• Title/Summary/Keyword: 캐릭터 이주

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Design of Secure Game Character Migration System Between Online Game Servers using Dual Signature (이중 서명을 이용한 온라인 게임 서버 간의 안전한 게임 캐릭터 이주 시스템 설계)

  • Suk, Jin-Weon;Lim, Ung-Taeg
    • Journal of Advanced Navigation Technology
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    • v.14 no.6
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    • pp.882-889
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    • 2010
  • The development of network technology has made rapid growth for online gaming industry on the Internet. Recently, game players have been wanting for a free migration on the game character for game player managed by online game servers of different types. Existing research on the acceptance of the game players demands have suggested migration model of the game character. However, the game Character Migration Process between the game server of different types migration is focused only, and safety issue that is necessary in an online transaction is overlooked. Therefore, ensure the safety of transactions information and when a dispute arises is necessary countermeasures. In this paper, Secure game Character Migration System (SCMP) using dual signature method when migrating game characters between the game servers of different types based on existing research is propose and looks to examine the safety.

Design and Implementation of Web Service System for Game Character Migration between Different-type On-line Game Servers (이종 온라인 게임 서버 간의 게임 캐릭터 이주를 위한 웹 서비스 시스템 설계 및 구현)

  • Suk, Jin-Weon;Kim, Ju-Yeon;Kang, Joon-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.219-228
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    • 2011
  • In the online game, a game character to replace game player exists within the same game and it is very difficult to migrate to another on-line games. Also, players have taken a lot of time and effort in the character's growth. In recent years, it has raised many social side effects. Therefore, in order to solve these problems, this paper was implemented web services system based on previous studies for the migration of game character between different-type on-line game severs, and the proposed system verified through the experiment focused on 4 capability numerical value (money, HP:Hit Point, MP:Mana Point, level) between migration element of game character.

Research on Artificial Intelligence Character based Physics Engine in 3D Game (3 차원 게임에서의 물리엔진에 기반한 인공지능 캐릭터에 관한 연구)

  • Choi, Jong-Hwa;Lee, Byung-Yoon;Lee, Ju-Youn;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.469-472
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    • 2005
  • 이 논문은 게임물리엔진에서 게임세계의 물리적인 요소를 통하여 게임에 존재하는 캐릭터들에게 인공지능을 부여하기 위한 연구에 관해서 다룬다. 게임속에서의 물리적인 상황을 자동인식하기 위해서 신경망을 이용하였다. 게임속에서의 인공지능의 적용은 게임의 속도저하를 가져오게 되는데 이 논문에서는 그러한 단점을 보완하기 위하여 물리엔진에서 캐릭터의 움직임을 계산하는 수치적분 메서드들에 대한 각 물리상황에 따른 최적의 성능을 분석하여 각각의 물리 상황마다 다른 수치 적분 메서드를 적용하는 내부 구조를 취하였다. 수치적분 메서드에 대한 각각의 성능 분석은 세가지의 물리적 상황을 구분하여 그에 기반하여 실험되었다. 인공지능 캐릭터에 대한 실험은 신경망의 토폴로지에 대한 변화와 학습 횟수에 대한 변화 및 은닉층에 대한 변화로 신경망에서의 최적의 성능에 대한 평가를 실시하였다.

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Design & Implementation of a Maze Game Using Vuforia Engine (Vuforia 엔진을 이용한 증강현실 미로 찾기 게임에 대한연구)

  • Lee, Ju-Young;Lee, Kyung-Su;Lee, Yoon-Won;Kang, DongByeong;Jeong, Gu-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2012.11a
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    • pp.79-82
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    • 2012
  • 본 논문에서는 퀄컴의 Vuforia 엔진을 이용한 증강현실 미로 찾기 어플리케이션을 제안하고 구현하였다. Vuforia 엔진은 증강 현실 엔진 중 비교적 최근에 만들어져 다양한 마커를 활용할 수 있으며 속도, 마커 인식 면에서 다른 AR 엔진에 비해 뛰어나다. 본 논문에서는 Vuforia 엔진에 기반한 미로 찾기 앱을 설계하고 구현한다. 제안한 방법에서는 스마트폰으로 이미지 마커를 인식한 후, 스마트폰 화면에 3D 캐릭터와 미로를 출력해주도록 한다. 또한 가속도 센서를 이용하여 사용자가 직접 스마트폰을 기울여 캐릭터를 목적지까지 이동시키는 미로 찾기 게임 어플리케이션을 구현하였다.

A Critical Approach on Multiculturalism Shown in Romance Films (로맨스 영화에서 다루어지는 다문화주의에 대한 비판적 고찰)

  • Oh, Sang-Hee;Lee, Joo-Eun
    • The Journal of the Korea Contents Association
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    • v.15 no.8
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    • pp.156-169
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    • 2015
  • The negative awareness of a multiculturalism rises around the world because of various problems that happen with the multicultural phenomenon. Nevertheless, the reason we uphold multiculturalism is that multicultural phenomenon is an inevitable consequence of capitalism and the decline of multiculturalism might imply danger of bringing about radical nationalism. This study assumes that a distortion of multiculturalism is the result from a myth of romance film which affects the public perception as an integral component of a discourse. Grounded upon monomith, the narrative structure of romance film of which motive comes from courtly love makes people miscomprehend the value of multiculturalism because of the multicultural factor as substitute for romantic obstacle. As the character of romance movie is likely to be formed focusing on superficial images and denotations, this tendency causes the hierarchy and the representative minority drives out the rest of other minorities. The attempt to arouse people's tolerance and understanding of the other is frustrated both by the structure of binary oppositions and the clich$\acute{e}$.

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.

Two Types of Post-human in Recent Korean SF Films : Focusing on (2021), (2021) (최근 한국영화 속 포스트-휴먼의 두 가지 양상: <승리호>(2021), <서복>(2021)을 중심으로)

  • Yoo, Jae-eung;Lee, Hyun-Kyung
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.1
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    • pp.379-384
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    • 2022
  • The year 2021 is a monumental year for the history of Korean cinema that inferiority of the sci-fi genre, by the appearance of two sci-fi blockbuster films- produced by Netflix and produced by TVing-at the same time. Coincidentally, both of movies are sci-fi films which appear post-human such as robot and clone. As can be seen in 『Frankenstein』 story, the progenitor of science fictions, the mankind have imagined beings similar to humen or post-human who are another human being for a long time. deals with the unusual subject matter of a space scavenger and a space janitor, and the main character is a robot that very familiar with human. is the story of a man who lives for a limited life protects and accompanies a clone named Seobok who was created as a test subject. This film deals with the philosophical themes like death and eternal life through the existential concerns of two characters. use Korean Shinpa -Korean specific senimental code-sentiment on narrative, and has the character of a road movie set in Korea's geographical space.

The effect of perceived social exclusion on warm lighting preferences (지각된 사회적 배제가 따뜻한 조명 선호에 미치는 효과)

  • Lee, Guk-Hee
    • Journal of the HCI Society of Korea
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    • v.14 no.2
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    • pp.5-12
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    • 2019
  • Social exclusion, which does not fulfill the desire for respect as one of the most basic human desires, makes those who perceive themselves to be socially excluded seek physical warmth. However, very few studies have examined whether this phenomenon-wherein social exclusion develops a preference for warmth-can be generalized to the emotional or symbolic aspects, such as the color of lighting. This study aimed to verify the effects of perceived social exclusion on warm lighting preferences, and two experiments were performed for this purpose. In Experiment-1, participants who were respected by people the previous day were assigned to the group that did not perceive social exclusion (non-perceived social exclusion group), and those who were not respected were assigned to the group that perceived social exclusion (perceived social exclusion group). Following this, their preference for warm lighting (3000K), neutral lighting (4000K), and cold lighting (6000K) was measured. The results showed that the perceived social exclusion group had a stronger preference for warm lighting and a weaker preference for cold lighting than did their counterparts. Moreover, the perceived social exclusion group showed a strong preference for warm lighting over neutral lighting; they also showed a weak preference for cold lighting. In Experiment-2, after assigning the participants into groups as in Experiment-1, the participants' preference for a space with warm lighting, neutral lighting, and cold lighting was measured. The results showed that the perceived social exclusion group had a stronger preference for the space with warm lighting and a weaker preference for cold lighting than did their counterparts. Further, the perceived social exclusion group showed a strong preference for the space with warm lighting over the space with neutral lighting; they also showed a weak preference for the space with cold lighting. The findings of this study have implications that can be applied to designing living spaces for people who experience social exclusion, such as handicapped individuals, multicultural families, or immigrant workers, as well as developing artificial intelligence services and cyber-friend characters for this demographic.