• Title/Summary/Keyword: player's control

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Game Storytelling System in View of Character-centered Standpoint (캐릭터중심 관점에서 본 게임스토리텔링 시스템)

  • Kim Mi-Jin;Yoon Sun-Jung
    • Proceedings of the Korea Contents Association Conference
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    • 2005.11a
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    • pp.416-422
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    • 2005
  • The feature of digital media's interactivity made the traditional storytelling to be evolved into a new concept of digital storytelling. Unlike films or animations, games' storytelling takes open-ended design method; thus, it is possible to create unlimited number of stones within a game depending upon the decisions of player characters. In this paper, a character-centered game storytelling system of a highly story-based RPG genre will be reviewed, and, it analyzes case studies of how a character with various story values can interact with its background story, virtual game world, and many events in its game storytelling system. Game storytelling structure and game mechanics are related to each other very closely. Therefore, it is possible to control the player's overall movement as the character's story develops according to a predictable structure or situation.

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A RTSP/RTP Stream Control Mechanism for Streaming Cache Server (스트리밍 미디어 캐쉬 서버를 위한 RTSP/RTP 스트림 제어 기법)

  • 오재학;차호정;최영근
    • Journal of KIISE:Computing Practices and Letters
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    • v.9 no.3
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    • pp.254-265
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    • 2003
  • This paper presents the design and implementation of stream control mechanisms which are necessary for the development of an efficient streaming cache server. The streaming protocols used in our implementation are the RTSP/RTP/RTCP standards. The mechanisms support both the on-demand media caching and real-time media splitting applications. The core of the stream control includes the session management, which handles the RTSP/RTCP control session and the RTP transport session, and the cache block management which efficiently manages the RTP-based cache blocks stored in the cache server. The streaming cache server with the proposed stream control mechanism has successfully been implemented on a Linux platform and it works well with the Apple's QTSS server and the QuickTime player for both on-demand and splitting media services.

On the dynamics of hockey stick after contacting with the ball

  • Yue Jia
    • Advances in concrete construction
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    • v.15 no.4
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    • pp.287-301
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    • 2023
  • Hockey games attracts many fans around the world. This game requires a specific type of ball and a stick for controlling the motion and trace of the ball. This control of motion involves hitting the ball which is a direct intensive dynamic loading. The impact load transferred directly to the hand of the player and in the professional player may cause long term medical problems. Therefore, dynamic motion of the stick should be understood. In the current study, we analyze the dynamic motion of a hockey stick under impact loading from a hockey ball. In doing so, the stick geometry is simplified as a beam structure and quasi-2D relations of displacement is applied along with classical linear elasticity theory for isotropic materials. The governing equations and natural boundary condition are extracted using Hamilton's principle. The final equations in terms of displacement components are solved using Galerkin's numerical method. The results are presented using indentation and contact force values for variations of different parameters.

Development of Tennis Training Machine in Ourdoor Environment with Human Tracking (사용자 추적 기능을 가진 야외용 테니스 훈련용 장치 개발)

  • Yang, Jeong-Yean
    • The Journal of the Korea Contents Association
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    • v.20 no.3
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    • pp.424-431
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    • 2020
  • This paper focused on the development of sports robot that detects a human player and shots a serve ball automatically. When robot technologies apply to the sports machine, the domain problems occurs such as outdoor environments and playing condition to recognize the visual and the vocal modalities. Gaussian mixture model and Kalman filter are used to detect the player's position in the left, right, and depth direction and to avoid the noises caused by the player's posture variation around the net. The sports robot is designed by the pan-tilt structure to shot a serve ball by pneumatic control under the multi layered software architecture. Finally, the proposed tracking and the machine performance are discussed by experimental results.

Study on the Influence of the Fourth Wall on the Player's Gaming Experience in Side-Scrolling Games

  • Qi Yi;Jeanhun Chung
    • International Journal of Internet, Broadcasting and Communication
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    • v.15 no.2
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    • pp.118-123
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    • 2023
  • With the continuous development of emerging technologies represented by VR technology, many game developers are declaring that they are constantly trying to break the "fourth wall" and break the boundaries between virtual and reality to create game immersion for players. new game. But for many gamers, a strong sense of immersion is not the focus of their pursuit. The sense of control and safe exploration during the game is also the game experience that many gamers are pursuing. Moreover, there is ambiguity in the definition of the concept of breaking the fourth wall in the field of academic theory. The purpose of breaking the fourth wall was to separate the real world from the virtual world, to remind the audience that the actors and the audience are in two different worlds, and to trigger the audience's thinking about drama and deeper philosophy. But in the current game, it has become a blurring of the boundary between virtual and reality, pulling players into the virtual world, and focusing on the immersive experience. In this paper, we will first sort out the concept of "breaking the fourth wall", and then conduct a comparative analysis of horizontal scroll games and VR games, and conclude that the "fourth wall" has an impact on players Great conclusion.

Control Architecture for Implementing Intelligent Non-Player Characters in Online Computer Games (온라인 컴퓨터 게임에서 지능형 NPC 구현을 위한 제어구조)

  • 이경록;김인철;이재호
    • Proceedings of the Korean Information Science Society Conference
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    • 2002.04b
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    • pp.277-279
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    • 2002
  • 본 논문에서는 온라인 컴퓨터 게임에서 지능형 NPC가 수행할 수 있는 역할과 이러한 지능형 NPC를 구현하기 위해 요구되는 제어구조의 특성을 살펴본다. 그리고 종래에 사용되던 NPC 제어 방법들과 이들이 갖는 문제점들을 살펴보고 새로운 대안으로서 NPC 제어를 위해 UH-PRS의 적용을 제안한다. 따라서 본 논문에서는 UM-PRS에 대한 간략한 소개와 NPC 제어구조에 적합한 UM-PRS의 특성을 설명한다. 또 본 논문에서는 대표적인 롤플레잉(role-playing) 게임인 Ultima Online에 서 개발중인 Umtimabot의 설계를 통해 U7-PRS의 적용가능성과 효과를 알아본다.

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The Effect of Stability Exercise For Pain Level of Cervical and Lumbar Region, Muscle Volume and Fat Mass Composition in Body of High School in Man volleyball Player (고등학교 남자배구선수들의 안정화운동에 대한 경.요부의 통증수준과 근육량, 체지방에 미치는 영향)

  • Won, Sang-Hee;Jeon, Cha-Sun;Yu, Woung-Sik
    • The Journal of Korean Academy of Orthopedic Manual Physical Therapy
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    • v.15 no.1
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    • pp.41-48
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    • 2009
  • Purpose: to program introduction the effects of stability sling exercise and common exercise of high school in man volleyball player. Methods: This study divided the subjects into a sling-exercise group and a common exercise group to compare after practicing exercises twice per week for 8 weeks (total 16 times). To compare the means of the experimental group and the control group on each variable, the ANOVA for repeated measure was used and if there was any significant difference across the measurement times, post-hoc comparisons were conducted for the difference. Results: The T-tests for group difference according to exercise type on each of the variables showed the results as follows. The pain in cervical region is experimental and control groups pain correlation were not significant(p>0.05). But lumbar region experimental and control groups were significant(p<0.05). Muscle volume was increased during 8weeks in experimental and control groups. But experimental and control groups muscle volume correlation were not significant(p>0.05). Conclusion: Fat Mass composition was decreased during 8 weeks in experimental and control groups. But experimental and control groups mass composition correlation were not significant(p>0.05).

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The Design of Intelligent Real Sound Play Flatform and Service Based-on User's Information (사용자 정보 기반 지능형 실감 사운드 재생 플랫폼 및 서비스 구현)

  • Jung, Jong-Jin;Lim, Tae-Beom;Lee, Seok-Pil
    • IEMEK Journal of Embedded Systems and Applications
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    • v.6 no.3
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    • pp.174-182
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    • 2011
  • Conventional home audio system (e.g. AV Receiver, CD Player etc) has a various functionality of audio play, channel mixing, but the remote controller of these audio players is too complex, difficult for user to manage them effectively. Users want to use these functionalities with more easy, comprehensible way. In this study, "intelligent real-sound presentation technology" that support high quality, realistic audio and the "design of complex information and controller of real sound using intelligent real sound play and control interface" will be introduced. So user can actively, realistically enjoy and play real sound based on user's preference, emotion and circumstance, instead of user's passive service.

An Analysis of Game Storytelling Structure Focused on the Characters in RPG (캐릭터 중심의 RPG 스토리텔링 구조 분석)

  • Kim, Mi-Jin;Yoon, Sun-Jung
    • Journal of Korea Game Society
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    • v.5 no.3
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    • pp.17-24
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    • 2005
  • The interaction property of digital media have changed traditional storytelling into a new concept, digital-storytelling, which has been widely accepted. Nowadays open-ended game storytelling, which different from story design of movie or animation, is chosen for the development of RPG. It can make infinite stories according to player character's decision. In this paper, we propose a game storytelling structure focused on the characters for RPG, and analyze how characters designed with various story-values interact with background stories and events in the cyber game world through case studies. This research is necessary to design predictable game mechanics and provide methods to control game play in case of special-purpose game.

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Design of Disturbance Observer Considering Robustness and Control Performance (2) : It's Application for Optical Disc Drive Servo System (강인성과 제어 성능을 고려한 외란 관측기의 설계 (2) : 광 디스크 드라이브 서보 시스템에의 적용 실험)

  • 김홍록;최영진;서일홍;정완균;박명관;이경호
    • Journal of Institute of Control, Robotics and Systems
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    • v.9 no.4
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    • pp.270-276
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    • 2003
  • The disturbance observer (DOB) has been widely utilized fer high precision and high speed motion control application. However, it still lacks the analysis for the robustness brought by using DOB. This paper summarizes six guidelines for the design of DOB taking into account the robustness and control performance in case of the second order system. For effectiveness of the proposed guideline, the actual implementation and experimental results of the DOB is compared in the Optical Disk Drive(ODD) servo system. In the DVD player and DVD-ROM drive, the guidelines of DOB are useful, and the disturbance rejection performance is improved under the DOB system.