• Title/Summary/Keyword: 게임활용

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Visualization of 33 Avalokitesvara-Bodhisattva according to the Wishes (기원에 따른 33관음의 시각화)

  • Kim, Kyungdeok;Kim, Youngduk
    • The Journal of the Korea Contents Association
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    • v.18 no.9
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    • pp.240-247
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    • 2018
  • In this paper, we implement a digital content that visualizes 33 Avalokitesvara-Bodhisattva according to the wishes of the public. The 33 Avalokitesvara-Bodhisattva is described in the Avalokitesvara-Bodhisattva tale that is found in the ancient literature "Memorabilia of the Three Kingdoms" as Tangible Cultural Heritage. Also, it is easily found in a wall painting of traditional Buddhist temples. The 33 Avalokitesvara-Bodhisattva is the saint of mercy that transforms into 33 various forms according to the wishes of the public. The Avalokitesvara-Bodhisattva tales deal with differences in the types of wishes of the public, and the tales have been speeded like wildfire among the people. So, in this paper, we classify them into 4 groups by the wishes (healing, security, academic achievement, disaster relief) of the public, and then analyze its symbolism and activity of the 33 Avalokitesvara-Bodhisattva. Also, we implement a 2D digital content that represents visually it according to the wishes of the public. Applications of the implemented visual content are as follows; development of character, game, and digital storytelling associated with traditional culture, education service for Buddhist doctrines, etc.

The Study of Visual Immersion of Interactive Type of VR Action Contents (VR체감형 액션콘텐츠의 시각적 몰입감)

  • Lee, Young-Woo
    • The Journal of the Korea Contents Association
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    • v.20 no.7
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    • pp.525-533
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    • 2020
  • In recent years, the VR-interactive action contents industry, which utilizes five senses of human bodies, has continued to grow through areas such as games, tourism, movies, performances and exhibitions, but it has reached to breaking point by unrealistic visual elements. Therefore, the purpose of this study is to analyze the effect of each evaluation factor based on visual immersion of interactive type of VR action contents to overcome the limitations. For this study, firstly, prior research is reviewed. Secondly, the evaluation factors of visual immersion of interactive type of VR action contents and hypothesis are to be derived. Research finding is that there is no difference to recognize proximity, three-dimensionality, visibility and immersion by gender. Also, in order to influence visual immersion, it is important that 3D modeling of characters and objects must be sophisticated to be fit in with their surroundings and lighting. This makes user to be confused where they are actually in.

Training Avatars Animated with Human Motion Data (인간 동작 데이타로 애니메이션되는 아바타의 학습)

  • Lee, Kang-Hoon;Lee, Je-Hee
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.4
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    • pp.231-241
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    • 2006
  • Creating controllable, responsive avatars is an important problem in computer games and virtual environments. Recently, large collections of motion capture data have been exploited for increased realism in avatar animation and control. Large motion sets have the advantage of accommodating a broad variety of natural human motion. However, when a motion set is large, the time required to identify an appropriate sequence of motions is the bottleneck for achieving interactive avatar control. In this paper, we present a novel method for training avatar behaviors from unlabelled motion data in order to animate and control avatars at minimal runtime cost. Based on machine learning technique, called Q-teaming, our training method allows the avatar to learn how to act in any given situation through trial-and-error interactions with a dynamic environment. We demonstrate the effectiveness of our approach through examples that include avatars interacting with each other and with the user.

Governance for the negotiation and Management of Water Resources related Conflicts (수자원과 관련된 분쟁 및 갈등의 조정을 위한 거버넌스)

  • Lee, Joo-Heon;Kim, Hyung-Soo;Hong, Il-Pyou;Kang, Bu-Sik;Kim, Kwang-Hun
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.1530-1535
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    • 2008
  • 수자원과 관련된 많은 분쟁 및 갈등들은 국내뿐만 아니라 전 세계적으로 발생하고 있다. 따라서 분쟁 및 갈등해결을 위한 많은 연구들이 진행되고 있지만 수자원과 관련된 분쟁들은 대부분 원활한 해결을 이루지 못하고 있으며, 특히 국내의 경우에는 더욱 심각하다 할 수 있다. 따라서 제한된 자원인 수자원을 둘러싸고 수자원분쟁이 일어나는 것은 당연한 일이라 할 수 있으며, 분쟁의 양상도 다양하다. 댐 건설로 인한 상류지역과 하류지역의 갈등, 수로의 건설로 인해 수자원을 빼앗기는 지역과 수자원을 얻게 되는 지역 간의 갈등, 새로운 공단이나 개발로 인하여 하류지역에서 수질악화를 우려하여 반대하는 경우 등 여러 종류의 수자원으로 인한 분쟁이 있다. 수자원을 둘러싼 갈등이 쉽게 해결이 되지 않고, 또한 갈등 및 분쟁이 쉽게 발생되는 이유도 주체자들간 입장 차이에서 오는 성격이라 할 수 있겠다. 수자원과 관련된 분쟁에서 오는 여러 가지 갈등들은 사회적으로 많은 문제들을 발생시켜 수자원의 원활한 공급이 저해될 수 있다. 이로 인해 사회적으로 수자원과 관련된 분쟁 해결에 들어가는 많은 시간과 노력, 비용을 생각해 볼 때, 효과적인 갈등 및 분쟁의 해결은 국가적 발전에 있어서 영향을 줄 수 있다. 그러므로 갈등 및 분쟁의 원활한 해결이 국가적 발전에 많은 비중을 차지 한다고 할 수 있다는 것은 이런 이유들 때문이라 할 수 있다. 본 연구에서는 국내 수자원과 관련된 분쟁사례들을 하천의 기능에 따른 분류, 발생 원인에 따른 분류, 분쟁주체에 따른 분류 등을 유형별로 구분하여 수자원분쟁의 여러 가지 사례들을 조사하였다. 또한 분쟁 및 갈등을 해결하기 위한 방안으로 거버넌스 시스템을 적용하였고 분쟁의 원활한 합의 조정방안 및 문제점을 제시하기 위한 외국의 시민참여 모델을 특징 및 특성을 분석하였다. 또한, 공영시각모형, 게임이론, 제도설계이론의 공학적 모형을 바탕으로 물분쟁의 해결을 위한 대안을 모색할 수 있는 과학적 접근 방안을 제시하여 향후 여러 가지형태의 국책사업 시행 시 발생 할 수 있는 분쟁의 해결 및 조정을 위한 방안으로 활용할 수 있는 토대를 마련하고자 한다.

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The Effect of Environment Lesson using Multimedia Game on Recognition, Learning Motivation and Achievement of Elementary Students about Alien Species (멀티미디어 게임을 활용한 환경수업이 초등학생의 외래생물에 대한 인식, 학습동기 및 성취도에 미치는 영향)

  • Park, Sung-Kyong;Bae, Jinho;Shim, Kew-Cheol;Yeau, Sung-Hee;So, Keum-Hyun
    • Journal of Korean Elementary Science Education
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    • v.32 no.3
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    • pp.346-360
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    • 2013
  • The purpose of this study was to develop a multimedia game program as a strategy for teaching alien species and to examine the effect of the program on recognition, motivation and achievement about alien species. In order to find the effect of developed program, 62 students among 6th graders at S Elementary School located in Gyeonggi-do were divided into two groups. Lesson with multimedia game was given to the experimental group, and the control group received traditional lesson. The results were as follows. First, the experimental and control groups showed significant difference in recognition of alien species. Second, the two groups showed statistically significant difference in learning motivation. For the subdomains of the recognition, significant results were obtained at the significance in attentiveness, relevance, confidence and satisfaction. Third, the two groups showed significant difference in academic achievement. Lastly as a result of interviewing subjects of the experimental group about lesson based on game, subjects generally had positive opinions that the new learning method is interesting and has helpful influence on the lesson.

Android's Mental Arithmetic application gesture based input development (제스처 입력 기반 안드로이드 암산 애플리케이션 개발)

  • Oh, Cheol-Chul;Hyun, Dong-Lim;Kim, Jong-Hoon
    • 한국정보교육학회:학술대회논문집
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    • 2011.01a
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    • pp.241-246
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    • 2011
  • There are many discussions nowadays about utilizing smartphones to create a mobile computing educational environment. The purpose of this study is to develope an application which addresses the growing importance of mental arithmetic maps in lower elementary grades. Considering current theories on developmental characteristics for the target levels I decided that a gesture based input interface increase the users concentration and interest. Students using this application will learn and reinforce the basics of the addition, subtraction, multiplication, and division of natural numbers. By removing the limitations of time and space as afforded by the convenience of a smartphone and utilizing a gesture based input interface we can combine an application which increases users mental arithmetic speed and precision with the enjoyment of a game.

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Analysis of Users' Gestures by Application in Smartphone Touch Interfaces (스마트폰 터치 인터페이스에서 애플리케이션별 사용자 제스처의 분석)

  • Kim, Jisun;Bahn, Hyokyung
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.9-14
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    • 2015
  • Touch interface is widely used in a smartphone instead of a keyboard or a keypad interface that has been adopted in a PC or a featurephone, respectively. Touch interface can recognize a variety of gestures that clearly represent the distinct features of each application's input. This paper analyzes users' gesture of each application captured by the touch interface of a smartphone. Specifically, we extract touch input traces from various application categories such as game, web browser, youtube, image and e-book viewer, video player, camera, and map applications, and then analyzed them. Through this analysis, we observed a certain unique characteristics of each application's touch input, and this can be utilized in various useful areas such as identification of an application user, prevention of running an application by an illegal user, or design of a new interface convenient to a specific user.

User-oriented Adaptive English Typing Program Implementation using Python (파이썬을 이용한 사용자 중심의 적응적 영문 타이핑 프로그램 구현)

  • Kim, Hye-Suk;Lee, Ho-Jun;Tak, Dong-Kil
    • Journal of Digital Contents Society
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    • v.19 no.8
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    • pp.1575-1584
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    • 2018
  • In this paper, we implemented a user - oriented adaptive English typing program using class and function structure provided by Python to get English learning effect while effectively typing English on PC. The user of the implemented English typing program creates a text file of required English example sentences and links them to use it for direct English typing exercise. In addition, based on the English sentence used in the English typing exercise, it is possible to obtain the English learning effect by providing the ability to perform the memorization test. The interface of the program is structured in the form of a game so that it can be accessed interestingly, and the ranking among the users is disclosed to provide a positive function. We expect that the implemented program will improve the user's English typing speed and improve the English learning effect.

Efficient Method to Support Mobile Virtualization-based Cloud Resource Management (모바일 가상화기반 클라우드 자원관리를 지원하는 효율적 방법)

  • Kang, Yongho;Jang, Changbok;Lee, Wanjik;Heo, Seokyeol;Kim, Jooman
    • Journal of Digital Convergence
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    • v.12 no.2
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    • pp.277-283
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    • 2014
  • Recently, various cloud service has been being provided on mobile devices as well as desktop pc and server computer. Also, Smartphone users are very rapidly increasing, and they are using it for enjoying various services(cloud service, game, banking service, mobile office, etc.). So, research to utilize resources on mobile device has been conducted. In this paper, We have suggested efficient method of cloud resource management by using information of available physical resources(CPU, memory, storage, etc.) between mobile devices, and information of physical resource in mobile device. Suggested technology is possible to guarantee real-time process and efficiently manage resources.

The construction management of tunnel using 3D laser scanner (3차원 레이저 스캐너를 활용한 터널 시공관리)

  • Lee, Kang-Hyun;Heo, In-Wook;Kim, Do-Hoon;Lee, In-Mo
    • Journal of Korean Tunnelling and Underground Space Association
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    • v.13 no.3
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    • pp.159-176
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    • 2011
  • A 3D laser scanner is widely used in various fields such as games, movies, medicines, art, design, etc. Many studies for utilizing the 3D laser scanner in the fields of civil engineering have also been carried out, for example, for systematically managing tunnel and/or bridge construction. However, since a software which is directly applicable to Korean construction system does not exist, the amount of data obtained from existing the 3D laser scanner is too much to handle in a systematic way. Therefore, in this paper, a new data processing technique was established which can rapidly and effectively treat the 3D laser scanning data. Moreover, a software that can systematically manage the tunnel construction was developed. The developed software can assess the construction quality of tunnel excavation such as under-break, over-break, cracks, leakage and efflorescence, etc. A 3D laser scanner and the developed software was applied to an in-situ tunnelling site, and verified usefulness of the 3D laser scanner. The developed software may be useful for tunnel maintenance as well as for systematic management of tunnel construction.