• Title/Summary/Keyword: 게임활용

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A Scalable Global Illumination Algorithm for Animated Graphics (움직이는 물체의 개수에 비례하는 시간을 가지는 전역조명 알고리즘)

  • Zheng, Haoxu;Oh, Kyungsu;Paik, Doowon
    • Journal of Korea Game Society
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    • v.16 no.2
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    • pp.111-118
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    • 2016
  • Global illumination is key factor for realistic image but it is not common in realtime rendering due to its complexity. Visibility of $2^{nd}$ lights is hard to determine because we should process all object for each $2^{nd}$ light. In this paper, we reuse visibility of static objects. We present an indirect illumination algorithm which shows good performance and provides exact $2^{nd}$ light visibility when the scene has small number of moving objects. Our method renders correct image while showing good performance.

A Verification of Cognition Improvement of Science and Engineering using Gamification (게이미피케이션을 활용한 과학과 공학의 인식 개선 검증)

  • Park, Sungjin;Kim, Sangkyun
    • Journal of Korea Game Society
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    • v.18 no.2
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    • pp.37-46
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    • 2018
  • Purpose of this study was to improve students' negative perception of 'difficulties' in science & engineering. a survey tool consisting of four questionnaire for research had developed. For the experiment, this study used the gamified contents and used to 58 students of A University in Chuncheon. According to the results of the analysis, it was found that the gamified contents influenced a positive in improving the negative perception of science & engineering. Based on the results of this study, we will discuss the sustainability of knowledge acquisition along with the improvement of negative perception of science & engineering.

A Constraint-based Technique for Real-Time Game Physics Engine (제약 조건 기반의 실시간 게임 물리엔진 제작기법)

  • Lee, Min-Kyoung;Kim, Young-J.
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.174-177
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    • 2008
  • In 3D gaming environment, it is important to simulate the physically plausible behaviors of gaming objects in real time. In particular, rigid body dynamics consists in the heart of most game physics. In this paper, we present a constraint-based rigid body simulation method using continuous collision detection as a collision detection method, and LCP formulation as a collision response method. The continuous collision detection method never misses any collisions and thus is able to accurately report the first time of collision as well as its associated colliding features. Moreover, since the number of colliding features is typically low, it also reduces the complexity in the LCP formulation.

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Ubiquitous Cyber Aquarium Using Schooling Animation (군집 애니메이션을 이용한 유비쿼터스 사이버 아쿠아리움)

  • Kim, Jong-Chan;Cho, Seung-Il;Kim, Eung-Kon
    • Journal of Korea Multimedia Society
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    • v.11 no.10
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    • pp.1427-1435
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    • 2008
  • It is worth it to properly present the behaviors of cyberspace and game characters. It is not so easy to manually supply the actions for all objects one by one, so we need to use crowd animation techniques in order to display automatically, realistically, and effectively. In this paper, we construct a ubiquitous cyber aquarium based on sensors, using the crowd behavior library, which is applied to programming crowd behavior in cyberspace and game applications. We use a sensor board to become aware of a person approaching the cyber aquarium, and according to the perceived distance, the objects in the cyber aquarium automatically react and behave accordingly.

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Category Reorganization for Ontology Reuse (온톨러지 재사용을 위한 범주 재분류)

  • Yang Jae-Gun;Lee Jong-Hyeok;Bae Jae-Hak J.;Bae Jae-Hak J.
    • The KIPS Transactions:PartB
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    • v.12B no.1 s.97
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    • pp.69-80
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    • 2005
  • This paper introduces a methodology of transforming an existing ontology into the one that satisfies its application. The transformation consists of simplification and realization of word category information. They are based on category headings and base categories. Furthermore, this paper describes a method by which we can identify relationships between category sets. Through the transformation, (1) Roget's thesaurus is reorganized into 7 categories and the base of 'Ontology for Narrative'[32], (2) 22 immersion factors of multimedia games can be subdivided into 207 factors in [35], and (3) the relationships between 10 mental factors and 22 immersion factors of multimedia games are identified in [36].

Design and Implementation of Student Taking a course application Management System Based on XML (XML기반의 수강신청 관리 시스템 설계 및 구현)

  • Yun, Ho-Kun
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.104-112
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    • 2002
  • XML was applied to web-Based application system for efficient data supervision and processing. Also, ASP permitted embodiment of easy web-Based programming, and UML is studied by the new alternative of system modelling techniques. Thus, In this paper see embodied student taking a course application management system using XML, ASP, UML. This was composed, and used XML for effective data supervision and processing by student mode and administrator mode. Also, It used UML for systems analysis and design, and whole system implemented by ASP. And, Database implemented to used in MS-ACCESS, and it used java Script language for efficient practical use of web document.

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A Study on the Minimum Weight Difference Threshold in a VR Controller with Moment Variation (VR 컨트롤러의 모멘트 변화에 따른 최소 무게 차이 인지에 관한 연구)

  • Baek, Mi-Seon;Kim, Huhn
    • Journal of Korea Game Society
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    • v.20 no.1
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    • pp.13-22
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    • 2020
  • This study is about the VR controller that can provide an enhanced experience in VR by augmenting the sense of weight. In this study, the method of changing the center of gravity of the controller was used as a means of transmitting the sense of weight. The experiment was carried out with a device that could change the center of gravity to find the minimum distance at which people can perceive the difference in weight. The results showed that the weight difference between the two stimuli can be perceived at a distance of about 5 cm regardless of the position of the starting stimulus.

Path Optimize Research used Ray-Tracing Algorithm in Heuristic-based Genetic Algorithm Pathfinding (휴리스틱 유전 알고리즘 경로 탐색에 광선 추적 알고리즘을 활용한 경로 최적화 연구)

  • Ko, Jung-Woon;Lee, Dong-Yeop
    • Journal of Korea Game Society
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    • v.19 no.6
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    • pp.83-90
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    • 2019
  • Heuristic based Genetic Algorithm Pathfinding(H-GAP), a method without the need for node and edge information, can compensate the disadvantages of existing pathfinding algorithm, and perform the path search at high speed. However, because the pathfinding by H-GAP is non-node-based, it may not be an optimal path when it includes unnecessary path information. In this paper, we propose an algorithm to optimize the search path using H-GAP. The proposed algorithm optimizes the path by removing unnecessary path information through ray-tracing algorithm after the H-GAP path search is completed.

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
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    • v.7 no.3
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    • pp.91-99
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    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

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Distributed Data Processing for Bigdata Analysis in War Game Simulation Environment (워게임 시뮬레이션 환경에 맞는 빅데이터 분석을 위한 분산처리기술)

  • Bae, Minsu
    • The Journal of Bigdata
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    • v.4 no.2
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    • pp.73-83
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    • 2019
  • Since the emergence of the fourth industrial revolution, data analysis is being conducted in various fields. Distributed data processing has already become essential for the fast processing of large amounts of data. However, in the defense sector, simulation used cannot fully utilize the unstructured data which are prevailing at real environments. In this study, we propose a distributed data processing platform that can be applied to battalion level simulation models to provide visualized data for command decisions during training. 500,000 data points of strategic game were analyzed. Considering the winning factors in the data, variance processing was conducted to analyze the data for the top 10% teams. With the increase in the number of nodes, the model becomes scalable.

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