This paper proposes a method to predict fluctuations in the prices of cryptocurrencies, which are increasingly used for online transactions worldwide. Little research has been conducted on predicting fluctuations in the price and number of transactions of a variety of cryptocurrencies. Moreover, the few methods proposed to predict fluctuation in currency prices are inefficient because they fail to take into account the differences in attributes between real currencies and cryptocurrencies. This paper analyzes user comments in online cryptocurrency communities to predict fluctuations in the prices of cryptocurrencies and the number of transactions. By focusing on three cryptocurrencies, each with a large market size and user base, this paper attempts to predict such fluctuations by using a simple and efficient method.
Bitcoin is an online currency that is used worldwide to make online payments. It has consequently become an investment vehicle in itself and is traded in a way similar to other open currencies. The ability to predict the price fluctuation of Bitcoin would therefore facilitate future investment and payment decisions. In order to predict the price fluctuation of Bitcoin, we analyse the comments posted in the Bitcoin online forum. Unlike most research on Bitcoin-related online forums, which is limited to simple sentiment analysis and does not pay sufficient attention to note-worthy user comments, our approach involved extracting keywords from Bitcoin-related user comments posted on the online forum with the aim of analytically predicting the price and extent of transaction fluctuation of the currency. The effectiveness of the proposed method is validated based on Bitcoin online forum data ranging over a period of 2.8 years from December 2013 to September 2016.
In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.
We propose a physics-inspired simulation framework that expresses visual effects of flowing water frozen in glaze or directional icicles. The proposed ice model considers the direction of the water flow, which affects the growth of icicles. Water dynamics are computed using a conventional particle-based simulation. Ice glaze and directional icicles are generated by incorporating our freezing solver. To determine whether a water particle is converted into ice or remains liquid, we compute the nucleation energy based on the humidity and water flow. The humidity is approximated as a virtual water film on object surfaces. The water flow is incorporated by introducing a growth direction vector to guide the direction of icicle growth.Ice-generating regions can be controlled using 3-D modeling tools such as Autodesk Maya or 3DS Max. Experiments showed that a realistic ice glaze was created on the surfaces of objects and that icicles grew in the direction of the water flow.
In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players’ characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.
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