• Title/Summary/Keyword: 기대게임 수

Search Result 413, Processing Time 0.03 seconds

Development of NFT Platform for Improvement of Accessibility to Domestic Users (국내 사용자 접근성 향상을 위한 NFT 플랫폼 개발)

  • Lee, Hyo-Sang;Oh, Jin-woo;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.10a
    • /
    • pp.233-235
    • /
    • 2022
  • The purpose of this paper is to develop a platform using NFT, which serves as a certificate for the service of Web 3.0, which is being decentralized and utilized in connection with blockchain technology. The NFT platform is a platform that can smoothly use platforms that existed only overseas in Korea, and develops a platform using Klaytn to increase accessibility by solving problems such as ETH fees and transmission speeds. Through the NFT platform using Klaytn, domestic users can expect high utilization through easier accessibility and can be used for metaverse, games, etc.

  • PDF

우리도 국제수학경시대회(IMO)에 참가 하여야 한다.

  • 박한식;최영한
    • The Mathematical Education
    • /
    • v.25 no.2
    • /
    • pp.1-11
    • /
    • 1987
  • 호주 정부는 1988년이 유럽인의 호주 이민 200주년이 되는 것을 기념하여 대대적인 행사를 추진하고 있으며 이 행사의 일환으로 1988년 7월 9일 부터 21일 까지 "제29회 국제수학경시대회"를 개최할 예정이다. 이 대회의 주최측에서는 우리나라에도 중ㆍ고등학생의 참가를 요청하였다. 필자들은 이 대회에 우리나라 대표를 파견할 경우를 대비하여 그 동안 IMO에 관한 여러가지의 정보를 조사한 바 대회 참가 여부에 대하여 다음과 같은 결론을 얻었다. 1. 참가의 필요성 (1) 중ㆍ고등 학생들에게 수학에 관한 관심을 높히고, 나아가서는 모든 국민에게 과학적인 사고의 향상을 기대한다. (2) 궁극적으로 수학을 위시한 기초 과학, 응용 과학에 대한 전반적인 관심도가 높아져서 수학자 및 과학자의 저변 확대를 기대할 수 있고, 특히 수리적인 사고력이 뛰어난 사람을 조기에 찾아내어 2000년대의 과학 선진국 건설에 중추적인 역할을 맡을 인력자원을 확보할 수 있다. (3) 현재 중ㆍ고등학교 수학 교육이 계산 위주, 암기 위주로 되어 있고, 학력 고사를 위시하여 많은 시험이 객관적으로 사고력 배양이 고려되지 않고 있다. IMO 참가자를 선발하기 위하여 거국적인 경시 대회를 개최한다면 자연히 이를 대비한 주관식 문제를 접할 기회를 가지게 되고, 따라서 수학 교육의 목적중의 하나인 사고력 배양을 기대할 수 있다. (4) 우리 국민의 조직적인 사고력과 과학적인 두뇌를 세계적으로 자랑할 수 있는 좋은 기회이다. (5) 자라나는 새싹들에게 국제 대회의 기회를 주므로써 장차 우리나라의 수학 수준을 국제적으로 높힐 수 있는 기틀을 마련한다. 2. 우리나라 학생이 IMO에 참가하여 우수한 성적을 거둘수 있는지 여부 (1) 절대적으로 있다. 참가하는 첫 해부터 상위권에 들어갈 것이다. 우리의 중ㆍ고등학교 수학 수준이 세계 평균보다 약간 높다. 그리고 몇 년의 경륜을 쌓는다면 세계 1, 2위에 도전 할 수 있다. 이것은 올림픽이나 아시아 게임에 기울이는 비용의 몇 만분의 일을 가지고, 그 보다 훨씬 높은 수준의 국력을 과시할 수 있는 기회이다. (2)매년 그 성적이 올라가리라 생각한다. 예로서 우리와 비교하여 형편없는 국력을 가진 몽고가 8년간 꼴찌를 하다 1894년 대회에서 참가국 33개국 중에서 10위를 차지하였다. 미국은 참가 첫 해부터 2위를 하였고, 11년 동안 1위 2번, 2위 4번을 하였으며, 매번 5위 이내에 머물렀다. (3) 월남은 그 나라의 사정때문인지 자주 참가하지 못하였다. 그러나 참가할 때마다 항상 상위권에 속하였다. 이것은 월남 국민들의 수학에 관한 관심도를 나타낸다고 본다. 우리 국민도 월남 국민에 못지 않으리라 생각한다. 3. 한국수학교육학회가 주관하여 뛰어난 학생을 선발 할 수 있는지 여부 (1) 있다. (2)한국수학경시대회 (KMO) 위원회를 한국수학교육학회 산하에 구성하여 KMO를 주관하게 하고, 또 국내의 여러 수학경시대회에서 우수한 성적을 나타낸 학생중에서 일정한 인원(50명 정도)을 선발하여 특별히 선정된 훈련팀으로 하여금 조직적인 훈련을 시킨다면 된다. 4. 기타 (1) 과거 어떠한 형태로든 국제 대회에 참가한 경력은 전혀 없다. (2) 1960년대에 서울대학교 공과대학 학생회에서 주최한 수학경시대회가 있었으나 보잘것이 없었고, 현재에도 각 시도별 또는 대학주관의 경시대회가 있으나 거국적인 호응을 받지 못했다. 물론 국제 대회에 참석시키는 것은 엄두도 내지 않았다.

  • PDF

An Analysis of Insurance Crimes: The Case of Blackmail in Automobile Accidents (보험사기범죄에 대한 분석 고의 교통사고 유도 - 합의금 요구 사건을 중심으로)

  • Yang, Chae-Yeol
    • The Korean Journal of Financial Management
    • /
    • v.23 no.1
    • /
    • pp.227-242
    • /
    • 2006
  • This paper analyzes insurance crimes using a game theoretic model. In blackmailing cases involving automobile accidents, insurance criminals deliberately induce innocent drivers(victims) to commit a moving violation such as crossing over the center dividing yellow line, and collide with the victims. After the collision, the criminals and the victims effectively engage in a bargaining game over the amount of the settlement for the damage. Because the penalty for that kind of moving violation is very severe (even criminally prosecuted), the victims do not have much bargaining power. Exploiting the weak bargaining power of the victims, the criminals demand and receive huge compensation (including settlement) from the victims. In the model, it is shown that under the current law agents have perverse incentives leading to insurance crimes. The criminals have incentive to induce car collisions and extract huge settlement from the victims. Based on the analysis, it is suggested that lowering the severity of penalty for certain kind of violation may be needed to prevent insurance crimes, in addition to increasing the crime investigation activities and strengthening punishment for insurance criminals.

  • PDF

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
    • /
    • v.8 no.6
    • /
    • pp.979-986
    • /
    • 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.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
    • /
    • v.21 no.1
    • /
    • pp.434-445
    • /
    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.1
    • /
    • pp.191-197
    • /
    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

A Study on Trade Barriers Analysis in the Chinese Audiovisual Service Sectors (중국 시청각서비스분야 통상장벽 분석과 진출 전략 : AHP와 Fuzzy 신뢰도 지수를 이용하여)

  • Jung, Sang-Chul;Rhee, Hae-Chun
    • Review of Culture and Economy
    • /
    • v.17 no.2
    • /
    • pp.63-80
    • /
    • 2014
  • This study evaluates the importance of negotiation agendas and the possibility of reaching the Korea-China FTA agreement. It assesses the current situation of trade barriers in the audiovisual service sector of China and then examines a survey of practitioners and experts to screen important regulations. The results are as follows: First, considering the national economic situation in Korea and the environment of the Chinese trade barrier, an important agenda is to enable the direct service of online games and to reach a co-production agreement in the audiovisual service sector. Second, an agenda regarding the co-production agreement of an audio-visual service sector has high potential to be realized, followed by agendas regarding online game and music services. In the broadcasting and film service sectors, with their high cultural identity, a mutual cooperative approach is needed. Korea bringing up the agenda regarding online service may allow it to gain a net benefit for the next FATs. To realize a mutual cooperative approach, it is necessary to form a frame of mutual interests and cooperation through a co-production agreement of audio-visual service. If both countries agree to acknowledge co-produced content as each country's contents, both would benefit.

Dispute Settlement in Construction Contracts Under FIDIC (FIDIC에 의한 건설계약 분쟁 해결방안에 관한 연구)

  • Kim, Seong-Chirl;Jung, Byeong-Hwa
    • Journal of the Korea Institute of Building Construction
    • /
    • v.10 no.4
    • /
    • pp.21-29
    • /
    • 2010
  • International construction contractors are often faced with the situation of working in an unfamiliar construction environment. Under FIDIC rules, the contractor has the right to make a claim requesting the consulting engineer for an adjustment to the contract price or the time for completion when a part or parts of the works have changed, or in the event of unforeseeable conditions. Contractors generally have more access to the costs and time implications of such a change or unforeseeable conditions than the consulting engineer or outside neutrals. Due to such an asymmetry of information, the contractor may be motivated to dispute frivolous claims of less merit, expecting erroneous judgments by the consulting engineer or the neutrals. In this paper, a claiming behavior model is presented by using game theory and experience data to study the manner in which frivolous claims develop into disputes. The model also analyzes the impacts of DAB/DRB upon the frivolous claims.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
    • /
    • v.4 no.4
    • /
    • pp.21-32
    • /
    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

  • PDF

Implementation of Real-time Interactive Ray Tracing on GPU (GPU 기반의 실시간 인터렉티브 광선추적법 구현)

  • Bae, Sung-Min;Hong, Hyun-Ki
    • Journal of Korea Game Society
    • /
    • v.7 no.3
    • /
    • pp.59-66
    • /
    • 2007
  • Ray tracing is one of the classical global illumination methods to generate a photo-realistic rendering image with various lighting effects such as reflection and refraction. However, there are some restrictions on real-time applications because of its computation load. In order to overcome these limitations, many researches of the ray tracing based on GPU (Graphics Processing Unit) have been presented up to now. In this paper, we implement the ray tracing algorithm by J. Purcell and combine it with two methods in order to improve the rendering performance for interactive applications. First, intersection points of the primary ray are determined efficiently using rasterization on graphics hardware. We then construct the acceleration structure of 3D objects to improve the rendering performance. There are few researches on a detail analysis of improved performance by these considerations in ray tracing rendering. We compare the rendering system with environment mapping based on GPU and implement the wireless remote rendering system. This system is useful for interactive applications such as the realtime composition, augmented reality and virtual reality.

  • PDF