• Title/Summary/Keyword: Simulation game

Search Result 571, Processing Time 0.028 seconds

Interference Coordination for Device-to-Device (D2D) under Multi-channel of Cellular Networks

  • Zulkifli, Aunee Azrina;Huynh, Thong;Kuroda, Kaori;Hasegawa, Mikio
    • Journal of Multimedia Information System
    • /
    • v.3 no.4
    • /
    • pp.135-140
    • /
    • 2016
  • To improve the throughput of Device-to-Device (D2D) communication, we focus on the scenario where D2D pair can reuse multi-channel of cellular communication. However, as sharing same channel with cellular communication can cause interference between D2D communication and cellular communication, a proper interference management is needed. In this paper, we propose interference-based channel allocation to select the channels to be used by D2D communication and a solution from game theory perspective to optimize the D2D communication throughput under multi-channel as well as guarantee the interference from it to cellular network. The simulation results verify the stability of the proposed method.

The Framework of an Interoperatable Game between Wired and Wireless (유무선 연동을 이용한 게임의 구성)

  • Kim, Hyeon-Mi;Jang, Sun-Hee
    • 한국HCI학회:학술대회논문집
    • /
    • 2008.02b
    • /
    • pp.53-59
    • /
    • 2008
  • 본 연구에서는 온라인 환경과 모바일 환경이 가지는 각 플랫폼의 약점은 서로 보완하고 각각이 가진 강점을 최대한 활용할 수 있는 방법으로 유무선 연동을 이용한 게임을 제안한다. 이를 위해 유무선 연동방식익 게임 구성방법과 이러한 게임구성에 있어 게임 플레이어가 몰입할 수 있는 요인들에 대해 고찰하였다. 본 연구는 게임의 구성요소를 코어메카닉(Core Mechanic)과 코어 메카닉의 변화(Core Mechanic Variation), 캐릭터(Character)로 구분하고 이러한 구성요소들을 물리적, 사회적 시뮬레이션(Simulation)이라는 방법으로 구성하여 이를 실제 유무선 연동방식 구현 사례 게임 <똘끼>를 통해 설명한다. 또한, 게임을 디자인하는데 있어 게임 플레이어가 몰입할 수 있는 3가지 변인으로서 통제감, 숙련도와 도전감, 사회적 상호작용을 제안하고, 이들 변인들을 게임 플레이어에게 제공하는 방법들을 적용 사례 <똘끼>를 통해 설명한다. 본 연구는 하나의 플랫폼에서만 플레이할 수 있었던 기존의 게임과는 차별화되는 유무선 연동을 이용한 게임을 통해 게임의 구성방법과 게임플레이어에게 게임에 대한 몰입감을 제공하는 방법에 대하여 연구함으로써 게임디자인에 있어서 새로운 구성방향을 제시했다는 점에서 의의를 가진다.

  • PDF

A Study on Development of Application using Smart TV (스마트 TV를 이용한 어플리케이션 개발에 관한 연구)

  • Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2012.10a
    • /
    • pp.984-987
    • /
    • 2012
  • A Smart TV is the multi TV which have not only function ability of general TV but also web service and application as like smartphone based on internet. In this paper, we suggest the web system for cooking recipes as smart TV application. This system have a game function by simulation and we can enjoy this cooking recipes application as a game.

  • PDF

u-Health 3D Simulation Techniques (u-Health 3D 시뮬레이션 기법)

  • Park, Jong-Soon;Cho, Jea-Kwun
    • 한국IT서비스학회:학술대회논문집
    • /
    • 2009.05a
    • /
    • pp.559-568
    • /
    • 2009
  • 현대 생활에서 u-Health는 특히 우리나라에서 Ubiquitous 와 Wellness의 개념을 접목하여 구현 하고 있으며, 현재 앞선 IT기술과 활성화된 Network 기반의 환경을 활용하여 발전된 결과를 도출 하려 하고 있다. 하지만 u-Health 장비 또는 프로그램에서 3D시뮬레이션 기법이 어떻게 쓰이면 그 활용도가 증가 되고, 올바른 활용 방법인가에 대해서 연구는 시작 단계라고 할 수 있다. 이에 현재 가정용 게임기와 일부 기능성 컨텐츠에서 쓰이는 3D 시뮬레이션 기법에서 체력증진을 위한 단계별 학습법과 신체 부분별 시뮬레이션에 효과적인 방법을 개발 정형화 시키고 시뮬레이션시 사용자와 가상의 시뮬레이터간의 상호작용 시 발생하는 문제점을 파악하고 해결 방안을 제시 하도록 하며, 3차원 3D기법 과 S/W 를 통하여 상호 작용을 할 때 체계적인 건강증진 방법과 건강관리방법을 제시 하고, 3차원 시뮬레이터를 활용 할 때 효과적인 항목과 결과 데이터를 통하여 발전적인 활용 방안을 제시 한다.

  • PDF

Distributed Resource Allocation in Two-Hierarchy Networks

  • Liu, Shuhui;Chang, Yongyu;Wang, Guangde;Yang, Dacheng
    • ETRI Journal
    • /
    • v.34 no.2
    • /
    • pp.159-167
    • /
    • 2012
  • In this paper, a new distributed resource allocation algorithm is proposed to alleviate the cross-tier interference for orthogonal frequency division multiplexing access macrocell and femtocell overlay. Specifically, the resource allocation problem is modeled as a non-cooperative game. Based on game theory, we propose an iterative algorithm between subchannel and power allocation called distributed resource allocation which requires no coordination among the two-hierarchy networks. Finally, a macrocell link quality protection process is proposed to guarantee the macrocell UE's quality of service to avoid severe cross-tier interference from femtocells. Simulation results show that the proposed algorithm can achieve remarkable performance gains as compared to the pure waterfilling algorithm.

A Study On The Virtual Space Simulation Expression Using Graphic Process Unit (GPU를 활용한 공간 가상 시뮬레이션 표현에 관한 연구)

  • Kim, Jong-Hyun;Kim, Suk-Tae
    • Proceedings of the Korean Institute of Interior Design Conference
    • /
    • 2004.11a
    • /
    • pp.80-83
    • /
    • 2004
  • It is impossible to do real verification on design spaces before their completions due to the characteristics of building and interior space designs. So, in designing spaces, designers should reflect their real experiences in their lives into their design works. 3D games where GPU and other kinds of advanced technologies have bee applied first show their leads in technologies have bee applied first show their leads in technologies about 5 years than VRML. Those games which are produced reflecting real environment as it is could be regarded as the most excellent tool in their completeness level of physical environment due to their characteristics. This means that if 3D game engines employing GPU are used effectively they could be used as a presentation tool for virtual spaces. This study studies the expressions of virtual constructions through 3D game engines employing GPU, not in VRML-based virtual spaces on Webs but in immersion-type virtual spaces.

  • PDF

Towards Game-Theoretic Negotiation for Traffic Light Control on Connected Cars: Preliminary Study (커넥티드 자동차의 교통신호 제어를 위한 게임이론 기반 협상전략 수립: 선행연구)

  • Bui, Khac-Hoai Nam;Jung, Jason J.
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.05a
    • /
    • pp.722-723
    • /
    • 2017
  • In this study, we take into account in improving traffic flow in real-time problem. In order to solve the problem, we propose a new approach to manage traffic flow at the intersection in real-time via controlling by traffic light scheduling. In particular, the proposed method is based on process synchronization theory and connected vehicle technology where each vehicle is able to communicate with others. The traffic deadlock is also taken into consideration in case of high traffic volume. The simulation shows the potential results comparing with the existing traffic management system.

  • PDF

Obtaining Object Information by Resolution in War Game System (워게임 체계에서 해상도별 객체 정보 획득)

  • Bae, Hyun Shik;Rhee, Eun Joo
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2017.10a
    • /
    • pp.697-698
    • /
    • 2017
  • In this paper, we propose a method that the simulated objects acquire the information in the war game system according to the resolution using information announcement mode. It is confirmed that the time of object information acquisition in the proposed information announcement mode is shorter than that of the conventional direct requesting mode in the simulation.

  • PDF

Effects of Forcing Data Resolution in Macro Scale River Discharge Simulation

  • Tachikawa, Yasuto;Shrestha, Roshan
    • Proceedings of the Korea Water Resources Association Conference
    • /
    • 2002.05b
    • /
    • pp.1179-1186
    • /
    • 2002
  • Macro scale distributed hydrological models simulate river discharge with better accuracy but it depends upon the grid resolution of input data. Effects of different input resolutions are studied here. Three different grid resolution input data obtained from HUBEX-IOP EEWB data and GAME Re-analysis data are used to simulate river discharge and compared against the observed one. CAME Re-analysis 1.25-degree resolution data are found quite satisfactory in larger basins, while HUBEX-IOP EEWB 10-minute resolution data are better for small catchments. GAME Re-analysis 2.5-degree resolution data did not give good result. Simulated results by using spatially interpolated data are rather worse than using original data. The Huaihe River basin $(132350\textrm{km}^2)$ is taken as the case of study.

  • PDF

An Efficient Load Balancing Scheme for Gaming Server Using Proximal Policy Optimization Algorithm

  • Kim, Hye-Young
    • Journal of Information Processing Systems
    • /
    • v.17 no.2
    • /
    • pp.297-305
    • /
    • 2021
  • Large amount of data is being generated in gaming servers due to the increase in the number of users and the variety of game services being provided. In particular, load balancing schemes for gaming servers are crucial consideration. The existing literature proposes algorithms that distribute loads in servers by mostly concentrating on load balancing and cooperative offloading. However, many proposed schemes impose heavy restrictions and assumptions, and such a limited service classification method is not enough to satisfy the wide range of service requirements. We propose a load balancing agent that combines the dynamic allocation programming method, a type of greedy algorithm, and proximal policy optimization, a reinforcement learning. Also, we compare performances of our proposed scheme and those of a scheme from previous literature, ProGreGA, by running a simulation.