• Title/Summary/Keyword: Virtual Writing

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A Study of Necessary Elements of Game Character Storytelling (게임캐릭터 스토리텔링의 필요 요소 연구)

  • Lee, Jae Hong
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.169-178
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    • 2017
  • In order for the game industry to grasp the initiative of the global industry, it is time to positively need storytelling that can move the emotions of gamers over graphical appearance. Also, in the era of the 4th industrial revolution where the point of contact between virtual and reality spreads widely, it seems that the game character industry will rapidly emerge. Therefore, the author recognizes the importance of the character industry in the future, and based on the accumulated game research, he has identified 10 elements necessary for character storytelling. The ten elements are as follows. Design of life, design of race, design of occupation, design of PC and NPC, design of monster, design of personality, design of conflict, design of protagonist, design of external image, design of birth and death.

A Phenomenological Study on the Meaning of Economic Life of Marriage Immigrant Women (결혼이주여성의 경제생활 의미에 관한 현상학적 연구)

  • Lee, Hyoung-Ha
    • Journal of the Korea Society of Computer and Information
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    • v.18 no.12
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    • pp.149-157
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    • 2013
  • The purpose of this study is to listen to vivid story on economic life of marriage immigrant women using phenomenological study out of qualitative study methods, and to analyze the meaning of dynamicity of experiences through in-depth interviews. The research question is "What is the meaning of economic life that marriage immigrant women experience?" From the research, 67 meaningful statements were abstracted and 15 core meanings were organized. The 15 core meanings were categorized as 5 theme categories such as 'Tough Life', 'Unstable Income such as Children Education Expense and Insurance Premium', 'Search for Changes in Life Style for Adaptation', 'Pursuit of Economic Stability through Employment', 'Expectation of Supports and Return to Married Woman's Parents' Home.' The researcher made structural description through first person speaker for the application of hermeneutical writing. In other words, the meaning of economic life of marriage immigrant women in Korea is 'difficult coping process to family-oriented culture pursuing changes in life style to adapt themselves to difficult reality.' Various undertones of practice were proposed through those statements such as policy to expand opportunities to receive an old-age pension by applying 'Joint Scheme for Couples' (Virtual Name) to People's pension for stable economic life of marriage immigrant women in old age.

A Study on the User's Response to the Flight Action in 3D Game -Focused on 3D MMORPG Aion- (3D 게임에서 '비행' 행위에 대한 사용자의 반응 연구 -3D MMORPG Aion을 중심으로-)

  • Bae, Kyoung-Mi;Kim, Kyu-Jung;Kim, Inseop
    • Journal of Korea Game Society
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    • v.12 no.6
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    • pp.33-46
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    • 2012
  • This research aimed to analyze the way of how flying movement system and background graphic in MMORPG, which provides movement system, influences on users' psychological behavior in order to enhance user's participation and the completion level of 3D game. This research also analyzed the difference between the user's response to the flying movement and other movement structure in game such as things to board, summons, portal, chase, and etc. With this comparative analysis, this study could clarify the characteristics of the user's desire to fly according to the virtual world' topography in game, the necessity of flying movement for fast movement, the dependence of user on flying system, the immersion according to behavior in process of flying, and expression level of virtual world, and etc. The survey through the case research of MMORPG Aion selected for this research showed flying movement system can have suitable quality by applying users' playing time and absorption in flight process, users' impulse following game level, and users' need to fly as a convenience of flying properly.

A Study on Technology Trend of VR Experience Contents (VR 체험 콘텐츠 기술 동향에 관한 연구)

  • Choi, Kyoung-Ho
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.8
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    • pp.513-523
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    • 2020
  • This study has derived the patents of the technology that have been filed and registered so far to investigate the trends of virtual reality(VR) experience contents technology, and analyzed them focusing on core patent technologies. The patents of Korea, USA, Japan, Europe and PCT, which were released until June 2020, were targeted, and patent search was conducted using WISDOMAIN search DB. The keywords for patent search were related to experience technology using VR, and a total of 1,013 data were obtained after creating a search formula by combining the derived keywords. Among them, a total of 65 data were extracted from the result of selecting valid patents, and a political analysis was conducted on them. Looking at the overall application trend, most of Korean patent applications accounted for, and noise patents are system-related devices to implement VR technology. The United States and Europe are focused on developing augmented reality(AR) technology, the study found. The technology of VR experience has increased rapidly since 2017, and the technology growth stage is the period from the beginning to the growth stage. As a result of examining the valid patents related to VR experience, technology was searched in various fields such as rural tour, exhibition, education, and performance, and patents for contents writing and general virtual experience related technology were also searched. If we predict the possibility of development of VR industry in the future, it is necessary to respond to preemption of intellectual property rights by proceeding technology development and patent application for more diverse fields.

Development of 3D Petroglyph VR Contents based on Gesture Recognition (동작인식기반의 3D 암각화 VR 콘텐츠 구현)

  • Jung, Young-Kee
    • The Journal of the Korea institute of electronic communication sciences
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    • v.9 no.1
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    • pp.25-32
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    • 2014
  • Petroglyphs is an essential part of the worldwide cultural heritage since it plays a key role for the comprehension of prehistoric communities previous to writing. nowadays 3D data are a critical component to permanently record the form of important cultural heritage so that they might be passed down to future generations. Recent 3D scanning technologies allow the generation of very realistic 3D model that can be used for multimedia museum exhibitions to attract the users into the 3D world. In this paper, we develop the 3D petroglyph VR contents based on a novel gesture recognition method. The proposed gesture recognition method can recognizes the movements of the user using 3D depth sensor by comparing with the pre-defined movements. Also this paper presents new approaches for 3D petroglyphs data recording using 3D scanning technology as accurate and non-destructive tools.

Shopping Mall Avatar System Using Behavior and Motion Description Language (수준별 행위 표현 기법을 이용한 쇼핑몰도우미 아바타 시스템의 구현)

  • Kim, Jung-Hee;Lee, Gui-Hyun;Lim, Soon-Bum
    • Journal of Korea Multimedia Society
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    • v.8 no.4
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    • pp.566-574
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    • 2005
  • In spite of recent increase in the use of avatar in Web and Virtual Reality, there has not been a service that allows users to control directly the avatar behaviors. In addition, the conventional behavior control languages required a lot of complicated information for controlling the avatar motions. Moreover, in order to apply written languages to a different task domain, it was necessary to modify or rewrite the languages. In this paper, we define Task-Level Behavior Description Language and Motion Representation Language for more simple control of the avatar behavior. The first thing allows describing the avatar behaviors in each task domain, and The second thing enables writing detailed data for motion control. And in this paper, we developed an interpreter which can automatically change the Behavior Description Language to the Motion Representation Language. So this system allow users control the avatar behavior simply with only use the Behavior Description Language. The system was applied to shopping mall and the Task-level Behavior Description Language was compared with conventional languages to see how it was more effective in behavior description.

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Integrated Development Environment for Java Native Methods (자바 네이티브 메소드를 위한 통합 개발 환경)

  • Kim, Sang-Hoon
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.122-132
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    • 2010
  • As a result of a growing demand for various mobile devices, the demand for application programs on the devices is on the rise. The Java language that is platform-independent rapidly rose as the best programming language for mobile devices. However, the Java has a problem that does not support platform-dependent features needed by the application. To solve this problem, the JNI technology was introduced by Sun Microsystems. Programmers using the JNI to write native methods need to have a lot of knowledge about the JNI and the internal structure of the JVM. Also, the increased load by using a number of JNI functions may decrease software productivity and quality. Demands for tools writing native method without understanding of JNI are progressively increasing. To develop these tools, it is necessary to translate automatically the differences between Java and C/C++. In this study, I suggested a way to overcome differences between both languages and developed JNI editor that is an integrated develope environment on the basis of this.

A Study on Problem Development of Management subject for BPBL in a Mongolian University. (몽골 대학에서 BPBL을 위한 관리 교과목 문제 개발 연구)

  • Bayarmaa, Natsagdorj;Lee, Keunsoo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.6
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    • pp.683-688
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    • 2018
  • In the 21stcentury, teachers must welcome new technology to ensure the best learning in virtual classrooms, aside from the physical classroom. Google Classroom provides a vital chance to promote blended learning and professional development. The purpose of this study is to specify the procedures in problem design when employing blended problem-based learning (BPBL) and to design problems for learning the contents of the subject. The design of problems is crucial for effective BPBL. The underlying theory of BPBL is that learning is most effectively initiated and facilitated by posing and solving real-life problems that interest the learner, because working on such problems makes learning meaningful and motivates students. Ineffective problem-based learning (PBL) could affect students when acquiring sufficient domain knowledge, activating appropriate prior knowledge, and properly directing their own learning. The procedures for designing good problems are composed of the selection of educational content, figuring out the learner's characteristics, finding problems, setting up roles and situations, and writing down problems. Using these procedures, we designed five integration problems covering the contents of management subjects. Planned management subjects based on BPBL in a Mongolian university focuses on the process of designing problems.

On-Line Korean Character Recognition by the Stroke Information of Korean Phoneme in Multimedia Terminal (한글 자소의 획 정보에 의한 멀티미디어 단말기에서의 온라인 한글 문자 인식)

  • Oh Juntaek;Jung Momoon;Lee Woobeom;Kim Wookhyun
    • Journal of the Institute of Convergence Signal Processing
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    • v.1 no.1
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    • pp.64-73
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    • 2000
  • The Korean character recognition technology for user interface in multimedia terminal requires fast processing time and high recognition rate. In this paper, we propose an phoneme and character recognition technology which uses characteristic information of korean and features of input strokes, i.e, feature point, feature vector, virtual vector, position relation between strokes. And, a recognition both phoneme and character by the various writing types of users uses korean database. The Korean database has been constructed by the characteristic information of korean and phoneme models which have various stroke information. Also, we use successive processing by the position relation between strokes and backtracking processing by the modification processing of stroke numbers which composed of each phoneme. This method reduces the complex processing of phoneme separation. The proposed on-line korean character recognition system has obtained 13msec average character processing time and correct recognition rate more than $95{\%}$ In a recognition experiment, where we tested 600 characters written by 10 people among 1,200 words.

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A Multistriped Checkpointing Scheme for the Fault-tolerant Cluster Computers (다중 분할된 구조를 가지는 클러스터 검사점 저장 기법)

  • Chang, Yun-Seok
    • The KIPS Transactions:PartA
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    • v.13A no.7 s.104
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    • pp.607-614
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    • 2006
  • The checkpointing schemes should reduce the process delay through managing the checkpoints of each node to fit the network load to enhance the performance of the process running on the cluster system that write the checkpoints into its global stable storage. For this reason, a cluster system with single IO space on a distributed RAID chooses a suitable checkpointng scheme to get the maximum IO performance and the best rollback recovery efficiency. In this paper, we improved the striped checkpointing scheme with dynamic stripe group size by adapting to the network bandwidth variation at the point of checkpointing. To analyze the performance of the multi striped checkpointing scheme, we applied Linpack HPC benchmark with MPI on our own cluster system with maximum 512 virtual nodes. The benchmark results showed that the multistriped checkpointing scheme has better performance than the striped checkpointing scheme on the checkpoint writing efficiency and rollback recovery at heavy system load.