• Title/Summary/Keyword: Game process

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Smart Farm Metabus game for Settlement Process of Returning Farmers (귀농인들의 정착 과정을 위한 스마트팜 메타버스 게임)

  • Ko-Eun, Lee;Yoon-seop, Kim;Yeong-Seong, Moon;Hyo-Taek, Lim;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.93-100
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    • 2023
  • In this paper, the purpose of this study is to melt the process of returning to farming through games and settle down in a stable manner to ensure that there are no more prospective young farmers who wish to return to farming but cannot proceed with their dreams due to various barriers of reality. The game was designed to develop in the order of fields, greenhouses, automation systems, and smart farms, and to grow the crops they want at the early level, and added a community system to highlight that rural areas are community life, not individualistic life. Support benefits or information provided by local governments or governments were inserted into the community system so that prospective farmers could naturally access the information.

A Study on the Realtime Monitoring System of the WAFER PROCESS (WAFER PROCESS 실시간 모니터링 시스템에 관한 연구)

  • Kim, Hyo-Nam
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.01a
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    • pp.297-298
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    • 2015
  • 반도체 제조 및 FPD제조 공정 중 WAFER 및 GLASS 제품의 상태를 직접적으로 관리하는 기술로서 기존에 널리 사용하고 있는 방법은 CHAMBER의 온도나 상태 등의 설비 컨디션 상태를 관리 모니터링 하는 것이다. 반도체 제조의 공정비용을 최소화하기 위하여 기존 방법과 달리 WAFER 및 GLASS의 온도 상태 등을 직접적으로 모니터링 하는 시스템으로 반도체 FPD제조 공정 중 장비의 개별 특성에 따라 제품의 공정 편차로 인해 발생되는 공정불량을 실시간으로 모니터링함으로서 불량을 최소화 할 수 있는 시스템을 제안한다.

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Dismantling Simulation of Nuclear Reactor Using Partial Mesh Cutting Method for 3D Model (3D 형상 모델의 부분 절단 기법을 이용한 원자로 해체 시뮬레이션)

  • Lee, Wan-Bok;Hao, Wen-Yuan;Kyung, Byung-Pyo;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.13 no.4
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    • pp.303-310
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    • 2015
  • Game technologies are now applied in various engineering areas such as the simulation of surgical operation or the implementation of a cyber model house. One of the essential and important technology in these applications is cutting of the 3D polygon model in real time. Real-time cutting technology is an essential technology needed to implement the simulation of a building demolition or a car assembly for training or educational purpose. Previous cutting method using the conventional BSP-Tree structure has some limitations in that they divide the whole world including the 3D model and its environment, only into two parts with respect to an infinite plane. In this paper, we show a technique cutting the 3D model in a finite extent in order to solve this problem. Specifically, we restricted the cut surface in a finite rectangular area and constructed the mesh for the divided surface. To show the usefulness of our partial cutting technique, an example of the dismantling process simulation of a nuclear reactor polygon model was illustrated.

An Experimental Study of Stereoscopic Image and Fatigue Effect for 3D Video Game: Linking Cerebral Physiologic Measure (3D게임의 입체영상효과와 피로도에 대한 실험연구: 뇌생리학 측정의 결합)

  • Jang, Han Jin;Noh, Ghee Young
    • Journal of Korea Game Society
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    • v.13 no.3
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    • pp.5-18
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    • 2013
  • This study analyzed the effect by comparing it with 2D game using playtest experimental treatment methodology to verify the video effect, materiality and fatigue effect of 3D video game. First, for the hypothesis to verify the difference of video experience of users for 3D and 2D games, visual clarity was rejected, but materiality, tangibility and presence hypotheses were all accepted. Second, it was shown that there was no difference in eye fatigue and physical fatigue in 3D and 2D games. It was different from results of existing research which claimed that fatigue occurred due to video distortion occurring in 3D video and fatigue inducing factors. Third, the results of measurement of changes in brain wave occurring in the course of playing 3D and 2D games showed that there was no difference in average amplitude of EEG alpha wave, but EEG beta wave occurred in higher amplitude. This study proved the cerebral physiological change and difference in the process of experience to use 3D video game by complementing the methodology in measurement in EEG brain wave in the traditional experimental method.

A Study on The Rational Decision-Making Support for Solving Conflicts through Analysis of Game Theory -Focused on Jirisan National Park - (게임이론 분석을 통한 갈등해결의 합리적 의사결정 지원에 관한 연구 -지리산국립공원에 대하여 -)

  • Kim, Eui-Gyeong;Kim, Dong-Hyeon;Shin, Hye-Jin;Kim, Dae-Hyun
    • Journal of Korean Society of Forest Science
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    • v.97 no.6
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    • pp.669-679
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    • 2008
  • Jirisan National Park was designated on December 29, 1967 as the first national park in Korea and that caused continuous conflicts between the violation of the right to hold property in this area due to several regulations following the designation and the nature preservation for the value of heritage for descendants. Thus, the objective of this study is to find a proposal for making decision based on the rationality that is able to solve these conflicts. To achieve the objective of this study, this study applies a game theory that supports a reasonable decision making process for solving these conflicts between interest groups around Jirisan National Park in which the component of this game consists of Jirisan National Park, residents, and interest groups. The Nash equilibrium obtained by the analysis of the strategy of interest groups for the use and preservation of forests and its rewards from the strategy as an nonecooperative game showed a behavior that chases their own benefits and causes lots of troubles. However, in the case of the results obtained from a cooperative game based on the strategy that includes some public interests accepted by interest groups and its rewards, it represented an aspect that solves conflicts through achieving a strategical set, which shows a win-win outcome even though the results of this cooperative game may present less rewards than that of the Nash equilibrium. Whereas, if there exists the public interests accepted by interest groups and truth for protecting such public interests, it is considered that it becomes a way that solves present structural troubles in the National Parks in Korea due to the fact that there exist uncertainties caused by the human rationality.

A Study on the Effect of Reading Education Program on Self-Esteem and Reading Attitude: the Case of M High School Students (독서교육프로그램의 자아존중감 및 독서태도에 대한 영향 - M고등학교 학생을 대상으로 -)

  • Kang, Sun-Sook;Oh, Eui-Kyung
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.27 no.3
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    • pp.235-253
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    • 2016
  • The purpose of this study is to investigate the effect of reading education program for high school on students' self-esteem and reading attitude and satisfaction of students through the whole reading education process. The program that consists of 10 classes was developed and reading education was conducted. Through analysis of pre-post variance in self-esteem and reading attitude, effects of reading education has been proved. Also, satisfaction as evaluation about the whole reading education process was surveyed. As a result, it was found that reading education that uses program based on board game affects high school students' self-esteem and reading attitude, enhances reading attitude and promotes reading motivation.

An Investigation of the application of VV&A on War-game Models and Proposal of VV&A Framework (각 군의 주요 워게임 모델의 VV&A 수행 실태 분석과 VV&A 프레임워크 제안)

  • Choi, Sang-Yeong;Kim, Hye-Lyeong;Cho, Jeong-Nam
    • Journal of the military operations research society of Korea
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    • v.36 no.1
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    • pp.51-64
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    • 2010
  • In this paper, we investigate and analyze the application of VV&A on the development of war-game models which were developed in Korea. Then we propose VV&A framework which comprises VV&A basic model, VV&A reference model and a supporting tool. The VV&A basic model consists of VV&A process, products and methodologies. The VV&A reference model includes VV&A check lists for each VV&A activities, an assessment model of VV&A execution level and VV&A process maturity model. The VV&A supporting tool is to document and manage VV&A products. The proposed VV&A framework can be used as the foundation of VV&A plan on its execution.

Combing data representation by Sparse Autoencoder and the well-known load balancing algorithm, ProGReGA-KF (Sparse Autoencoder의 데이터 특징 추출과 ProGReGA-KF를 결합한 새로운 부하 분산 알고리즘)

  • Kim, Chayoung;Park, Jung-min;Kim, Hye-young
    • Journal of Korea Game Society
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    • v.17 no.5
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    • pp.103-112
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    • 2017
  • In recent years, expansions and advances of the Internet of Things (IoTs) in a distributed MMOGs (massively multiplayer online games) architecture have resulted in massive growth of data in terms of server workloads. We propose a combing Sparse Autoencoder and one of platforms in MMOGs, ProGReGA. In the process of Sparse Autoencoder, data representation with respect to enhancing the feature is excluded from this set of data. In the process of load balance, the graceful degradation of ProGReGA can exploit the most relevant and less redundant feature of the data representation. We find out that the proposed algorithm have become more stable.

An Artificial Adaptation Model by Means of the Endoparasitic Evolution Process (내부기생충의 진화과정을 모방한 인공적응 모형)

  • Kim, Yeo-Keun;Lee, Hyo-Young;Kim, Jae-Yun
    • Journal of Korean Institute of Industrial Engineers
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    • v.27 no.3
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    • pp.239-249
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    • 2001
  • Competitive coevolution models, often called host-parasite models, are searching models that imitate the biological coevolution that is a series of reciprocal changes in two competing species. The models are known to be an effective method of solving complex and dynamic problems such as game problems, neural network design problems and constraint satisfaction problems. However, previous models consider only ectoparasites that live on the outside of the host when designing the models, not considering endoparasites that live on the inside of the host. This has a limitation to exploiting some information. In this paper, we develop an artificial adaptation model simulating the process in which hosts coevolve with both ectoparasites and endoparasites. In the model, the endoparasites play important roles as follows. By means of them, we can keep the history on results of previous competition between hosts and parasites, and use endogeneous fitness, not exogeneous. Extensive experiments are carried out to show the coevolution phenomenon and to verify the performance of the proposed model. Nim game problems and neural network problems are used as test-bed problems. The results are reported in this paper.

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A Hybrid Technique for Fire Animation (불의 애니메이션을 위한 복합적 기법)

  • Min, Kyung-Ha
    • Journal of Korea Game Society
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    • v.7 no.3
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    • pp.77-88
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    • 2007
  • In this paper, we present a new fire animation and visualization scheme. The most difficult problem in creating fire animation is how to simulate the mechanism of emitting lighting and heat of fire. We attack the difficulty by presenting a hybrid scheme that combines the simulation scheme and the combustion process in voxelized space where the numerical solution of the classical fluid equations is implemented. Therefore, the combustion process is simulated at each voxel and the amount of heat generated at the voxel is estimated. The generated heat will increase the temperature at the voxel, where results in the increase of turbulent motion of fire. We also propose a visualization scheme that modifies the photon mapping algorithm in order to render fire and various lighting effects of fire to the environments.

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