• Title/Summary/Keyword: game framework

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Analysis of Isomorphic Keyboard Layouts (동형 건반 배치의 분석)

  • Jho, Cheung Woon
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.167-174
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    • 2018
  • The homogeneous key arrangement is a method of consistently arranging notes in a tile-shaped keyboard musical instrument, and arranging them in the same direction in the same direction on the neighboring keys in the same direction to enable a consistent musical arrangement. It has been used for a long time, but recently it has attracted attention by applying it to various modern musical instrument design and software instrument interface. There have been many different methods of deployment, but there are few studies on the existence of some or none of them. In this paper, we propose a classification method for such a key arrangement and analyze the relationship between them. This shows that there are far fewer types of homologous key arrangement than the known ones, and provided the basis of the study on the homogeneous key arrangement by providing a classification framework. Based on this, it is expected that more systematic analysis and research will be done and it will be used to develop various music interfaces. These studies will play a very important role in training students to understand the basic elements of pitch, harmony, harmony, and scales in music education games.

Strategic Decision Making Model Among Collective Intelligences Using The Game Theory in Cyber Attacks - Case study of KHNP Hacking - (사이버공격시 게임이론을 활용한 집단지성간 전략결정 모델 연구 - 한수원 해킹사건을 중심으로 -)

  • Park, Sang-min;Lee, Kyung-ho;Lim, Jong-in
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.237-246
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    • 2016
  • Recently various types of cyber attacks have occurred. The strategic goals & tactical means of these have evolved. Especially KHNP cyber attack was the type of hacktivism combined hack and psychological warfare. The cyber attackers have forecd the nation to participate in the cyber warfare and the government to make strategic decisions to the releases of confidential information and the threats of stopping KHNP. In this paper, we would like to study the effective strategic decision-making model utilizing the game theory and including an attack intelligence on open policy Decision framework.

Study on the Internet Industry Structure under the NgN Regime-Competitive Landscape of ISPs, CPs, and CDNs (디지털 컨버전스 인프라로서의 NgN 환경에서 인터넷 산업구조 : ISP, CP, CDN 사업자간 경쟁을 중심으로)

  • Kim, Do-Hoon
    • Korean Management Science Review
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    • v.23 no.3
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    • pp.243-257
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    • 2006
  • ITU-T's NgN(Next generation Network) architecture is expected to offer a new Internet platforms such as QoS(Quality of Service) guaranteed services as it overcame the limitations of the existing best-effort Internet architecture. However, policy development crucial for the NgN framework(e.g., interconnections and billing) is lagging far behind technology development. For example, arguments over network neutrality clearly indicate little understanding of the Internet industry structure where diverse providers including ISP and CP coexist. This study employs a network economics approach to predict how the competitive landscape involving various providers will evolve under the traffic-based billing system under the NgN environment. Applied is the non-cooperative game theory, in particular, Stackelberg's repeated game in order to build and analyze model for competition among those providers. We also studied possible impacts that CPs would have on the competitive landscape if they have an option to replace ISP: i.e., CDN(Content Delivery Network) provider. Lastly, based on the model analysis and experiments, presented are their implications to policy development and tile future prospect.

Research on the Application of VR Technology in Meteorological Simulation

  • Lu, Kai;Cho, Dong Min
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1435-1448
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    • 2021
  • Recent years, due to the direct or indirect damages caused by meteorological disasters more and more attention have been paid to natural disasters. At same time, diversified and multi-sensory interactive meteorological services is increasingly demanded. In this study, novel interactive meteorological service was compared with the traditional communication methods. Combining with case studies and systems creation, a virtual reality weather simulation framework was proposed, and a realistic virtual game environment providing real-time and historical weather information was created. The primary goal of this study is to build a weather display cabinet game system by using virtual reality technology, and promoting public's understanding of the principles of weather changes. With the interactive games in realistic scenarios, public's awareness for disasters prevention could be promoted. It is helping to change public's traditional understanding of meteorological theories, and will provide a more convenient way for the public to explore more effective weather forecasts. The simulation system is supported by VR technology. It was combined with Leap Motion interactive equipment to make popularization games for weather science. T-test data analysis showed that the application of VR technology in weather games has strong operability and interactivity.

Hypergraph Game Theoretic Solutions for Load Aware Dynamic Access of Ultra-dense Small Cell Networks

  • Zhu, Xucheng;Xu, Yuhua;Liu, Xin;Zhang, Yuli;Sun, Youming;Du, Zhiyong;Liu, Dianxiong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.494-513
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    • 2019
  • A multi-channel access problem based on hypergraph model in ultra-dense small cell networks is studied in this paper. Due to the hyper-dense deployment of samll cells and the low-powered equipment, cumulative interference becomes an important problem besides the direct interference. The traditional binary interference model cannot capture the complicated interference relationship. In order to overcome this shortcoming, we use the hypergraph model to describe the cumulative interference relation among small cells. We formulate the multi-channel access problem based on hypergraph as two local altruistic games. The first game aims at minimizing the protocol MAC layer interference, which requires less information exchange and can converge faster. The second game aims at minimizing the physical layer interference. It needs more information interaction and converges slower, obtaining better performance. The two modeled games are both proved to be exact potential games, which admit at least one pure Nash Equilibrium (NE). To provide information exchange and reduce convergecne time, a cloud-based centralized-distributed algorithm is designed. Simulation results show that the proposed hypergraph models are both superior to the existing binary models and show the pros and cons of the two methods in different aspects.

Hero's journey content and glocal storytelling strategy (영웅서사 콘텐츠와 글로컬 스토리텔링 전략 -웹툰 <좀비가 된 나의 딸>을 중심으로-)

  • Seo, Seong-Eun;Kang, Ji-won
    • Journal of Korea Game Society
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    • v.21 no.1
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    • pp.99-112
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    • 2021
  • This paper aims to explore the glocal storytelling strategy of hero's journey content. Many digital games use hero's journey as a framework. However, it is also true that game storytelling is so common that it is soon recognized as a hero's journey. Therefore, this paper paid attention to the new hero's journey application method of the webtoon . The story created an atypical and Korean character on a typical hero's journey plot. It implements an alternative glocal storytelling aiming at harmony between the region and the world by presenting a regional character on a global universal plot.

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

  • Kim, Hyeon-Mi;Jang, Sun-Hee
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.53-59
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    • 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.

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Development of a Quality Evaluation Standard for Educational Serious Games

  • Yoon, Seon-Jeong;Park, Hee-Sook
    • Journal of information and communication convergence engineering
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    • v.11 no.2
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    • pp.103-111
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    • 2013
  • Given the lack of suitable quality evaluation standards for educational serious games (designed for both entertainment and instruction), we designed a development framework for evaluation standards of educational serious games and proceeded to develop standards in accordance with our proposed procedure. Our standards were designed to evaluate the quality of both technical and non-technical elements of educational serious game software products. We conducted a survey on the need for individual elements of the standard. Participants rated the need for each element on a five-point Likert scale. We then performed a reliability analysis of the survey results. Based on the survey results, we established a final standard for quality evaluation composed of 9 main elements and 31 sub-elements. The results of our research will contribute useful information to users as well as to the developers of educational serious games.

Real-Time Generation of City Map for Games in Unity with View-dependent Refinement and Pattern Synthesis Algorithm

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.51-56
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    • 2019
  • In this paper, we propose an algorithm that can quickly generate and synthesize city maps in racing games. Racing games are characterized by moving a wide map rather than a fixed map, but designing and developing a wide map requires a lot of production time. This problem can be mitigated by creating a large map in the preprocessing step, but a fixed map makes the game tedious. It is also inefficient to process all the various maps in the preprocessing step. In order to solve this problem, we propose a technique to create a terrain pattern in the preprocessing process, to generate a map in real time, and to synthesize various maps randomly. In addition, we reduced unnecessary rendering computations by integrating view-dependent techniques into the proposed framework. This study was developed in Unity3D and can be used for various contents as well as racing game.

Controlling Position of Virtual Reality Contents with Mouth-Wind and Acceleration Sensor

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.4
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    • pp.57-63
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    • 2019
  • In this paper, we propose a new framework to control VR(Virtual reality) contents in real time using user's mouth-wind and acceleration sensor of mobile device. In VR, user interaction technology is important, but various user interface methods is still lacking. Most of the interaction technologies are hand touch screen touch or motion recognition. We propose a new interface technology that can interact with VR contents in real time using user's mouth-wind method with acceleration sensor. The direction of the mouth-wind is determined using the angle and position between the user and the mobile device, and the control position is adjusted using the acceleration sensor of the mobile device. Noise included in the size of the mouth wind is refined using a simple average filter. In order to demonstrate the superiority of the proposed technology, we show the result of interacting with contents in game and simulation in real time by applying control position and mouth-wind external force to the game.