• Title/Summary/Keyword: use for game

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Resolving Multi-Translatable Verbs Japanese-TO-Korean Machine Translation

  • Kim Jung-In;Lee Kang-Hyuk
    • Journal of Korea Multimedia Society
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    • v.8 no.6
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    • pp.790-797
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    • 2005
  • It is well-known that there are many similarities between Japanese and Korean language. For example, the order of words and the nature of the grammatical conjugation of both languages are almost the same. Another similarity is the frequent omission of the subject from a sentence. Moreover, both languages have honorific expressions and the identical concept for expressing nouns in terms of Chinese characters. Using these similarities, we have developed a word-to-word translation system which does away with any deep level analysis of syntactic and semantic structures of the two languages. If we use these similarities, the direct translation method is superior to the internal language translation method or transfer-based translation method. Although the MT system based on the direct translation method is more easily developed than the ones based on other methods, it may have a lot of difficulties when it tries to select the appropriate target word from ambiguous source verbs. In this paper, we propose a new algorithm to extract the meaning of substantives and to make use of the order of the extracted meaning. We could select $86.5\%$ appropriate verbs in the sample sentences from IPAL-verb-dictionary. $13.5\%$ indicates the cases in which we could not distinguish the meaning of substantives. We are convinced, however, that the succeeding rate can be increased by getting rid of the meaning of verbs thatare not used so often.

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A Design of AI Middleware for Making Interactive Animation Characters (인터랙티브한 애니메이션 캐릭터 제작을 위한 인공지능 미들웨어 설계)

  • Lee, Seung-Sub;Um, Ky-Hyun;Cho, Kyung-Eun
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.91-101
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    • 2008
  • Most designers use professional 3D animation tools such as 3DS MAX to manually create animation. This manual method requires a great deal of time and efforts, and does not allow animation characters to interact with one another. In this paper, we design an AI middleware of form as 3DS MAX plug-in to solve these issues. We present an AI expression structure and internal processing method for this middleware, and the method for creating AI character's structure. It creates AI character's structure by drawing figures and lines for representing AI elements. For experiment, we have produced same animations with the traditional method and our method, and measured the task volume in both methods. This result verifies that the task volume is similar or higher than the traditional method in small-scale tasks, but up to 43% of the task volume is reduced in large-scale tasks. Using the method proposed in this paper, we see that characters in an animation interact each other, and task volume in large-scale tasks are reduced.

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Aeroassisted Orbital Maneuvering in a Worst-Case Atmosphere (최악의 대기 조건 하의 공기조력 비행선 운전)

  • Lee, Byoungsoo
    • Journal of Institute of Control, Robotics and Systems
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    • v.6 no.10
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    • pp.936-941
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    • 2000
  • Advanced space transportation systems, such as the National Aerospace Plane or an Orbital Transfer Vehicle, have atmospheric maneuvering capabilities. For such vehicles the use of aeroassisted orbital transfer from a high Earth orbit to a low Earth orbit, with unpowered flight in the atmosphere, has the potential for significant fuel savings compared to exoatmospheric Hohmann transfer. However, to exploit the fuel savings that can be achieved by using the Earths atmosphere to reduce the vehicles energy, a guidance law is required, and it must be able to handle large unpredictable fluctuations in atmospheric density, on the order of ${\pm}$50% relative to the 1962 US Standard Atmosphere. In this paper aeroassisted orbital transfer is considered as a differential game, with Nature controlling the atmosphere density to yield a worst case (min-max fuel required) atmosphere, from which the guaranteed playable set boundary are achieved. Inside the playable set, it is guaranteed that the vehicle achieves the optimal atmospheric exit condition for the minimum fuel consumption regardless of the atmospheric density variations.

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Evaluation of a Parent Training Program for Promoting Filipino Young Children's Number Sense with Number Card Games

  • Cheung, Sum Kwing;McBride-Chang, Catherine
    • Child Studies in Asia-Pacific Contexts
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    • v.5 no.1
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    • pp.39-49
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    • 2015
  • Not all parents are skilled in scaffolding their young children's numeracy learning. The present study investigated the effectiveness of a parent training program in promoting Filipino young children's number sense via card game playing at home. Participants were 161 young children and their parents; families were of a relatively low socioeconomic status. During the 10-week intervention period, parents in the experimental group received training on how to use number game cards to help their children acquire various numeracy concepts; parents in the control group received no special instructions. Children in the experimental group showed greater improvements in their performance on six number sense tasks (namely numeral identification, object counting, rote counting, missing number, numerical magnitude comparison, and addition) over the intervention period than did children in the control group. Findings of the present study suggest that providing simple training to parents on strategies for fostering their young children's number sense at home is important for giving children a good early start in basic number knowledge.

The influence of Social Norm and Critical Mass on Online Game User's Word of Mouth (사회규범과 크리티컬 매스가 온라인 게임 이용자의 구전의도에 미치는 영향에 관한 연구)

  • Bae, Jungho;Kim, Moon Seop
    • The Journal of the Korea Contents Association
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    • v.14 no.4
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    • pp.355-367
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    • 2014
  • The purpose of this research is to find the specific structure with factors that affect online game users' positive word of mouth(WOM) for online game companies to maintain existing and new users. In previous studies the influence of characteristics of online games and attributes of users on intention to play online games is mainly focused on. However online games are products with communication on network, so that critical mass through diffusion as well as the use of product by individual consumers is important issues. Therefore, it is necessary to consider network externality effect that the more value can be obtained by more game users. The authors verified that the influence of the variables like social mass and critical mass, affecting consumers' attitude and WOM. According to the research results, social norm and critical mass have significant influence on positive attitude and WOM intention for online games. Another results verified that social norm and users' attitude affect positive WOM intention directly. These results suggest managerial implication regarding social norm and critical mass to online game companies that desire for WOM to get more online game users.

The Item Distribution Method for the Party System in the MMORPG Using the Observer Pattern (Observer 패턴을 적용한 MMORPG의 파티 시스템 아이템 배분 방법)

  • Kim, Tai-Suk;Kim, Shin-Hwan;Kim, Jong-Soo
    • Journal of Korea Multimedia Society
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    • v.10 no.8
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    • pp.1060-1067
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    • 2007
  • We need various methods to develop MMORPG that is game genre which many users use among various game genre using Internet. Specially, to heighten efficiency of distributing work, Object-oriented language such as C++ is used and we need design techniques that can take advantage of enough object-oriented concept when making large-scale game. There is various pattern that can apply in software breakup design in GoF's design pattern for these design techniques. If you apply Observer pattern to Party System Design for forming community between game users, you can easily add new class and maintain system later. Party Play is one of the important system that is used to form game users' community in MMORPG games. The main point that must be considered in Party-Play-System is to divide evenly experience value and acquisition that is got by Party-Play among users according to each user's level. To implement Party Play System that consider maintenance of system, in this paper, we propose a method using GoF's Observer-Pattern, showing you that proposed method which has advantage to dynamic memory allocation and to virtual method call can be used usefully to change object to real time at program run and to add new class and to maintain system new.

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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.

Study of Capturing Real-Time 360 VR 3D Game Video for 360 VR E-Sports Broadcast (360 VR E-Sports 중계를 위한 실시간 360 VR 3D Stereo 게임 영상 획득에 관한 연구)

  • Kim, Hyun Wook;Lee, Jun Suk;Yang, Sung Hyun
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.876-885
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    • 2018
  • Although e-sports broadcasting market based on VR(Virtual Reality) is growing in these days, technology development for securing market competitiveness is quite inadequate in Korea. Global companies such as SLIVER and Facebook already developed and are trying to commercialize 360 VR broadcasting technology which is able to broadcast e-sports in 4K 30FPS VR video. However, 2D video is too poor to use for 360 VR video in that it brings less immersive experience and dizziness and has low resolution in the scene. this paper, we not only proposed and implemented virtual camera technology which is able to capture in-game space as 360 video with 4K 3D by 60FPS for e-sports VR broadcasting but also verified feasibleness of obtaining stereo 360 video up to 4K/60FPS by conducting experiment after setting up virtual camera in sample games from game engine and commercial games.

A Case Study on AR Gamification to Help Easy and Funny College Life for Foreign Students (외국인 유학생의 대학생활 안내를 쉽게 돕는 AR 게이미피케이션 제작 사례)

  • Lan, Zi-Jie;Park, Chan;Lee, Wan-Bok
    • Journal of Convergence for Information Technology
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    • v.12 no.3
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    • pp.11-16
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    • 2022
  • Although the number of foreign students is increasing with the development of internationalization, international students are often unfamiliar to the campus environment in the early stages of their school visits. This research aims to solve the problems of foreign students' unfamiliarity with the campus and the inconvenience of study and life after enrollment and to design and produce an AR campus guide application based on gamification. The application built are designed according to the targets, missions, and rewards of different places. Through the 'A Survey on the Awareness of Kongju University's Buildings' questionnaire survey of international students at National Kongju University, six place were selected as POI (Point of Interest). Missions and questions suitable for users were designed. Through this application, it is hoped that users can learn about important places of the school interestingly and learn about the use of related convenience facilities.

Jitter Correction of the Face Motion Capture Data for 3D Animation

  • Lee, Junsang;Han, Soowhan;Lee, Imgeun
    • Journal of the Korea Society of Computer and Information
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    • v.20 no.9
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    • pp.39-45
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    • 2015
  • Along with the advance of digital technology, various methods are adopted for capturing the 3D animating data. Especially, in 3D animation production market, the motion capture system is widely used to make films, games, and animation contents. The technique quickly tracks the movements of the actor and translate the data to use as animating character's motion. Thus the animation characters are able to mimic the natural motion and gesture, even face expression. However, the conventional motion capture system needs tricky conditions, such as space, light, number of camera etc. Furthermore the data acquired from the motion capture system is frequently corrupted by noise, drift and surrounding environment. In this paper, we introduce the post production techniques to stabilizing the jitters of motion capture data from the low cost handy system based on Kinect.