• Title/Summary/Keyword: 액션

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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.

The Effect of the Action Levels of Educational Game on the Intrinsic Motivation of the Learners by their Personality Types (교육용 게임의 액션수준이 성격유형에 따라 내적동기에 미치는 효과)

  • Park, Hyung-Sung;Wee, Nam-Hwan
    • Journal of The Korean Association of Information Education
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    • v.11 no.3
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    • pp.259-266
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    • 2007
  • Much efforts to use educational games for students' learning is being made actively at home. In this study the action levels of the educational game and the learners' personality types are main variables to be explored. It is expected that the results of this study would suggest how to utilize educational games in teaching and learning. The above is the result of the research about the level of action of educational games, the type of the personality, and the intrinsic motivation. It is considered that the result can be enough information for learners, parents of students and teachers who try to use and develop educational games. For example, it can be an idea to construct menus considering characteristics of learners in various steps of designing and developing educational games. And it can help to improve learners' intrinsic motivation especially if games are developed, distinguishing games for extrovert learners from those for introvert learners.

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A Method of Gameplay Analysis by Petri Net Model Simulation (Petri Net 모델 시뮬레이션을 통한 게임플레이 분석방법)

  • Chang, Heedong
    • Journal of Korea Game Society
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    • v.15 no.5
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    • pp.49-56
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    • 2015
  • As the popularity of casual games, they are increasing the needs to satisfy personal dispositions and the gameplay requirements of the various users in the game development process. These require analysis of action patterns of gameplay of various users in the testing phase of the game development. In this paper, we propose a method to analyze action patterns of gameplay through Petri net model simulation with gameplay metrics data. The proposed method has practical simulation environments because of using gameplay metrics data, and it can analyze diversely like reachability, coverbility, and liveness given by Petri net model analysis. An application example of the proposed method using a Petri net modeling tool GPenSIM v4.0 is given to analyze the patterns of gameplay in game Pacman. The results of simulations is presented. The presented results show that the proposed method can analysis patterns of gameplay diversely.

Multi Behavior Learning of Lamp Robot based on Q-learning (강화학습 Q-learning 기반 복수 행위 학습 램프 로봇)

  • Kwon, Ki-Hyeon;Lee, Hyung-Bong
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.35-41
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    • 2018
  • The Q-learning algorithm based on reinforcement learning is useful for learning the goal for one behavior at a time, using a combination of discrete states and actions. In order to learn multiple actions, applying a behavior-based architecture and using an appropriate behavior adjustment method can make a robot perform fast and reliable actions. Q-learning is a popular reinforcement learning method, and is used much for robot learning for its characteristics which are simple, convergent and little affected by the training environment (off-policy). In this paper, Q-learning algorithm is applied to a lamp robot to learn multiple behaviors (human recognition, desk object recognition). As the learning rate of Q-learning may affect the performance of the robot at the learning stage of multiple behaviors, we present the optimal multiple behaviors learning model by changing learning rate.

Development Of Battle Action Game Based on Oriental Myth Four Deities (동양 신화 사신기를 바탕으로 하는 대전 액션 게임의 구현)

  • Kim, In-A;Kang, Sung-Hee;Song, Ji-Hyun;Jung, Jae-Min;Kim, Young-Eun;So, Young-Jun;Choi, Min-Kyung;Lee, Kyung-Jin;Lee, Jong-Hyuck;Kim, Seung-Jae;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju;Kang, Myung-Ju;Park, Chan-Il
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.483-484
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    • 2014
  • 본 논문은 동양 신화에서 현무, 백호, 주작, 청룡을 바탕으로 하는 사신기 신화를 이용하여 대전 액션 게임을 구현하였다. 게임구현에 있어 필요한 네크워크를 설계 구현하였고 게임을 구동하기 위한 메니저 시스템 및 플레이어 시스템 구현에 대하여 제안한다.

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Implementation of Action Game based Story and Character Variation System (스토리와 캐릭터 변이 시스템을 기반으로 한 액션게임 개발)

  • Ham, Hye-In;Ko, Dong-Won;Kang, So-Eun;Kim, Se-Yeon;Kim, Seul-Kee;Bang, Jun-Sik;Shin, Su-Min;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.499-502
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    • 2014
  • 본 논문에서는 'M-virus'게임의 설명과 작업자들의 제작의도를 보여준다. 'M-virus'는 '꿀사주세요'팀의 졸업 작품 게임으로 딸의 감염을 치료하기 위해 숙주를 찾는 아버지의 스토리를 기반으로한 3인칭 액션게임이다. '캐릭터 변이'를 특징으로 플레이어의 성향에 따라 캐릭터를 자유자재로 바꿀 수 있으며 캐릭터마다의 고유 스킬로 다양한 플레이를 경험할 수 있다.

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Psychological Serious Game Scenario for Teenagers Self Identity Based on Religious Wisdom Narratives (청소년 자아정체성 형성을 위한 종교 지혜 내러티브 기반의 심리 기능성게임 시나리오)

  • Lee, Joo-Ah;Kim, Mi-Hye
    • Journal of Digital Convergence
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    • v.13 no.1
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    • pp.495-502
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    • 2015
  • The main goal of psychological serious game, which is called "SAVE ME, LOVE ME" made on the purpose of sound identity for teenagers is to reach inner awareness through the process of dilemma problem solving by the support of unconditional love. This action game is about how to deal with routine dilemma through the first person narration that teenagers are faced to. Its features are on the metaphorical use of 'A Prodigal Son' in the Bible, one of religious wisdom narratives to heal the psychological stresses which teenagers suffer from. This game is aimed at helping teenagers to build a positive and solid sense of self by fighting against growing threatens to teenager's solid sense of self, by defeating monsters, and by listening to the various stories which game characters tell.

Study on Security Vulnerabilities of Implicit Intents in Android (안드로이드 암시적 인텐트의 보안 취약점에 대한 연구)

  • Jo, Min Jae;Shin, Ji Sun
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.24 no.6
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    • pp.1175-1184
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    • 2014
  • Android provides a message-passing mechanism called intent. While it helps easy developments of communications between intra and inter applications, it can be vulnerable to attacks. In particular, implicit intent, differing from explicit intent specifying a receiving component, does not specify a component that receives a message and insecure ways of using implicit intents may allow malicious applications to intercept or forge intents. In this paper, we focus on security vulnerabilities of implicit intent and review researched attacks and solutions. For the case of implicit intent using 'developer-created action', specific attacks and solutions have been published. However, for the case of implicit intent using 'Android standard action', no specific attack has been found and less studied. In this paper, we present a new attack on implicit intent using Android standard action and propose solutions to protect smart phones from this attack.

Formal Model of Extended Reinforcement Learning (E-RL) System (확장된 강화학습 시스템의 정형모델)

  • Jeon, Do Yeong;Song, Myeong Ho;Kim, Soo Dong
    • Journal of Internet Computing and Services
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    • v.22 no.4
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    • pp.13-28
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    • 2021
  • Reinforcement Learning (RL) is a machine learning algorithm that repeat the closed-loop process that agents perform actions specified by the policy, the action is evaluated with a reward function, and the policy gets updated accordingly. The key benefit of RL is the ability to optimze the policy with action evaluation. Hence, it can effectively be applied to developing advanced intelligent systems and autonomous systems. Conventional RL incoporates a single policy, a reward function, and relatively simple policy update, and hence its utilization was limited. In this paper, we propose an extended RL model that considers multiple instances of RL elements. We define a formal model of the key elements and their computing model of the extended RL. Then, we propose design methods for applying to system development. As a case stud of applying the proposed formal model and the design methods, we present the design and implementation of an advanced car navigator system that guides multiple cars to reaching their destinations efficiently.

Understanding Sensible Design through John Dewey's Transaction (존 듀이의 트랜스액션을 통한 감성디자인 이해)

  • Huh, Jin
    • The Journal of the Korea Contents Association
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    • v.13 no.1
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    • pp.156-163
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    • 2013
  • In the past, the enlargement of perception through media was 'information'. From now on, however, the primary objective of media is to consist not in conveying information but in sharing the values of 'emotion' and 'experience' that are perceived through information. Individual emotional becomes an issue due to the limitations of the ideology of modernism and the pervasiveness of the autonomous perception in the human thinking that started in postmodernism. If we once again talk about a function-focused, sensible approach for the sake of marketing in the current era that has impinged on the limits of mammonism, we must keep in mind that 'emotion,' presently retaken as the originary, human value and the value of new communication, may come to an end any time. Therefore, th current thesis is designed to examine John Dewey's 'transaction' as a method for figuring out the concept of emotion, the perceptional function latent in humans. Dewey's 'transaction,' which is a term that refers to the reciprocal relationships between humans and environment and the accompanying totality of perceptive process, interprets human emotion, user experience and environment as the organic, circular relationships. For such understanding, one must break out of the boundary of the past, dichotomous communication between the subject and the object to expand into the perceptional relations in a wider environment, in order to seek design methods that would help dismantle the borderline that has so far separated the developer from the user, share sensibilities, and express experiences.