• Title/Summary/Keyword: Learning Elements

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Goal-oriented Movement Reality-based Skeleton Animation Using Machine Learning

  • Yu-Won JEONG
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.267-277
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    • 2024
  • This paper explores the use of machine learning in game production to create goal-oriented, realistic animations for skeleton monsters. The purpose of this research is to enhance realism by implementing intelligent movements in monsters within game development. To achieve this, we designed and implemented a learning model for skeleton monsters using reinforcement learning algorithms. During the machine learning process, various reward conditions were established, including the monster's speed, direction, leg movements, and goal contact. The use of configurable joints introduced physical constraints. The experimental method validated performance through seven statistical graphs generated using machine learning methods. The results demonstrated that the developed model allows skeleton monsters to move to their target points efficiently and with natural animation. This paper has implemented a method for creating game monster animations using machine learning, which can be applied in various gaming environments in the future. The year 2024 is expected to bring expanded innovation in the gaming industry. Currently, advancements in technology such as virtual reality, AI, and cloud computing are redefining the sector, providing new experiences and various opportunities. Innovative content optimized for this period is needed to offer new gaming experiences. A high level of interaction and realism, along with the immersion and fun it induces, must be established as the foundation for the environment in which these can be implemented. Recent advancements in AI technology are significantly impacting the gaming industry. By applying many elements necessary for game development, AI can efficiently optimize the game production environment. Through this research, We demonstrate that the application of machine learning to Unity and game engines in game development can contribute to creating more dynamic and realistic game environments. To ensure that VR gaming does not end as a mere craze, we propose new methods in this study to enhance realism and immersion, thereby increasing enjoyment for continuous user engagement.

An Analysis on the Color Characteristics for Improving Childhood Children's Learning Spaces and Furniture Design (유아의 학습공간 및 가구 디자인 개선을 위한 색채특성 분석)

  • Kim, Ja Kyung;Moon, Sun Wook
    • Journal of the Korea Furniture Society
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    • v.28 no.4
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    • pp.294-304
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    • 2017
  • The purpose of this study is to analyse and derive the color characteristics of childhood children's learning spaces and furniture for improving the color design of those and to present the direction of design and to build up the DB. The study covers products from domestic and overseas infant furniture manufacturers and 11 preschool learning rooms. The study method uses the collected furniture and spatial images to derive a palette of colors and compare color characteristics. The analysis results show that, the domestic infant furniture tend to use a variety of colors with pale tone or use consistent hard wood furniture according to the requirements of adult taste and marketability. Also, it attempts to create a very negative color scheme, but it looks like disorganized, and there is not much color design integrated with the architecture. Thus, color designs ensure that the ordering elements of the color scheme are clearly recognized by applying preferred color tones of childhood, like vivid and bright tone with high chroma and middle or hight Brightness value. Lastly, it should establish guidelines for specific palettes and color scheme, which can be utilized in the design of childhood children's learning spaces and furniture.

Research On Technical Writing Educational Methods Based On Complex Learning Systems (학습복잡계 기반의 공학적 글쓰기 교수 방법 연구)

  • Kim, Hae-Kyung;Kim, Cha-Jong
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.14 no.7
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    • pp.1521-1528
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    • 2010
  • This paper examines technical writing and teaching methods based on the perspectives of the complex learning system theory. So, the paper first discusses the constituent elements and characteristics of the complex learning system theory and continues to examine the potential of applying the complex learning system theory to new teaching methods. As a result, not only did the research expand the approach methods of providing technical writing education but also confirmed the potential of actual implementation. Such results will provide a leeway to start applying new teaching methods for technical writing education. Furthermore, the paper proposes more detailed case studies related to this topic as well as development of this research to produce textbooks and other higher level researches.

Design of the Dasan Children's Park (다산 어린이 공원설계)

  • 김성균
    • Journal of the Korean Institute of Landscape Architecture
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    • v.29 no.5
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    • pp.51-59
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    • 2001
  • This paper presents a design of the Dasan Children\`s Park which is located Shindang- dong, lung-gu, Seoul which has an area of about 3,678$m^2$. Objectives for the design were to make nature-friendly space, learning space, interesting play space, space for every child, adventure play space, traditional play space, sense of place, and recycle space. For the space compositions a children\`s garden, a traditional play space, and a science play space were located around the S shaped main route. Facilities relating nature, science, culture. environment and adventure play were arranged in the 3 main spaces. The Children\`s Garden is a green space for learning and playing with natural elements. It is composed of a ecological learning space, a children\`s story garden, a children\`s song road, an environmental labyrinth, and a pall space leer handicap children. The Science Play Place is a place space for learning scientific theories through plays to which scientific theories were applied. It is composed of a total play structure, a math experience playground, a \"Keojunggi\" play space, a sound reflecting experience space, arid an infant playground. The Traditional Play Madang(space) is a space for traditional plays. It is composed of a traditional play pattern, a sun dial, and a floor fountain. The Recycle Road is a dragon shaped road fort learning about resource recycling and conservation. It is composed of a dragon head, body, tail space and a dragon bead(cint mani).int mani).

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Suggesting an English Teaching Method by Utilizing the MMORPG: Focused on Goonzu Global (MMORPG를 활용한 영어교수 방법 제시: 군주 글로벌을 중심으로)

  • Jeong, Dong-Bin;Won, Eun-Sok;Kim, Hyun-Jung
    • Journal of Korea Game Society
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    • v.8 no.4
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    • pp.3-16
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    • 2008
  • This study tried to look into various linguistic elements of MMORPG and suggested teaching methods to be applied in teaching and learning English. To support this idea, diverse attributes of CALL applications were investigated and suggested suitable position of MMORPG in technological stream of CALL. After that, focusing on 'Goonzu Global', the linguistic environment of MMORPG was considered. Based on aforementioned results, this study proposed an effective method to utilize MMORPG in teaching English adopting three teaching methods; collaborative method, task-based learning and problem-based learning.

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A Study of On-line Education on Training Effectiveness (온라인(on-line) 교육훈련의 효과성에 관한 연구)

  • 남기찬;임효창;황국재
    • Journal of the Korean Operations Research and Management Science Society
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    • v.27 no.1
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    • pp.75-94
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    • 2002
  • The development of Information technologies huts contributed on-line training as one of important education methods. On-line training In firms, which is similar to e-learning or virtual education, provides trainees with more education opportunities in diverse ways. It has developed a range of innovative services with an one-stop solution of education within the electronic sector. Also under the on-line training environment, trainees can undertake customized training packages at anytime and any places. Moreover, information technology allows both the trainers and other trainees to be decoupled in any of the elements of time, place, and space. Two research questions are investigated : what are the determinants affecting the on-line training effectiveness and how those variables effect the two aspects of training effectiveness: learning performance and transfer performance. Based on the previous literature conducted on the traditional training environment, the determinants of training effectiveness are derived. light hypotheses are developed based on literature reviews and tested by questionnaires survey data. The collected data have been analyzed by LISREL. It is found that the relationship between individual, organizational and on-line sloe design variables and training effectiveness (learning and transfer) are significant. The contribution and limitations of this research are also discussed tilth future studies.

Autonomous and Asynchronous Triggered Agent Exploratory Path-planning Via a Terrain Clutter-index using Reinforcement Learning

  • Kim, Min-Suk;Kim, Hwankuk
    • Journal of information and communication convergence engineering
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    • v.20 no.3
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    • pp.181-188
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    • 2022
  • An intelligent distributed multi-agent system (IDMS) using reinforcement learning (RL) is a challenging and intricate problem in which single or multiple agent(s) aim to achieve their specific goals (sub-goal and final goal), where they move their states in a complex and cluttered environment. The environment provided by the IDMS provides a cumulative optimal reward for each action based on the policy of the learning process. Most actions involve interacting with a given IDMS environment; therefore, it can provide the following elements: a starting agent state, multiple obstacles, agent goals, and a cluttered index. The reward in the environment is also reflected by RL-based agents, in which agents can move randomly or intelligently to reach their respective goals, to improve the agent learning performance. We extend different cases of intelligent multi-agent systems from our previous works: (a) a proposed environment-clutter-based-index for agent sub-goal selection and analysis of its effect, and (b) a newly proposed RL reward scheme based on the environmental clutter-index to identify and analyze the prerequisites and conditions for improving the overall system.

Applying Information and Communication Technologies as A Scope of Teaching Activities and Visualization Techniques for Scientific Research

  • Viktoriya L. Pogrebnaya;Natalia O. Kodatska;Viktoriia D. Khurdei;Vitalii M. Razzhyvin;Lada Yu. Lichman;Hennadiy A. Senkevich
    • International Journal of Computer Science & Network Security
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    • v.23 no.2
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    • pp.193-198
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    • 2023
  • The article focuses on the areas of education activities in using techniques for teaching and learning with information and communication technologies (ICTs), researching and analyzing the available ICTs, gearing the technologies to the specific psychological and pedagogical conditions, independently building and modeling ICTs, enlarging and developing their use in the learning environment. The visualization of scientific research has been determined to be part of the educational support for building students' ICT competence during teaching and learning and is essential to the methodology culture. There have been specified main tasks for pedagogy technologies (PTs) to develop the skills of adaptability to the global digital space in students, their effective database operation and using the data bases as necessary elements for learning and as part of professional training for research. We provided rationalization for implementing the latest ICTs into the Ukrainian universities' curricula, as well as creating modern methods for using the technologies in the learning / teaching process and scientific activities.

Best Practice of Gamification in Block Coding Learning Platform based on Virtual Reality

  • Seo Yeon Hong;Hyeon-A Park;Ji Yeong Choe;Mi Seo Choi;Janghwan Kim;R. Young Chul Kim;Chaeyun Seo
    • International Journal of Advanced Culture Technology
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    • v.12 no.3
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    • pp.419-426
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    • 2024
  • Due to the government's announcement of the 2025 policy mandating coding education, there is a growing need for effective coding learning methods in elementary education. However, there are few methods available that can easily help younger students understand coding. While text-based coding and visual block coding methods exist, they have limitations. To address these issues, we propose a block coding learning platform that combines virtual reality (VR) technology with gamification elements. The traditional two dimensional (2D) block coding methods have some limitations, so this platform aims to overcome these by providing an environment where learners can intuitively understand and experience coding in a three dimensional (3D) virtual space. The primary goal is to enhance immersive, learner-centered experiences and improve creative problem-solving skills and computational thinking. This study proposes an experimental approach to demonstrate the effectiveness of a learning platform that combines VR technology with block coding. Furthermore, we expect that the VR-based platform will significantly contribute to improving the quality of education and promoting self-directed learning among students.

A Study on Preference of Lecture Room by Seating Layout (대학 강의실 좌석이용형태에 관한 연구)

  • So, Kab-Soo;Park, Min-Hyuk;Kim, Seung-Je
    • Journal of the Korean Institute of Educational Facilities
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    • v.20 no.4
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    • pp.3-10
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    • 2013
  • Basic precondition for effective curriculum on learning activities to take place, the internal and external environment of the school facilities, improve the environment of the classroom space and etc. Specifically, the use of classroom space, hardly learners improve their academic motivation to achievement tend to concentrate within the party regularly scheduled class hours. Physical environment surrounding them is giving considerable impact for behavioral psychological and bodily change of the learners. In this study, we are focused on the form of the learner in the general classroom space and classroom environment that can increase the learning effect will be examined. Consequently, What is appropriate classroom environment for learning increase the concentration of elements are presented.