• Title/Summary/Keyword: 게임 이벤트

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Boosting Film-Induced Tourism in Gyeongbuk (경북 영상관광의 현황과 발전방안)

  • Choi, Jeong-Su
    • Journal of the Economic Geographical Society of Korea
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    • v.11 no.2
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    • pp.203-215
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    • 2008
  • Film-induced tourism in Gyeongbuk and Korea is concentrated on the on-location set, one-off events and film tourism as part of a holiday(visiting film locations or studios as an activity within a larger holiday) among several forms of film-induced tourism. Film-induced tourism in Gyeongbuk has been increased since the opening of the KBS on-location set of Mungyeong. The on-location set has brought the growth of film-induced tourism and thus many local governments have competed with one another for the construction of the on-location set without considering the management of the on-location set. This study is aimed at suggesting ways to minimize these negative problems and to boost film-induced tourism. First of all, we should find ways to sustain each characteristic of the on-location set. Second, we should develop the new tourism destinations by diversifying the forms of film-induced tourism through the opening of the film-related events and the construction of the film-related facilities. Last, film-induced tourism should be enlarged to contents tourism. It needs to enlarge the role of the Gyeongbuk Film Commission. The Gyeongbuk Film Commission should take exclusive responsibility of developing the film-related tourism commodities.

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Software Formal Verification Methodology using Aspect DEVS Verification Framework (Aspect DEVS 검증 틀을 이용한 소프트웨어 정형 검증 방법론)

  • Choi, Chang-Beom;Kim, Tag-Gon
    • Journal of the Korea Society for Simulation
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    • v.18 no.3
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    • pp.113-122
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    • 2009
  • Software is getting more complex due to a variety of requirements that include desired functions and properties. Therefore, verifying and testing the software are complicated problems. Moreover, if the software is already implemented, inserting and deleting tracing/logging code into the source code may cause several problems, such as the code tangling and the code scattering problems. This paper proposes the Aspect DEVS Verification Framework which supports the verification and testing process. The Aspect DEVS Verification Framework utilizes Aspect Oriented Programming features to handle the code tangling and the code scattering problems. By applying aspect oriented features, a user can find and fix the inconsistency between requirement and implementation of a software without suffering the problems. The first step of the verification process is the building aspect code to make a software act as a generator. The second step is developing a requirement specification using DEVS diagrams and implementing it using the DEVSIM++. The final step is comparing the event traces from the software with the possible execution sequences from DEVS model.

User's Emotion Modeling on Dynamic Narrative Structure : towards of Film and Game (동적 내러티브 구조에 대한 사용자 감정모델링 : 영화와 게임을 중심으로)

  • Kim, Mi-Jin;Kim, Jae-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.103-111
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    • 2012
  • This paper is a basic study for making a system that can predict the success and failure of entertainment contents at the initial stage of production. It proposes the user's emotion modeling of dynamic narrative on entertainment contents. To make this possible, 1) dynamic narrative emotion model is proposed based on theoretical research of narrative structure and cognitive emotion model. 2) configuring the emotion types and emotion value, proposed model of three emotion parameter(desire, expectation, emotion type) are derived. 3)To measure user's emotion in each story event of dynamic narrative, cognitive behavior and description of user(film, game) is established. The earlier studies on the user research of conceptual, analytic approach is aimed of predicting on review of the media and user's attitude, and consequently these results is delineated purely descriptive. In contrast, this paper is proposed the method of user's emotion modeling on dynamic narrative. It would be able to contributed to the emotional evaluation of entertainment contents using specific information.

Methodology for Near-miss Identification between Earthwork Equipment and Workers using Image Analysis (영상분석기법을 활용한 토공 장비 및 작업자간 아차사고식별 방법론)

  • Lim, Tae-Kyung;Choi, Byoung-Yoon;Lee, Dong-Eun
    • Korean Journal of Construction Engineering and Management
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    • v.20 no.4
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    • pp.69-76
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    • 2019
  • This paper presents a method that identifies the unsafe behaviors at the level of near-misses using image analysis. The method establishes potential collision hazardous area in earthmoving operation. It is implemented using a game engine to reproduce the dangerous events that have been accepted as major difficulty in utilizing computer vision technology to support construction safety management. The method keeps realistically track of the ever-changing hazardous area by reflecting the volatile field conditions. The method opens a way to distinguish unsafe conditions and unsafe behaviors that have been overlooked in previous studies, and reflects the causal relationship which causes an accident. The case study demonstrate how to identify the unsafe behavior of a worker exposed to an unsafe area created by dump trucks at the level of near-misses and to determine the hazardous areas.

Methodologies for Enhancing Immersiveness in AR-based Product Design (증강현실 기반 제품 디자인의 몰입감 향상 기법)

  • Ha, Tae-Jin;Kim, Yeong-Mi;Ryu, Je-Ha;Woo, Woon-Tack
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.44 no.2 s.314
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    • pp.37-46
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    • 2007
  • In this paper, we propose technologies for enhancing the immersive realization of virtual objects in AR-based product design. Generally, multimodal senses such as visual/auditory/tactile feedback are well known as a method for enhancing the immersion in case of interaction with virtual objects. By adapting tangible objects we can provide touch sensation to users. A 3D model of the same scale overlays the whole area of the tangible object so the marker area is invisible. This contributes to enhancing immersion. Also, the hand occlusion problem when the virtual objects overlay the user's hands is partially solved, providing more immersive and natural images to users. Finally, multimodal feedback also creates better immersion. In our work, both vibrotactile feedback through page motors, pneumatic tactile feedback, and sound feedback are considered. In our scenario, a game-phone model is selected, by way of proposed augmented vibrotactile feedback, hands occlusion-reduced visual effects and sound feedback are provided to users. These proposed methodologies will contribute to a better immersive realization of the conventional AR system.

An Efficient Record-Replay Mechanism using Hardware Performance Counters and Debugging Facilities (하드웨어 성능 카운터와 디버깅 기능을 이용한 리코드-리플레이 방법)

  • Maeng, Ji-Chan;Ryu, Min-Soo
    • The KIPS Transactions:PartA
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    • v.18A no.5
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    • pp.177-180
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    • 2011
  • In this paper, we present a record-replay technique based on interrupt logging and reproduction. Race conditions have been considered as the main source of nondeterminism in conventional record-replay approaches. However, interrupts are another source of nondeterministic computer system behavior, which must be reproduced at accurate time points, let alone the order of interrupt occurrence. We show that an interrupt-based replayer can be efficiently and effectively implemented by using hardware performance counters and debugging functionality. Experiments also show that the runtime overhead of the interrupt-based replayer is sufficiently low.

Consumer's Responses to the Persuasion Attempt of the Sports Sponsorship: The Case of Guangzhou Asian Games (스폰서십의 설득의도성에 대한 소비자 반응: 광저우 아시안 게임을 바탕으로)

  • Lim, Myung Suh;Kim, Hae Ryong;Lee, Moonkyu
    • Asia Marketing Journal
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    • v.13 no.2
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    • pp.71-97
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    • 2011
  • Over the last twenty years, sponsorship has been used very widely as an important marketing tool that enhances corporate image. Since it has proven to be effective in creating positive perceptions of the company, many marketers have sponsored a variety of consumer-related activities. However, sponsorship has also been criticized as it can be related to ambush marketing and excessive commercialism which trigger negative consumer responses. Unlike the existing study on the sponsorship marketing, this study intends to investigate its negative effects. The study was conducted based on the persuasion knowledge model which was proposed by Fristed and Wright (1994) and investigated consumer responses to ulterior motive of sponsorship marketing. According to the persuasion knowledge model, consumers activate their persuasion knowledge to see the agent's commercial motive; there are several antecedents to the persuasion knowledge activation such as the source familiarity, the marketer's effort and the appropriateness of persuasion. Also, existing studies have pointed out the sponsor-event fit and the sponsor's integrity as crucial factors which influence consumer attitude. By taking a survey of people who watched the 2010 Guangzhou Asian Games, we tried to examine how the sponsor familiarity and the sponsor-event fit as pre-existing variables which have been formed based on the prior consumer knowledges/memories as well as the sponsor effort and the sponsor integrity as situational variables activated based on the specific persuasion episode influenced persuasion knowledge. We also tried to test the potential moderating role of sponsorship type (i.e., official sponsorship versus marketing focused) on the causal path from the persuasion knowledge and the consumer attitude from the perspective of the appropriateness of persuasion. The results show that the sponsor familiarity, the sponsor-event fit, and the marketer's effort have significant effects on the persuasion knowledge activation, and the sponsorship type has moderating role in the sponsorship effectiveness. The theoretical and practical implications of the results are discussed.

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On Listening, Reflection and Meditation in Vedānta (베단따의 '듣기·숙고하기·명상하기'(문·사·수)에 관하여)

  • Park, Hyo-yeop
    • Journal of Korean Philosophical Society
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    • v.116
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    • pp.155-180
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    • 2010
  • The three means of listening, reflection and meditation (${\acute{s}}raava{\d{n}}a$, manana and $nididhy{\bar{a}}sana$) which are central devices of practice in $Ved{\bar{a}}nta$ philosophy should be understood not as a continuative step but as a methodological extension on condition of having one and the same purpose. In other words, the three means should be interpreted in a listening-oriented manner, in which the process has to be methodologically extended to reflection and meditation only when the direct knowledge on the reality is not gained in listening. This kind of interpretation can be more justified by displaying significant characteristics of Indian philosophy implied in the three means. It can be easily said that $Ved{\bar{a}}nta$ belonging to the liberation-centric tradition is a project of 'regaining essential self' through which the self becomes essential self by knowing that self. In this case the listening-oriented interpretation coincides with the basic teachings of $Ved{\bar{a}}nta$, since listening alone can be a sufficient means for obtaining knowledge of the original self. Further, as the project of 'regaining essential self' is carried out by the three means, these can be called a sort of 'event' that is carried out according to the scenario of $Ved{\bar{a}}ntic$ metaphysics. In this case listening is a course of comprehending the scenario of event participated by oneself, and that participant can accomplish the project by way of listening the scenario alone judged as somewhat more effective for liberation. However, in the later $Ved{\bar{a}}nta$ there arises a meditation-oriented interpretation of which three means are regarded not as a methodological extension but as a continuative step, because of the emphasis on meditation under the lasting influence of other philosophical systems. This is a result of epistemic desire that tries to convert what is heard to what is specially perceived or what is given to what is accepted. It may be said that this interpretation emphasizing the phased transition from the indirect to the direct of knowledge is an attempt to rationalize the repetitive delay of event as the actual failure of project. Furthermore, an assertion of the later $Ved{\bar{a}}nta$ which refers the fourth means called $sam{\bar{a}}dhi$ is based on the logic that the self-realization is possible apart from and outside the text, and accordingly it is incompatible with an assertion of the early $Ved{\bar{a}}nta$ that the self-realization is a reproduction as it is of the scenario guided by the absolute text. After all, the standard interpretation on the three means in $Ved{\bar{a}}nta$ have to be the listening-oriented, but not be the meditation-oriented or the $sam{\bar{a}}dhi$-oriented.

Automatic velocity analysis using bootstrapped differential semblance and global search methods (고해상도 속도스펙트럼과 전역탐색법을 이용한 자동속도분석)

  • Choi, Hyung-Wook;Byun, Joong-Moo;Seol, Soon-Jee
    • Geophysics and Geophysical Exploration
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    • v.13 no.1
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    • pp.31-39
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    • 2010
  • The goal of automatic velocity analysis is to extract accurate velocity from voluminous seismic data with efficiency. In this study, we developed an efficient automatic velocity analysis algorithm by using bootstrapped differential semblance (BDS) and Monte Carlo inversion. To estimate more accurate results from automatic velocity analysis, the algorithm we have developed uses BDS, which provides a higher velocity resolution than conventional semblance, as a coherency estimator. In addition, our proposed automatic velocity analysis module is performed with a conditional initial velocity determination step that leads to enhanced efficiency in running time of the module. A new optional root mean square (RMS) velocity constraint, which prevents picking false peaks, is used. The developed automatic velocity analysis module was tested on a synthetic dataset and a marine field dataset from the East Sea, Korea. The stacked sections made using velocity results from our algorithm showed coherent events and improved the quality of the normal moveout-correction result. Moreover, since our algorithm finds interval velocity ($\nu_{int}$) first with interval velocity constraints and then calculates a RMS velocity function from the interval velocity, we can estimate geologically reasonable interval velocities. Boundaries of interval velocities also match well with reflection events in the common midpoint stacked sections.

A Study on the Quality Monitoring and Prediction of OTT Traffic in ISP (ISP의 OTT 트래픽 품질모니터링과 예측에 관한 연구)

  • Nam, Chang-Sup
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.14 no.2
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    • pp.115-121
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    • 2021
  • This paper used big data and artificial intelligence technology to predict the rapidly increasing internet traffic. There have been various studies on traffic prediction in the past, but they have not been able to reflect the increasing factors that induce huge Internet traffic such as smartphones and streaming in recent years. In addition, event-like factors such as the release of large-capacity popular games or the provision of new contents by OTT (Over the Top) operators are more difficult to predict in advance. Due to these characteristics, it was impossible for an ISP (Internet Service Provider) to reflect real-time service quality management or traffic forecasts in the network business environment with the existing method. Therefore, in this study, in order to solve this problem, an Internet traffic collection system was constructed that searches, discriminates and collects traffic data in real time, separate from the existing NMS. Through this, the flexibility and elasticity to automatically register the data of the collection target are secured, and real-time network quality monitoring is possible. In addition, a large amount of traffic data collected from the system was analyzed by machine learning (AI) to predict future traffic of OTT operators. Through this, more scientific and systematic prediction was possible, and in addition, it was possible to optimize the interworking between ISP operators and to secure the quality of large-scale OTT services.