• Title/Summary/Keyword: communication in game

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Non-Cooperative Game Joint Hidden Markov Model for Spectrum Allocation in Cognitive Radio Networks

  • Jiao, Yan
    • International journal of advanced smart convergence
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    • v.7 no.1
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    • pp.15-23
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    • 2018
  • Spectrum allocation is a key operation in cognitive radio networks (CRNs), where secondary users (SUs) are usually selfish - to achieve itself utility maximization. In view of this context, much prior lit literature proposed spectrum allocation base on non-cooperative game models. However, the most of them proposed non-cooperative game models based on complete information of CRNs. In practical, primary users (PUs) in a dynamic wireless environment with noise uncertainty, shadowing, and fading is difficult to attain a complete information about them. In this paper, we propose a non-cooperative game joint hidden markov model scheme for spectrum allocation in CRNs. Firstly, we propose a new hidden markov model for SUs to predict the sensing results of competitors. Then, we introduce the proposed hidden markov model into the non-cooperative game. That is, it predicts the sensing results of competitors before the non-cooperative game. The simulation results show that the proposed scheme improves the energy efficiency of networks and utilization of SUs.

Interior design of Game Development Studio Office (게임개발업체 오피스계획)

  • Kim, Hye-Ja
    • Proceedings of the Korean Institute of Interior Design Conference
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    • 2008.05a
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    • pp.39-41
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    • 2008
  • It is generally acknowledged that with the advent of digital technology we are faced with the revolutionary era in which everyone can enjoy the virtual reality with the simple motion of his or her fingertips. Specifically, this new trend enables domestic game industries to make a big takeoff in their size and capital accumulation. Considering this phenomenon, this project is designed to suggest an ideal space equipment or placement required to various forms of game industries.

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A Case Study on the Adjustment of Story Copyright Problems in Internet Game Broadcasting Media (인터넷 게임 방송 매체의 스토리형 게임 저작권 문제 조정 사례 연구)

  • Choi, Young-Gui
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.20 no.1
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    • pp.61-67
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    • 2020
  • The game has several genres. Actions, RPGs, FPS, and simulations are diverse, and the game that flows around the story is a game genre that feels like watching a movie on the other. Internet game broadcasters can be thought of as playing a movie in a movie theater when they broadcast a story-type game. The difference with the movie theater is that you can get involved in the story by showing your play directly to viewers. As a broadcasting material, story-type games are a good means, but the fact that the story is published on the Internet in terms of game publishers can have a negative impact on sales revenue as viewers can enjoy the story without purchasing the game. The purpose of this study is to analyze the coordination status between producers and internet broadcasters for story-type games that could be copyrighted and suggest ways to move forward.

Analysis of Game Documentary - Focused on Indie Game: The Movie (게임 다큐멘터리 분석 - Indie Game: The Movie를 중심으로)

  • Han, Sukhee
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.37-50
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    • 2018
  • This study multi-dimensionally analyzes "Indie Game: The Movie", The game documentary film published in June, 2012. As game industry increases, game-related documentary films are also being produced. Previous game documentary films usually focus on the success of popular game or game users and deal with the reason of success. However, "Indie Game: The Movie" centers on Indie game developers who are not from famous and huge companies. Due to the development of the game engine, these days, Indie games become a new trend that game developers are able to develop their own game freely. Then, this study has a purpose to study the life of Indie game developers and explore how and why they want to make their own game. More specifically, this study analyzes "Indie Game: The Movie" by 1) Story 2) Conflict and Resolution 3) Form 4) Sequence. As a result, it concludes that "Indie Game: The Movie" has interview section mainly and represents that Indie game developers want to develop their own games due to their ego and identity. In other words, throughout the analysis of the documentary film, it explores the reality that Indie Game developers face and many features of Indie Game in the game industry.

Performance Evaluation of Coalition and Bargaining Games for Efficient and Fair Bandwidth Allocation (효율적이고 공정한 대역폭 할당을 위한 제휴 게임과 협상 게임의 성능 평가)

  • Park, Jae-Sung
    • The KIPS Transactions:PartC
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    • v.17C no.4
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    • pp.385-390
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    • 2010
  • Fair and efficient bandwidth allocation methods using the coalition game theory and the bargaining game theory following the axiomatic approach have been proposed when sending nodes with different traffic input rate try to share the bandwidth. These methods satisfy the axiomatic fairness provided by the mathematical ground of the game theories. However, since the axioms of the two game models are different from one another, the allocated bandwidths to each sending nodes become different even in the same communication environments. Thus, in this paper, we model the bandwidth allocation problem with these game theories, and quantitatively compare and analyze the allocated bandwidth and loss rate of each sending nodes in various communication environments. The results show that the bargaining game allocates relatively less bandwidth to a node with a higher sending rate than that with a lower sending rate while coalition game allocates bandwidth according to the sending rate of each node.

Control of RPG Game Characters using Genetic Algorithm and Neural Network (유전 알고리즘과 신경망을 이용한 RPG 게임 캐릭터의 제어)

  • Kwun, O-Kyang;Park, Jong-Koo
    • Journal of Korea Game Society
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    • v.6 no.2
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    • pp.13-22
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    • 2006
  • As the development of games continues, the intelligence of NPC is becoming more and more important. Nowadays, the NPCs of MMORPGS are not only capable of simple actions like moving and attacking players, but also utilizing variety of skills and tactics as human-players do. This study suggests a method that grants characters used in RPG(Role-Playing Game) an ability of training and adaptation using Neural network and Genetic Algorithm. In this study, a simple game-play model is constructed to test how suggested intellect characters could train and adapt themselves to game rules and tactics. In the game-play model, three types of characters(Tanker, Dealer, Healer) are used. Intellect character group constructed by NN and GA, and trained by combats against enemy character group constructed by FSM. As the result of test, the proposed intellect characters group acquire an appropriate combat tactics by themselves according to their abilities and those of enemies, and adapt change of game rule.

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The Impact of Learning Motivation on Continuous Use in the Mobile Game - Focusing on Chinese Mobile Game

  • Chen, Xueying;chang, Byenghee
    • International Journal of Contents
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    • v.16 no.2
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    • pp.78-91
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    • 2020
  • In this study, an investigation was conducted into the influencing factors for the learning motivation of players in the game, including experience, vicarious experience, the need of achievement, the need of power, and mastery motivation. Then, a discussion was conducted regarding the role played by learning motivation, learning performance, and satisfaction with continuous use. A survey was conducted with 519 players, most at the intermediate gaming level in . As demonstrated by the results of this study, experience, vicarious experience, the need of power, and the mastery of motivation have significant positive association with the players' motivation of learning the game. Learning performance and satisfaction have a positive impact on the continuity of use. Additionally, the correlation between the need of achievement and learning motivation is insignificant. Overall, the research results confirm the significance of the social-cognitive theory relative to the learning motivation. Players began to transform, satisfied with their achievements in the game, as well as gradually evolving toward self-improvement to achieve satisfaction. It offers a new explanation and crucial reference for mastering the gaming trend among the contemporary players.

A study of creating character which has the image of ideal human body (이상적 몸의 이미지를 갖춘 캐릭터의 창작 연구)

  • Kim, Boo-Ja
    • Journal of Korea Game Society
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    • v.3 no.2
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    • pp.86-92
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    • 2003
  • Today, the visual description of body is viewed in various categories, and the circumstance of computers is regarded as new type of communication beyond the circumstance of individual body. In cyber space, when existence and role of character in computer game constitute communication, the ideal body description of each character depicts dramatic beauty, which rises above reality. On this thesis, analyzing the body description and transition on visual in, I grope for a method to utilize in creating game character which is modeled from ideal human being. Although the progress of producing character has already come to limit, concluding that we have to create character model which has marked individuality and beauty by adding modem and future analysis to the golden ratio, which has established since ancient Greece, this paper suggests the method of creating character which has the image of ideal human body.

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Augmented Reality Game of Experiential Metaverse based on Landmark (랜드마크 기반 체험형 메타버스 증강현실 게임)

  • Min-gyu Yeom;Su-min Lee;Young-hoon Park;Kyung-sook Han
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.6
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    • pp.109-117
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    • 2023
  • Recently, interest in metaverse, which creates new value in the real world, has increased. In order to make it easy to experience such a metaverse, we have developed an experiential metaverse AR game in which users take the lead in exploring the environment and enjoying content based on landmarks. Important features of the metaverse include connectivity with the real world, interactivity, and digital currency. The game seeks to extend daily life through AR and satisfies interaction through real-time chat and team competition. Finally, digital currency is built through a store system. It is implemented as a mobile game and can be accessed at any time if there is a smartphone, increasing accessibility.

The development of Smart Robot Game (스마트 로봇 게임 개발에 관한 연구)

  • Lee, Jun-Suk;Rhee, Dae-Woong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.23 no.12
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    • pp.1596-1601
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    • 2019
  • A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world's game is connected to real world's robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game.