• Title/Summary/Keyword: 월드모델

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Evolution of Limits to Growth Studies and its Implications on Concept and Strategy of Sustainable Development (성장의 한계 논의의 전개와 지속가능발전에의 함의)

  • Moon, Tae Hoon
    • Korean System Dynamics Review
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    • v.17 no.2
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    • pp.5-32
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    • 2016
  • Purpose of this paper is to review series of Limits to Growth studies from its original Rome Club Report published in 1972 to the most recent one in 2012 by Jorgen Randers and finds its implications on concept and strategy of sustainable development. For this purpose first, this paper reviewed series of Limits to Growth studies in details with focus on scenarios used in simulation of world model. Second, response to the original Limit to Growth was reviewed and to see validity of its scenario based simulations, simulated results of interest variables and actual historical data up to the year 2010 was compared. Third, structure and key arguments in both studies, Limit to Growth studies and Our Common Future was explained and compared. Finally, implications of the Limit to Growth studies on concept and strategy for sustainable development was discussed. Based on the comparison, this paper argued that even if the term sustainable development was not used in the Limit to Growth at all, concept and strategies for sustainable development implied in the Limit to Growth are more clear and specific than those of Our Common Future. Since Limit to Growth studies were simulation based ones that produce detailed behaviors on interest variables, it clarifies more clearly the abstract concept of sustainable development and thus, provides specific guidelines for the direction of sustainable policy which has been suffering long from vagueness of concept of sustainable development.

Success Factor and Failure Factor of Social Media in Korean Society: Based on the Word Analysis and the Network Analysis on Interview Data (한국사회에서 소셜 미디어의 성공과 실패 요인 분석: 인터뷰 데이터에 대한 어절분석·네트워크 분석을 중심으로)

  • Hong, Juhyun;Kim, Kyung-Hee
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.74-85
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    • 2019
  • This Study explores the reason why the social media like Cyworld, Iloveschool in Korea in the viewpoint if the layered model by interview. As a result the success factor in the viewpoint of layered model, user used social media for fulfilling the need for linking with other users and the social media offers the customized contents to user. Finally the social media dominated the market in advance. Facebook and Kakao talk are good examples of successful media. The failure factors are to care less about what other users want, to limit the expand of platform and not to copy with the change of the media environment. Iloveschool, Cyworld and Twitter are the examples of failure social media in Korean society. This study highlights the importance of the sensitivity of the change of environment. The expert mentioned the importance of 4th industrial revolution technology like AI, Big data and expected that new technology will emerge and the service will be developed by the change of user's taste.

Case study of property extraction and utilization model for the game player models (게임 플레이어 모델을 위한 속성 추출과 모델 활용 사례)

  • Yoon, Taebok;Yang, Seong-Il
    • Journal of Korea Game Society
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    • v.21 no.6
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    • pp.87-96
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    • 2021
  • As the industry develops, the technology used for games is also being advanced. In particular, AI technology is used to game automation and intelligence. These game player patterns are widely used in online games such as player matchmaking, generation of friendly or hostile NPCs, and balancing of game worlds. This study proposes a model generation method for game players. For model generation, attributes such as hunting, collection, movement, combat, crisis management, production, and interaction were defined, and patterns were extracted and modeled using decision tree method. To evaluate the proposed method, we used the game log of a commercial game and confirmed the meaningful results.

Java3D-based simple event processing for VRML (VRML환경에서 Java3D기반 이벤트 처리 설계 및 구현)

  • 김성예;김해동;구본기;최병태;오원근
    • Proceedings of the Korea Multimedia Society Conference
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    • 2001.11a
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    • pp.558-562
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    • 2001
  • 오늘날 월드 와이드 웹(WWW)의 성장과 함께 인터넷 상에서 3차원 세계를 표현해야 할 필요성이 급격히 증가하고 있다. 이러한 요구에 부응하여 VRML97이 개발되었고, 이는 인터넷에서 3차원 그래픽스 데이터의 표준으로 중요한 역할을 해왔다. 그리고 현재 VRML97로 기술된 데이터를 위한 브라우저가 많이 개발되어 왔다. 현재까지는 대부분 OpenGL이나 Direct3D와 같은 API를 주로 사용해왔으나 SUN의 Java3D가 활성화되면서 Java3D 기반의 VRML97 브라우저도 많이 개발되고 있다. 또한 SUN에서는 이미 3D 브라우저를 위한 프로토타입을 개발하여 제공하고 있다. 본 논문에서는 본 연구팀에서 수행하고 있는 서버-클라이언트 모델의 가상현실 시스템의 클라이언트로서의 X3D 브라우저 개발을 위한 기반 연구로서 수행된 Java3D 기반의 VRML97 브라우저의 이벤트 모델에 대하여 기술한다.

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Skeleton extraction technique for producing 3D point cloud-based dynamic 3D model (3차원 포인트 클라우드 기반의 동적 3D 모델 생성을 위한 뼈대 추출 기술)

  • Park, Byung-Seo;Kim, Kyung-Jin;Seo, Young-Ho
    • Proceedings of the Korean Society of Broadcast Engineers Conference
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    • 2019.06a
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    • pp.234-235
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    • 2019
  • 본 논문은 실사 객체를 360도 전방위에서 관찰이 가능한 3D 그래픽 모델로 변환하는 시스템에서 뼈대를 추출하는 방법을 제시한다. 각 카메라로부터 촬영된 텍스쳐 영상을 이용하여 뼈대를 추출하고, 깊이 정보로부터 얻어진 포인트 클라우드 정보를 이용하여 뼈대 정보를 정합, 보정하는 과정을 수행한다. 카메라로부터 촬영된 텍스쳐 영상에 대해 딥러닝 기술 등을 이용하여 뼈대를 획득한다. 텍스쳐 영상으로부터 획득된 뼈대 정보는 동일 위치에서 획득된 외부 파라미터를 이용하여 월드좌표계로 변환하여 공간상에 위치시킨다. 이러한 과정을 모든 카메라로부터 획득된 뼈대 정보에 동일하게 적용함으로써 모든 뼈대 정보를 공간상에 표현하여 최종적인 뼈대 정보를 추출하는 방법을 제시한다.

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An Analysis of Vertical Position Accuracy for the Three-Dimensional Spatial Data Object Utilizing the Public Information (공공데이터를 활용한 3차원 공간정보 객체의 수직위치 정확도 분석)

  • Kim, Jeong Taek;Yi, Su Hyun;Kim, Jong Il;Bae, Sang Won
    • Journal of Korean Society for Geospatial Information Science
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    • v.22 no.3
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    • pp.137-143
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    • 2014
  • Recently, as new paradigm for government operation called government 3.0, government is actively operating policy opening and sharing public data. In addition, the Ministry of Land are operating an open platform integrated map service (the VWorld) which provides a variety of video contents such as the country's national spatial information, traffic information and three-dimensional building for the public. According to W3C Foundation's Open Data Status Report(2013), our country has the evaluated results that the part of the government's policy support and planning is good while the part of the data management is vulnerable. So our country needs the quality improvement for the data management. In addition, a digital aerial photograph image data is required to be up-to-date for the three-dimensional spatial object data. In this paper, we present the method for enhancement of the accuracy of vertical position and for maintainment of up-to-date vertical position. Our methods evaluate the data quality and analyze the cause of error of measurement utilizing the national standard quality assessment method. The result of research shows that the accuracy of vertical position is improved if the height of the building captain is adjusted by the quality assessment values and a three-dimensional model has up-to-date data if reconstruction and extension information of construction register is utilized.

A Study on Netwotk Effect by using System Dynamics Analysis: A Case of Cyworld (시스템 다이내믹스 기법을 이용한 네트워크 효과 분석: 싸이월드 사례)

  • Kim, Ga-Hye;Yang, Hee-Dong
    • Information Systems Review
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    • v.11 no.1
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    • pp.161-179
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    • 2009
  • Nowadays an increasing number of Internet users are running individual websites as Blog or Cyworld. As this type of personal media has a great influence on communication among people, business comes to care about Network Effect, Network Software, and Social Network. For instance, Cyworld created the web service called 'Minihompy' for individual web-logs, and acquired 2.4milion users in 2007. Although many people assumed that the popularity of Minihompy, or Blog would be a passing fad, Cyworld has improved its service, and expanded its Network with various contents. This kind of expansion reflects survival efforts from infinite competitions among ISPs (Internet Service Provider) with focus on enhancing usability to users. However, Cyworld's Network Effect is gradually diminished in these days. Both of low production cost of service vendors and the low searching/conversing costs of users combine to make ISPs hard to keep their market share sustainable. To overcome this lackluster trend, Cyworld has adopted new strategies and try to lock their users in their service. Various efforts to improve the continuance and expansion of Network effect remain unclear and uncertain. If we understand beforehand how a service would improve Network effect, and which service could bring more effect, ISPs can get substantial help in launching their new business strategy. Regardless many diverse ideas to increase their user's duration online ISPs cannot guarantee 'how the new service strategies will end up in profitability. Therefore, this research studies about Network effect of Cyworld's 'Minihompy' using System-Dynamics method which could analyze dynamic relation between users and ISPs. Furthermore, the research aims to predict changes of Network Effect based on the strategy of new service. 'Page View' and 'Duration Time' can be enhanced for the short tenn because they enhance the service functionality. However, these services cannot increase the Network in the long-run. Limitations of this research include that we predict the future merely based on the limited data. We also limit the independent variables over Network Effect only to the following two issues: Increasing the number of users and increasing the Service Functionality. Despite of some limitations, this study perhaps gives some insights to the policy makers or others facing the stiff competition in the network business.

A Mediation Model between Logo and DGS (Logo와 DGS의 매개 모델과 오류 사례)

  • Kim, Hwa-Kyung;Song, Min-Ho
    • Journal of Educational Research in Mathematics
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    • v.17 no.2
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    • pp.111-125
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    • 2007
  • In this article, we introduce an example about 'computers and mathematics education' and discuss its educational meaning. First, we survey two microworlds of Logo and DGS, which are two different representation systems for geometric phenomena. And we propose needs of connecting two microworlds with common perspective. And we suggest a mediation model that connects two representations in a microworld. Using this mediation model(Circle model), we construct a circle, a ellipse, and a cardioid with two different representations. It is important that the mediation model makes it possible that we translate descriptions from one representation into the other, and guess perimeters of planar curves. We also discuss roles and mathematical implications of this mediation model by error case in calculating perimeters of ellipses.

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Prototyping Game Model for Tangible Interface (체감형 인터페이스를 위한 게임모델)

  • Ko Bong-Kyun;Kim Ban-Suk;Moon Kwan-Bo;Lee Sun-Ju;Hong Ju-Hee;Choo Moon-Won;Choi Young-Mee
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.412-415
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    • 2005
  • Recently, new games have been experimented to be given the adaptive interfaces equipped with AI algorithms which could interpret the user's personality, behavioral patterns, and physiological conditions in realtime. In this paper, we propose the intermediate form of tangible interface for PC package, which is currently decaying in commercial market.

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Robot Task Planning within a Distributed Control Framework (분산 제어 구조내의 로봇 작업 계획)

  • Kim, Hyun-Sik;Shin, Hang-Cheol;Kim, Man-Soo;Kim, In-Cheol
    • Proceedings of the Korean Information Science Society Conference
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    • 2006.10b
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    • pp.319-323
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    • 2006
  • 본 논문에서는 동작 모델과 작업 목표에 따라 지능 로봇 시스템의 작업 순서를 결정하는 작업 계획기의 설계와 데모시스템에 대해 설명한다. 블랙보드 중심의 분산 제어 구조에서 하나의 독립적인 지식원으로 동작하는 작업 계획기는 작업 관리기의 요청이 있을 때마다 지식베이스로부터 동작 모델과 월드 상태 정보를 제공받아 작업 목표 달성을 위한 작업 계획을 생성한다. 그리고 이렇게 생성된 작업 계획은 오류로 인해 재 계획이 필요할 때까지 작업 관리기를 통해 실행된다. 본 연구의 작업 계획기는 효율적인 작업 계획 생성을 위해 지역 상태공간 탐색법의 하나인 EHC+ 탐색법과 계획그래프-기반의 휴우리스틱 계산법을 적용한다. 본 논문에서는 작업 계획기의 효율성과 블랙보드와의 연계성을 시험하기 위한 데모 시스템에 대해 자세히 설명한다. 이를 통해 지식베이스, 작업 관리기, 컴포넌트 서비스기 등 로봇 제어 구조내의 다른 지식원들과의 인터페이스를 위한 메시지 설계도 소개한다.

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