• Title/Summary/Keyword: Mobile game

Search Result 804, Processing Time 0.031 seconds

Game Theoretic Approach to Selfish Replica Allocation over a Mobile Ad Hoc Network (모바일 애드혹 네트워크 환경에서 이기적 복제본 할당 문제에 대한 게임이론적 접근)

  • Yeom, Ji-Yeon;Shim, Kyu-Sun;Choi, Jae-Ho;Lee, SangKeun
    • Annual Conference of KIPS
    • /
    • 2010.11a
    • /
    • pp.16-19
    • /
    • 2010
  • 최근 무선 컴퓨팅 환경과 무선 단말기관련 기술의 발전으로 인해 모바일 애드혹 네트워크관련 연구가 활발하게 이루어지고 있다. 모바일 애드혹 네트워크에서는 노드들이 자유롭게 이동하기 때문에 네트워크가 빈번하게 분리되며, 이로 인해 데이터 접근성 저하문제가 발생한다. 기존 연구에서는 데이터 접근성이 저하되는 문제를 해결하기 위해 다양한 복제본 할당 기법이 연구되었다. 그러나, 지금까지 연구된 복제본 할당기법들은 모바일 애드혹 네트워크 환경의 제한된 자원으로 인한 노드들의 이기적인 행동에 대해 고려하지 않았다. 본 논문은 모바일 애드혹 네트워크 상의 노드들이 자신의 이득을 위해 협력이 아닌 이기적인 행동을 택하게 되는 과정을 게임이론을 통해 설명하고, 수익함수 조절을 통해 노드들의 이기적인 행동을 억제할 수 있는 방안을 제시한다.

모바일 부분 유료화 게임의 천장 시스템이 지속 과금 의도에 미치는 영향

  • Chio, Hun;Kim, Chung-woon;Lee, Yu-bin;Lee, Yons-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.615-617
    • /
    • 2022
  • Currently, the 'Gacha' system is becoming an indispensable profit generation method for online and mobile games. The system, also called "probability randomization," proceeds with cash-based payments, and it is not clear how much money you need to use to obtain the item you want. So, in response to the backlash of users, game companies introduced a "ceiling" system that allows users to get the items they want if they use it for more than a certain amount, and added several profit generation methods using it. We examine the impact of this system on continuous billing induction.

  • PDF

Asymmetric Within and Between Popularity Effects: Evidence From Multihoming

  • Nadezda Koryakina;Yasin Ceran;Chul Ho Lee;Hyejin Mun
    • Asia pacific journal of information systems
    • /
    • v.33 no.1
    • /
    • pp.171-187
    • /
    • 2023
  • Observational Learning (OL) in Information Systems (IS) literature, inferring product quality from the popularity as an aggregated summary of the purchase history, differs from Word of Mouth (WOM) effects in that OL offers less information and thus leaves more room for interpretation of the quality signal. Our study empirically tests the asymmetric effect of the popularity of a platform on a sale conducted on that platform (within-popularity effect) and the asymmetric spillover effects of the popularity of a platform on sales conducted on the other platform (between-popularity effect) using multihoming games across two representative mobile platforms, i.e., Google Play and Apple's App Store. Consideration of the multihoming games gives salience to the asymmetries by controlling for matched game quality, a possible cause of simultaneity. We exploit a diverse panel data framework to systematically address unavoidable econometrical issues and a dynamic panel data model to control endogeneity of autoregression. Finally, by applying z-test to compare two matched pairs of coefficients, we found that the within-popularity of the Google Play is significantly greater than that of the App Store, whereas the between-popularity is significantly less. We speculate that contextual information, that is, information publicly available about a platform's policy, moderates the interpretation of OL signals, causing asymmetric effects.

An analysis of Adolescents' media literacy: How do they read, write, and enjoy information and communication media? (읽기, 쓰기, 향유 체험을 중심으로 본 청소년의 미디어 리터러시 분석)

  • Shin, Namin;Ahn, Hwasil
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.14 no.8
    • /
    • pp.3777-3785
    • /
    • 2013
  • This study aimed to find out adolescents' media literacy in terms of reading, writing, and enjoying media or messages. For the purpose, we analyzed the data garnered from 1,036 students enrolled in 5 middle and 5 high schools, respectively. The analyses of the data are summarized as follows: First, mobile phone was most widely used among others, followed by TV, the Internet, mp3 player, computer or video game, radio, a video or DVD in the order. Second, a gender effect was significant in terms of the variety of activities with the Internet, mobile, and SNS: boys were more active in the use of the Internet while girls carried out more activities with a mobile phone and SNS media. Third, high school students showed more critical attitude towards information on the Website than did the middle school students. Fourth, Girls than boys, and high schoolers than middle schoolers, tended to be more active in the production of contents, self-expression, as well as participating in social and political issues online. Fifth, for the enjoyment experiences, time spent for games took up the most of the students' leisure activities, followed by watching TV and the use of the Internet. The findings of the study were discussed in light of media convergence, with implications for developing media literacy education for the youth.

An Empirical Study Applying the Self-Determination Factors to Flow and Satisfaction of SmartPhone (자기결정성 요인이 스마트폰 몰입과 만족에 미치는 영향)

  • Kwon, Do-Soon;Kim, Jin-Hwa;Yu, Cheol-Ha;Kim, Say-June
    • The Journal of Society for e-Business Studies
    • /
    • v.16 no.4
    • /
    • pp.197-220
    • /
    • 2011
  • The smartphone is simply beyond the means of communication equipment, to line up the turning point of mobile convergence, is recognized as a service tool of new concept the camera, game, multimedia function, digital multimedia broadcasting, mobile internet etc, that use of smartphone is working toward developed a variety and new business models. The study is empirically studied casualties that self-determination influences flow and satisfaction which is intrinsic motivation of smartphone. There are many studies on flow, is intrinsic motivation, influencing satisfaction and Loyalty, but there are little studies which variables influences flow. this study is explore causality of autonomy, competence, relatedness which are major variables of self-determination theory that studied factors effecting intrinsic motivation influencing flow and satisfaction. This study developed a research model to explain the use of smartphone, and collected 670 survey responses from the office workers of seoul S company who had experiences with such smartphone. To prove the validity of the proposed research model, SEM analysis is applied with valid 670 questionnaires. The results, firstly, autonomy positively influences flow. secondly, competence significantly influences flow. thirdly, relatedness significantly influenced flow. also, upper above results shows that flow influences satisfaction.

Provisioning Anonymous Communication in Ad Hoc Networks (Ad Hoc 네트워크상에서 익명성을 보장하는 방법에 관한 연구)

  • Kang, Seung-Seok
    • Journal of the Korea Society for Simulation
    • /
    • v.15 no.1
    • /
    • pp.77-85
    • /
    • 2006
  • The cost of downloading content from the Internet may be costly for mobile device users using its 3G connection, because the 3G connection cost to download data from the Internet is a function of the amount of data downloaded. This paper introduces an approach in which mobile devices, called peers, form an ad hoc network and share their downloaded content with others. As an example, spectators may want to collect/share information about players and game records in a stadium. In an art gallery, visitors may want to retrieve some background information about the displayed work from the nearby ad hoc network. In an outdoor class, a teacher may download today's topic files from the Internet, and all students may share the content with minimal or no cost paid. This is possible if mobile device has both a 3G interface and a wireless LAN interface. If the peers want to improve privacy md discourage traffic analysis when sharing content, this paper describes a low-delay anonymous connection between the sending peer and the receiving peer using two additional peers. Simulation results show that the transmission time overhead of the anonymous connection may increase 50% or less as the number of peers increase or the peers are scattered over the larger area.

  • PDF

Usability Evaluation Model for Locomotion Technology in VR Space (VR 공간에서의 이동기술 평가를 위한 사용성평가 모델)

  • Ding, Xiu Hui;Xie, Qiao;Jang, Young-Jick;Yun, Tae-Soo
    • Journal of the Korea Convergence Society
    • /
    • v.10 no.9
    • /
    • pp.1-9
    • /
    • 2019
  • In this paper, we propose an evaluation model to evaluate the usability of locomotion technologies in a virtual environment (VE; Virtual Environment) and try to verify them through a case study. The order of this study firstly, the factors for analysis are derived through theoretical approach to locomotion technology on VR. Second, the definition and concept of mobile technology and usability evaluation in VR are established theoretically and the elements for analysis are derived through the literature survey through the theoretical approach to VE. Third, based on this, a usability evaluation model is proposed to evaluate locomotion technologies in the VE. Finally, the results are derived by experimenting and analyzing the existing VR games applied with the three locomotion technologies derived from the literature survey. Through this paper, the locomotion technology in VR is not used separately, but can propose mobile technology that conforms to VR game content characteristics by assessing its usability and analyzing it, and it is considered to be a significant data that can suggest criteria for identifying problems in locomotion technology.

The Design of Framework for Resource Management in B3G Heterogeneous Access Networks (B3G 이종 액세스 망에서의 자원관리 프레임워크 연구)

  • Lee, Jong-Chan;Lee, Gi-Sung
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.13 no.11
    • /
    • pp.5458-5464
    • /
    • 2012
  • In LTE-Advanced that different networks coexist, it is considered that it is actually difficult to provide service continuity with a procedural and static control method applied to the existing voice service. This research suggests a resource management framework to support the service continuity effectively based on QoS support. In other words, as context information of mobile terminal and base station changes, set-up of related functions such as ISHO, cell selection, source allocation, load control, and QoS mapping is adapted; each function fits into the change, exchanges the process of reorganization, and interacts; these actions go toward to satisfy service continuity. For this aim, the sequence diagram between the function modules for supporting four kind of ISHO is described and then a scenario for ISHO is considered.

A Study on the Analysis and Application Strategy of the Characters Developed by the Local Governments - Focused on the Characters of 31 Cities and Goons of Gyeonggi Province - (지방자치단체 캐릭터 분석 및 활용전략에 관한 연구 - 경기도 31개 시ㆍ군의 캐릭터를 중심으로 -)

  • 정현원;한광식
    • Archives of design research
    • /
    • v.16 no.4
    • /
    • pp.129-140
    • /
    • 2003
  • As the importance of Culture Technology (music, publication, mobile, film, video, cartoon, animation, character, game, broadcasting etc) is increased, the field of character industry recently has been recognized as an independent brand value beyond the existing view point of simple designing; it also has been given much attention as a main axis leading the cultural industry of the 21 st century. The character of a local government plays roles such as a symbolic part of a region, parts of tourism and public relations, and a profit-making function, which results into generation of regional image and activation of regional economy. However, the present application strategy of the character is only limited to an early stage of regional advertisements. In this context, this study is aimed to investigate and analyze the character development of local governments, especially 31 cities and goons of Gyeonggi Province, comparing with those of local governments of Japan. In the long run, this will provide some suggestions for strategy of character applications. Then, this research is expected to be used as basic reference materials for character development of other local governments and government agencies.

  • PDF

Real-time Graph Search for Space Exploration (공간 탐사를 위한 실시간 그래프 탐색)

  • Choi, Eun-Mi;Kim, In-Cheol
    • Journal of Intelligence and Information Systems
    • /
    • v.11 no.1
    • /
    • pp.153-167
    • /
    • 2005
  • In this paper, we consider the problem of exploring unknown environments with a mobile robot or an autonomous character agent. Traditionally, research efforts to address the space exploration problem havefocused on the graph-based space representations and the graph search algorithms. Recently EXPLORE, one of the most efficient search algorithms, has been discovered. It traverses at most min$min(mn, d^2+m)$ edges where d is the deficiency of a edges and n is the number of edges and n is the number of vertices. In this paper, we propose DFS-RTA* and DFS-PHA*, two real-time graph search algorithms for directing an autonomous agent to explore in an unknown space. These algorithms are all built upon the simple depth-first search (DFS) like EXPLORE. However, they adopt different real-time shortest path-finding methods for fast backtracking to the latest node, RTA* and PHA*, respectively. Through some experiments using Unreal Tournament, a 3D online game environment, and KGBot, an intelligent character agent, we analyze completeness and efficiency of two algorithms.

  • PDF