• Title/Summary/Keyword: Game planning

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Efficient State Space Generation for Guaranteeing a Natural-Looking Path for NPCs (NPC의 자연스러운 이동경로를 보장하는 효율적인 상태공간의 생성)

  • Yu, Kyeon-Ah
    • Journal of KIISE:Software and Applications
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    • v.34 no.4
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    • pp.368-376
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    • 2007
  • How to represent the search space is as important as which search algorithm to use for finding natural-looking paths for moving NPC (non-player character) in computer games. Recently, various state space representation methods which have been developed for computer games are being used while A* algorithm dominates as the preferred search algorithm. These representation methods show some drawbacks such as the size of state space is too large, there is no guarantee for optimality, the path found is not natural-looking, and the generation of nodes and links is not automatic by depending on a level designer. In this paper the requirements for natural-looking paths are introduced and to find paths satisfying these requirements, the use of the generalized visibility graphs which is the extended version of the visibility graph in Robotics is proposed.

An Analysis of the Types of Panoplies in the TV Dramas Yeongaesomun and Taewangsasin-gi - Focusing on the Panoplies of the Goguryeo Dynasty - (TV 사극 연개소문과 태왕사신기에 표현된 갑주유형 분석 - 고구려시대 갑주를 중심으로 -)

  • Cho, Mi-Suk;Kim, Eun-Jung
    • Journal of the Korean Society of Costume
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    • v.60 no.5
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    • pp.35-50
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    • 2010
  • The purpose of this study was to know how helmet and armor was reinterpreted in historical play by considering general concept and type of old helmet and armor from the aspect of costume history and comparing the helmet and armor types of TV historical plays, Yeongaesomun and Taewangsasingi, whose historical backgrounds were based on the age of Goguryeo. The helmet and armor type shown in Yeongaesomun was reinterpreted as the one, which is close to historical investigation, by reappearing lamellar armor and jongjangpanju(helmet made of slim, long plate) shown in Goguryeo wall painting. The helmet and armor type shown in Taewangsasingi expresses fantastic helmet and armor by adding fantastic factor regardless of historical investigation. The study result reveals that there are several common characteristic factors between the helmet and armors of two historical plays. First, there was a classification in the display of character and story. The helmet and armor type shown in Yeongaesomun classified color and detail design depending on lamellar armor or character. In Taewangsasingi, the helmet and armor was manufactured depending on character's nature and the chain armors, which are lighter than existing helmet and armors, were usual. Second, they escaped from the historical investigation about traditional helmet and armor. In Yeongaesomun, myeonggwangae(a type of armor), which might be popular, was not expressed and Taewangsasingi is free from an imperative idea of historical investigation by manufacturing helmet and armor referring to that of ancient Rome age. The modern sense was reflected to increase dramatic effect. The helmet and armor of Yeongaesomun provides modern feeling by using stainless steel material and modern color arrangement and that of Taewangsasingi is designed in modern, splendid way as it aimed at game development from the planning step.

A Study on the Industrial Applications of Quantum Information Processing and Communication (퀀텀정보통신기술의 산업적 응용가능성에 관한 연구)

  • Kwon, Moon-Ju;Kim, Richard C.S.;Park, Seong-Taek;Kim, Tae Ung
    • Journal of Digital Convergence
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    • v.11 no.7
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    • pp.173-184
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    • 2013
  • Quantum Information Processing and Communication, based on the physical laws of Quantum mechanics, exploits fundamentally new modes of computation and communication and holds the promise of immense computing power beyond the capabilities of any classical computer. In Quantum Information Processing, replacing bits with qubits, one makes two-state quantum systems that do not possess in general the definite values of 0 or 1 of classical bits, but rather are in a so-called. "coherent superposition", of the two. Full exploitation of this additional freedom implies that new processing devices need to be designed and implemented, and that a large scale quantum computer can in principle be built. New discoveries will enable a range of exciting new possibilities including: greatly improved sensors with potential impact for mineral exploration and improved medical imaging and a revolutionary new computational paradigm that will likely lead to the creation of computing devices capable of efficiently solving problems that cannot be solved on a classical computer. In short, Quantum computing is an economy game changer, with a potential of disrupting entire industries and creating new ones.

A Qualitative Study on the Process of the Mental Health Assessment and Intervention after the Sewol Ferry Disaster: Focusing on Survivors among Danwon High School Students

  • Lee, Mi-Sun;Hwang, Jun-Won;Bhang, Soo-Young
    • Journal of the Korean Academy of Child and Adolescent Psychiatry
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    • v.29 no.4
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    • pp.161-171
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    • 2018
  • Objectives: This study aimed to identify the process of psychosocial assessment, the experience of intervention, and the improvement after the disaster that Danwon high school students survived from the sinking of the Motor Vessel (MV) Sewol in South Korea on April 16, 2014. Methods: We conducted in-depth qualitative research using individual interviews from January to February 2017. Twenty-one of 75 Danwon high school students survived by the MV Sewol disaster were studied. Two interviewers participated in the in-depth interview. Interviews were transcribed verbatim, coded, and analyzed through content analysis based on psychosocial assessment and intervention after the disaster. Results: Twenty-one participants were 20 years old, where 10 were male (47.62%), and 11 were female (52.38%). More than 75% of the interviewed students felt that mental health services were needed, and more than 85% required mental health assessments. Regarding psychiatric symptoms, the students reported that they suffered depression and insomnia (19.05%), anxiety (14.29%), nightmares and phobias (9.52%), and difficulties regarding concentration, aggression, and game addiction (4.76%). Conclusion: Despite survivors experiencing the same disaster, there were differences in their responses to mental health assessments and interventions experienced during the three years, and conflicting opinions were reported. In planning future evaluations and interventions, it is necessary for strategies to cope with flexibly to consider the characteristics and symptoms of the survivors while maintaining principles.

Movement Simulation on the Path Planned by a Generalized Visibility Graph (일반화 가시성그래프에 의해 계획된 경로이동 시뮬레이션)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.16 no.1
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    • pp.31-37
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    • 2007
  • The importance of NPC's role in computer games is increasing. An NPC must perform its tasks by perceiving obstacles and other characters and by moving through them. It has been proposed to plan a natural-looking path against fixed obstacles by using a generalized visibility graph. In this paper we develop the execution module for an NPC to move efficiently along the path planned on the generalized visibility graph. The planned path consists of line segments and arc segments, so we define steering behaviors such as linear behaviors, circular behaviors, and an arriving behavior for NPC's movements to be realistic and utilize them during execution. The execution module also includes the collision detection capability to be able to detect dynamic obstacles and uses a decision tree to react differently according to the detected obstacles. The execution module is tested through the simulation based on the example scenario in which an NPC interferes the other moving NPC.

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A Study on Method to Develop Mobile Contents for G-learning Using the Presidential Archives Based on Digital Storytelling Method (디지털 스토리텔링 기반 대통령기록물을 활용한 G-learning 모바일 콘텐츠 개발방법론에 관한 연구)

  • Choi, Min Hui;Choi, Jung Won;Han, Hye Won;Kim, Yong
    • Journal of the Korean Society for Library and Information Science
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    • v.50 no.1
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    • pp.261-284
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    • 2016
  • Presidential archives have higher historical value than other public documentaries. It is a reliable documentary reflecting aspects of contemporary life and has high value and availability in the education field. This study suggests how to intensify the role as an intelligence service of presidential archives and how to develop the utilized-Presidential Archives mobile education contents in G-learning environments to lead the positive awareness on Presidential archives. After suggesting the 7 levels methods about the development of mobile education contents using presidential archives in G-learning environments, This study shows the case of the applied educational contents on the subject of $5^{th}$ grade at the elementary school. 7 levels methods include pre-planning, pre-design, selecting presidential records, presidential records story-telling, making the storyboard, implementing a game, sharing and assess.

Efficient Controlling Trajectory of NPC with Accumulation Map based on Path of User and NavMesh in Unity3D

  • Kim, Jong-Hyun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.55-61
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    • 2020
  • In this paper, we present a novel approach to efficiently control the location of NPC(Non-playable characters) in the interactive virtual world such as game, virtual reality. To control the NPC's movement path, we first calculate the main trajectory based on the user's path, and then move the NPC based on the weight map. Our method constructs automatically a navigation mesh that provides new paths for NPC by referencing the user trajectories. Our method enables adaptive changes to the virtual world over time and provides user-preferred path weights for smartagent path planning. We have tested the usefulness of our algorithm with several example scenarios from interactive worlds such as video games, virtual reality. In practice, our framework can be applied easily to any type of navigation in an interactive world.

Service Design Guideline for Maker Space (메이커 스페이스를 위한 서비스 디자인 가이드 라인)

  • Kwak, Sojung;Baek, Yuncheol;Kwon, Jieun
    • Journal of Digital Convergence
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    • v.17 no.2
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    • pp.389-397
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    • 2019
  • The purpose of this study is to present guidelines for service design for efficient operation of Maker Space due to the proliferation of Maker Movement. First, we investigate the literature survey and prior research on the definition and status of Maker space. Second, we performed video ethnography, participant observation and in-depth interview on maker space service by qualitative survey method. Third, we analyze the surveyed contents and present guidelines such as Persona or Blueprint for maker space. We classify Maker space into general lab and professional lab, derive Persona from each Maker space, and establish Blueprint to provide guidelines for design and operation. It is expected that the Maker space service design presented in this study can be used as a guideline to help the service improvement of the existing Maker space and the planning, design and operation of the new Maker space.

Types of Virtual Reality-based Safety Education Contents (가상현실 기반 안전교육 콘텐츠 유형 연구)

  • Chang, Sun-Hee;Chang, Hyo-Jin;Kim, Sung-Hoon
    • The Journal of the Korea Contents Association
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    • v.21 no.1
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    • pp.434-445
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    • 2021
  • With the development of realistic content technology and related infrastructure, interest in the use of virtual reality content is growing. Accordingly, in the field of safety education, more and more cases of producing virtual reality-based safety education (VR safety education) contents such as experiencing disaster situations realistically by supplementing the shortcomings of existing lecture-style education. This study looked at the characteristics and effects of VR safety education compared to the existing safety education, and analyzed 104 VR safety education contents produced and disclosed to date into nine classifications based on content and form. Based on the degree of relevance between items and the two axes of 'interactionability' and 'vividness of the environment', VR safety education contents could be categorized into three types: tangible lecture type, simulation type, and game type. Through this study, we hope to contribute to the planning and production of quality VR safety education contents by considering the purpose of safety education and the characteristics of types with the expected effects.

A Study on Cost Division Scheme Using Shapley Value for Integrated Watershed Management Planning for Anyang-cheon, Korea (Shapley Value를 이용한 안양천 유역 통합관리 계획에 따른 비용분담방안의 연구)

  • Song, Yang-Hoon;Yoo, Jin-Chae;Kong, Ki-Seo;Kim, Mi-Ok;An, So-Eun
    • Journal of Environmental Policy
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    • v.9 no.2
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    • pp.3-19
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    • 2010
  • Anyang-cheon(stream) runs through southern metropolitan area of Seoul to Han-river in Korea. Due to fast growth of Seoul, the water quality and quantity problems in Anyang-cheon have occurred. To cope with the problems, the Integrated Watershed Management program for Anyang-cheon was adopted and a KRW 26.1 billion (USD 21.8 million) pilot project (construction of 4 facilities such as reservoir) is suggested for 4 sub-watersheds of Anyang-cheon, which cost will be shared by the 12 local governments (LG). Three cost division schemes are compared. By Scheme 1, if the cost is borne by the LG in a watershed where the facilities are constructed (no cost division scheme), the LG in I is to bear 0.58% of the total construction cost, LG in watershed II 29.54%, LG in IV 0%, LG in V 69.88%. In particular, LG in IV in this scheme bears no cost because no facility is constructed, even though watershed IV is the major beneficiary of the facility construction. Scheme 2 is to share the cost by length of streams in each sub-watershed and the suggested cost share for each sub-watershed is 13.76% by I, 7.34% by II, 45.87% by IV, and 33.03% by V. However, this cost division scheme is fair only under the false assumption that the bargaining powers of group of LGs are identical. To suggest a better and fair division rule, Shapley Value, a cooperative game solution, is used to suggest Scheme 3. In Scheme 3, Shapley Value measures the summation of average marginal contribution of each player in all possible coalitions as cost division scheme and is known to provide a fair division considering bargaining power. In the context of Anyang-cheon, LGs in upper stream have superior bargaining position. The result suggests the cost division is fair under Scheme 3, when the cost shares are 0.29% by I, 14.77% by II, 50% by IV, and 34.94% by V, respectively.

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