• Title/Summary/Keyword: 현실기반게임

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An Empirical Study on the Education Effect of Business Simulation Game (경영 모의 게임의 교육 효과에 관한 탐색적 연구)

  • Kim, Sang-Soo;Rim, Seong-Taek
    • Information Systems Review
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    • v.8 no.2
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    • pp.173-188
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    • 2006
  • Due to the fast development of information technology, a variety of edutainment software has been used in the field of business education. One of them is business simulation game that the business game domain and the information technology is definitely associated. A lot of business simulation game have been developed and used for many courses of colleges and corporate training in USA and EU. However, education program based on business simulation game has not been activated in Korea. This paper examined the education effect of business simulation game. It was found that managers who were educated and trained with business simulation game were very satisfied with a business simulation game. Based on the statistical results, the method of business education using business simulation game was also suggested.

An Effective Physics Based Deformation Technique Using Augmented Reality Environments (증강현실 환경을 이용한 효율적인 물리기반 형상변형 기술)

  • Choi, Han-Kyun;Kim, Hyun-Soo;Park, Min-Ki;Lee, Kwan H.
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.90-93
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    • 2009
  • The use of physics based deformation methods is continuously increasing in computer graphics area such as game and simulation. Many researchers have worked on this method. However, relatively few researchers have considered the development of the user interaction to the 3D objects. This research proposes a physics-based deformation technique using AR (Augmented Reality) environments to enhance user immersion and the effectiveness of the deformation. In the AR circumstances, the physics based deformation should be accomplished in realtime. In the proposed method, we combine RBF (Radial Basis Function) [1] and LSM (Lattice Shape Matching) [2, 3] and apply it to polygonal models for real-time user interaction. The dynamics of the LSM is also calculated to trace the movement of each lattice. Finally these algorithms are implemented in AR environments.

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Tight Integration of Graphics and Motion in a VR Simulator with a 1-DoF Motion-Chair (1축 운동의자를 이용한 가상현실 시뮬레이터에서 그래픽과 운동의 통합)

  • 이종환;한순흥
    • Proceedings of the Korean Information Science Society Conference
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    • 2001.10b
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    • pp.262-264
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    • 2001
  • 1자유도 회전운동(Rolling-Motion)을 재현할 수 있는 운동의자와 실시간 3차원 가상현실 기반의 시뮬레이터를 개발하여 그래픽과 운동의 통합을 연구하였다. 영상은 실시간 3차원 가상환경을 재생하며, 운동의자는 여기에 동기한다. 영상의 가시화는 Head-Mounted Display와 3자유도 트랙커(Tracker)를 이용해 이루어지며, 조이스틱(Joystick)을 이용해 가상환경 내에서 네비게이션한다. 1자유도 운동의자를 통해 탑승자는 항공기 동역학 모델에 기반한 정면 회전(Roll) 운동을 체감할 수 있으며, 제한된 공간 내에서 체감을 최대화하기 위해 워시아웃 필터(Washout Filter)가 응용되었다. 제작된 시뮬레이터는 일반 아케이드 시뮬레이터 게임의 프로토타입을 제공하며 탑승감 연구 등에 쓰일 수 있다.

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Design of Location-Based Interactive Service System for Safety Theme Park (안전체험시설을 위한 위치 기반 상호작용 시스템의 설계)

  • Park, Byoung-Tae;Choi, Yeon-Suk;Choi, Yong-Ju
    • Proceedings of the Safety Management and Science Conference
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    • 2011.04a
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    • pp.289-295
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    • 2011
  • 본 연구는 안전체험관 특히 재난 재해 체험시설에 방문한 관람객들의 흥미유발과 적극적인 참여를 유도하기 위하여 도입되는 상호작용 체험 시스템의 설계에 대한 것이다. 설계된 안전 체험 시스템은 첫째, 관람객들에게 개별적으로 제공된 단말기의 체험관 내 위치정보와 체험 기기들의 동작감지센서정보를 기반으로 체험 여부 판단 및 체험 점수를 자동으로 산출하는 증강현실 서비스와 둘째, 체험관 내 긴급 호출 등의 안심 서비스를 제공한다. 설계된 시스템의 구현을 통하여 향후 안전테마파크 외에도 체험시설이 구비된 교통 및 과학 전시관, 체감형 게임센터 등에도 충분히 적용가능하다고 사료된다.

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A Study on VR Based Training System Contents Test Method (가상현실 기반 훈련시스템 콘텐츠 시험방법에 관한 연구)

  • Lee, Gyungchang;Cha, Moohyun;Youn, Cheong
    • Annual Conference of KIPS
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    • 2016.04a
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    • pp.486-489
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    • 2016
  • 가상현실 기반 훈련시스템은 3D 모델링 기법으로 개발되어 실시간 렌더링(Realtime Rendering)되는 훈련용 콘텐츠와 운동감 제공을 위한 모션플랫폼, 촉감 제공을 위한 햅틱장치 등 다양한 하드웨어를 이용하여 인간 감각에 대한 모의 체험환경을 제공함으로써 높은 훈련 몰입감을 제공한다. 훈련시스템의 구성요소 중 하드웨어들은 설계 성능을 바탕으로 정량적 시험평가로서 검증(Verification)과 확인(Validation)이 가능하나, 훈련환경에 대한 사실적 가시화가 요구되는 훈련용 콘텐츠는 시현을 위한 실시간 렌더링 성능 등의 정량적 시험평가 만으로 검증과 확인에 어려움이 많다. 본 연구에서는 일반 소프트웨어와 콘텐츠 소프트웨어 테스팅 요소 차이와 상용게임 콘텐츠와 훈련용 콘텐츠의 차이점을 분석하고, 훈련용 콘텐츠의 정량적 시험평가를 위한 명세서의 작성과 활용을 제안한다.

A Study on the Customized Language Learning System Based on Virtual Reality (가상현실 기반 맞춤형 언어학습 시스템에 관한 연구)

  • Kim, Su-Hyeon;Yoo, Sang-Wook;Jung, Yong-Hyeon;Kim, Min-Ho
    • Annual Conference of KIPS
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    • 2021.11a
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    • pp.1040-1042
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    • 2021
  • 최근 디지털 교과서를 중심으로 교육 인프라가 전환되었다. 본 연구는 디지털 교과서의 상용화와 맞춤형 교육을 제공하기 위해 가상현실 기반 맞춤형 언어학습 시스템을 제안하였다. VR 에서 말하기, 듣기, 쓰기의 상호작용이 가능한 시스템을 구현하였고 자기주도적 맞춤형 학습이 가능하도록 학습요소를 시각화 하였다. 본 연구에서 제안한 자기주도적 맞춤형 학습이 가능해짐에 따라 코로나-19 로 인해 양극화된 교육 격차의 해소가 가능할 것이다.

A Situational Training System for the food serving in the restaurant based on the Argumented Reality (증강 현실 기반 음식점 서빙 상황훈련 시스템)

  • Jung, Kwang-Il;Kim, Sung-Jin;Kim, Boo-Nyon;Kim, Tae-Young;Lim, Cheol-Su
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.135-142
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    • 2009
  • Nowadays, many interface devices or training systems for the disabled are being developed and introduced with the recent development in IT technology but only few training systems for the developmental disabled are introduced. In this paper, we present a situation training system based on the argumented reality in order to help the developmental disabled to increase their management level of capability to the certain situation. Our system is specifically based on the food serving in the restaurant. This maker-based system provides trainees to safely experience various different situations and take the training session under any circumstances. The trainees for this program are able to look around with the HMD on, take the training easily by following the voice instruction, and try situational scenario.

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A Study on the Game Contents Design of Drone Educational Training Using AR (AR을 활용한 드론 교육 훈련 게임 콘텐츠 설계)

  • Choi, Chang-Min;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.383-390
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    • 2021
  • Recently, the drone industry is rapidly expanding as it is suggested that it will be used in various fields. As the size of the drone market grows, interest in drone-related certificates is also increasing. However, the current drone-related qualification system and education system are insufficient. Thus this study, analyzed the necessity of drone training, the features of functional games, and the effectiveness of educational training using AR through related technical studies to solve the practical difficulties of drone educational training. Later, drone educational training game contents using AR were divided into practice mode and test mode based on the drone national qualification course practical test, and the result screen was displayed at the end of the curriculum so that players could learn by level and evaluate the results on their own. In addition, constructed a hybrid processing system and network and AR operation system for response rate and response speed, implemented drone training game contents utilizing AR based on the design contents. It is expected that the use of game content using AR presented in this paper for drone training will further alleviate environmental difficulties and improve the sense of immersion in play, which will lead to a more effective drone educational training experience.

Game-bot Detection based on Analysis of Harvest Coordinate

  • Choi, Jae Woong;Kang, Ah Reum
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.5
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    • pp.157-163
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    • 2022
  • As the online game market grows, the use of game bots is causing the most serious problem for game services. We propose a harvest coordinate analysis model to detect harvesting bots among game bots of the Massively Multiplayer Online Role-Playing Games(MMORPGs) genre. The proposed model analyzes the player's harvesting behavior using the coordinate data. Game bots can obtain in-game goods and items more easily than normal players and are not affected by realistic restrictions such as sleep time and character manipulation fatigue. As a result, there is a difference in harvesting coordinates between normal players and game bots. We divided the coordinate zones and used these coordinate zone differences to distinguish between game bot players and normal players. We created a dataset with NCSoft's AION log and applied it to a random forest model to detect game bots, and as a result, we derived performance with a recall of 0.72 and a precision of 0.92.

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
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    • v.7 no.3
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    • pp.59-66
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    • 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.

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