Objective To study the way to better regulate the online sales of prescription drugs,and to provide reference for the adjustment of relevant policies since the online sales of prescription drugs has become an inevitab...Objective To study the way to better regulate the online sales of prescription drugs,and to provide reference for the adjustment of relevant policies since the online sales of prescription drugs has become an inevitable trend.Methods A game model was constructed for the strategy choice of pharmaceutical e-commerce platform,customers and government departments based on differential game theory and Nash equilibrium game model to analyze the pure strategy Nash equilibrium,Nash equilibrium dominant strategy of each subject and the mixed strategy Nash equilibrium under different conditions.Besides,Matlab was used to carry out simulation analysis.Results and Conclusion The study shows that:(1)Improving the credibility of the government and reducing the cost of government regulation can not only make the pharmaceutical e-commerce platform operate with high quality,but also give greater play to government functions;(2)The greater the influence of social evaluation on pharmaceutical e-commerce platforms,the lower the cost of high-quality operation of pharmaceutical e-commerce platform,and the greater the probability of customer choosing real evaluation strategy;(3)The greater the customers’perception of potential risk,the greater the compensation,and the lower the cost of reporting.Then,the greater the probability that government departments will choose strict regulation.Finally,the model solution and simulation analysis are combined to provide countermeasures and suggestions for the safety regulation of online sales of prescription drugs.展开更多
Missile interception problem can be regarded as a two-person zero-sum differential games problem,which depends on the solution of Hamilton-Jacobi-Isaacs(HJI)equa-tion.It has been proved impossible to obtain a closed-f...Missile interception problem can be regarded as a two-person zero-sum differential games problem,which depends on the solution of Hamilton-Jacobi-Isaacs(HJI)equa-tion.It has been proved impossible to obtain a closed-form solu-tion due to the nonlinearity of HJI equation,and many iterative algorithms are proposed to solve the HJI equation.Simultane-ous policy updating algorithm(SPUA)is an effective algorithm for solving HJI equation,but it is an on-policy integral reinforce-ment learning(IRL).For online implementation of SPUA,the dis-turbance signals need to be adjustable,which is unrealistic.In this paper,an off-policy IRL algorithm based on SPUA is pro-posed without making use of any knowledge of the systems dynamics.Then,a neural-network based online adaptive critic implementation scheme of the off-policy IRL algorithm is pre-sented.Based on the online off-policy IRL method,a computa-tional intelligence interception guidance(CIIG)law is developed for intercepting high-maneuvering target.As a model-free method,intercepting targets can be achieved through measur-ing system data online.The effectiveness of the CIIG is verified through two missile and target engagement scenarios.展开更多
Nowadays many teenagers play online games.Too much violence in online games deeply affects the teenagers' life,makes them act in a violent manner.Actions should be brought for change to protest.
This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "...This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "separatism" status, analyzes the role of sports field in the institutional "separatism", induces some necessary reflection, and looks to "e-sport" prospects in sports field.展开更多
BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention...BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention based on positive psychology is a promising treatment for such patients.AIM To evaluate the effect of positive psychological intervention on anxiety,depression and coping in people addicted to online games.METHODS This self-controlled study included 89 people addicted to online games,who received treatment at Hangzhou Seventh People’s Hospital,Hangzhou,China in 2019.The Hamilton Anxiety Scale,Hamilton Depression Scale and Trait Coping Style Questionnaire were administered to evaluate the anxiety,depression and coping style among these people.Psychological intervention based on positive psychology was provided for 6 wk followed by another evaluation.The results were compared against those from the previous evaluation.RESULTS After 6 wk of psychological intervention,89 people achieved a significant improvement in the Hamilton Anxiety Scale and Hamilton Depression Scale-24 scales.The score for positive coping style in Trait Coping Style Questionnaire was significantly improved,while that of the negative coping style decreased significantly(P<0.05).CONCLUSION Psychological intervention based on positive psychology alleviated affective symptoms,such as anxiety and depression,in subjects addicted to online games.Psychological intervention corrected negative coping style,thereby improving mental health.展开更多
In real-time hybrid simulation(RTHS), it is difficult if not impossible to completely erase the error in restoring force due to actuator response delay using existing displacement-based compensation methods. This pa...In real-time hybrid simulation(RTHS), it is difficult if not impossible to completely erase the error in restoring force due to actuator response delay using existing displacement-based compensation methods. This paper proposes a new force correction method based on online discrete tangent stiffness estimation(online DTSE) to provide accurate online estimation of the instantaneous stiffness of the physical substructure. Following the discrete curve parameter recognition theory, the online DTSE method estimates the instantaneous stiffness mainly through adaptively building a fuzzy segment with the latest measurements, constructing several strict bounding lines of the segment and calculating the slope of the strict bounding lines, which significantly improves the calculation efficiency and accuracy for the instantaneous stiffness estimation. The results of both computational simulation and real-time hybrid simulation show that:(1) the online DTSE method has high calculation efficiency, of which the relatively short computation time will not interrupt RTHS; and(2) the online DTSE method provides better estimation for the instantaneous stiffness, compared with other existing estimation methods. Due to the quick and accurate estimation of instantaneous stiffness, the online DTSE method therefore provides a promising technique to correct restoring forces in RTHS.展开更多
Current public-opinion propagation research usually focused on closed network topologies without considering the fluctuation of the number of network users or the impact of social factors on propagation. Thus, it rema...Current public-opinion propagation research usually focused on closed network topologies without considering the fluctuation of the number of network users or the impact of social factors on propagation. Thus, it remains difficult to accurately describe the public-opinion propagation rules of social networks. In order to study the rules of public opinion spread on dynamic social networks, by analyzing the activity of social-network users and the regulatory role of relevant departments in the spread of public opinion, concepts of additional user and offline rates are introduced, and the direct immune-susceptible, contacted, infected, and refractory (DI-SCIR) public-opinion propagation model based on real-time online users is established. The interventional force of relevant departments, credibility of real information, and time of intervention are considered, and a public-opinion propagation control strategy based on direct immunity is proposed. The equilibrium point and the basic reproduction number of the model are theoretically analyzed to obtain boundary conditions for public-opinion propagation. Simulation results show that the new model can accurately reflect the propagation rules of public opinion. When the basic reproduction number is less than 1, public opinion will eventually disappear in the network. Social factors can significantly influence the time and scope of public opinion spread on social networks. By controlling social factors, relevant departments can analyze the rules of public opinion spread on social networks to suppress the propagate of negative public opinion and provide a powerful tool to ensure security and stability of society.展开更多
Failures are very common during the online real-time monitoring of large quantities of complex liquids in industrial processes, and can result in excessive resource consumption and pollution. In this study, we introdu...Failures are very common during the online real-time monitoring of large quantities of complex liquids in industrial processes, and can result in excessive resource consumption and pollution. In this study, we introduce a monitoring method capable of non-contact original-state online real-time monitoring for strongly coated, high-salinity, and multi-component liquids. The principle of the method is to establish the relationship among the concentration of the target substance in the liquid (C), the color space coor- dinates of the target substance at different concentrations (L*, a*, b*), and the maximum absorption wave- length (λmax); subsequently, the optimum wavelength λT of the liquid is determined by a high-precision scanning-type monitoring system that is used to detect the instantaneous concentration of the target substance in the flowing liquid. Unlike traditional monitoring methods and existing online monitoring methods, the proposed method does not require any pretreatment of the samples (i.e., filtration, dilution, oxidation/reduction, addition of chromogenic agent, constant volume, etc.), and it is capable of original- state online real-time monitoring. This method is employed at a large electrolytic manganese plant to monitor the Fe3. concentration in the colloidal process of the plant's aging liquid (where the concentra- tions of Fe3+, Mn2+, and (NH4)2SO4 are 0.5-18 mg.L 1, 35-39 g.L 1, and 90-110 g.L 1, respectively). The relative error of this monitoring method compared with an off-line laboratory monitoring is less than 2%.展开更多
The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and...The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.展开更多
What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experien...What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence.展开更多
Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist wa...Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist war" play,or how much of its share of space.展开更多
Online game development in the ascendant world led to lively academic trends forward, a great booming trend. In recent years, a large number of e-sport research papers published on the domestic sports journals, discus...Online game development in the ascendant world led to lively academic trends forward, a great booming trend. In recent years, a large number of e-sport research papers published on the domestic sports journals, discussion areas related to concepts, classifications, industrialization of e-sport and so on.展开更多
Fog computing is introduced to relieve the problems triggered by the long distance between the cloud and terminal devices. In this paper, considering the mobility of terminal devices represented as mobile multimedia u...Fog computing is introduced to relieve the problems triggered by the long distance between the cloud and terminal devices. In this paper, considering the mobility of terminal devices represented as mobile multimedia users(MMUs) and the continuity of requests delivered by them, we propose an online resource allocation scheme with respect to deciding the state of servers in fog nodes distributed at different zones on the premise of satisfying the quality of experience(QoE) based on a Stackelberg game. Specifically, a multi-round of a predictably\unpredictably dynamic scheme is derived from a single-round of a static scheme. The optimal allocation schemes are discussed in detail, and related experiments are designed. For simulations, comparing with non-strategy schemes, the performance of the dynamic scheme is better at minimizing the cost used to maintain fog nodes for providing services.展开更多
<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of onli...<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of online game addiction, self-control ability and family function, analyze the influence factors and the relationship between them. <b>Methods</b>: The questionnaire of online game addiction, family function and self-control ability was used to investigate some college students. <b>Results</b>: 1) The detection rate of college students’ online game addiction is 40%. There are significant differences in sex, grade and only child in online game addiction. 2) There are significant differences in self-control ability and family function between online game addicts and non-addicts. 3) Self-control ability and family function have a significant predictive effect on online game addiction. <b>Conclusion</b>: College students’ online game addiction is affected by their self-control ability and family function, and it can be alleviated by improving their self-control ability and family function.</span></span></span><span style="font-family:""></span> </p>展开更多
The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as...The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.展开更多
This study is conducted on the special provision of the Korean government to prevent youths' addiction to online games. Judging that the youths' addiction to online games is serious, the Korea government made a lega...This study is conducted on the special provision of the Korean government to prevent youths' addiction to online games. Judging that the youths' addiction to online games is serious, the Korea government made a legal provision to control the phenomena of youths' online game addiction. At that time, there were lots of conflicting opinions in the course of implementation of the related governmental act. The purpose of this study is investigating what conflicting opinions there were in the course of the legislation and also the fundamental cause of the opinion confliction and the countermeasures thereby. Especially, it is noteworthy that two departments of the government had different legal approaches toward the issue. Thus, this study will present an affordable suggestion for other countries which have youths' online game addiction problems.展开更多
In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-tim...In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.展开更多
For the aim at exploring differences on personality traits between excessive online game users and non-excessive users in Japan, an online survey was conducted using psychological scales measuring addictive tendencies...For the aim at exploring differences on personality traits between excessive online game users and non-excessive users in Japan, an online survey was conducted using psychological scales measuring addictive tendencies for online gaming, depressive tendencies, aggression, and self-concealment. The results revealed that excessive online game users having addictive tendencies in Japan had lack of self-esteem as one of depressive tendencies, high aggressive tendencies, and low tendency of self-disclosure, in contrast with non-excessive users. Moreover, it was suggested that these users had a confidence in the society based on contributive behaviors in multi-player groups of online gaming.展开更多
Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year...Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.Objectives:This study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.Methods:The research method used was analytical research using cross sectional design.Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.Result:The correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p=0,00<0.05.This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students.These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents.This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior.The higher the length of playing online games,the higher the aggressive behavior of teenagers,conversely the lower the longer playing online games,the lower the aggressive behavior of teenagers.展开更多
文摘Objective To study the way to better regulate the online sales of prescription drugs,and to provide reference for the adjustment of relevant policies since the online sales of prescription drugs has become an inevitable trend.Methods A game model was constructed for the strategy choice of pharmaceutical e-commerce platform,customers and government departments based on differential game theory and Nash equilibrium game model to analyze the pure strategy Nash equilibrium,Nash equilibrium dominant strategy of each subject and the mixed strategy Nash equilibrium under different conditions.Besides,Matlab was used to carry out simulation analysis.Results and Conclusion The study shows that:(1)Improving the credibility of the government and reducing the cost of government regulation can not only make the pharmaceutical e-commerce platform operate with high quality,but also give greater play to government functions;(2)The greater the influence of social evaluation on pharmaceutical e-commerce platforms,the lower the cost of high-quality operation of pharmaceutical e-commerce platform,and the greater the probability of customer choosing real evaluation strategy;(3)The greater the customers’perception of potential risk,the greater the compensation,and the lower the cost of reporting.Then,the greater the probability that government departments will choose strict regulation.Finally,the model solution and simulation analysis are combined to provide countermeasures and suggestions for the safety regulation of online sales of prescription drugs.
文摘Missile interception problem can be regarded as a two-person zero-sum differential games problem,which depends on the solution of Hamilton-Jacobi-Isaacs(HJI)equa-tion.It has been proved impossible to obtain a closed-form solu-tion due to the nonlinearity of HJI equation,and many iterative algorithms are proposed to solve the HJI equation.Simultane-ous policy updating algorithm(SPUA)is an effective algorithm for solving HJI equation,but it is an on-policy integral reinforce-ment learning(IRL).For online implementation of SPUA,the dis-turbance signals need to be adjustable,which is unrealistic.In this paper,an off-policy IRL algorithm based on SPUA is pro-posed without making use of any knowledge of the systems dynamics.Then,a neural-network based online adaptive critic implementation scheme of the off-policy IRL algorithm is pre-sented.Based on the online off-policy IRL method,a computa-tional intelligence interception guidance(CIIG)law is developed for intercepting high-maneuvering target.As a model-free method,intercepting targets can be achieved through measur-ing system data online.The effectiveness of the CIIG is verified through two missile and target engagement scenarios.
文摘Nowadays many teenagers play online games.Too much violence in online games deeply affects the teenagers' life,makes them act in a violent manner.Actions should be brought for change to protest.
文摘This paper uses literature and data, introduces the ascendant situation of online games industry in brief, outlines the construction status of China's online games industry, comes out with the institutional "separatism" status, analyzes the role of sports field in the institutional "separatism", induces some necessary reflection, and looks to "e-sport" prospects in sports field.
基金Supported by The Medical and Health Science and Technology Foundation of Zhejiang,No.2020363968.
文摘BACKGROUND Addiction to online games is not uncommon.The patients usually refuse to take medications and present with affective symptoms such as anxiety,depression and negative coping styles.Psychological intervention based on positive psychology is a promising treatment for such patients.AIM To evaluate the effect of positive psychological intervention on anxiety,depression and coping in people addicted to online games.METHODS This self-controlled study included 89 people addicted to online games,who received treatment at Hangzhou Seventh People’s Hospital,Hangzhou,China in 2019.The Hamilton Anxiety Scale,Hamilton Depression Scale and Trait Coping Style Questionnaire were administered to evaluate the anxiety,depression and coping style among these people.Psychological intervention based on positive psychology was provided for 6 wk followed by another evaluation.The results were compared against those from the previous evaluation.RESULTS After 6 wk of psychological intervention,89 people achieved a significant improvement in the Hamilton Anxiety Scale and Hamilton Depression Scale-24 scales.The score for positive coping style in Trait Coping Style Questionnaire was significantly improved,while that of the negative coping style decreased significantly(P<0.05).CONCLUSION Psychological intervention based on positive psychology alleviated affective symptoms,such as anxiety and depression,in subjects addicted to online games.Psychological intervention corrected negative coping style,thereby improving mental health.
基金Priority Academic Program Development of Jiangsu Higher Education Institutions under Grant No.1105007002National Natural Science Foundation of China under Grant No.51378107 and No.51678147
文摘In real-time hybrid simulation(RTHS), it is difficult if not impossible to completely erase the error in restoring force due to actuator response delay using existing displacement-based compensation methods. This paper proposes a new force correction method based on online discrete tangent stiffness estimation(online DTSE) to provide accurate online estimation of the instantaneous stiffness of the physical substructure. Following the discrete curve parameter recognition theory, the online DTSE method estimates the instantaneous stiffness mainly through adaptively building a fuzzy segment with the latest measurements, constructing several strict bounding lines of the segment and calculating the slope of the strict bounding lines, which significantly improves the calculation efficiency and accuracy for the instantaneous stiffness estimation. The results of both computational simulation and real-time hybrid simulation show that:(1) the online DTSE method has high calculation efficiency, of which the relatively short computation time will not interrupt RTHS; and(2) the online DTSE method provides better estimation for the instantaneous stiffness, compared with other existing estimation methods. Due to the quick and accurate estimation of instantaneous stiffness, the online DTSE method therefore provides a promising technique to correct restoring forces in RTHS.
基金Project supported by the National Natural Science Foundation of China (Grant No. 61471080)the Equipment Development Department Research Foundation of China (Grant No. 61400010303)+2 种基金the Natural Science Research Project of Liaoning Education Department of China (Grant Nos. JDL2019019 and JDL2020002)the Surface Project for Natural Science Foundation in Guangdong Province of China (Grant No. 2019A1515011164)the Science and Technology Plan Project in Zhanjiang, China (Grant No. 2018A06001)。
文摘Current public-opinion propagation research usually focused on closed network topologies without considering the fluctuation of the number of network users or the impact of social factors on propagation. Thus, it remains difficult to accurately describe the public-opinion propagation rules of social networks. In order to study the rules of public opinion spread on dynamic social networks, by analyzing the activity of social-network users and the regulatory role of relevant departments in the spread of public opinion, concepts of additional user and offline rates are introduced, and the direct immune-susceptible, contacted, infected, and refractory (DI-SCIR) public-opinion propagation model based on real-time online users is established. The interventional force of relevant departments, credibility of real information, and time of intervention are considered, and a public-opinion propagation control strategy based on direct immunity is proposed. The equilibrium point and the basic reproduction number of the model are theoretically analyzed to obtain boundary conditions for public-opinion propagation. Simulation results show that the new model can accurately reflect the propagation rules of public opinion. When the basic reproduction number is less than 1, public opinion will eventually disappear in the network. Social factors can significantly influence the time and scope of public opinion spread on social networks. By controlling social factors, relevant departments can analyze the rules of public opinion spread on social networks to suppress the propagate of negative public opinion and provide a powerful tool to ensure security and stability of society.
文摘Failures are very common during the online real-time monitoring of large quantities of complex liquids in industrial processes, and can result in excessive resource consumption and pollution. In this study, we introduce a monitoring method capable of non-contact original-state online real-time monitoring for strongly coated, high-salinity, and multi-component liquids. The principle of the method is to establish the relationship among the concentration of the target substance in the liquid (C), the color space coor- dinates of the target substance at different concentrations (L*, a*, b*), and the maximum absorption wave- length (λmax); subsequently, the optimum wavelength λT of the liquid is determined by a high-precision scanning-type monitoring system that is used to detect the instantaneous concentration of the target substance in the flowing liquid. Unlike traditional monitoring methods and existing online monitoring methods, the proposed method does not require any pretreatment of the samples (i.e., filtration, dilution, oxidation/reduction, addition of chromogenic agent, constant volume, etc.), and it is capable of original- state online real-time monitoring. This method is employed at a large electrolytic manganese plant to monitor the Fe3. concentration in the colloidal process of the plant's aging liquid (where the concentra- tions of Fe3+, Mn2+, and (NH4)2SO4 are 0.5-18 mg.L 1, 35-39 g.L 1, and 90-110 g.L 1, respectively). The relative error of this monitoring method compared with an off-line laboratory monitoring is less than 2%.
文摘The number of people playing Massive Multiplayer Online Games (MMOGs) is growing steadily, yet there are limited studies on the social impact that this online activity has. This research, using both quantitative and qualitative data, focused on whether users of the most popular MMOG, World of Warcraft (WOW), exhibited behaviors of social capital in their online gaming activity and whether there was any correlation to offiine social capital. The findings indicated that cooperation provided the best indicator to make a correlation about a gamer's offiine social capital behaviors. One conclusion, stemming from this is that, in virtual worlds, the added social capital can lead to cronyism and help those in power maintain the status quo.
基金part of the research findings of"Studies in the Interaction between Chinese Cultural Elements and Chinese Animation Content Production Sector"(No.06JA860007)a humanity and social sciences project funded by the Ministry of Education of the PRC
文摘What are the real intentions of young women to play online games? Can they benefit more than just entertainment? Based on a 2-year followup survey of a young female online gamer, this paper explores the inner experiences of a young female gamers. Findings indicate that young female Chinese gamers attach importance to the choice of characters in the world of online games and that they establish a sense of identity in virtual space through character affirmation and interactions with other gamers. For young female gamers, who are eager to temporarily escape from reality, playing online games is a positive psychological compensation and a process for building self-confidence.
文摘Through this status quo analysis of China's online game industry,it is not difficult to see that sports in the whole chain of online game industry are not at the core.So,what will sport in this "separatist war" play,or how much of its share of space.
文摘Online game development in the ascendant world led to lively academic trends forward, a great booming trend. In recent years, a large number of e-sport research papers published on the domestic sports journals, discussion areas related to concepts, classifications, industrialization of e-sport and so on.
基金supported by the National Natural Science Foundation of China under grant No. 61501080, 61572095, 61871064, and 61877007
文摘Fog computing is introduced to relieve the problems triggered by the long distance between the cloud and terminal devices. In this paper, considering the mobility of terminal devices represented as mobile multimedia users(MMUs) and the continuity of requests delivered by them, we propose an online resource allocation scheme with respect to deciding the state of servers in fog nodes distributed at different zones on the premise of satisfying the quality of experience(QoE) based on a Stackelberg game. Specifically, a multi-round of a predictably\unpredictably dynamic scheme is derived from a single-round of a static scheme. The optimal allocation schemes are discussed in detail, and related experiments are designed. For simulations, comparing with non-strategy schemes, the performance of the dynamic scheme is better at minimizing the cost used to maintain fog nodes for providing services.
文摘<span><b><span style="font-family:"">Objective</span></b></span><span><span><span style="font-family:"">: To study the status of online game addiction, self-control ability and family function, analyze the influence factors and the relationship between them. <b>Methods</b>: The questionnaire of online game addiction, family function and self-control ability was used to investigate some college students. <b>Results</b>: 1) The detection rate of college students’ online game addiction is 40%. There are significant differences in sex, grade and only child in online game addiction. 2) There are significant differences in self-control ability and family function between online game addicts and non-addicts. 3) Self-control ability and family function have a significant predictive effect on online game addiction. <b>Conclusion</b>: College students’ online game addiction is affected by their self-control ability and family function, and it can be alleviated by improving their self-control ability and family function.</span></span></span><span style="font-family:""></span> </p>
基金This article is funded by“Research on the realization of‘Realism-directed Transformation’in fictional Internet literature”of Sichuan Internet Literature Development Center(w222379).
文摘The rapid development of Internet literature not only made itself the source of information about animation and the gaming industry,but also boosted the creation of super writers who are now establishing themselves as IP(intellectual property)producers and providers.Rather than creating literary classics,these writers prefer producing commercial novels targeted at a certain group of readers.Meanwhile,the structure of their works tends to cater to the preferences of online games and animation,with the narrative and characters in the novel adjusting accordingly.These changes have enhanced the influence of Internet literature.But an excessive emphasis on IP gradually converts the novels into scripts for games with highly stereotyped content and structure.Fastpaced writing also renders their works with a lack of polish,including such serious problems as mismatched plots and repetitive narratives.Therefore,Internet literature is in urgent need of positive guidance,as its development will be stalled due to the excessive emphasis on IP.
文摘This study is conducted on the special provision of the Korean government to prevent youths' addiction to online games. Judging that the youths' addiction to online games is serious, the Korea government made a legal provision to control the phenomena of youths' online game addiction. At that time, there were lots of conflicting opinions in the course of implementation of the related governmental act. The purpose of this study is investigating what conflicting opinions there were in the course of the legislation and also the fundamental cause of the opinion confliction and the countermeasures thereby. Especially, it is noteworthy that two departments of the government had different legal approaches toward the issue. Thus, this study will present an affordable suggestion for other countries which have youths' online game addiction problems.
文摘In this paper, we investigate the influences of network delay on QoE (Quality of Experience) such as the operability of haptic interface device and the fairness between players for soft objects in a networked real-time game subjectively and objectively. We handle a networked balloon bursting game in which two players burst balloons (i.e., soft objects) in a 3D virtual space by using haptic interface devices, and the players compete for the number of burst balloons. As a result, we find that the operability depends on the network delay from the local terminal to the other terminal, and the fairness is mainly dependent on the difference in network delay between the players’ terminals. We confirm that there exists a trade-off relationship between the operability and the fairness. We also see that the contribution of the fairness is larger than that of the operability to the comprehensive quality (i.e., the weighted sum of the operability and fairness). Assessment results further show that the output timing of terminals should be adjusted to the terminal which has the latest output timing to maintain the fairness when the difference in network delay between the terminals is large. In this way, the comprehensive quality at each terminal can be maintained as high as possible.
文摘For the aim at exploring differences on personality traits between excessive online game users and non-excessive users in Japan, an online survey was conducted using psychological scales measuring addictive tendencies for online gaming, depressive tendencies, aggression, and self-concealment. The results revealed that excessive online game users having addictive tendencies in Japan had lack of self-esteem as one of depressive tendencies, high aggressive tendencies, and low tendency of self-disclosure, in contrast with non-excessive users. Moreover, it was suggested that these users had a confidence in the society based on contributive behaviors in multi-player groups of online gaming.
文摘Introduction:Once the enormity of online games took over the attention of many teens and children so that it brought a big change.Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.Objectives:This study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.Methods:The research method used was analytical research using cross sectional design.Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.Result:The correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p=0,00<0.05.This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students.These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents.This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior.The higher the length of playing online games,the higher the aggressive behavior of teenagers,conversely the lower the longer playing online games,the lower the aggressive behavior of teenagers.