• Title/Summary/Keyword: 게임 프로젝트

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Exploration of the Development Direction of Virtual Exhibition Using 3D Architectural Space (3D 건축공간을 활용한 가상 전시의 발전 방향 탐색)

  • Kim, Jong Kouk
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.6
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    • pp.979-986
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    • 2022
  • In this study, the virtual exhibition using 3D architectural space was analyzed in terms of the viewer's experience. For this purpose, the analysis items of the virtual architectural space include whether the actual architectural space is reproduced, the introduction of surreal elements, the degree of freedom of movement and circulation, the level of photorealism of spatial expression, the level of reproduction of the exhibits and information provision method, and the interaction with other participants. Six virtual exhibition projects designed by a well-known architect were selected and analyzed. Three directions were found through the analysis. First, even when designing a virtual exhibition space with a high degree of freedom, there is a tendency to present a familiar architectural environment. Second, the current method of creating a virtual architectural space is that the method using a 360-degree rendering image and the method using a game engine coexist with pros and cons. Third, the interaction between participants in the virtual exhibition is implemented only by using a game engine. It is expected that the virtual space production environment using the game engine to be developed will become more advantageous in the future.

A Study on the Improvement of Construction Progress Measurement Based on Earned Value Concept (EV기반 RC 공사 진도율산정 개선방안)

  • Choi Tae-Young;Jung Hye-Won;Koo Kyo-Jin;Hyun Chang-Taek
    • Proceedings of the Korean Institute Of Construction Engineering and Management
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    • autumn
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    • pp.307-310
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    • 2003
  • Construction projects include risks due to uncertain factors, so it's important to repeatedly evaluate the performance of on-going work in all aspects of the projects. But construction projects are usually managed focusing on the results of projects. Moreover, cost and schedule are managed separately even though the efficiency of integrated management is very high. Recently many researches about cost and schedule integration methods are in progress according to the increasing of interest and EVMS (Earned Value Management System). Though researchers comment and propose many methods, it's hard to find example to apply it to the real project. So, the purpose of this study is to improve a method of construction Progress measurement Based on Earned value Concept by integration of cost and schedule management. It investigates the previous studies, interviews and performs a case study.

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Geology and Mineralization in Trapiche Cu-Mo Deposit, Apurimac State in Southeastern Peru (페루 남동부 아뿌리막주 트라피체 동-몰리브데늄 광상의 지질 및 광화작용)

  • Yang, Seok-Jun;Heo, Chul-Ho;Kim, You-Dong
    • Economic and Environmental Geology
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    • v.48 no.6
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    • pp.525-536
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    • 2015
  • Trapiche project corresponds to the advanced exploration stage which is thought to be a part of various porphyry copper deposits occurring in the margin of Andahuyalas-Yauri metallogenic belt. This deposit is genetically related to the monzonitic porphyry intrusion and Oligocene breccia pipe. Mineralization consists of primary sulfides such as pyrite, chalcopyrite, bornite, and molybdenite and secondary sulfides such as chalcocite, covellite and digenite. It occurs malachite, tenorite and cuprite as copper oxide. As a result of lixiviation or enrichment process, mineralization shows untypical zonation structure. Breccia and porphyry areas characterize the vertical zonation patterns. In the northern area, lixiviation zone, secondary enrichment zone, transitional zone and primary mineralized zone are distributed in northern area. In the western area of deposit, oxidation zone and mixed zones are narrowly occurred. Inferred resources of deposit is estimated to be 920 Mt @ 0.41% Cu with the cut-off grade of 0.15%.

A Study on Direction of Convergence Education through The Crisis of The Humanities Majors (인문학 전공자의 위기를 통한 융합교육의 방향성 고찰)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.207-216
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    • 2015
  • Recent statistics revealed that with the crisis of humanities, the unemployment rate of the students majoring in this field of study is very high. Considering the seriousness of current situations, the government announced 'Plan to Help Students Majoring in Humanities Find Job.' This study confirmed that the government's policy for those from the department of humanities is valid and reasonable. However, the convergence of humanistic imagination and engineering thoughts could generate some side effects. Therefore, this study suggested a direction for humanistic convergence education to help these students get the career they want. In this study was investigated methodology which can maximize the efficiency of digital storytelling through microscopic convergence instead of macroscopic convergence. In addition, this study proposed that an inter-disciplinary convergence system-based project would be the best solution to nurture convergence-oriented talents in humanities.

A Study on the development of mobile system for younger generation based on the experience-based product development process (경험디자인을 적용한 모바일 상품 컨셉 개발에 관한 연구)

  • 이종호
    • Archives of design research
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    • v.17 no.3
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    • pp.421-430
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    • 2004
  • The aim of this research is to develop communication model and tools that would help in incorporating user experience into information appliance product development. To do so, this research suggested three major modelling techniques, including user-experience model, design strategy model and experience product model. Using these modelling tools, any members in design teams (investigator and designers) will be able to communicate their own ideas and research results each other at any period of the product development process. Each tools have distinct factors that would help identify elements in the user research stages, idea generation stages and product development stages. To verify the efficiency of these models, the case study was conducted with final year students at their studio class. As a result, the benefit of using these tools were identified as 1) these tools accelerate the communication between user researchers, designers and engineers and 2) evaluation process of the product is much more dearer that before. and 3) various user research techniques can be explored.

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3D Graphic Nursery Contents Developed by Mobile AR Technology (모바일 기반 증강현실 기술을 활용한 3D전래동화 콘텐츠 연구)

  • Park, Young-sook;Park, Dea-woo
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.20 no.11
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    • pp.2125-2130
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    • 2016
  • In this paper, we researched the excellency of 3D graphic nursery contents which is developed by mobile AR technology. AR technology has currently people's attention because of the potential to be core contents of future ICT industry. We applied AR nursery contents for kid's subtitle language selection in Korean, Chinese and English education. The original fairy tale consisted of 6~8 scenes for the 3D contents production, and was adapted and translated. Dubbing was dubbed by the native speaker using the standard pronunciation, and the effect sound was edited separately to fit the scene. After composing a scenario, constructing a 3D model, constructing a interaction, constructing a sound effect, and creating content metadata, the Unity 3D game engine is executed to create a project and describe it as a script. It provides a fun and informative tradition of fairy tales with abundant content that incorporates ICT technology, accepting advanced technology-based education, and having opportunities to perceive software in daily life.

Design of Tourist Information System based on the Current Location using Merged Reality (MR을 이용한 현재 위치 기반 관광 안내 시스템 설계)

  • Cho, Kyoung-Woo;Jeon, Min-Ho;Oh, Chang-Heon
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.843-845
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    • 2016
  • Concomitant with development of AR(Augmented Reality) and VR(Virtual Reality), interest in location based games and augmented reality have increased and various services have been developed. Due to this, AR, VR, MR(Merged Reality) techniques are considered one of fourth industrial revolution techniques. Oculus Rift which is representative of VR technology, and HTC VIVE need separate controllers, and don't offer service such as receiving external video information when users are using devices. In the case of project Alloy, which is a MR device of Intel, this has advantages such as controlling devices through hand signals and facial expressions, and receiving external video information. In this paper, we propose tourist guide system based on current position using MR. This system makes economical tour possible by arranging tourist attraction information which is from current position of tourists in correct places through external video information using MR, location determination using GPS, tourism information search using wireless internet.

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Correlation between Brain Cognition and Cyberdisease in VR Media (VR매체에서의 뇌인지와 사이버 멀미의 상관관계)

  • Kim, Min-Seo;Kim, Kyun-Ho;Kim, Yu-Ri;Kim, Eun-Seo;HUH, Won-Whoi
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.5
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    • pp.603-611
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    • 2022
  • As the era of metaverse approaches, there are challenges that need to be solved. Among them, 'cyber motion sickness' is a representative problem from 2016;when VR technology began to attract attention. According to the theory of sensory conflict, motion sickness is caused when the perceived direction of motion information and the expected value are not the same. The paper was written to theoretically explore the relationship between brain cognition and cyber motion sickness, and to prove the effect of user immersion on motion sickness symptoms based on this. Through the SSQ experiment, it was found that the rotation value of the camera aggravates the symptoms of cyber motion sickness and can alleviate cyber motion sickness by increasing the immersion of the game by giving the viewer visual and shift missions to solve. This study was conducted to solve the problem of cyber motion sickness during the process of developing the VR rhythm game "beatale", and it is expected to be the basis for improving cyber motion sickness not only in the development of the project but also in the production of VR contents in the future.

Method and Case Study of Decision Tree for Content Design Education (콘텐츠 디자인교육을 위한 의사 결정 트리 활용 방법과 사례연구)

  • Kim, Sungkon
    • The Journal of the Convergence on Culture Technology
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    • v.5 no.4
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    • pp.283-288
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    • 2019
  • In order to overcome the students' lack of information and experience, we developed a content planning tree that utilizes a decision tree. The content planning tree consists of a tree trunk creation step in which students select a theme and a story to develop, a parent branch generation step for selecting a category that can be developed based on the story, a child branch generation step for selecting the interesting "effect" method of producing the content effectively, a leaf generation step for selecting a multimedia expression 'element' to be visualized. The educational model was applied to game planning design and information visualization lectures, and provides examples of the categories, effects, and elements used in each lecture. The model was used for 145 team projects and the efficiency was confirmed by a step-by-step learning process.

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.