• 제목/요약/키워드: potential game

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게임성향 인터넷 배너광고의 표현요소 도출 (Analysis of Game-Like Internet Banner Advertisement Based on Display Factors)

  • 서미라
    • 디지털융복합연구
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    • 제10권8호
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    • pp.311-316
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    • 2012
  • 인터넷 광고 시장의 비중이 커지면서 인터넷 광고의 중요도에 대한 사용자 인식이 변화하고 있다. 특히 광고주에게는 저비용 대비 고효율을 올리는 인터넷 배너광고는 매력적인 광고 매체임이 틀림없는 사실이다. 동시에 인터넷 배너광고의 상호작용성은 사용자에게도 배너광고에 몰입할 수 있도록 하는 매력적인 광고 요소로 인식되고 있다. 사용자의 호기심과 흥미 유발을 위해 시각적인 형태 변화와 더불어 공감각적인 개념을 추가하는 등 인터넷 배너광고의 특성을 최대한 활용하고 있다. 이에 본 연구에서는 배너광고의 특성 분석, 디자인 구성요소 및 게임의 구성요소의 선행연구들을 토대로 게임성향 배너광고의 7가지 표현요소를 도출한 후 사례 분석하였다.

인터렉티브 리얼 타임 3D 아트의 미학적 특성 (Aesthetics of Interactive Real-Time 3D)

  • 도순호
    • 한국게임학회 논문지
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    • 제5권2호
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    • pp.3-9
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    • 2005
  • 인터렉티브 리얼 타임 3D(Interactive real-time 3D)는 유저가 가상의 3차원 세계를 탐색하고 또한 몰입하는 폼의 컨텐츠를 경험할 수 있게 해준다. 다른 매체와는 다르게, 인터렉티브 리얼 타임 3D의 사용자(user)는, 디지털 3D의 구조에서의 작용과 반작용이 즉시 일어나는 "실시간"에서 진행되는 프로세스에서 능동적인 역할을 수행한다.

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모바일게임 플레이 의도의 영향요인 연구 (A Model of User Adoption of Mobile Games)

  • 한광현;김태웅
    • Asia pacific journal of information systems
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    • 제16권2호
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    • pp.123-141
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    • 2006
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Incentive Mechanism in Participatory Sensing for Ambient Assisted Living

  • Yao, Hu;Muqing, Wu;Tianze, Li
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제12권1호
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    • pp.159-177
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    • 2018
  • Participatory sensing is becoming popular and has shown its great potential in data acquisition for ambient assisted living. In this paper, we propose an incentive mechanism in participatory sensing for ambient assisted living, which benefits both the platform and the mobile devices that participated in the sensing task. Firstly, we analyze the profit of participant and platform, and a Stackelberg game model is formulated. The model takes privacy, reputation, power state and quality of data into consideration, and aims at maximizing the profit for both participant and publisher. The discussion of properties of the game show that there exists an unique Stackelberg equilibrium. Secondly, two algorithms are given: one describes how to reach the Stackelberg equilibrium and the other presents the procedures of employing the incentive strategy. Finally, we conduct simulations to evaluate the properties and effectiveness of the proposed mechanism. Simulation results show that the proposed incentive mechanism works well, and the participants and the publisher will be benefitted from it. With the mechanism, the total amount of sensory data can be maximized and the quality of the data can be guaranteed effectively.

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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    • 제13권2호
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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.

Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • 제14권4호
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

Study on 2D Sprite *3.Generation Using the Impersonator Network

  • Yongjun Choi;Beomjoo Seo;Shinjin Kang;Jongin Choi
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제17권7호
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    • pp.1794-1806
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    • 2023
  • This study presents a method for capturing photographs of users as input and converting them into 2D character animation sprites using a generative adversarial network-based artificial intelligence network. Traditionally, 2D character animations have been created by manually creating an entire sequence of sprite images, which incurs high development costs. To address this issue, this study proposes a technique that combines motion videos and sample 2D images. In the 2D sprite generation process that uses the proposed technique, a sequence of images is extracted from real-life images captured by the user, and these are combined with character images from within the game. Our research aims to leverage cutting-edge deep learning-based image manipulation techniques, such as the GAN-based motion transfer network (impersonator) and background noise removal (U2 -Net), to generate a sequence of animation sprites from a single image. The proposed technique enables the creation of diverse animations and motions just one image. By utilizing these advancements, we focus on enhancing productivity in the game and animation industry through improved efficiency and streamlined production processes. By employing state-of-the-art techniques, our research enables the generation of 2D sprite images with various motions, offering significant potential for boosting productivity and creativity in the industry.

Interactivity and Flow in Games

  • 백억;차종국;이정우
    • 한국경영정보학회:학술대회논문집
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    • 한국경영정보학회 2007년도 International Conference
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    • pp.640-645
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    • 2007
  • In theese day, games are often referred as the most potential media to have artistic and entertaining features of digital technology, In this study, used to derive the factors of enjoyment and immersion that users experience from interaction and narrative levels in games were derived The framework of interaction and narrative levels in games was adopted from Marie-Laure Ryan's(2002) and Hyewon Han's(2005) study. The framework was used as the basic instrument for focus group interviews. The result of this study provides a practical model for game-design.

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On an Analytical Quick Game to Investigate the Battle Effectiveness of Forward Defence Concepts

  • Huber, Reiner K.;Steiger, Karl;Wobith, Bernt
    • 한국경영과학회지
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    • 제6권1호
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    • pp.33-55
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    • 1981
  • The so-called “Quick Game”-models resemble a central element within the Compound Gaming approach of military systems analysis proposed by Huber [1, 2]. This paper introduces such an analytical model designed to investigate the battle-effectiveness of alternative army structures. The nature of its results is discussed from numerical experiments covering the (German) Army Structure 4, Loser's Area Coverage Defence Concept, and Afheldt's Area Defence Concept. It turns out that Loser's concept promises to have a comparatively high potential to stabilize the early conventional forward defence, hence being an interesting alternative for further analysis in depth.

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최악의 대기 조건 하의 공기조력 비행선 운전 (Aeroassisted Orbital Maneuvering in a Worst-Case Atmosphere)

  • 이병수
    • 제어로봇시스템학회논문지
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    • 제6권10호
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    • pp.936-941
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    • 2000
  • Advanced space transportation systems, such as the National Aerospace Plane or an Orbital Transfer Vehicle, have atmospheric maneuvering capabilities. For such vehicles the use of aeroassisted orbital transfer from a high Earth orbit to a low Earth orbit, with unpowered flight in the atmosphere, has the potential for significant fuel savings compared to exoatmospheric Hohmann transfer. However, to exploit the fuel savings that can be achieved by using the Earths atmosphere to reduce the vehicles energy, a guidance law is required, and it must be able to handle large unpredictable fluctuations in atmospheric density, on the order of ${\pm}$50% relative to the 1962 US Standard Atmosphere. In this paper aeroassisted orbital transfer is considered as a differential game, with Nature controlling the atmosphere density to yield a worst case (min-max fuel required) atmosphere, from which the guaranteed playable set boundary are achieved. Inside the playable set, it is guaranteed that the vehicle achieves the optimal atmospheric exit condition for the minimum fuel consumption regardless of the atmospheric density variations.

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