• Title/Summary/Keyword: Game Research

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A Study on Realistic 360 Degree Panorama Webtoon-Metaverse Service

  • Lee, Byong-Kwon;Jung, Doo-Yong
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.10
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    • pp.147-153
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    • 2022
  • Most of the metaverse service is a gamification type of metaverse solution composed by placing 3D objects on a 360 panoramic world base. However, the metaverse webtoon service is lacking in implementation and research. In this study, a method for realizing a 2D flat image form in a 3D space and a realistic 360-degree panoramic webtoon metaverse service were studied. The research process consisted of basic storytelling and design work for webtoon production, panoramic image creation to convert the produced image into 360-degree form, and content creation process for viewing 360-degree directions. Finally, we implemented shading and material work with game engine tools so that you can enjoy virtual reality-based webtoons. The webtoon-based metaverse study studied the process of creating a 360-degree panoramic webtoon from content that can only be viewed in 2D format. Accordingly, it is thought that webtoons will also be presented as a standard for the production and implementation method for the metaverse service.

A Study on the International R&D Competition and Optimal Tariff (국제 R&D 경쟁과 최적관세)

  • Li, Dong-Sheng;Lee, Jong-Min
    • Korea Trade Review
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    • v.41 no.2
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    • pp.29-60
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    • 2016
  • Research and Development(R&D) investment is an issue of central importance in any economy. In this paper we analyze the relationship between R&D spillovers and trade-related variables, using a two-stage model where duopolists simultaneously decide on R&D in the first stage and engage in Cournot competition in the second stage. We characterized and compared the free-trade and trade-restriction R&D equilibrium in a two-stage game of R&D investment followed by Cournot market competition. We also assessed the impact of varying the R&D spillover on the equilibrium outcomes and tariff. We showed for both free trade and protection cases that there exists a unique symmetric solution(subgame perfect Nash equilibrium). As the solution, while analytical, cannot be stated in closed form, we resorted to numerical experiments to investigate the equilibrium results. Our estimates indicate for both free trade and protection cases that the level of R&D investment and the rate of R&D expenditure decrease as the degree of R&D spillovers increases, and that there is an inverse relation between the degree of R&D spillovers and level of protection. The latter implies that the larger the degree of R&D spillovers, the lesser the level of protection.

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The Significance of School Sports Club Activities: Focused on Middle School Students (학교스포츠클럽활동의 의미: 중학생들을 중심으로)

  • Lee, Sang-min;Lee, Keun-Mo;Jang, Seung-Hyun
    • 한국체육학회지인문사회과학편
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    • v.57 no.1
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    • pp.59-70
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    • 2018
  • This study is aimed to examine what school sports club activities mean to middle school students. To attain this objective, this study first investigated what kinds of peer culture school sports club activities form, and second, what kind of time school sports club is for the students. For the research method, a qualitative research method was employed combining in-depth interview and participatory observation. The results showed that first, the students were creating the peer culture of games, communication, and relaxation through school sports club activities. Though fighting sometimes, the boy students were really enjoying sports games with their friends according to their own rules. On the other hand, girls were enjoying the relationship with friends, more focusing on communication and relaxation than on playing sports game itself. Second, the students thought of school sports club activities as an exit. Those students who lacked leisure time regarded school sports club activity as a time to play with friends, to escape from the pressure of good grades, and different from physical education.

Design of Smart Farm Growth Information Management Model Based on Autonomous Sensors

  • Yoon-Su Jeong
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.4
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    • pp.113-120
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    • 2023
  • Smart farms are steadily increasing in research to minimize labor, energy, and quantity put into crops as IoT technology and artificial intelligence technology are combined. However, research on efficiently managing crop growth information in smart farms has been insufficient to date. In this paper, we propose a management technique that can efficiently monitor crop growth information by applying autonomous sensors to smart farms. The proposed technique focuses on collecting crop growth information through autonomous sensors and then recycling the growth information to crop cultivation. In particular, the proposed technique allocates crop growth information to one slot and then weights each crop to perform load balancing, minimizing interference between crop growth information. In addition, when processing crop growth information in four stages (sensing detection stage, sensing transmission stage, application processing stage, data management stage, etc.), the proposed technique computerizes important crop management points in real time, so an immediate warning system works outside of the management criteria. As a result of the performance evaluation, the accuracy of the autonomous sensor was improved by 22.9% on average compared to the existing technique, and the efficiency was improved by 16.4% on average compared to the existing technique.

A Trend Analysis on E-sports using Social Big Data

  • Kyoung Ah YEO;Min Soo KIM
    • Journal of Sport and Applied Science
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    • v.8 no.1
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    • pp.11-17
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    • 2024
  • Purpose: The purpose of the study was to understand a trend of esports in terms of gamers' and fans' perceptions toward esports using social big data. Research design, data, and methodology: In this study, researchers first selected keywords related to esports. Then a total of 10,138 buzz data created at twitter, Facebook, news media, blogs, café and community between November 10, 2022 and November 19, 2023 were collected and analyzed with 'Textom', a big data solution. Results: The results of this study were as follows. Firstly, the news data's main articles were about competitions hosted by local governments and policies to revitalize the gaming industry. Secondly, As a result of esports analysis using Textom, there was a lot of interest in the adoption of the Hangzhou Asian Games as an official event and various esports competitions. As a result of the sentiment analysis, the positive content was related to the development potential of the esports industry, and the negative content was a discussion about the fundamental problem of whether esports is truly a sport. Thirdly, As a result of analyzing social big data on esports and the Olympics, there was hope that it would be adopted as an official event in the Olympics due to its adoption as an official event in the Hangzhou Asian Games. Conclusions: There was a positive opinion that the adoption of esports as an official Olympic event had positive content that could improve the quality of the game, and a negative opinion that games with actions that violate the Olympic spirit, such as murder and assault, should not be adopted as an official Olympic event. Further implications were discussed.

Analysis of Overseas Research Trends Related to Artificial Intelligence (AI) in Elementary, Middle and High School Education (초·중·고 교육분야의 인공지능(AI) 관련 해외 연구동향 분석)

  • Jung, Young-Joo;Kim, Hea-Jin
    • Journal of Korean Library and Information Science Society
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    • v.52 no.3
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    • pp.313-334
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    • 2021
  • This study aimed to analyze AI research trends related to elementary, middle, and high school education. To this end, the related literature was collected from the SCOPUS database and the publication period of the collected literature was from 1974 to March 2021, with 154 journal papers and 571 conference papers. Research trends were analyzed based on the co-occurrences analysis technique of 4,521 words of author keyword and index keyword included in these papers. As a result of the analysis, big data, data mining, data science and deep learning were found as the latest research trends with machine learning and there was a difference between elementary, middle and high school education. It can be seen that elementary school had a lot of robot-related research, middle school had a lot of game and data-related research, and high school had various and in-depth research. In discussion, we mapped the top 50 words common to elementary, middle, and high schools with the 'Artificial Intelligence Basics' curriculum of Korean Government and '5 Big Ideas' of the United States Government so that AI research can be viewed at a glance.

Development of the Visualization Prototype of Radar Rainfall Data Using the Unity 3D Engine (Unity 3D 엔진을 활용한 강우레이더 자료 시각화 프로토타입 개발)

  • CHOI, Hyeoung-Wook;KANG, Soo-Myung;KIM, Kyung-Jun;KIM, Dong-Young;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
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    • v.18 no.4
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    • pp.131-144
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    • 2015
  • This research proposes a prototype for visualizing radar rainfall data using the unity 3D engine. The mashup of radar data with topographic information is necessary for the 3D visualization of the radar data with high quality. However, the mashup of a huge amount of radar data and topographic data causes the overload of data processing and low quality of the visualization results. This research utilized the Unitiy 3D engine, a widely used engine in the game industry, for visualizing the 3D topographic data such as the satellite imagery/the DEM(Digital Elevation Model) and radar rainfall data. The satellite image segmentation technique and the image texture layer mashup technique are employed to construct the 3D visualization system prototype based on the topographic information. The developed protype will be applied to the disaster-prevention works by providing the radar rainfall data with the 3D visualization based on the topographic information.

A Study on Enhancing Brand Recognition in the Research Agency of Geoscience and Mineral Resources (지질자원 전문기관 브랜드인지도 제고방안 연구)

  • Kim, Chan-Souk;Kim, Seong-Yong;Park, Eun-Sook;Choi, Byung-Kwan
    • Economic and Environmental Geology
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    • v.44 no.5
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    • pp.443-449
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    • 2011
  • In this study, we carried out a survey on the degree of recognition for the brand of the Korea Institute of Geoscience and Mineral Resources (KIGAM) to contribute to reestablishing the status and role of KIGAM as an institution that people proud of by effectively delivering KIGAM's various research activities and achievements to people. About 49.9% of external publics recognized that there was relevance between research achievements of geo-technology and national brand. On the contribution of research achievements of geo-technology to promoting Korea's power of science and technology, 42.3% gave positive answers. On research achievements of mineral resources technology, just 14.4% replied they saw such results. As alternatives to promote the degree of recognition for brand, we suggested development of beneficial message, operation of brand management committee, promotion of involvement of research achievements of mineral resources technology about people-friendly subjects, development and distribution of "board game for education on mineral resources technology" for youths, activation of location PR, activation of online Q&A bulletin board, finding out star researchers, and president's PI activities.

A Research on Value Chain Structure on Experience of VR and AR Focused on Means-End Chain Theory on VR and AR (가상현실 미디어 체험이 가치사슬구조형성에 미치는 영향 연구 VR-AR 수단-목적 사슬이론 적용 중심으로)

  • Kweon, Sang Hee
    • Journal of Internet Computing and Services
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    • v.19 no.1
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    • pp.49-66
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    • 2018
  • This research explores a value chain structure of VR-AR media including user's perception, uses, and evaluation. The purpose of this research focused on factor analysis and the relationship among user's VR-AR adoption motivations and utilities. This research explores correlation between personal value and using motivation. This study was to identify the value structure of respondent on VR-AR usages based on means-end chain theory. The research used structured APT laddering questions and 251 data was analysed. Through such analysis, category difference by stage and relationship difference were identified and hierarchical value map was compared. There are four different value ladders: first is attributes, functional consequences, psychological consequences, and final value. This study is based on the analysis of the value chain structure factors that affect VR and AR use behavior (attributes, functional benefits, psychological benefits, use value), 'Hierarchical Value Map' between users' The purpose of the model is to construct a model. For this, 'means-end chain theory' was applied to measure the causal relationship between personal value and VR related use behavior. In order to solve this research problem, 135 people were analyzed through the structured questionnaire using the AR and VR content fitness measure and the second APT laddering, and the use of VR-AR : 1) Functional benefits; 2) Psychological benefits; 3) Means to reach value, 4) Objective value chain structure was identified. The results show that VR users tried to smooth the social life through the new virtual reality audiovisual element, the newness of experience, fun, and pleasure through the departure of reality, vividness of experience, and leading fashion. The AR fitness was a game and a new program, and the value of interacting with other people and the value of 'periwinkle' played an important role through the vividness and peripheral interaction of AR, It was an important choice. The important basic values of users' VR and AR selection were correlated with psychological attributes of interaction with others, achievement, happiness and favorable values.

Estimation of citizen's willingness to pay for water quality improvement on urban rivers (도시하천 수질개선을 위한 시민의 지불의사액 추정 연구)

  • Kang, Jiyoon;Yang, Jinwoo;Hwang, Youngsoon;Kim, Keewook
    • Journal of Korea Water Resources Association
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    • v.56 no.3
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    • pp.225-233
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    • 2023
  • Urban rivers and their surrounding environments have been altered due to factors such as rapid economic growth and urban development. This alteration have caused the rivers to lose their original value and become exposed to various pollution, resulting decrease in citizens' quality of life. This study aims to estimate citizens' Willingness To Pay (WTP) for water quality improvement in Suyeong River in Busan. To estimate the non-market value of the Suyeong River, the WTP of Busan citizens for water quality improvement was estimated, applying Contingent Valuation Method (CVM). The WTP for improving the water quality from Grade 4(polluted water) to Grade 2(game fish like bass can live in it) was estimated using the water quality ladder concept of the US Environmental Protection Agency, assuming annual donations for five years. For the CVM, the logistic distribution and Spike Model were adopted. As a result, citizens residing in the surrounding area of Suyeong River expressed a higher WTP. Considering more than half of the Busan citizens are aware of the "conservation of nature and ecosystems" as a major function of the Suyeong River, this higher WTP could serve as a basis for improving the value of urban rivers.