• Title/Summary/Keyword: Game logic

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Meta's Metaverse Platform Design in the Pre-launch and Ignition Life Stage

  • Song, Minzheong
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.4
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    • pp.121-131
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    • 2022
  • We look at the initial stage of Meta (previous Facebook)'s new metaverse platform and investigate its platform design in pre-launch and ignition life stage. From the Rocket Model (RM)'s theoretical logic, the results reveal that Meta firstly focuses on investing in key content developers by acquiring virtual reality (VR), video, music content firms and offering production support platform of the augmented reality (AR) content, 'Spark AR' last three years (2019~2021) for attracting high-potential developers and users. In terms of three matching criteria, Meta develops an Artificial Intelligence (AI) powered translation software, partners with Microsoft (MS) for cloud computing and AI, and develops an AI platform for realistic avatar, MyoSuite. In 'connect' function, Meta curates the game concept submitted by game developers, welcomes other game and SNS based metaverse apps, and expands Horizon Worlds (HW) on VR devices to PCs and mobile devices. In 'transact' function, Meta offers 'HW Creator Funding' program for metaverse, launches the first commercialized Meta Avatar Store on Meta's conventional SNS and Messaging apps by inviting all fashion creators to design and sell clothing in this store. Mata also launches an initial test of non-fungible token (NFT) display on Instagram and expands it to Facebook in the US. Lastly, regarding optimization, especially in the face of recent data privacy issues that have adversely affected corporate key performance indicators (KPIs), Meta assures not to collect any new data and to make its privacy policy easier to understand and update its terms of service more user friendly.

A Design and Implementation of Mobile Game Based on Windows Phone Platform (Windows Phone Platform 기반의 모바일 게임 설계 및 구현)

  • Park, Jin-Yang
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.10
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    • pp.91-97
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    • 2014
  • In this paper, we design and implement a mobile game based on windows phone platform. Visual Studio and the Windows Mobile software development kit(SDK) and developer tool kits (DTK) make it possible to create software for the Windows Mobile platform in Visual C#. Also The XNA Framework is the set of .NET libraries that developers will code against to build games. XNA Framework support PC and XBOX and a ZUNE HD multiplex platform environment and 2D and 3D games provides the necessary functions to a development. XNA Framework is to make it easier to develop games because the codes which are succeeded creates with automatic, implements a game development relation resource and the game logic. The key idea of our game is that we use shooting and ranking system to raise fun.

A Study on the Method for Converting the Unit Database from Training-model into Analysis-model : Focused on the 'Chang-Jo21' and 'Vision21' model (훈련용 워게임 모델의 부대 DB를 분석용 워게임 모델에 재사용하기 위한 변환방법 연구 : 창조21모델과 비전21모델을 중심으로)

  • Lee, Yong-Bok;Park, Min-Hyoung;Kim, Yeek-Hyun
    • Journal of the Korea Society for Simulation
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    • v.28 no.2
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    • pp.159-167
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    • 2019
  • In the field of defense M&S, we are actively pursuing researches that interoperable multiple war game models to simulate various combat environments at the same time. Although the 'unit DB(Database)' for operating the war game models is originated from the identical data, it has been recognized that the method of expressing the attribute of the data is different and the cross reference is impossible. As a result, it makes unnecessary time and effort in establishing the same unit DB in the organizations that operate the war game model. In this study, a method of reusing the unit DB of the training war game model to the analysis war game model with similar resolution and simulated logic was applied to the actual field. For this purpose, we defined the procedure for converting the unit DB by analyzing metadata of the 'Chang-Jo21', a combat training model for corps and division, and the 'Vision21', an analysis model for corps and division operation plan. And we introduced an algorithm that can map different metadata of two unit DBs. This study was meaningful as the first attempt to map and integrate heterogeneous metadata semantically for the reuse of unit DB between different war game models in defense M&S field. Also, it provided implications for the necessity of paradigm shift that reuse of the unit DB between two different war game models is possible and the need for standardization of the unit DB metadata in the defense M&S filed.

A Modeling of Information Process Concept for Analyzing Information Effect in Combat Simulation (전투 시뮬레이션에서 정보효과 분석을 위한 정보처리 개념 모델링)

  • Noh, Hyunil;Lee, Youngwoo;Lee, Taesik
    • Journal of the Korea Institute of Military Science and Technology
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    • v.19 no.6
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    • pp.730-743
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    • 2016
  • Network-Centric Warfare is a forthcoming military revolution paradigm for maximizing combat effectiveness in terms of information superiority. However, quantitative assessment of information effect is a challenging issue. Among the many approaches, war-game is a well known method to evaluate combat effectiveness. However, previous researches and current models have a limited function or logic to simulate information process, which is core concept of NCW. So this research suggests a concept of simulation modeling method to describe the information process as defining of combat information process based on probability decision model. In addition, we suggest a simple scenario to represent proposed concept modelling method. This results can be used in designing war-game analysis model for enhanced information effectiveness.

Developing Avatar Converter by using existing Contents in Mobile Contents Development (모바일 컨텐츠 개발에서 기존의 컨텐츠를 최대한 이용하기 위한 아바타 변환기 개발 연구)

  • Park, Dae-Hyuck;Kang, Eui-Sun;Hong, Maria;Lee, Keun-Soo;Lim, Young-Hwan
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.1 s.39
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    • pp.243-250
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    • 2006
  • Mobile device has the same service as PC with the development of mobile technology, such as game, internet, economic service. This paper we play the games in Mobile Device which were popular in Pentium 1 PC, and then develop Avatar Converter by summarizing Automating Elements. In other words, we propose a method that can accelerate developing speed of Mobile Contents by recycling existing resource. The main function of Avatar Converter is that transform existing architecture with dividing logic and resource which can play in mobile by considering restriction items. It can accelerate developing speed by transforming common logic and resource in various contents development for kinds of mobile company.

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The Analysis on Adaption Method from Game to Film : Case on Angry Bird (게임의 영화화 각색방법에 대한 고찰 : 앵그리버드를 중심으로)

  • Bo, Ding Zhi;Song, Seung-keun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.05a
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    • pp.205-206
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    • 2017
  • Casual games are often have simple rule and easy to play. Like Angry birds, players can sling a bird as a bomb to destroy target. But the film adaption encounters numerous questions. games in pursuit of strong sensed presence, pay attention to experience; film stress the integrity of the story, attaches great importance to plot. However, casual games don't have story and plot. This paper take angry birds as example, analyzes the difficulties and method of adaptation from leisure mobile games to films, summarizes the key successful elements of adaption, such as subdivided the target group, chose an appropriate genre, write a script follow the basic logic and frame of film, set contradiction, complicated the character and still contain key elements of the game, in order to provide new ideas in the future development of integration of game and movie industry.

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Granule-based Association Rule Mining for Big Data Recommendation System (빅데이터 추천시스템을 위한 과립기반 연관규칙 마이닝)

  • Park, In-Kyu
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.21 no.3
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    • pp.67-72
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    • 2021
  • Association rule mining is a method of showing the relationship between patterns hidden in several tables. These days, granulation logic is used to add more detailed meaning to association rule mining. In addition, unlike the existing system that recommends using existing data, the granulation related rules can also recommend new subscribers or new products. Therefore, determining the qualitative size of the granulation of the association rule determines the performance of the recommendation system. In this paper, we propose a granulation method for subscribers and movie data using fuzzy logic and Shannon entropy concepts in order to understand the relationship to the movie evaluated by the viewers. The research is composed of two stages: 1) Identifying the size of granulation of data, which plays a decisive role in the implications of the association rules between viewers and movies; 2) Mining the association rules between viewers and movies using these granulations. We preprocessed Netflix's MovieLens data. The results of meanings of association rules and accuracy of recommendation are suggested with managerial implications in conclusion section.

Information Quantification Application to Management with Fuzzy Entropy and Similarity Measure

  • Wang, Hong-Mei;Lee, Sang-Hyuk
    • International Journal of Fuzzy Logic and Intelligent Systems
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    • v.10 no.4
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    • pp.275-280
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    • 2010
  • Verification of efficiency in data management fuzzy entropy and similarity measure were discussed and verified by applying reliable data selection problem and numerical data similarity evaluation. In order to calculate the certainty or uncertainty fuzzy entropy and similarity measure are designed and proved. Designed fuzzy entropy and similarity are considered as dissimilarity measure and similarity measure, and the relation between two measures are explained through graphical illustration. Obtained measures are useful to the application of decision theory and mutual information analysis problem. Extension of data quantification results based on the proposed measures are applicable to the decision making and fuzzy game theory.

Enhanced Hybrid Multi Electrical Cupping System using S-PI Controller (S-PI 제어기를 이용한 개선된 하이브리드 멀티전동부항시스템)

  • Kim, Jong-Chan;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.18 no.11
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    • pp.1400-1407
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    • 2015
  • In the paper, we suggest bettered EHMECS(Enhanced Hybrid Multi Electrical Cupping System) to regulate automatically vacuum pressure using many cupping cup at once. We controlled accurately the pressure using S-PI control technique in pump motor to input the air inside cupping cup. S-PI control compared constant velocity, load and velocity variance between existing PI and FLC(Fuzzy Logic Control). The stabilization time of suggested S-PI control improve 20% of existing PI and 8% of FLC. The error constant of normal condition improved 71% of existing PI and 62% of FLC in steady speed and 80% of existing PI and 67% of FLC in load change. Also the error constant about velocity variance improve 45% of PI control. It is prove the suggested S-PI control technique. When use long time vacuum pressure of cupping cup regulated the suggested S-PI control technique, can loosen knotted muscles.

Presentation Layer Component of Web Application Systems with Server Side Java Technology (웹의 표현 계층 지원 컴포넌트 설계 및 구현)

  • Lee, Su-Il;Kwon, Ki-Hyeon;Lee, Hyung-Bong;Jung, Yun-Chul
    • Annual Conference of KIPS
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    • 2005.05a
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    • pp.401-404
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    • 2005
  • 웹 애플리케이션 개발에 있어 웹 디자이너와 소프트웨어 개발자의 역할을 분리하는 것은 소프트웨어 작업 능률을 높이고 생산성을 증대시키기 위해 요구되는 사항이며 웹 디자이너와 소프트웨어 개발자의 모듈의 응집도(cohesion)를 높이고 결합도(coupling)를 낮추기 위해 매우 중요하다. 본 논문에서는 기존에 JSP 기반에서 사용되었던 기법들을 살펴보고 JSP(Java Server Page) 작성 시 페이지 디자이너와 소프트웨어 개발자의 역할을 효율적으로 분리하기 위해 커스텀(custom) 태그를 사용하여 HTML 코드와 Java 로직을 분리하여 개선된 개발환경을 제공해 주는 COHALS(Component Of Html And Logic Separation) 컴포넌트를 제시한다.

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