• Title/Summary/Keyword: Game planning

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A Goal Oriented Action Planning and Replanning method of Computer Generated Forces in Wargame (워게임에서 가상군의 목표지향행위계획 및 재 계획 방법)

  • Jung, Sung Hoon
    • Journal of the Korean Institute of Intelligent Systems
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    • v.23 no.2
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    • pp.120-125
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    • 2013
  • This paper proposes a goal oriented action planning method that plans the behaviors of computer generated forces and a replanning method that replans new actions when the situations are changed in war game. This new method provides good expression because it is flexible and can do more realized description unlike the conventional finite state machines. As a result, proposed method has an advantage that it can describe the behaviors of computer generated forces as those of real soldier. However, since it is not deterministic it has some difficulties in analysing the decision processing of behaviors and making the computer generated forces do some specific actions. We employed combat plane models of air forces in order to verify the feasibility of our method. Finally, we could find that our method produced very similar behaviors to those of a real soldier. This paper describes our planning method, experimental results, and future works.

VR Content Development for Racing Drone Control Training (레이싱 드론 조종 훈련을 위한 VR 콘텐츠 제작)

  • Kim, Jeong-Eun;Woo, Tack
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.113-122
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    • 2018
  • In this paper, we will discuss planning and production of VR contents for effective racing drone steering training. In the real world, direct racing drone training training is obviously a space and economic limit. We propose through the production of VR-based drone infiltration action game as a solution to these limitations and try to improve effective drone handling ability. Especially, we designed the virtual reality contents in a similar environment by using the similarity of FPV goggles and HMD based VR, and designed virtual drones, maps and obstacles considering the characteristics of the structures used in racing drone and drone racing. Also, we tried to increase the user's immersion and presence by increasing difficulty level of obstacles.

Youth Physical Activity Game Application Planning and GUI Design using Smartphone (스마트폰을 통한 청소년 신체활동 게임 어플리케이션 기획 및 GUI설계)

  • Kim, Do-hyeon;Ahn, Su-zy;Lee, Yeon-jung;Han, Se-jin;Park, Jung Kyu;Park, Su e
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.182-184
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    • 2017
  • Recently, adolescent's lack of exercise due to increasing physical inactivity is emerging as a social problem. Accordingly, we planned a smartphone game to increase the physical activity of adolescents. The application is able to induce the interest of the youth through the interesting factor of 'game'. Also it provides the user with information about the physical activity by measuring the amount of physical activity of the user through GPS. We propose a way to continuously motivate adolescent's physical activity through this motion interaction game application.

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Route Optimization Algorithm Based on Game Theory for Tourism Routes at Pseudo-Imperial Palace

  • Liu, Guangjie;Zhu, Jinlong;Sun, Qiucheng;Hu, Jiaze;Yu, Hao
    • Journal of Information Processing Systems
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    • v.17 no.5
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    • pp.879-891
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    • 2021
  • With improvements in living conditions, an increasing number of people are choosing to spend their time traveling. Comfortable tour routes are affected by the season, time, and other local factors. In this paper, the influencing factors and principles of scenic spots are analyzed, a model used to find the available routes is built, and a multi-route choice model based on a game theory utilizing a path recommendation weight is developed. A Monte Carlo analysis of a tourist route subjected to fixed access point conditions is applied to account for uncertainties such as the season, start time, end time, stay time, number of scenic spots, destination, and start point. We use the Dijkstra method to obtain multiple path plans and calculate the path evaluation score using the Monte Carlo method. Finally, according to the user preference in the input path, game theory generates path ordering for user choice. The proposed approach achieves a state-of-the-art performance at the pseudo-imperial palace. Compared with other methods, the proposed method can avoid congestion and reduce the time cost.

Analysis of Relative Importance of Board Game Development Models (보드게임 개발 모형의 상대적 중요도 분석)

  • Kim, Ji-Hye;Ho, Ryu Seuc
    • Journal of Digital Convergence
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    • v.20 no.1
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    • pp.257-263
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    • 2022
  • In the current era of Corona, the positive potential of board games is emerging as the 'untact' is accelerating. This situation can be seen as an opportunity to have a positive impact on the development of the board game industry depending on how to develop board games in a more interesting, high-quality and educational way than before. To this end, this study intends to present a methodology for deriving the relative importance of important factors in board game development among the preceding studies and methodologies for more advanced board game development by board game developers and experts. This study is to derive the relative importance of important factors in board game development. To this end, important factors in board game development for board game developers and experts were derived through the Delphi method, and the Delphi method in the ranking format was used to rank the relative importance of the derived factors. This study focused on the development model of playing cards among board games. Priority analysis result, development and planning composition, prior research analysis, draft production, production, validation, application, and review in order of importance were derived(were derived in the order of importance). The results of this study are expected to provide practical guidelines for companies to prioritize and utilize development according to their importance when developing board games.

Implementing Path-Finding Agents for Simulation Environments

  • Oh, Sang-Keon;Kim, Chang-Hyun;Lee, Ju-Jang
    • 제어로봇시스템학회:학술대회논문집
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    • 2002.10a
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    • pp.93.2-93
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    • 2002
  • $\textbullet$ Design of Path-Finding Agents in Game Programming $\textbullet$ Computational Efficiency vs. Realistic Motion $\textbullet$ Path-Finding by Planning $\textbullet$ Path-Finding by Behavior-based Control $\textbullet$ implementation and Test of Path-Finding Program

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Planning for Taekwondo Park (태권도공원 계획)

  • Kim, Hyun;Joun, Hyo-Jae;Kim, Sang-Tae
    • Journal of Korean Society of Rural Planning
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    • v.14 no.1
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    • pp.73-82
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    • 2008
  • Taekwondo, Korean traditional martial art as one of the ten Korean cultural symbols, has acquired a reputation for introducing and globalizing Korean culture together with its standing as official Olympic Game in 2000, Sydney, Australia. Nevertheless the World Taekwondo Headquarters, Kukkiwon, which is an exclusive Taekwondo institution only accommodates for three thousand persons. Considering the worldwide reputation of Taekwondo, the scale of Kukkiwon leaves a big supply problem. This study therefore suggests the plan to design Taekwondo park that playa major role of Taekwondo development in the 21st century and represent the cultural heartland of Taekwondo. The study considers four points. The points are as follows: 1) Necessary programs drawn by analyzing and assessing Muju city as a site for Taekwondo park, then a survey conducted for potential visitors to a Taekwondo park. Under the theme of "A World Cultural Heritage Upon Our Own Lives", the park plan intends to become a shrine of Taekwondo as well as a big tourist attraction. 2) Programs are appropriate for the terms of the investment under the auspices of government, by considering potential visits and the site conditions. 3) The meaning of Taekwondo and its history should be reflected in the space distribution and facilities allotment. Three meaningful zones: symbolic zone, training zone and culture zone are considered in planning program and space distribution. 4) The plan also intends to harmonize with local development by groping Muju city's uplifting, not only designs a Taekwondo park.

A Case Study for successful game media franchise : The maple story (성공한 Game 원 소스 멀티 유즈 사례에 관한 연구 (메이플 스토리를 중심으로))

  • Cho, Hyung-ik
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2013.05a
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    • pp.172-174
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    • 2013
  • Today, one of the most important reasons that Media franchise becomes a core part in the visual contents is that they can create added value and profit optimization easily with main source contents. For succeeding in media franchise, outstanding main contents develop and planning ability which can graft main contents onto other genres are required. This paper will analyze media franchise success cases, with The Maple story as the center, will inquire How he succeed in Korea contents market, and will suggest pointing spot of Korea style media franchise. planning ability and several other causes.

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Development of Multi-platform 3D Interactive Rural Landscape Simulator with Low-cost Web GIS and Game Engine (무료 Web GIS와 보급형 게임엔진을 이용한 다중플랫폼 3차원 인터랙티브 농촌경관 시뮬레이터 개발)

  • Lee, Sungyong;Kim, Taegon;Lee, Jimin;Suh, Kyo
    • Journal of Korean Society of Rural Planning
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    • v.19 no.4
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    • pp.177-189
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    • 2013
  • 3D modeling and rendering technologies are getting more attention from landscape planners and architects because the virtual reality based on 3D graphic technology could give more realistic experience to landscape simulation users and boost promotional effects. The 3D landscape simulation, however, not only requires a lot of cost and time in production, but also demands efforts to distribute to consumers due to various computing environment of them. The purpose of this study is to suggest a process for developing an interactive 3D landscape simulator with low-cost, which can support multi-platform functionality in high quality through reviewing related current software and web services. We select GIMP for 2D image texturing, SketchUpfor 3D modeling, Unity for real-time rendering, and Google Earth for terrain modeling considering price and workability and apply the developed process for Windows, Web, and Android versions to test the applicability for Sangji-ri, Gosam-myeon, Gyeonggi-do, Korea.

Research on Design Methods about Game Contents based on Head Mounted Device(HMD) (HMD 기반 게임 콘텐츠의 기획 방법론 제안)

  • Kim, Do Hyung;Woo, Tack
    • Journal of Korea Game Society
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    • v.16 no.5
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    • pp.23-36
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    • 2016
  • The industry of virtual reality has received huge attention again after releasing the advanced Head Mounted display Devices, such as, the Oculus Rift VR, Samsung Gear VR, and PlayStation VR. However, almost VR contents studios concentrating on the only visual stimulus, before getting the diversity of genre. We found that the reasons of this phenomenon were lacking of enough time for profound studies, developments, and seeking resources. Therefore, this research suggests that the designing method about VR contents through the game resource, as a structure of story, which can handle the visual flow and the psychological commitments, to improves VR industry. Also we established the theoretical base of various VR contents planning and producing for game designers.