the reliability and objectivity of quality. However, multimedia data quality evaluation metrics had not yet been designed. Therefore, in this study, we extracted quality evaluation elements of Game Multimedia Data, and verified the reliability of the elements. And we defined detailed evaluation items of each element, developed Multimedia Data Quality Evaluation Metrics. We expect that the results of this study will serve as a guide in the development of high-quality games, have a positive impact on the growth of the game industry.

Resource Allocation Algorithm for Differentiated Multimedia Services using Game Theory (게임이론을 이용한 멀티미디어 서비스의 차별적 자원 할당 알고리즘)

  • Sin, Gwang-Seop;Jeong, Jae-Yun;Seo, Deok-Yeong;Gang, Seok-Ho
    • Proceedings of the Korean Operations and Management Science Society Conference
    • /
    • 2008.10a
    • /
    • pp.164-178
    • /
    • 2008
  • Game theory is adapted to a variety of domains such as economics, biology, engineering, political science, computer science, and philosophy in order to analyze economic behaviors. This research is an application of game theory to wireless communication. In particular, in terms of bargaining game we dealt with a multimedia resource allocation algorithm in wireless communication, which is rapidly spreading such as Wibro, WCDML, IPTV, etc. The algorithm is assumed to allocate multimedia resources to users who can choose and access differentiated media services. For this purpose, a utility function of users is devised to reflect quality of service (QoS) and price. We illustrated experimental results with synthesis data which were made to mimic real multimedia data, and analyzed differentiated service providing and the effect of the utility function.

  • PDF

Resource Allocation Algorithm for Differentiated Multimedia Services Using Came Theory (게임이론을 이용한 멀티미디어 서비스의 차별적 자원 할당 알고리즘)

  • Shin, Kwang-Sup;Jung, Jae-Yoon;Suh, Doug-Young;Kang, Suk-Ho
    • Journal of the Korean Operations Research and Management Science Society
    • /
    • v.34 no.1
    • /
    • pp.39-59
    • /
    • 2009
  • Game theory is adapted to a variety of domains such as economics, biology, engineering, political science, computer science, and philosophy in order to analyze economic behaviors. This research is an application of game theory to wireless communication. In particular, in terms of bargaining game we dealt with a multimedia resource allocation problem in wireless communication, which is rapidly spreading such as Wibro, WCDML, IPTV, etc. The algorithm is assumed to allocate multimedia resources to users who can choose and access differentiated media services. For this purpose, 3 utility function of users is devised to reflect quality of service (QoS) and price. We illustrated experimental results with synthesis data which were made to mimic real multimedia data, and analyzed differentiated service providing and the effect of the utility function.

Development of an Authoring Tool for Producing 3D Games (3D 게임 제작을 지원하는 저작도구의 개발)

  • Lee Hunjoo;Kim Hyunbin
    • Journal of Korea Multimedia Society
    • /
    • v.7 no.10
    • /
    • pp.1464-1477
    • /
    • 2004
  • Recently, there is a growing consideration that game authoring tools can play an important role in producing 3D games. In this paper, we introduce our 3D game authoring tool. The tool consists of a map editor, a sound editor, a game data exporter/previewer, and a special effect editor. This tool can help a game designer Produce game data such as game maps, sound effects, and special effects, and so on. In this paper, we implemented a prototype game content to verify the effectiveness of the developed authoring tool.

  • PDF

A System Algorithm for Recommending User-Customized Games

  • Son, So-hui;Lee, Im-kyeong;Huh, Jun-ho
    • Journal of Multimedia Information System
    • /
    • v.4 no.3
    • /
    • pp.145-150
    • /
    • 2017
  • Recently, game companies are having difficulties in exactly figuring out the right consumer groups for their games. To solve this problem, a system algorithm which recommends user-customized games based on the user information entered has been proposed in this study. Game developers will be able to clearly determine the consumer group(s) of both on and off-line games through accumulated data while consumers can find the game they desire. It is expected that the gaming culture will advance further with the proposed algorithm.

3D game animation production pipeline and application instance proposal (3D게임 애니메이션 제작 파이프라인 및 적용 사례 제안)

  • Han, Dong Hoon;Ryu, Seuc-Ho;Lee, Dong-Lyeor;Che, Te-June;Lee, Hung-Woo
    • Proceedings of the Korea Contents Association Conference
    • /
    • 2007.11a
    • /
    • pp.644-646
    • /
    • 2007
  • On-line game industry had accomplished much growths and development. One in pain of the game enterprises according to quality of on-line comes to be short Game production pipeline and it is suitable in quick production schedule and to be easy to the standard research of form by of 3D game character animations which are various the game production at the time of application is possible, operation by and type by in necessity. Element by model classification of the digital base game character which is used in game it set from the research which it sees and research it analyzed and the fundamental data which is necessary to 3D game character animation productions escape it tried. And the digital motioncapture it applies a cap department system and real picture of the character animation which is various at real-time the control research moving and it advances at the time when the effectiveness is short highly in game industry and digital contents industry application the character animation production process which is possible and production pipeline escape the reporter to do it does.

  • PDF

Top-down Behavior Planning for Real-life Simulation

  • Wei, Song;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Multimedia Society
    • /
    • v.10 no.12
    • /
    • pp.1714-1725
    • /
    • 2007
  • This paper describes a top-down behavior planning framework in a simulation game from personality to real life action selection. The combined behavior creating system is formed by five levels of specification, which are personality definition, motivation extraction, emotion generation, decision making and action execution. Along with the data flowing process in our designed framework, NPC selects actions autonomously to adapt to the dynamic environment information resulting from active agents and human players. Furthermore, we illuminate applying Gaussian probabilistic distribution to realize character's behavior changeability like human performance. To elucidate the mechanism of the framework, we situated it in a restaurant simulation game.

  • PDF

Research of Dynamic Creation Method of Game Environment using Game Player's Behavior Pattern (게임 플레이 행동 패턴을 이용한 게임 환경 동적 생성 기법에 관한 연구)

  • Jang, Sae-Rom;Lee, Jae-Yeol;Choi, Young-Mee;Choo, Moon-Won;Yoon, Tae-Bok
    • Journal of Korea Game Society
    • /
    • v.9 no.4
    • /
    • pp.3-10
    • /
    • 2009
  • Recently, various ways are being explored for enhancing the fun of computer games and lengthening the life cycle of them. This paper proposes the more active game environment by reflecting the decision that is made by collecting and analyzing user's behavioral data. The game results and traveling information of user is using for dynamic map creation. For experiment of the proposed method, we created games using the XNA Framework and confirmed the game environment which changing properly according to the user's game play.

  • PDF

A Real Time Multiplayer Network Game System Based on a History Re-Transmission Algorithm

  • Kim, Seong-hoo;Park, Kyoo-seok
    • Journal of Korea Multimedia Society
    • /
    • v.7 no.6
    • /
    • pp.814-823
    • /
    • 2004
  • Current video games and game room games are played as a single player mode on the basis of various emulators. With the evolution of data communications and game technology, a new trend in the game industry has made the primary interests of game developers and companies in the game industry be moved toward a multiplayer mode from the traditional single player mode. In this paper, we represent how to implement a network game platform by allowing network modules to be run in conjunction with the current video emulator games. It also suggests a synchronization scheme for real-time game playout and practical mechanism that can support network games to be played with the Peer-to-Peer process using a lobby system.

  • PDF

Utilization of the Route Table for the Agent's Move in the 3D Game Map (3D 게임지도에서 에이젼트 이동을 위한 경로표 활용)

  • 심동희
    • Journal of Korea Multimedia Society
    • /
    • v.6 no.1
    • /
    • pp.176-182
    • /
    • 2003
  • The use of the A* for the path search of the agent in the game map gives the computational overhead in real time game processing. To solve this problem, the route table was presented for the 2D game This route table is made in the game development phase and utilized in game playing. The route table designed for 2D game is extended for 3D game in this paper. But the memory space is required too much. This Problem can also be solved using the data compression by skipping the duplicated route table.

  • PDF