• Title/Summary/Keyword: Gaming-On-Demand

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Fast Game Encoder Based on Scene Descriptor for Gaming-on-Demand Service (주문형 게임 서비스를 위한 장면 기술자 기반 고속 게임 부호화기)

  • Jeon, Chan-Woong;Jo, Hyun-Ho;Sim, Dong-Gyu
    • Journal of Korea Multimedia Society
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    • v.14 no.7
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    • pp.849-857
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    • 2011
  • Gaming on demand(GOD) makes people enjoy games by encoding and transmitting game screen at a server side, and decoding the video at a client side. In this paper, we propose a fast game video encoder for multiple users over network with low-powered devices. In the proposed system, the computational complexity of game encoders is reduced by using scene descriptors, which consists of an object motion vector, global motion, and scene change. With additional information from game engines, the proposed encoder does not need to perform various complexity processes such as motion estimation and ratedistortion optimization. The motion estimation and rate-distortion optimization skipped by scene descriptors. We found that the proposed method improved 192 % in terms of FPS, compared with x264 software. With partial assembly code, we also improved coding speed by 86 % in terms of FPS. We found that the proposed fast encoder could encode over 60 FPS for real-time GOD applications.

The Method for Estimating the Inverse Demand Curve of Cournot Model in Electricity Market (전력시장 적용을 위한 쿠르노 모델에서의 역수요함수 추정 방법 제안)

  • Kang Dong-Joo;Hur Jin;Kim Tae-Hyun;Moon Young-Hwan;Lee Keun-Dae;Chung Koo-Hyung;Kim Balho H.
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.2
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    • pp.79-87
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    • 2005
  • At present Cournot model is one of the most commonly used theories to analyze the gaming situation in oligopoly market. But there exist several problems to apply this model to electricity market. The representative one is to obtain the inverse demand curve able to be induced from the relationship between market price and demand response. In Cournot model, each player offers their generation quantity to accomplish maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears on the long-term basis through the statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium.

A Proposal for Inverse Demand Curve Production of Cournot Model for Application to the Electricity Market

  • Kang Dong-Joo;Oh Tae-Kyoo;Chung Koohyung;Kim Balho H.
    • KIEE International Transactions on Power Engineering
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    • v.5A no.4
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    • pp.403-411
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    • 2005
  • At present, the Cournot model is one of the most commonly used theories to analyze the gaming situation in an oligopoly type market. However, several problems exist in the successful application of this model to the electricity market. The representative one is obtaining the inverse demand curve able to be induced from the relationship between market price and demand response. In the Cournot model, each player offers their generation quantity to obtain maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect the real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears over the long-term through statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as the trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium.

A Proposed Method for Estimating Demand function of Cournot Model in Electricity Market (전력시장에서의 쿠르노 수요함수 추정)

  • Kang, Dong-Joo;Hur, Jin;Oh, Tae-Kyoo;Chung, Koo-Hyung;Kim, Bal-Ho H.
    • Proceedings of the KIEE Conference
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    • 2005.11b
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    • pp.168-170
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    • 2005
  • At present Cournot model is one of the most commonly used theories to analyze the gaming situation in oligopoly market. But there exist several problems to apply this model to electricity market. The representative one is to obtain the inverse demand curve able to be induced from the relationship between market price and demand response. In Cournot model, each player offers their generation quantity to accomplish maximum profit, which is accomplished by reducing their quantity compared with available total capacity. As stated above, to obtain the probable Cournot equilibrium to reflect real market situation, we have to induce the correct demand function first of all. Usually the correlation between price and demand appears on the long-term basis through the statistical data analysis (for example, regression analysis) or by investigating consumer utility functions of several consumer groups classified as residential, industrial, and commercial. However, the elasticity has a tendency to change continuously according to the total market demand size or the level of market price. Therefore it should be updated as trading period passes by. In this paper we propose a method for inducing and updating this price elasticity of demand function for more realistic market equilibrium

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Cloud-Based Gaming Service Platform Supporting Multiple Devices

  • Kim, Kyoung Ill;Bae, Su Young;Lee, Dong Chun;Cho, Chang Sik;Lee, Hun Joo;Lee, Kyu Chul
    • ETRI Journal
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    • v.35 no.6
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    • pp.960-968
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    • 2013
  • To implement a cloud game service platform supporting multiple users and devices based on real-time streaming, there are many technical needs, including game screen and sound capturing, audio/video encoding in real time created by a high-performance server-generated game screen, and real-time streaming to client devices, such as low-cost PCs, smart devices, and set-top boxes. We therefore present a game service platform for the running and management of the game screen, as well as running the sound on the server, in which the captured and encoded game screen and sound separately provide client devices through real-time streaming. The proposed platform offers Web-based services that allow game play on smaller end devices without requiring the games to be installed locally.

Consumer Preferences for Digital Cable Broadcasting Service in Korea: A Choice Experiment Study

  • Ku, Se-Ju;Yoo, Seung-Hoon;Kwak, Seung-Jun
    • Asian Journal of Innovation and Policy
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    • v.5 no.2
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    • pp.185-196
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    • 2016
  • A digital cable broadcasting service is a multimedia broadcasting service that provides high definition and various supplementary services by using digital transmission. Korea implemented a complete digital broadcasting service by 2012. This study applied a choice experiment to investigate consumer preferences, and it calculated the marginal willingness to pay for this service. Moreover, we employed a multinomial probit model to relax the assumption that all respondents have the same preference for attributes being valued. The results suggest that respondents value channels, definition, video-on-demand (VOD) service, pay-per-view (PPV) service, and commerce based on TV (T-commerce). On the other hand, online gaming may be less important as an attribute for digital cable broadcasting service in Korea.

A Dynamic Simulation on the Effectiveness of Return Policy in a Capacitated Two-echelon Supply Chain (공급능력제약이 존재하는 2단계 공급체인에서 반품정책의 효과성에 대한 동적 시뮬레이션)

  • Kim, Tae-Hyun;Park, Jeong-Hoon;Jeong, Hyun-Mok
    • Korean System Dynamics Review
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    • v.9 no.2
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    • pp.5-25
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    • 2008
  • This paper analysed the impact of return policy as a coordination mechanism for decentralized supply chain with one capacitated supplier and two competing retailers under random demand distribution. In this study, Shortage gaming also considered to reflect a competing environment of two retailers. System dynamics approach was used to model the baseline two echelon supply chain and return policy on it. Given each of 4 experiment settings being used for 100 simulations with different random seeds, 400 random samples were used in a t-test. The result show that return policy significantly enhance the supply chain profits and fillrates. The analysis suggest that the supply chain performance can be build up by implementing a return policy even though under consideration of a capacitated supplier and competing retailers.

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Modeling of an Electricity Market Including Operating Reserve and Analysis of Supplier's Bidding Strategies

  • Shin Jae-Hong;Lee Kwang-Ho
    • KIEE International Transactions on Power Engineering
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    • v.5A no.4
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    • pp.396-402
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    • 2005
  • In an electricity market with imperfect competition, participants devise bidding plans and transaction strategies to maximize their own profits. The market price and the quantity are concerned with the operation reserve as well as the bidding system and demand curves in an electricity market. This paper presents a market model combined by an energy market and an operating reserve market. The competition of the generation producers in the combined market is formulated as a gaming of selecting bid parameters such as intersections and slopes in bid functions. The Nash Equilibrium (NE) is analyzed by using bi-level optimization; maximization of Social Welfare (SW) and maximization of the producers' profits.

A Study on the Supplier's Bidding Strategy Including Operating Reserve in an Electricity Market (발전 예비력을 포함한 전력시장에서의 공급자 입찰전략 연구)

  • Lee Kwang-Ho;Shin Jae-Hong
    • The Transactions of the Korean Institute of Electrical Engineers A
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    • v.54 no.4
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    • pp.199-204
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    • 2005
  • In an electricity market with an imperfect competition, participants make plans of bidding and transaction strategies to maximize their own profits. The market price and the quantity are concerned with the operation reserve as well as the bidding system and demand curves in an electricity market. This paper presents a market model combined by an energy market and an operating reserve market. The competition of the generation producers in the combined market is formulated as a gaming of selecting bid parameters such as intersections and slopes in bid functions. The Nash Equilibrium(NE) is analyzed by using a hi-level optimization; maximization of Social Welfare(SW) and maximization of the producers' profits.

Recognition of Model Cars Using Low-Cost Camera in Smart Toy Games (저가 카메라를 이용한 스마트 장난감 게임을 위한 모형 자동차 인식)

  • Minhye Kang;Won-Kee Hong;Jaepil Ko
    • IEMEK Journal of Embedded Systems and Applications
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    • v.19 no.1
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    • pp.27-32
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    • 2024
  • Recently, there has been a growing interest in integrating physical toys into video gaming within the game content business. This paper introduces a novel method that leverages low-cost camera as an alternative to using sensor attachments to meet this rising demand. We address the limitations associated with low-cost cameras and propose an optical design tailored to the specific environment of model car recognition. We overcome the inherent limitations of low-cost cameras by proposing an optical design specifically tailored for model car recognition. This approach primarily focuses on recognizing the underside of the car and addresses the challenges associated with this particular perspective. Our method employs a transfer learning model that is specifically trained for this task. We have achieved a 100% recognition rate, highlighting the importance of collecting data under various camera exposures. This paper serves as a valuable case study for incorporating low-cost cameras into vision systems.