• Title/Summary/Keyword: Real-time Game

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The Structural Relationship of Factors Impacting on e-Loyalty to MMORPG (MMORPG 이용자 충성도에 대한 영향요인간 구조적 관계)

  • Kim, Jung-Ho;Kim, Yoo-Jung;Kang, So-Ra
    • The Journal of the Korea Contents Association
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    • v.10 no.12
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    • pp.274-289
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    • 2010
  • MMORPG makes up 25.9% of domestic market share in game industry, and it has become increasingly fierce in competition. Game developer and publisher make every effort to build customer e-loyalty to sustain their competitiveness. Thus, this paper examines the determinants of e-loyalty that reflect the features of MMORPG such as intensive and real-time interactivity. For this purpose, we selected interactivity, sense of community, reward and fun as the key antecedents of e-loyalty based on the extensive review of previous researches related to online game and Internet service usage. A total of 202 responses were used for analysis and the research results are as follow. The findings show that interactivity, sense of community and reward influence significantly on fun, then fun is positively related to e-loyalty. Also, interactivity and reward are proven to have a positive influence on sense of community, and sense of community mediates the effect of interactivity and reward on fun.

Flexible Development Architecture for Game NPC Intelligence to Support Load Sharing and Group Behavior (게임NPC지능 개발을 위한 부하분산과 그룹 행동을 지원하는 유연한 플랫폼 구조)

  • Im Cha-Seop;Kim Tae-Yong
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.2 s.308
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    • pp.40-51
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    • 2006
  • As computer games become more complex and consumers demand more sophisticated computer controlled NPCs, developers are required to place a greater emphasis on the artificial intelligence aspects for their games. The platform for game NPC Intelligence Development should support real-time, independence, flexibility, group behavior, and various A.I to NPC that are reactive, realistic and easy to develop. This paper presents an architecture to satisfy these criteria for the platform of game NPC intelligence development. The proposed platform shows the higher performance than existing platform through the load sharing, and it also has some advantages which are supporting the various AI techniques, efficient group behavior, and independence to develop NPC intelligence.

Design of Baseball Simulation Game Development Using Sensor Technology (센서기술을 활용한 야구시뮬레이션 게임 개발을 위한 설계)

  • Kim, Do-Goan;Nam, Soo-tai;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.10a
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    • pp.199-201
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    • 2013
  • 'Sportainment' like Golfzon, which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcome many limitations such as time and place in real sports. For ultimately developing baseball simulation game as 'sportainment', this paper as the early stage suggests the system which can analyze pitching and swing. Unlike speed-gun measurement for moving ball, it uses sensor technology to take information of ball speed and movement and reproduces graphic screen based on the information collected from sensors with graphic technology. Hitter's swing and hit-ball can be measured in the similar way. This baseball simulation game is expected to develop as one of successful indoor spotainment businesses such as Golfzon.

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A Suggestion of Baseball Simulation Game Using High Speed Camera Sensor (초고속카메라 센서를 활용한 야구시뮬레이션 게임 제안)

  • Kim, Do-Goan;Jin, Chan-Yong;Shin, Seong-Yoon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.18 no.3
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    • pp.535-540
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    • 2014
  • Due to the recent popularity of sports, business items which combine IT technologies with sports have appeared. 'Sportainment' which combines the elements of sports and entertainment have a lot of potential and development as new business items in the view of overcoming many limitations such as time and place in real sports. For suggesting a baseball simulation game 'sportainment', this paper is to review the technologies in the existing indoor baseball ranges and to provide the possibility of indoor baseball simulation using various sensor technologies. This baseball simulation game is expected to develop as one of successful indoor 'sportainment' businesses such as Golfzon.

3D Virtual Reality Game with Deep Learning-based Hand Gesture Recognition (딥러닝 기반 손 제스처 인식을 통한 3D 가상현실 게임)

  • Lee, Byeong-Hee;Oh, Dong-Han;Kim, Tae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.5
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    • pp.41-48
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    • 2018
  • The most natural way to increase immersion and provide free interaction in a virtual environment is to provide a gesture interface using the user's hand. However, most studies about hand gesture recognition require specialized sensors or equipment, or show low recognition rates. This paper proposes a three-dimensional DenseNet Convolutional Neural Network that enables recognition of hand gestures with no sensors or equipment other than an RGB camera for hand gesture input and introduces a virtual reality game based on it. Experimental results on 4 static hand gestures and 6 dynamic hand gestures showed that they could be used as real-time user interfaces for virtual reality games with an average recognition rate of 94.2% at 50ms. Results of this research can be used as a hand gesture interface not only for games but also for education, medicine, and shopping.

A Personalized Model and its Implementation of Real-Life Space for Providing Efficient Ambient Service (효율적인 엠비언트 서비스 제공을 위한 실생활 공간의 개인화 모델 및 구현)

  • Lim, Sora;Kwon, Yong-Jin
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.38C no.1
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    • pp.118-130
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    • 2013
  • With the advent of a new services environment based on high-speed mobile networks and high-performance mobile devices, users in real life require content-centric services that provide personalized information conveniently and efficiently. These services are defined as ambient services. To implement and support sustainable ambient services, there is a critical need to conduct research regarding practicable models and methodologies. This paper proposes an effective model for ambient services based on the personalization of real-life space. The model consists of Public Info-space, Universal Info-space and Private Info-space. We also show a methodology for implementing the model with currently available techniques in order to prove that the model and methodology constitute an applicable solution to developing true ambient services. Finally, a kind of role-playing game which is built on a real university campus is presented to show the model to be available, where the test bed infrastructure consists of wireless mesh networks and real-time location systems (RTLSes).

Time-varying Proportional Navigation Guidance using Deep Reinforcement Learning (심층 강화학습을 이용한 시변 비례 항법 유도 기법)

  • Chae, Hyeok-Joo;Lee, Daniel;Park, Su-Jeong;Choi, Han-Lim;Park, Han-Sol;An, Kyeong-Soo
    • Journal of the Korea Institute of Military Science and Technology
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    • v.23 no.4
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    • pp.399-406
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    • 2020
  • In this paper, we propose a time-varying proportional navigation guidance law that determines the proportional navigation gain in real-time according to the operating situation. When intercepting a target, an unidentified evasion strategy causes a loss of optimality. To compensate for this problem, proper proportional navigation gain is derived at every time step by solving an optimal control problem with the inferred evader's strategy. Recently, deep reinforcement learning algorithms are introduced to deal with complex optimal control problem efficiently. We adapt the actor-critic method to build a proportional navigation gain network and the network is trained by the Proximal Policy Optimization(PPO) algorithm to learn an evasion strategy of the target. Numerical experiments show the effectiveness and optimality of the proposed method.

Indoor localization algorithm based on WLAN using modified database and selective operation (변형된 데이터베이스와 선택적 연산을 이용한 WLAN 실내위치인식 알고리즘)

  • Seong, Ju-Hyeon;Park, Jong-Sung;Lee, Seung-Hee;Seo, Dong-Hoan
    • Journal of Advanced Marine Engineering and Technology
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    • v.37 no.8
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    • pp.932-938
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    • 2013
  • Recently, the Fingerprint, which is one of the methods of indoor localization using WLAN, has been many studied owing to robustness about ranging error by the diffraction and refraction of radio waves. However, in the signal gathering process and comparison operation for the measured signals with the database, this method requires time consumption and computational complexity. In order to compensate for these problems, this paper presents, based on proposed modified database, WLAN indoor localization algorithm using selective operation of collected signal in real time. The proposed algorithm reduces the configuration time and the size of the data in the database through linear interpolation and thresholding according to the signal strength, the localization accuracy, while reducing the computational complexity, is maintained through selective operation of the signals which are measured in real time. The experimental results show that the accuracy of localization is improved to 17.8% and the computational complexity reduced to 46% compared to conventional Fingerprint in the corridor by using proposed algorithm.

Search Space Reduction by Vertical-Decomposition of a Grid Map (그리드 맵의 수직 분할에 의한 탐색 공간 축소)

  • Jung, Yewon;Lee, Juyoung;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.9
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    • pp.1026-1033
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    • 2016
  • Path-finding on a grid map is a problem generally addressed in the fields of robotics, intelligent agents, and computer games. As technology advances, virtual game worlds tend to be represented more accurately and more realistically, resulting in an excessive increase in the number of grid tiles and in path-search time. In this study, we propose a path-finding algorithm that allows a prompt response to real-time queries by constructing a reduced state space and by precomputing all possible paths in an offline preprocessing stage. In the preprocessing stage, we vertically decompose free space on the grid map, construct a connectivity graph where nodes are the decomposed regions, and store paths between all pairs of nodes in matrix form. In the real-time query stage, we first find the nodes containing the query points and then retrieve the corresponding stored path. The proposed method is simulated for a set of maps that has been used as a benchmark for grid-based path finding. The simulation results show that the state space and the search time decrease significantly.

Marathon Game and Strategy of Humanoid Robot (휴머노이드 로봇의 마라톤 경기 및 전략)

  • Lee, Ki-Nam;Ryoo, Young-Jae
    • Journal of the Korean Institute of Intelligent Systems
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    • v.26 no.1
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    • pp.64-69
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    • 2016
  • In this paper, a marathon of a humanoid robot is introduced, and its strategy is proposed. In order to develop humanoid robots for the purpose of cooperation and symbiosis with humans, the technologies such as increasing operating time and stability or recognizing surrounding environment are more important. One proper research model for the technologies is a human's marathon. In this paper, we introduce the human's marathon, and propose the humanoid robot's marathon. The marathon event of HuroCup has the most similar game rules to the human's marathon. The humanoid robot developed with the proper operating time, stability and ability to recognize the surrounding environment performed the marathon in HuroCup. The robot recognizes a marathon track using a computer vision, and builds the strategies for the race competition. By analyzing the experimental results, the humanoid robot performed in a real competition.