• Title/Summary/Keyword: Game plan

Search Result 167, Processing Time 0.024 seconds

The virtual world as a supportive environment for intact communication. -The possibility and task of forming a game user community using a metabus. - (언택트 커뮤니케이션 지원환경으로써 가상세계 - 메타버스를 이용한 게임 유저 커뮤니티 형성의 가능성과 과제 -)

  • Kim, Deok min;Kim, Soo dong;Seok, Hyeonseon;Bae, Shin hoon;Jeong, Hyung won
    • Journal of Integrative Natural Science
    • /
    • v.15 no.1
    • /
    • pp.37-48
    • /
    • 2022
  • Metabus, a three-dimensional virtual environment for digital communication, has gained a lot of attention recently. Even so, there are still many unanswered questions about the user's consciousness and behavior. A difference in nature from conventional digital communication is also unclear. This paper aims to study Metabus on a hypothetical premise by organizing the possibility of Metabus for communication activation based on a research project aimed at using Metabus to support the formation of a community of school dormitories and studio rental residents. After reviewing the establishment process and application cases of Metabus, we focus on the character (avatar) used as the user's alter ego within the metabus, which will allow customization of both form and content different from text-based communication. The "physicality" and the "spatiality" of the metaverse and the "immersion" they bring are among the most important, functional innovations. Based on this summary, a case of using metabuses will be reviewed to describe the research plan aimed at supporting community formation.

Implementation of a Photo-Input Game Interface Using Image Search (이미지 검색을 이용한 사진입력 게임 인터페이스 구현)

  • Lee, Taeho;Han, Jaesun;Park, Heemin
    • KIISE Transactions on Computing Practices
    • /
    • v.21 no.10
    • /
    • pp.658-669
    • /
    • 2015
  • The paradigm of game development changes with technological trends. If the system can analyze and determine undefined inputs, users' input choices are not restricted. Therefore, game scenarios can have multifarious flows depending upon the user's input data. In this paper, we propose a method of including an output plan in the game system that is based on the user's input but is not restricted to predefined choices. We have implemented an experimental game on the Android platform by combining network communication and APIs. The game interface works as follows: first, the user's input data is transmitted to the server using HTTP protocol; then, the server carries out an analysis on the input data; and finally, the server returns the decision result to the game device. The game can provide users a scenario that corresponds to the decision results. In this paper, we used an image file for the user's input data format. The server calculates similarities between the user's image file and reference images obtained from the Naver Image Search API and then returns determination results. We have confirmed the value of integrating the game development framework with other computing technologies demonstrating the potential of the proposed methods for application to various future game interfaces.

Effectiveness Analysis and Utilization of Game System for Military Education and Training (국방 교육훈련을 위한 게임 효과분석 및 활용방안)

  • Park, Heungsoon;Lee, Yunho
    • Journal of Internet Computing and Services
    • /
    • v.23 no.1
    • /
    • pp.95-103
    • /
    • 2022
  • The goal of education and training in military is to foster strong combatants who can fight and defeat enemies. The Korean military is deeply aware of the importance of education & training, and has been introducing various advanced training systems so far. Despite these efforts, however, the military environment to maintain and strengthen the level of training is becoming increasingly difficult. In this study, it was conducted on the effectiveness analysis and utilization of the game system for military education & training through literature review. As a result of literature analysis, the introduction of the game system could be expected to have various effects throughout the cognitive and behavioral areas. Based on this effect analysis, the concept and shape of game system operation for each purpose were derived, and an improved plan using the game system was proposed.

Research on International Cooperation Education Plan in game design (게임 디자인의 국제 산학협력 교육 방안에 대한 연구)

  • Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Journal of Digital Convergence
    • /
    • v.13 no.7
    • /
    • pp.315-322
    • /
    • 2015
  • Since 2012, the government has attempted to stimulate the human resources businesses need and substantial R&D technology by promoting "Leaders in INdustry-university Cooperation" (LINC). They use the natural the relationship between industry and university develop and spread a variety of industry-university cooperation for mutual growth model leading universities and industries of the region. More than recent cooperation education, at the level of practical use, field oriented talent needed in the industry demand Internationalized talent which can become members of a global community cultivated with International perspective and insight. Furthermore, while currently each university's circumstances and the position is different, and while this strategy, each unique, individual, specific international level's Cooperation Education Plan is Established and operating actively, Governments and businesses will be able to train desired international academic centers' advanced talent. We have come to hope that this will act as an important factor in furthering national competitiveness.

Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
    • /
    • v.19 no.3
    • /
    • pp.27-35
    • /
    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
    • /
    • s.48
    • /
    • pp.249-269
    • /
    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

Modern application of Nu-jung, a place of taste for the arts, of Aneuisamdong and the culture of classical scholar (풍류의 장, 안의삼동(安義三洞) 누정(樓亭)과 선비문화의 현대적 활용)

  • Kim, Hyung-suk;Sim, Woo-kyung
    • Korean Journal of Heritage: History & Science
    • /
    • v.48 no.2
    • /
    • pp.48-63
    • /
    • 2015
  • This study began with the purpose of awakening an interest in Korean Nu-jung and seeking application plan based on Nu-jung of Aneuisamdong. Also it intends to suggest activation plan of Nu-jung while using the culture of taste for the arts and classical scholar of ancestors with the physical place named Nu-jung as the medium. As concrete ways to activate Nu-jung, we suggested plans which use the game of go(Baduk), main material of the culture of taste for the arts and classical scholar, and increase availability by planning a program adding picturesqueness of Nu-jung. By bringing the material named the game of go(Baduk) to the place named Nu-jung, we suggested the plan capable of experiencing the culture of taste for the arts and classical scholar and also expecting local promotion and economical effect. And the plan is to design and conduct night program, 1 night 2 days program, tailored program, and so on by combining the material of the culture of taste for the arts and classical scholar with the medium named 'Dal(the moon)' in the static place named Nu-jung. The plans above are applicable to most of Nu-jung scattered all over the country, which means that we have a lot of Nu-jung in Korea and, at the same time, we have abundant contents to be used as cultural properties. Now it's important how to develop and use these contents through the connection with various academic fields in terms of managing cultural properties. By understanding the value of the original form of culture while emerging from simply using cultural properties, we can use cultural properties in a higher level. For this, preserving cultural properties should be supported by continuous interdisciplinary study.

An Efficient Smoothing Algorithm Using the Change of Frame Sequence in GOP (GOP를 구성하는 프레임들의 순서 변경을 이용한 효율적인 스무딩 알고리즘)

  • Lee, Myoun-Jae
    • Journal of Korea Game Society
    • /
    • v.6 no.2
    • /
    • pp.51-60
    • /
    • 2006
  • Smoothing is a transmission plan where variable rate video data is converted to a constant bit rate stream. Among them are CBA, MCBA, MVBA, PCRTT and others. But, in these algorithm, a transmission plan is made in according to stored frame sequence in these algorithms. In case that the number of bytes in frames in GOP differs greatly each other, this may cause unnecessary transmission rate changes and may require high transmission rates abruptly when frame's byte is large. In result, it is difficult to use efficient network resource. In this paper, we proposed a smoothing algorithm that find the optimal frame sequence in short time by using backtracking method and smoothing's structure for the proposed smoothing algorithm. This algorithm decides the sequence of frames which requires the lowest variance of frame's bytes in GOP and make a transmission plan. In order to show the performance, we compared with MVBA algorithm by various evaluation factors such as the number of rate changes, peak rate, rate variability.

  • PDF

An Analysis on the Outdoor Lighting Situation and Policies in Korea, China, Japan - focused on Seoul, Shanghai, Yokohama- (한국·중국·일본의 도시경관조명 현황 및 정책 분석 - 서울, 상하이, 요코하마를 중심으로 -)

  • Ahn, Hyun-Tae;Kim, Jeong Tai
    • KIEAE Journal
    • /
    • v.3 no.3
    • /
    • pp.35-42
    • /
    • 2003
  • It is required impressive expression of urban night environment that makes city as the safe pleasant, convenient place for the economic activity, cultural pleasure and landmarks. This study aims to establish the proper direction to the outdoor lighting in Seoul by analyzing and comparing the lighting situation and policies among Seoul, Shanghai and Yokohama. 1986 Asian Game and 1988 Olympic Game became very important role of activation of outdoor lighting in Korea. Then, outdoor lighting were facilitated in the cultural heritages and bridges along Han river. Millenium Light Plan, Outdoor Lighting Field of Seoul Architectural Award, 2002 Lightscape Local Plan, hosting 2002 World Cup have been good opportunities for the improvement of outdoor lighting in Seoul. In China, outdoor lighting was introduced to the city of Shanghai according to the orders of the president in 1988. Outdoor lighting of Shanghai have created unique lighting with beautiful color and intensive brightness under the direction of city government. Outdoor lighting of Shanghai needs the standard of lighting design and improvement of lighting facilities. Outdoor lighting was introduced to Japan with 1964 Tokyo Olympic games. Urban outdoor lighting plan was carried out in Yokohama in 1986. In Yokohama, outdoor lighting of civilian and public facilities have been harmonized. And the city government of Yokohama established the committee of promotion of outdoor lighting in its government to support and manage the outdoor lighting with corporation of civilian organization. As the result of comparative analysis on Seoul, Shanghai, Yokohama, Seoul Metropolitan Government needs the criteria and incentive system of outdoor lighting.

Effects of Internet Game Addiction, Family Functioning, Offense Eexperience, Victimization Experience on Possibility of Peer Violence in Elementary School Students (초등학생의 인터넷게임 중독, 가족기능성, 또래폭력 가해경험, 피해경험이 또래폭력 행위가능성에 미치는 영향)

  • Lee, Kyung Hee;Lee, Kyoung Sook
    • The Journal of the Korea Contents Association
    • /
    • v.17 no.7
    • /
    • pp.425-436
    • /
    • 2017
  • This study was done to explore the correlation among internet game addiction, family functioning, offense experience, victimization experience, possibility of peer violence and to identify factors related the possibility of peer violence. Participants were 789 elementary school students with survey. SPSS/WIN(20.0 version) were used to analyze the collected data. Internet game addiction was negatively correlated family functioning and was positively correlated the offense experience, victimization experience, possibility of peer violence. Multiple regression analysis showed the factors as offense experience of peer violence and relationship with teacher significantly accounted for 63.1% of the possibility of peer violence. In conclusion, it is need to health education for prevention of internet game addiction and breaking offense experience. The activating relationship with teachers are alternative plan that prevent to possibility of peer violence.