• Title/Summary/Keyword: game methods

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High-quality Realtime Rendering of Metallic Surface with Microfacet Distribution Function Deformation (미세면 분포 함수 변형을 통한 고품질 실시간 금속 렌더링)

  • Kang, Young-Min
    • Journal of Korea Game Society
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    • v.10 no.6
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    • pp.169-178
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    • 2010
  • An effective method to render realistic metallic surface in realtime application is proposed. The proposed method perturbs the normal vectors on the metallic surface to represent small scratches. In general, bump map or normal map method is used to gnerate normal vector perturbation. However, those methods do not show plausible light scattering when applied to anisotropic reflection surface. In order to express metallic surface reflectance, MDF-based BRDF is generally employed. Therefore, the simple normal perturbation does not produce satisfactory metal rendering results. The proposed method employs not only normal perturbation but also deformation of the microfacet distribution function(MDF) that determines the reflectance properties on the surface. The MDF deformation increases the realism of metal rendering. The proposed method can be easily implemented with GPU programs, and works well in realtime environments.

Review of Cognitive Behavioral Therapy as an Intervention Program for Internet Addicts: A Theoretical Framework and Implications with Physiological Perspectives (인터넷 중독 중재 프로그램으로서의 인지행동요법: 생리적 관점에서의 이론적 기틀 및 활용에 대한 고찰)

  • Kim, Nahyun;Hong, Seung Hee
    • Journal of Korean Biological Nursing Science
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    • v.17 no.3
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    • pp.219-227
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    • 2015
  • Purpose: This study was conducted to review physiological mechanisms of internet addiction and to construct a theoretical framework for cognitive behavioral therapy for internet addicts. Methods: We searched for relevant literature in the PubMed and RISS databases using the terms "internet addiction", "internet game addiction", "internet abuser", and "online game". Only English, full-text articles published from 2000 to 2015 were included in this review of physiological indicators of internet addiction. Finally, 12 articles were selected for review. Results: The theoretical framework developed based on the review proposes that excessive internet use itself may induce physiological stress responses with an increase of stress-related hormones and neurotransmitters. Prolonged abnormal responses of these physiological features produce negative structural and functional changes in the prefrontal cortex, which is mainly involved in cognitive and executive functions. These changes may result in decreased cognitive function. As a stressor, excessive internet use leads to transforming voluntary use into involuntary, habitual use and thus promotes the development of internet addiction. Conclusion: The proposed theoretical framework encompasses cognitive processes that may contribute to the effects of internet use-induced physiological stress on internet addiction. We believe that this framework has important implications for developing cognitive behavioral strategies for internet addicts.

Quasi-public operating Bus nature of the public interest as a moral hazard - Game theoretical approach as the Yeosu area cases (도덕적 해이로서 공익적 성격의 버스운송 체계 - 여수 시내버스 사례에 대한 게임이론적 접근)

  • Lee, Moo-Seong
    • The Journal of the Korea institute of electronic communication sciences
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    • v.10 no.11
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    • pp.1285-1296
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    • 2015
  • As examples of the region's transition to quasi-public goods a previous stage of full public goods also extremely limited in research. However, in this way can it compensate for this paper as a system to minimize moral hazard by electronic information and communication systems focused on safety in accordance with the methods and gave public goods introduction of grafting of electronic information systems played the Yeosu area to specific cases I went to the deployment.

Min-Max Octree Generation Using CUDA (CUDA를 이용한 최대-최소 8진트리 생성 기법)

  • Lim, Jong-Hyeon;Shin, Byeong-Seok
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.191-196
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    • 2009
  • Volume rendering is a method which extracts meaningful information from volume data and visualizes those information. In general, since the size of volume data gets larger, it is very important to devise acceleration methods for interactive rendering speed. Min-max octree is data structure for high-speed volume rendering, however, its creation time becomes long as the data size increases. In this paper, we propose acceleration method of min-max octree generation using CUDA. Firstly, we convert one-dimensional array from volume data using space filling curve. Then we make min-max octree structures from the sequential array and apply them to acceleration of volume ray casting.

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A Study on the Visual Precautions of Soju Advertising Posters Using Eye Tracking (아이트래킹을 활용한 소주광고 포스터의 시각적 주의에 관한 연구)

  • Hwang, Mi Kyung;Kwon, Mahn Woo;Park, Min Hee;Kim, Chee Yong
    • Journal of Korea Multimedia Society
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    • v.23 no.2
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    • pp.368-375
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    • 2020
  • In this study, the area of interest(AOI) of Soju ad poster was tracked for analysis the time to frist fixation, the average of fixation duration and count by the study indexes. As a result of the analysis, Visual attention was higher the face than the body shape of the ad model. This means "when we look at printed ads, we see picture elements first, not language one" but language elements can't be overlooked either. Also, the importance of the model role could be verified by measuring the visual attention on the Soju ad poster. Based on the results of this study, if further research on ad posters is carried out and scientific and quantitative interpretation methods are presented, it can be used as product marketing data that can be reflected in ad model selection and poster design.

Feasibility of Using the Nintendo Wii Game for a Dimentia (닌텐도 위 게임의 치매 재활 사용 가능성 연구)

  • Lee, Jin-Ho;Kang, Jong-Ho;Lee, Hyun-Min
    • Journal of the Korean Society of Physical Medicine
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    • v.6 no.2
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    • pp.225-233
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    • 2011
  • Purpose: This study evaluated the feasibility of using Nintendo Wii games for improving cognition, balance, function in patients with dementia. Methods: A total 30 dementia patients were randomly assigned into the experimental group(n=15) and control group(n=15). All subjects performed a general therapeutic exercise, and 30-minute sessions of the table tennis and fencing game of Nintendo Wii were conducted with experimental group 3 times a week for 8 weeks. The intervention effects were measured by using MMSE-K, BBS, and FIM. The results were analyzed by using repeated measure ANOVA. Results: The MMSE-K and BBS scores showed significant differences. A significant interaction was observed between the experimental group and the control group in MMSE-K. The final MMSE-K and BBS scores for the experimental group were significantly higher than those for the control group. However, there was no difference in the FIM scores. Conclusion: We suggest that Nintendo Wii games are effective in cognㅇition and balance improvement in dementia patients. Future research on a variety of programs in needed.

Optimal Bidding Strategy of Competitive Generators under Price Based Pool (PBP(Price Based Pool) 발전경쟁시장에서의 최적입찰전략수립)

  • Kang, Dong-Joo;Moon, Young-Hwan;Oh, Tae-Kyoo;Kim, Bal-Ho
    • Proceedings of the KIEE Conference
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    • 2001.11b
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    • pp.57-59
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    • 2001
  • The restructuring of power industry is still going on all over the world for last several decades. Many kinds of restructuring model has been studied, proposed, and applied. Among those models, power pool is more popular than others. This paper assumes the power pool market structure having competitive generation sector and a new method is presented to build bidding strategy in that market. The utilities participating in the market have the perfect information on their cost and price functions, but they don't know the strategy to be chosen by others. To define one's strategy as a vector, we make utility's cost/price function into discrete step function. An utility knows only his own strategy, so he estimates the other's strategy using stochastic methods. For considering these conditions, we introduce the Bayesian rules and noncooperative game theory concepts. Also additional assumptions are included for simplification of solving process. Each utility builds the strategy to maximize his own expected profit function using noncooperative Bayesian game. A numerical example is given in case study to show essential features of this approach.

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Computer Games and Social Welfare of Modern Society (컴퓨터게임과 현대사회의 사회복지)

  • Kim, Hwangyong
    • Journal of Digital Convergence
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    • v.12 no.5
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    • pp.39-44
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    • 2014
  • Various phenomenons which were not existed before came into being and related problems are increasing as the society became more complex in these days. The social welfare should consider more diversified aspects in this complicated society. We are already living in the information society that can not survive without computers and the internet, and living in the personalized society with the progression of 1 person households. Therefore modern society needs social welfare realization methods which are reflecting the progression of 1 person households and characteristics of the information society. It is different with the previous social welfare formats and it would become an efficient social welfare realization method. How computer games can contribute to social welfare of the modern society is described in this paper.

A Propagation Control Method Using Codes In The Fractal Deformation (코드를 활용한 프랙탈 변형의 전파 제어 방법)

  • Han, Yeong-Deok
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.119-128
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    • 2016
  • In this paper, we consider an improved deformation method of IFS(iterated function system) fractal using codes of fractal points. In the existing deformation methods, the intermediate results of position dependent partial deformation propagate randomly due to the randomly selected maps of iteration. Therefore, in many cases, the obtained results become somewhat monotonous feeling shapes. To improve these limitations, we propose a method in which the selection of maps are controlled by codes of fractal points. Applying this method, we can obtain interesting fractal deformation conforming with its fractal features. Also, we propose a simple method, incorporating state variables, that can be applied to deformation of some fractal features other than position coordinates.

Reducing Search Space of A* Algorithm Using Obstacle Information (장애물 정보를 이용한 A* 알고리즘의 탐색 공간의 감소)

  • Cho, Sung Hyun
    • Journal of Korea Game Society
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    • v.15 no.4
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    • pp.179-188
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    • 2015
  • The A* algorithm is a well-known pathfinding algorithm. However, if the information about obstacles is not exploited, the algorithm may collide with obstacles or lead into swamp areas unnecessarily. In this paper, we propose new heuristic functions using the information of obstacles to avoid them or swamp areas. It takes time to process the information of obstacles before starting pathfinding, but it may not cause any problems most of cases because it is not processed in real time. We showed that the proposed methods could reduce the search space effectively through experiments. Furthermore, we showed that heuristic functions using obstacle information could reduce the search space effectively without processing obstacle information at all.