• Title/Summary/Keyword: 게임활용

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Applying Principal Component Analysis to Go Openings (주성분분석을 통한 바둑 포석 분석)

  • Lee, Byung-Doo;Park, Jong-Wook
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.59-70
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    • 2013
  • Although the history of the game of Go is more than 2,500 years, the theoretical studies of Go are still insufficient. In recent years a lot of studies using Artificial Intelligent(AI) have been conducted, but they do not provide the prominent theoretical reality. We applied Principal Component Analysis(PCA) to the professional Go openings, which are the early stage in Go, to analyze them especially focused on the Go game records of the professional 9-dan player Lee Sedol who is the world's top professional Go player. The results showed that among the 361 eigenvectors the 48 most significant eigenvectors capture most of the variance (99.9%) and the 30 most significant eigenvectors enable to possess 90.5 percent of the total variance. This result would be expected to considerably contribute to pattern recognition research of the professional Go openings in the near future.

Numerical Integration based on Harmonic Oscillation and Jacobi Iteration for Efficient Simulation of Soft Objects with GPU (GPU를 활용한 고성능 연체 객체 시뮬레이션을 위한 조화진동 모델과 야코비 반복법 기반 수치 적분 기술)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.18 no.5
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    • pp.123-132
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    • 2018
  • Various methods have been proposed to efficiently animate the motion of soft objects in realtime. In order to maintain the topology between the elements of the objects, it is required to employ constraint forces, which limit the size of the time steps for the numerical integration and reduce the efficiency. To tackle this, an implicit method with larger steps was proposed. However, the method is, in essence, a linear system with a large matrix, of which solution requires heavy computations. Several approximate methods have been proposed, but the approximation is obtained with an increased damping and the loss of accuracy. In this paper, new integration method based on harmonic oscillation with better stability was proposed, and it was further stabilized with the hybridization with approximate implicit method. GPU parallelism can be easily implemented for the method, and large-scale soft objects can be simulated in realtime.

Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Technological trend of VR/AR maintenance training and API Implementation Example based on Unity Engine (VR/AR 정비교육의 기술동향과 유니티 엔진기반의 API 구현사례)

  • Lee, Jee Sung;Kim, Byung Min;Choi, Kyu Hwa;Nam, Tae Hyun;Lim, Chang Joo
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.111-119
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    • 2018
  • National agencies and corporations are making a lot of efforts to educate mechanics from high school to university and enterprise training center to train as skilled mechanic. but the theoretical training using textbooks and the training using equipment not used in the field did not provide proper maintenance training. And education using special equipment or assuming dangerous situation was very dangerous, so we were carrying out education with video or photo. In recent, there have been a number of cases in which effective training simulations have been researched and developed in order to experience situations and solve problems safely through simulation from simple maintenance to special maintenance by combining VR and AR. This paper describes the comparative study of the existing APIs such as Danuri VR, DisTi Engine and Remote AR for general purpose AR/VR contents. We also proposed a AR/VR API based on Unity 3D Engine for AR/VR maintenance contents. The API can be used for maintenance contents developers efficiently.

A Study on the VR Payment System using Hand Gesture Recognition (손 제스쳐 인식을 활용한 VR 결제 시스템 연구)

  • Kim, Kyoung Hwan;Lee, Won Hyung
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.129-135
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    • 2018
  • Electronic signatures, QR codes, and bar codes are used in payment systems used in real life. Research has begun on the payment system implemented in the VR environment. This paper proposes a VR electronic sign system that uses hand gesture recognition to implement an existing payment system in a VR environment. In a VR system, you can not hit the keyboard or touch the mouse. There can be several ways to configure a payment system with a VR controller. Electronic signage using hand gesture recognition is one of them, and hand gesture recognition can be classified by the Warping Methods, Statistical Methods, and Template Matching methods. In this paper, the payment system was configured in VR using the $p algorithm belonging to the Template Matching method. To create a VR environment, we implemented a paypal system where actual payment is made using Unity3D and Vive equipment.

The Development of Computerized Sport-related Cognitive Test Battery to Measure Sport Intelligence, the Ability to Read the Game (게임을 읽는 머리, 스포츠지능을 측정하기 위한 컴퓨터 기반 스포츠 인지검사 프로그램 개발)

  • Park, Jin-Han;Woo, Min-Jung
    • Journal of the Korea Convergence Society
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    • v.12 no.7
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    • pp.19-29
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    • 2021
  • High-performing athletes possess the ability to read the game, known as the "sports brain". However, a cognitive battery to measure such sports brain has not been developed yet. The purpose of the study, thus, is to develop a computerized cognitive test battery to measure athletes' cognitive function. Based on a systematic review, information processing speed, execution function, and spatial ability were selected as sports-related cognitive functions. Simple and choice response times test, trail-making test, Flanker test, and mental rotation task were developed. After providing manual and practice trials, main tests were executed and all primary variables were statistically processed and automatically saved. The test battery is expected to aid in the discovery and recruitment of athletes in the future after verifying the validity and reliability of this battery.

Keyword Retrieval-Based Korean Text Command System Using Morphological Analyzer (형태소 분석기를 이용한 키워드 검색 기반 한국어 텍스트 명령 시스템)

  • Park, Dae-Geun;Lee, Wan-Bok
    • Journal of the Korea Convergence Society
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    • v.10 no.2
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    • pp.159-165
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    • 2019
  • Based on deep learning technology, speech recognition method has began to be applied to commercial products, but it is still difficult to be used in the area of VR contents, since there is no easy and efficient way to process the recognized text after the speech recognition module. In this paper, we propose a Korean Language Command System, which can efficiently recognize and respond to Korean speech commands. The system consists of two components. One is a morphological analyzer to analyze sentence morphemes and the other is a retrieval based model which is usually used to develop a chatbot system. Experimental results shows that the proposed system requires only 16% commands to achieve the same level of performance when compared with the conventional string comparison method. Furthermore, when working with Google Cloud Speech module, it revealed 60.1% of success rate. Experimental results show that the proposed system is more efficient than the conventional string comparison method.

A Study on the Interoperability of ROK Air Force Virtual and Constructive Simulation (공군 전투기 시뮬레이터와 워게임 모델의 V-C 연동에 대한 연구)

  • Kim, Yong Hwan;Song, Yong Seung;Kim, Chang Ouk
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.169-177
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    • 2019
  • LVC(Live-Virtual-Constructive) training system is drawing attention due to changes in battlefield situation and the development of advanced information and communication technologies. The ROKAF(Republic of Korea Air Force) plans to construct LVC training system capable of scientific training. This paper analyzes the results of V-C interoperability test with three fighter simulators as virtual systems and a theater-level wargame model as a constructive system. The F-15K, KF-16, and FA-50 fighter simulators, which have different interoperable methods, were converted into a standard for simulation interoperability. Using the integrated field environment simulator, the fighter simulators established a mutually interoperable environment. In addition, the Changgong model, which is the representative training model of the Air Force, was converted to the standard for simulation interoperability, and the integrated model was implemented with optimized interoperability performance. Throughput experiments, It was confirmed that the fighter simulators and the war game model of the ROKAF could be interoperable with each other. The results of this study are expected to be a good reference for the future study of the ROKAF LVC training system.

Analysis of Current Use Smartphone of 3 to 5 Years old Children and Parents' Perception

  • Choi, Dea-Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.12
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    • pp.293-298
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    • 2020
  • The purpose of this study is to confirm the use of smartphones by children aged 3 to 5 years old and to propose a plan for prevention of overdependence. To this end, the data of 909 people aged 3 to 5 years old were used in the study from the raw data of the '2019 Smartphone Overdependence Survey' conducted by the National Information Society Agency. The research results are as follows : Infants aged 3 to 5 were using their smartphone for an average of more than an hour a day, it was found that smartphones were used in the order of video services and games, listening to music, educational contents and search services. Parents were found to be tolerant of their children's smartphone usage time and dependence. In particular, despite the fact that most infants and toddlers use smartphones to watch videos and use game content, they are not concerned. Therefore, parental education content for the use of smartphones by infants and toddlers needs to include comprehensive content on media use.

A Study on Myth Storytelling (신화 스토리텔링에 관한 연구)

  • Park, Chan-Ik
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.22 no.1
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    • pp.439-444
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    • 2021
  • There are many reasons why myths are used in the cultural context. However, the primary reason is that myths tend to be a safe choice as they are guaranteed to be entertaining and connect people over the past thousands of years, and are also free from issues related to plagiarism. In particular, myths from Northern Europe are used in many parts of modern cultural content as they have a clear conflict between good and evil and present a universe with various tribes and worlds. This study analyzed the movie series of Thor and the game Ragnarok to investigate how myths are used in the modern cultural context. In the movie series of Thor and the game Ragnarok, it is possible to identify how myths are modified while keeping their basic storyline. The findings from the analysis can be summarized as follows.