• Title/Summary/Keyword: game framework

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The Network Engine Research and Development for Wireless based on Online Game (무선통신기반 온라인 게임을 위한 네트워크 엔진 연구개발)

  • Son, Sung-Ok;Amiruzzaman, Md.;No, Jae-Chun
    • Proceedings of the Korean Information Science Society Conference
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    • 2007.06d
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    • pp.243-246
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    • 2007
  • 본 논문에서는 802.11b의 네트워크 성능 측정을 통해 도출된 결과를 토대로 하여 802.11b기반의 온라인 게임을 위한 네트워크 엔진을 개발하였다. 네트워크 엔진 서버는 I/O Multiplexing 기법을 사용하였으며, 클라이언트는 .Net Compact Framework로 개발하였다.

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A Design and Implementation of Dragon Dive Game (Dragon Dive 게임 설계 및 구현)

  • Park, Jin Yang;Jeon, Young Hwan
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.59-60
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    • 2015
  • 본 논문에서는 XNA Framework 기반의 모바일 게임 Dragon Dive를 설계하고 구현한다. 이 모바일 게임은 종 스크롤 형식의 탄막 슈팅 게임의 방식을 채택하고 있으며 100초 동안 최대 점수를 획득하는 게임이다. 플레이어는 정해진 시간동안 화면 위에서 내려오는 3종류의 몬스터를 제거하고, 제거한 몬스터의 수에 따라 Dragon 캐릭터의 모양과 미사일의 연사 속도가 증가한다. 그리고 제거하지 못한 몬스터가 10마리이상 되면 게임이 종료된다.

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A Study on the Suitability of Scripting Language in Metaverse Development (메타버스 개발과 스크립팅 언어 적합성에 관한 연구)

  • Hwa-Seon Choi
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2023.01a
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    • pp.299-300
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    • 2023
  • 최근 인공지능의 현실화와 더불어 프로그래밍 언어인 Python의 독주가 한창이다. 그렇다면 과연 메타버스 시대가 현실화 된다면 어떤 프로그래밍 언어가 대세가 될 것인가. 현재 메타버스 플랫폼인 로블록스에서 사용되고 있는 루아스크립트, 제페토 월드에서 사용되고 있는 Typescript에서 착안해서 미래의 메타버스 개발에 공용으로 사용될 효율적인 언어를 살펴보았다.

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A Design and Implementation of Mobile Game Bumple Based on Windows Phone (Windows Phone 기반의 모바일 게임 Bumple 설계 및 구현)

  • Lee, Won-Joo;Hong, Jun-Ho;Kim, Jung-Woo;Jo, Min-Hyung;Park, Min-Ji;Choo, Ji-Hyun;So, Jin-Su;Kim, Ji-Eun;Lee, Ye-Ji
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.49-50
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    • 2014
  • 본 논문에서는 Windows Phone 기반의 모바일 게임 Bumple을 설계하고 구현한다. 이 게임은 XNA Framework를 사용하여 개발하기 때문에 상속받은 코드들을 자동으로 생성하고, 게임 개발 관련 콘텐트 리소스의 등록 및 게임 로직을 메소드로 구현한다. 이 게임의 특징은 슈팅(shooting), 이미지(image), 스토리(story) 등의 3개 요소를 고려하여 행성들의 다양한 특징을 살려 스토리를 구성한다. 또한 Planimal이라는 가상캐릭터를 도입하여 행성에 나타난 탐사로봇과 대적하여 스테이지를 클리어 한다.

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Factors Influencing on the Intention to Use Serious Games for Healthcare: The Perspective of Valence Framework (건강 기능성 게임의 수용에 영향을 주는 요인: 감정가 프레임워크 관점)

  • Yong-Young Kim
    • Journal of Information Technology Applications and Management
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    • v.31 no.1
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    • pp.97-112
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    • 2024
  • In order to verify the factors affecting the acceptance of Serious Games for Healthcare (SGHs), this study developed a hierarchical model of general and specific benefit and risk factors affecting the intention to use SGHs based on the valence framework. As a result based on 199 samples, it was revealed that perceived customization and perceived schedule flexibility had a positive effect on the perceived benefits, which, in turn, had a positive effect on the intention to use SGHs. However, among the specific risk factors, only privacy risk had a positive effect on perceived risk, but it did not have a effect on SGHs usage intention. The results related to the fact that the survey respondents were potential users of SGHs and the bias that may overestimate the benefits provided by SGHs called optimistic bias. Based on these findings, some implications were presented such as the spread and distribution of SGHs to the ordinary persons, improvement of negative perceptions of games, and the need for data-based services to refine customized services for SGHs.

A Utility-Based and QoS-Aware Power Control Scheme for Wireless Body Area Networks

  • Li, Yanjun;Pan, Jian;Tian, Xianzhong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.9
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    • pp.4188-4206
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    • 2016
  • Power control is widely used to reduce co-channel interference in wireless networks and guarantee the signal-to-interference plus noise ratio (SINR) of ongoing connections. This technique is also effective for wireless body area networks (WBANs). Although achieving satisfactory SINR is important for WBAN users, they may not be willing to achieve it at arbitrarily high power levels since power is a scarce resource in WBANs. Besides, for WBANs with different purposes, the QoS requirements and concern about the power consumption may be different. This motivates us to formulate the power control problem using the concepts from microeconomics and game theory. In this paper, the QoS objective is viewed as a utility function, which represents the degree of user satisfaction, while the power consumption is viewed as a cost function. The power control problem consequently becomes a non-cooperative multiplayer game, in which each player tries to maximize its net utility, i.e., the utility minus the cost. Within this framework, we investigate the Nash equilibrium existence and uniqueness in the game and derive the best response solution to reach the Nash equilibrium. To obtain the optimal transmission power in a distributed way, we further propose a utility-based and QoS-aware power control algorithm (UQoS-PCA). Tunable cost coefficient in UQoS-PCA enables this scheme to be flexible to satisfy diverse service requirements. Simulation results show the convergence and effectiveness of the proposed scheme as well as improvements over existing algorithm.

A Study on the Agency Theory and Accounting (에이전시이론과 회계감사에 관한 연구)

  • 공해영
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.12 no.20
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    • pp.123-138
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    • 1989
  • The primary objective of the agency research in the game theory lives in the maintenance of Pareto is optimal condition for the optimal incentive contract. The basic concepts which are related to this objective are reviewed in connection with the general assumptions to model it, the moral hazard and adverse selection which arised from the information asymmetry, and finally the problem of risk distribution. The demand for auditing and the role of auditor have been addressed by ASOBAC. Issues which an auditor is explicitly introduced in a principal-agent framework have been addressed in this paper. These issues must be confronted to appropriately with the auditor, and to achieve an adequate understanding of optimal confronting arrangement with the auditor. The first step in introducing an auditor into this analysis is to examine the game-theoretic foundation of such a expended agency model. The Mathematical program formulated may not yield solution that are resonable. This arises because the program may call for the auditor and manager to play dominated Nash equilibra in some subgame. The nontrivial natures of the subgame implies that randomized strategies by the auditor and manager nay be of crucial importance. The possibilities for overcoming the randomized strategy problem were suggested; change the rule of the game and or impose covexity condition. The former seems unjustifiable in on auditing context, and the latter promising but difficult to achieve. The discussion ended with an extension of the revelation principle to the owner manager-auditor game, assuming strategies. An examination of the restriction and improvement direction of the basic concept of agency theory was addressed in the later part of this paper. Many important aspects of auditor incentives are inherently multiple-agent, multiple-period, multiple-objectine, phenomena and require further analyses and researches.

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Game Theoretic Approach for Joint Resource Allocation in Spectrum Sharing Femtocell Networks

  • Ahmad, Ishtiaq;Liu, Shang;Feng, Zhiyong;Zhang, Qixun;Zhang, Ping
    • Journal of Communications and Networks
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    • v.16 no.6
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    • pp.627-638
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    • 2014
  • In this paper, we study the joint price and power allocation in spectrum sharing macro-femtocell networks. The proposed game theoretic framework is based on bi-level Stackelberg game where macro base station (MBS) works as a leader and underlaid femto base stations (FBSs) work as followers. MBS has fixed data rate and imposes interference price on FBSs for maintaining its data rate and earns revenue while FBSs jointly adjust their power for maximizing their data rates and utility functions. Since the interference from FBSs to macro user equipment is kept under a given threshold and FBSs compete against each other for power allocation, there is a need to determine a power allocation strategy which converges to Stackelberg equilibrium. We consider two cases for MBS power allocation, i.e., fixed and dynamic power. MBS can adjust its power in case of dynamic power allocation according to its minimum data rate requirement and number of FBSs willing to share the spectrum. For both cases we consider uniform and non-uniform pricing where MBS charges same price to all FBSs for uniform pricing and different price to each FBS for non-uniform pricing according to its induced interference. We obtain unique closed form solution for each case if the co-interference at FBSs is assumed fixed. And an iterative algorithm which converges rapidly is also proposed to take into account the effect of co-tier interference on interference price and power allocation strategy. The results are explained with numerical simulation examples which validate the effectiveness of our proposed solutions.

BlockSim++: A Lightweight Block-oriented Hierarchical Modeling and Simulation Framework for Continuous Systems (BlockSim++: 연속시스템의 계층적 모델링 및 시뮬레이션을 위한 블록기반 경량 프레임워크)

  • Song, Hae-Sang;Se, Jeong-Man
    • Journal of the Korea Society of Computer and Information
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    • v.17 no.12
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    • pp.11-22
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    • 2012
  • This paper proposes for practical engineers a lightweight modeling and simulation environment for continuous system models specified in ordinary differential equations, which are time-domain specification of such systems. We propose a block-oriented specification formalism that has two levels: one for atomic behavior and the other the structure of models. Also we provide with a simulation framework, called BlockSim++, which make models specified in the block-oriented formalism be easily translated in object-oriented program that runs with the proposed simulation framework. The proposed formalism and framework has advantage of reuse such that it can be easily integrated into application programs and heterogeneous simulators. We illustrates the usefulness of the proposed framework by a simple hybrid modeling simulation example.

Design and Development of XR Contents Authoring Framework for IT Convergence Education (융합영상콘텐츠 교육을 위한 XR 콘텐츠저작 프레임워크 설계 및 제작)

  • Leem, Eek-Su
    • Journal of Advanced Navigation Technology
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    • v.24 no.6
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    • pp.633-639
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    • 2020
  • Despite the growing educational demand for the extended reality (XR) convergence content creation for non-IT students, fewer studies have attempted to education material development. In this paper, non-IT students' requirement to create XR convergence contents was analyzed and designed framework system specification. The object-oriented application framework (OOAF) was developed for non-IT students to create XR convergence contents through simple interaction methods such as drag and drop in-game engines. To evaluate the developed framework XR contents development course was operated with 26 industrial design majors sophomore in university. More than 90% of students succeeded in working on prototype XR contents in Oculus Rift. This result will be expected to improve the quality of XR contents creation education for non-IT students and contribute to the growth of the future convergence contents industry.