• Title/Summary/Keyword: computer game model

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QoS sensitive VANET Control Scheme based on Feedback Game Model

  • Kim, Sungwook
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.9 no.5
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    • pp.1752-1767
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    • 2015
  • As a special type of mobile ad-hoc network, Vehicular Ad-hoc Network (VANET) is considered as an attractive topic by many researchers. In VANETs, vehicles act as routers and clients, which are connected with each other through unreliable wireless links. Due to the dynamic nature of vehicles, developing communication protocols for VANETs is a challenging task. In this paper, we tackle the problem of real-world VANET operations and propose a new dual-level communication scheme through the combination of power and rate control algorithms. Based on the game theoretic approach, the proposed scheme effectively formulates the interactive situation among several vehicles. With a simulation study, it is confirmed that the proposed scheme can achieve better performance than other existing schemes under widely diverse VANET environments.

Factors Related to VDT Syndrome in Elementary School Students in Digital Learning Environments

  • Chung, Myung-Sill;Seomun, GyeongAe
    • International Journal of Contents
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    • v.17 no.4
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    • pp.91-100
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    • 2021
  • The purpose of this study was to identify factors affecting Visual Display Terminal (VDT) syndrome for elementary school students in the digital learning environment. Multiple regression analyses were performed to identify the factors affecting VDT syndrome in the digital learning environment. This was conducted with 256 elementary school students in grades 5-6 with more than a year of experience in digital learning. The regression model explained 41% of elementary school students' VDT syndrome in the digital learning environment. Variables significantly affecting VDT syndrome include game addiction, sleep time, and air quality with game addiction as the most influential. In the digital learning environment, VDT syndrome is significant because it has physical and psychological impacts on the growth of elementary school students. Therefore, it is necessary to develop guidelines for ideal computer usage habits for this age group.

Development of a Secure Routing Protocol using Game Theory Model in Mobile Ad Hoc Networks

  • Paramasivan, Balasubramanian;Viju Prakash, Maria Johan;Kaliappan, Madasamy
    • Journal of Communications and Networks
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    • v.17 no.1
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    • pp.75-83
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    • 2015
  • In mobile ad-hoc networks (MANETs), nodes are mobile in nature. Collaboration between mobile nodes is more significant in MANETs, which have as their greatest challenges vulnerabilities to various security attacks and an inability to operate securely while preserving its resources and performing secure routing among nodes. Therefore, it is essential to develop an effective secure routing protocol to protect the nodes from anonymous behaviors. Currently, game theory is a tool that analyzes, formulates and solves selfishness issues. It is seldom applied to detect malicious behavior in networks. It deals, instead, with the strategic and rational behavior of each node. In our study,we used the dynamic Bayesian signaling game to analyze the strategy profile for regular and malicious nodes. This game also revealed the best actions of individual strategies for each node. Perfect Bayesian equilibrium (PBE) provides a prominent solution for signaling games to solve incomplete information by combining strategies and payoff of players that constitute equilibrium. Using PBE strategies of nodes are private information of regular and malicious nodes. Regular nodes should be cooperative during routing and update their payoff, while malicious nodes take sophisticated risks by evaluating their risk of being identified to decide when to decline. This approach minimizes the utility of malicious nodes and it motivates better cooperation between nodes by using the reputation system. Regular nodes monitor continuously to evaluate their neighbors using belief updating systems of the Bayes rule.

The effect of psychological types of decision makers and advanced modes of information presentation on the task performance (의사결정자의 심리적 타입과 진보된 정보제시의 형태가 업무성과에 미치는 영향에 관한 연구)

  • 김영문
    • Korean Management Science Review
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    • v.11 no.2
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    • pp.185-206
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    • 1994
  • This paper investigated, using a flexible approach, the effects of the psychological type of the decision maker and the advanced format of information presentation on decision maker performance in a computer-simulated production game. The current sutdy was guided by a model derived from a general model developed by Chervany, Dickson, and Kozar(1972). The experimental model had two dependent variables; total profit and decision making time. Three independent variables representing the psychological type of the decision maker, the report format, and decision aids were used in this study.

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Development of An Automatic Classification System for Game Reviews Based on Word Embedding and Vector Similarity (단어 임베딩 및 벡터 유사도 기반 게임 리뷰 자동 분류 시스템 개발)

  • Yang, Yu-Jeong;Lee, Bo-Hyun;Kim, Jin-Sil;Lee, Ki Yong
    • The Journal of Society for e-Business Studies
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    • v.24 no.2
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    • pp.1-14
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    • 2019
  • Because of the characteristics of game software, it is important to quickly identify and reflect users' needs into game software after its launch. However, most sites such as the Google Play Store, where users can download games and post reviews, provide only very limited and ambiguous classification categories for game reviews. Therefore, in this paper, we develop an automatic classification system for game reviews that categorizes reviews into categories that are clearer and more useful for game providers. The developed system converts words in reviews into vectors using word2vec, which is a representative word embedding model, and classifies reviews into the most relevant categories by measuring the similarity between those vectors and each category. Especially, in order to choose the best similarity measure that directly affects the classification performance of the system, we have compared the performance of three representative similarity measures, the Euclidean similarity, cosine similarity, and the extended Jaccard similarity, in a real environment. Furthermore, to allow a review to be classified into multiple categories, we use a threshold-based multi-category classification method. Through experiments on real reviews collected from Google Play Store, we have confirmed that the system achieved up to 95% accuracy.

Adolescents' Self-control and Big Five Personality Types Affecting Maladaptive and Adaptive Computer Game Use State (청소년의 Big Five 성격 유형과 자기 조절 성향이 게임 과용, 선용 행태에 미치는 영향)

  • Kim, YoungBerm;Lee, SangHo
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.4
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    • pp.65-77
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    • 2019
  • Adolescents reach the game-use states of adaptive and maladaptive by the absorption to computer game. Authors claimed that the two states are commonly related with the time of game-use, and the degree of them are distinctive according to adolescent individuals, specifically their self-control propensity. Authors proposed a conceptual research model that Big Five personality types predict their self-control which moderates the relationships from game use-time to the maladaptive and adaptive states. The data to test its validity and reliability had been sampled 999 Korean students in elementary school, middle school, and high school. Resultingly, the openness and conscientiousness of the adolescents affected positively on the self-control, which moderated negatively the relationship from the game use time to the maladaptive use state, but the positive moderation on the relationships from game use time to adpative state was not significant. These results mean that we could apply teenager's Big Five personality type and their self-control traits as a tool for preventing teens from the overuse state like addiction.

BandBlock: Bandwidth allocation in blockchain-empowered UAV-based heterogeneous networks

  • Kuna Venkateswarararao;Pratik Kumar;Akash Solanki;Pravati Swain
    • ETRI Journal
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    • v.44 no.6
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    • pp.945-954
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    • 2022
  • The 5G mobile network is promising to handle the dynamic traffic demands of user equipment (UE). Unmanned aerial vehicles (UAVs) equipped with wireless transceivers can act as flying base stations in heterogeneous networks to ensure the quality of service of UE. However, it is challenging to efficiently allocate limited bandwidth to UE due to dynamic traffic demands and low network coverage. In this study, a blockchain-enabled bandwidth allocation framework is proposed for secure bandwidth trading. Furthermore, the proposed framework is based on the Cournot oligopoly game theoretical model to provide the optimal solution; that is, bandwidth is allocated to different UE based on the available bandwidth at UAV-assisted-based stations (UBSs) with optimal profit. The Cournot oligopoly game is performed between UBSs and cellular base stations (CBSs). Utility functions for both UBSs and CBSs are introduced on the basis of the available bandwidth, total demand of CSBs, and cost of providing cellular services. The proposed framework prevents security attacks and maximizes the utility functions of UBSs and CBSs.

Measurement Allocation by Shapley Value in Wireless Sensor Networks

  • Byun, Sang-Seon
    • Journal of information and communication convergence engineering
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    • v.16 no.1
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    • pp.38-42
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    • 2018
  • In this paper, we consider measurement allocation problem in a spatially correlated sensor field. Our goal is to determine the probability of each sensor's being measured based on its contribution to the estimation reliability; it is desirable that a sensor improving the estimation reliability is measured more frequently. We consider a spatial correlation model of a sensor field reflecting transmission power limit, noise in measurement and transmission channel, and channel attenuation. Then the estimation reliability is defined distortion error between event source and its estimation at sink. Motivated by the correlation nature, we model the measurement allocation problem into a cooperative game, and then quantify each sensor's contribution using Shapley value. Against the intractability in the computation of exact Shapley value, we deploy a randomized method that enables to compute the approximate Shapley value within a reasonable time. Besides, we envisage a measurement scheduling achieving the balance between network lifetime and estimation reliability.

A Study on Reinforcement Learning Method for the Deception Behavior : Focusing on Marine Corps Amphibious Demonstrations (강화학습을 활용한 기만행위 모의방법 연구 : 해병대 상륙양동 사례를 중심으로)

  • Park, Daekuk;Cho, Namsuk
    • Journal of the Korea Institute of Military Science and Technology
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    • v.25 no.4
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    • pp.390-400
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    • 2022
  • Military deception is an action executed to deliberately mislead enemy's decision by deceiving friendly forces intention. In the lessons learned from war history, deception appears to be a critical factor in the battlefield for successful operations. As training using war-game simulation is growing more important, it is become necessary to implement military deception in war-game model. However, there is no logics or rules proven to be effective for CGF(Computer Generated Forces) to conduct deception behavior automatically. In this study, we investigate methodologies for CGF to learn and conduct military deception using Reinforcement Learning. The key idea of the research is to define a new criterion called a "deception index" which defines how agent learn the action of deception considering both their own combat objectives and deception objectives. We choose Korea Marine Corps Amphibious Demonstrations to show applicability of our methods. The study has an unique contribution as the first research that describes method of implementing deception behavior.

Development of Kinect-Based Pose Recognition Model for Exercise Game (운동 게임을 위한 키넥트 센서 기반 운동 자세 인식 모델 개발)

  • Park, Kyoung Shin
    • KIPS Transactions on Computer and Communication Systems
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    • v.5 no.10
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    • pp.303-310
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    • 2016
  • Recently there has been growing popularity in exergame, such as Wii Sport or Xbox Fitness game, which enables users to get physical exercise while playing the games. In such experienced exercise games, the user's posture recognition is very important to find out exactly how much the users need to take their body posture as compared to the proper posture. This paper proposes a new exercise posture recognition model designed for the exercise game content for the elderly. The proposed model is based on extracting feature points of a skeleton model provided by the Kinect sensor to generate the feature vectors to recognize the user's exercise posture information. This paper describes the design and implementation of the exercise posture recognition model and demonstrates the feasibility of this proposed posture recognition model through a simple experiment. The experimental results showed 94.52% of average accordance rate for 12 exercise postures of 10 participants.