• 제목/요약/키워드: Simulation game

검색결과 571건 처리시간 0.031초

A Computer Model for Simulating the Bicycle Rider's Behavior in a Virtual Riding System

  • Ding, Wei-long;Ding, Xiao;Chen, Kai;Wan, Zang-xin;Xu, Yan;Feng, Yuan-jing
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제14권3호
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    • pp.1026-1042
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    • 2020
  • People are increasingly demanding to experience realistic behavior of virtual characters in computer games. In this article, we build a computer model for simulating a bicycle rider's behavior in a virtual riding system. A method to calculate the speed of a bicycle rider is proposed to improve the reality in a virtual riding system. In this method, the property of physical energy is introduced, and the bicycle-riding speed is calculated in real time according to the relationship between the rider's physical energy and bicycle-riding speed. Then based on the analysis of the behavior of a cyclist in a real competition, various behaviors of the virtual rider are designed and a behavior-tree for the virtual bicycle rider is constructed accordingly. On the basis of these, a virtual riding system is developed. The experiments results show that our system can simulate the behavior of a virtual bicycle rider, and thus encourage exercise on a stationary bicycle.

Content Adaptive Watermarkding Using a Stochastic Visual Model Based on Multiwavelet Transform

  • Kwon, Ki-Ryong;Kang, Kyun-Ho;Kwon, Seong-Geun;Moon, Kwang-Seok;Lee, Joon-Jae
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2002년도 ITC-CSCC -3
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    • pp.1511-1514
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    • 2002
  • This paper presents content adaptive image watermark embedding using stochastic visual model based on multiwavelet transform. To embedding watermark, the original image is decomposed into 4 levels using a discrete multiwavelet transform, then a watermark is embedded into the JND(just noticeable differences) of the image each subband. The perceptual model is applied with a stochastic approach fer watermark embedding. This is based on the computation of a NVF(noise visibility function) that have local image properties. The perceptual model with content adaptive watermarking algorithm embed at the texture and edge region for more strongly embedded watermark by the JND. This method uses stationary Generalized Gaussian model characteristic because watermark has noise properties. The experiment results of simulation of the proposed watermark embedding method using stochastic visual model based on multiwavelet transform techniques was found to be excellent invisibility and robustness.

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와이어 부동형 CD 광학헤드용 2축 구동부 설계 (Design of 2-Axis Actuator of Wire Suspension Type for CD Optical Head)

  • 최영석
    • 전자공학회논문지T
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    • 제35T권1호
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    • pp.40-47
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    • 1998
  • 광학헤드는 디지털 오디오 및 비디오 장치의 핵심부품으로서 일반 가전제품에서부터 컴퓨터 기억장치 및 게임기까지 광범위하게 응용되고 있으며, 광미디어의 수요가 확대됨에 따라 그 수요도 급속도로 증가되는 추세이다. 본 논문에서는 광학헤드의 핵심 구성요소인 포커스 및 트랙킹 서보용 2축 구동부를 와이어 부동형 외팔보 형태로 설계하고, 시뮤레이션 및 시제작 특성 분석을 통하여 그 설계 타당성을 검증하였다. 또한, 시제작 특성 분석을 통하여, 설계상의 원인외에 2축 구동부의 성능에 악영향을 미치는 조립공정의 인자를 파악하였다.

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선형 제약 조건화를 통한 내쉬 협상 해법 기반 효율적 자원 할당 방법 (Efficient Resource Allocation Strategies Based on Nash Bargaining Solution with Linearized Constraints)

  • 최지수;정승현;박형곤
    • 전기학회논문지
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    • 제65권3호
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    • pp.463-468
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    • 2016
  • The overall performance of multiuser systems significantly depends on how effectively and fairly manage resources shared by them. The efficient resource management strategies are even more important for multimedia users since multimedia data is delay-sensitive and massive. In this paper, we focus on resource allocation based on a game-theoretic approach, referred to as Nash bargaining solution (NBS), to provide a quality of service (QoS) guarantee for each user. While the NBS has been known as a fair and optimal resource management strategy, it is challenging to find the NBS efficiently due to the computationally-intensive task. In order to reduce the computation requirements for NBS, we propose an approach that requires significantly low complexity even when networks consist of a large number of users and a large amount of resources. The proposed approach linearizes utility functions of each user and formulates the problem of finding NBS as a convex optimization, leading to nearly-optimal solution with significantly reduced computation complexity. Simulation results confirm the effectiveness of the proposed approach.

Co-evolutionary Design of Team Level Play in Soccer Server

  • Masatoshi Hiramoto;Hidenori Kawamura;Masahito Yamamoto;Keiji Suzuki;Azuma Ohuchi
    • 대한전자공학회:학술대회논문집
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    • 대한전자공학회 2000년도 ITC-CSCC -2
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    • pp.727-730
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    • 2000
  • Recently, RoboCup soccer simulation has been regarded as a good benchmark problem for multiagent researches. Soccer agents have to make decision based on visual and auditory information, which are sent from the soccer server. In order to develop a strong team, we have to design decision-making process of each player agent. However, it is very difficult for us to design the decision-making processes in detail, because we don't know what actions of each player are effective for the team. In this paper, we attempt to apply co-evolutionary method, which is one type of analogies of evolution, to improve the team play. Agents have hand coded basic skills, which include dribble, shoot, pass etc. Agents already can play autonomously and independently. Individual agent skills are characterized by some parameters. By coevolving teams with these parameters, we obtained relatively interesting teams, in which players behave cooperatively in order to win the soccer game. From some experiments, we discuss what teams are evolved.

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실내수영장 음향성능 개선을 위한 리모델링에 관한 연구 (A Study on the Remodeling for Improvement of Acoustic Performance at Indoor Swimming Pool)

  • 김남돈;김대군;김재수
    • 한국건축시공학회지
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    • 제9권3호
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    • pp.87-94
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    • 2009
  • Recently, in accordance with the interesting on well-being as well as the revitalization of living athletics, it is current tendency that people who use the swimming pools are on increasing. However, because the most of indoor swimming pools have ever used the reflection finishing materials likely as the tile due to the property of its hydrophilic space, the inside of indoor swimming pool is vibrating too much, and some problem which the voice and music do not delivering clearly is occurring when swimming lessons or underwater aerobics(synchronized swimming) and swimming game. Based on such viewpoint, locating the object on actually built indoor swimming pool, this Study has ever grasped its physical acoustic property, and finally designed the indoor swimming pool that contains an optimum acoustic condition, by remodelling it through an acoustic simulation. It is considered that such study result could be utilized as the useful materials when constructing the similar indoor swimming pool, hereafter.

Optimal user selection and power allocation for revenue maximization in non-orthogonal multiple access systems

  • Pazhayakandathil, Sindhu;Sukumaran, Deepak Kayiparambil;Koodamannu, Abdul Hameed
    • ETRI Journal
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    • 제41권5호
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    • pp.626-636
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    • 2019
  • A novel algorithm for joint user selection and optimal power allocation for Stackelberg game-based revenue maximization in a downlink non-orthogonal multiple access (NOMA) network is proposed in this study. The condition for the existence of optimal solution is derived by assuming perfect channel state information (CSI) at the transmitter. The Lagrange multiplier method is used to convert the revenue maximization problem into a set of quadratic equations that are reduced to a regular chain of expressions. The optimal solution is obtained via a univariate iterative procedure. A simple algorithm for joint optimal user selection and power calculation is presented and exhibits extremely low complexity. Furthermore, an outage analysis is presented to evaluate the performance degradation when perfect CSI is not available. The simulation results indicate that at 5-dB signal-to-noise ratio (SNR), revenue of the base station improves by at least 15.2% for the proposed algorithm when compared to suboptimal schemes. Other performance metrics of NOMA, such as individual user-rates, fairness index, and outage probability, approach near-optimal values at moderate to high SNRs.

Zigbee-based Local Army Strategy Network Configurations for Multimedia Military Service

  • Je, Seung-Mo
    • Journal of Multimedia Information System
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    • 제6권3호
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    • pp.131-138
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    • 2019
  • With the rapid evolution of communication technology, it became possible to overcome the spatial and temporal limitations faced by humans to some extent. Furthermore, the quality of personal life was revolutionized with the emergence of the personal communication device commonly known as the smart phone. In terms of defense networks, however, due to restrictions from the military and security perspectives, the use of smart phones has been prohibited and controlled in the army; thus, they are not being used for any defense strategy purposes as yet. Despite the current consideration of smart phones for military communication, due to the difficulties of network configuration and the high cost of the necessary communication devices, the main tools of communication between soldiers are limited to the use of flag, voice or hand signals, which are all very primitive. Although these primitive tools can be very effective in certain cases, they cannot overcome temporal and spatial limitations. Likewise, depending on the level of the communication skills of each individual, communication efficiency can vary significantly. As the term of military service continues to be shortened, however, types of communication of varying efficiency depending on the levels of skills of each individual newly added to the military is not desirable at all. To address this problem, it is essential to prepare an intuitive network configuration that facilitates use by soldiers in a short period of time by easily configuring the strategy network at a low cost while maintaining its security. Therefore, in this article, the author proposes a Zigbee-based local strategic network by using Opnet and performs a simulation accordingly.

A Cloud-Edge Collaborative Computing Task Scheduling and Resource Allocation Algorithm for Energy Internet Environment

  • Song, Xin;Wang, Yue;Xie, Zhigang;Xia, Lin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제15권6호
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    • pp.2282-2303
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    • 2021
  • To solve the problems of heavy computing load and system transmission pressure in energy internet (EI), we establish a three-tier cloud-edge integrated EI network based on a cloud-edge collaborative computing to achieve the tradeoff between energy consumption and the system delay. A joint optimization problem for resource allocation and task offloading in the threetier cloud-edge integrated EI network is formulated to minimize the total system cost under the constraints of the task scheduling binary variables of each sensor node, the maximum uplink transmit power of each sensor node, the limited computation capability of the sensor node and the maximum computation resource of each edge server, which is a Mixed Integer Non-linear Programming (MINLP) problem. To solve the problem, we propose a joint task offloading and resource allocation algorithm (JTOARA), which is decomposed into three subproblems including the uplink transmission power allocation sub-problem, the computation resource allocation sub-problem, and the offloading scheme selection subproblem. Then, the power allocation of each sensor node is achieved by bisection search algorithm, which has a fast convergence. While the computation resource allocation is derived by line optimization method and convex optimization theory. Finally, to achieve the optimal task offloading, we propose a cloud-edge collaborative computation offloading schemes based on game theory and prove the existence of Nash Equilibrium. The simulation results demonstrate that our proposed algorithm can improve output performance as comparing with the conventional algorithms, and its performance is close to the that of the enumerative algorithm.

SNS 기반 육성시뮬레이션 게임 개발 사례 : 행성 (A Case Study of Simulation Game Development based on SNS Environment: Planet)

  • 김지혜;박현찬;문승관;윤민석;김영휘;김연숙;최영미;노웅기;주문원
    • 한국정보처리학회:학술대회논문집
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    • 한국정보처리학회 2011년도 추계학술발표대회
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    • pp.1422-1425
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    • 2011
  • 본 논문에서 소개하는 '행성' 게임은 소셜 네트워크 접속자들이 주어진 공간과 자원으로 상품을 생산하거나 가공하고 교환함으로써 더 많은 상품을 생산해내는 물물교류 개념을 기본으로 한다. 새로운 행성에 정착한 인간들의 수렵과 채집, 육성, 가공, 건축을 위한 각자의 역할에 따른 생산과 소비, 그리고 상호간의 거래를 위한 의사소통 행위를 통하여 게임적인 재미와 동시에 경영과 유통과 관련된 경제활동의 기본적인 개념을 습득할 수 있게 하였다. 현재까지의 프로토타이핑 과정과 앞으로의 연구과제를 제시하고자 한다.