• 제목/요약/키워드: use for game

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Development of New Concept Headset using Axiomatic Approach (공리적 접근을 이용한 신개념 헤드셋의 개발)

  • Hwang, Yun-Dong;Cha, Sung-Woon
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.426-431
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    • 2001
  • When we use various multimedia programs such as 3D-game, visual conference, dial-pad phone by internet service, we make use of headset generally. As internet system is magnified more and more, a demand of headset will be increasing continuously. Because microphone was fixed by headset, it has many inconveniences for using headset. For these reasons, new concept headset is needed nowadays. Main idea of development of headset is very the automatic operation system of microphone. There are many process variables in appling new technology to the conventional headset. They can be solved by using axiomatic approach method which is very useful design method for designing new products. Its main character is scientific and analytical. The goal of this research is to design and manufacture a new headset model with axiomatic design method. In this paper, a new concept headset was presented by mapping the relation between functional requirements and design parameters.

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Cognitive Development Evaluation of Haptic Puzzle Game Using a Haptic Pen (촉각펜을 이용한 햅틱 퍼즐게임의 인지 발달 평가)

  • Chung, Dong-Hun
    • Journal of Korea Game Society
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    • v.9 no.4
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    • pp.45-56
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    • 2009
  • It is necessary for young children to integrate the sense of sight, hearing, touch, etc. for developing their emotion and cognition. Thanks to Information and Communication Technology (ICT) development, young children have more opportunities to use various senses in learning process. However, ICT learning method is more focusing on the sense of sight and hearing, and lacks of integrated recognition and this fact leads to the reason why ICT can not be used as a main education tool. Therefore, this study evaluated the influence of wUbi-Pen(haptic device) on cognition using a computer puzzle program. The results show that young children using a haptic pen have greater intention and performance in object assembly, mazes, picture completion in K-WPPSI test than those of non-using haptic pen. This implies that haptic function should be considered in ICT material and indeed useful in various cognition-related symptoms and diseases.

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A Unity-based Simulator for Tsunami Evacuation with DEVS Agent Model and Cellular Automata (DEVS 에이전트 모델과 셀 오토마타를 사용한 유니티엔진 기반의 지진해일 대피 시뮬레이터 개발)

  • Lee, Dong Hun;Kim, Dong Min;Joo, Jun Mo;Joo, Jae Woo;Choi, Seon Han
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.772-783
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    • 2020
  • Tsunami is a frightful natural disaster that causes severe damages worldwide. To minimize the damage, South Korea has built a tsunami warning system and designated evacuation sites in the east and south coasts. However, such countermeasures have not been verified whether they are adequate to minimize casualties since tsunami rarely occurs in South Korea. Recently, due to increasing earthquakes in the west coast of Japan, the likelihood of South Korea entering the damage area of tsunami rises; thus, in this paper, we develops a simulator based on Unity game engine to simulate the evacuation from tsunami. In order to increase the fidelity of the simulation results, the simulator applies a tsunami simulation model that analyzes coastal inundation based on cellular automata. In addition, the objects included in tsunami evacuation, such as humans, are modeled as an agent model that determines the situation and acts itself, based on the discrete-event system specification (DEVS), a mathematical formalism for describing a discrete event system. The tsunami simulation model and agent models are integrated and visualized in the simulator using Unity game engine. As an example of the use of this simulator, we verify the existing tsunami evacuation site in Gwangalli Beach in Busan and suggest the optimal alternative site minimizing casualties.

A Study on Montage and Expression Styles in Cut-scenes of Mobile Game (모바일 게임 컷신의 몽타주와 표현 양식 연구)

  • Park, Jin-Ok
    • Journal of Digital Contents Society
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    • v.18 no.1
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    • pp.55-62
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    • 2017
  • The background of this study is the trend in which the genres of mobile games are becoming diverse based on advanced smart devices. However, since cut-scenes are still being regarded as somewhat unnecessary elements in digital games, this study seeks to suggest the functions and range of uses of cut-scenes. The scope of this study is to make classifications for the range of uses of cut-scenes in commercialized mobile games according to the genre, and investigate the characteristics of visual expression to create a frame for communicative styles of mobile games. The result of study was that different styles were identified regarding the use of cut-scenes in mobile games just as in existing digital games, however diverse attempts are not yet being made as in early digital games. Future study needs to be carried out on communication styles that match the characteristics of mobile game platforms, in which a module that can be applied in the introduction of a new platform is required.

An Observation-based Movement Control for Educational Coding Robots (코딩 학습용 로봇 제어를 위한 관찰 기반 움직임 제어)

  • Park, Kyeongbok;Cho, Sung Hyun;Seo, Beomjoo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.131-142
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    • 2016
  • Recently, a variety of methodologies based on the use of educational coding robots have been proposed and experimented in newly emerging korean educational coding markets. Due to imprecise movement accuracy of the existing coding robots, however, such robots are mainly used as a toy. Inspired by these observations, we developed a simple adjustment method during robot movements, which is based on the observation results of 6 line-tracking sensors: 3 sensors in the center of a robot and other 3 sensors at the front. These sensors help to determine whether the robot is in the right location and whether it rotates as expected. Through the well-designed experiments, we report the effectiveness of our proposed solution: the average distance error of 1.57cm and the average degree error of 2.38 degree before and after complex movements. In near future, we hope our method to be popularly used in various educational coding robot platforms.

A Comparative Study on Acceptance of Social Network Games between Korean and Chinese Users (소셜 네트워크 게임의 사용자 수용에 대한 한·중 비교연구)

  • Lee, Sang Hoon;Cheng, Zhichao;Kwon, Young-Jik;Hwang, Hyun-Seok;Kim, Su-Yeon
    • Journal of Korea Society of Industrial Information Systems
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    • v.19 no.5
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    • pp.39-50
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    • 2014
  • Today people use a smartphone as a tool for enjoying personal hobbies or entertaining contents as well as communication media. Most of the traditional game-specific platforms have transferred to smartphones equipped with social network games that integrate games with human relationships. As average life span of most games has been shortened gradually, game companies should be ready to develop new games to meet user needs. In this study we investigate the acceptance of social games, enjoyable by users and their friends linked in social networks. Since user behavior of social games may show cultural differences by country, we perform a comparative study on acceptance of social games between Korean and Chinese users. The structural relationships among factors affecting social game adoption have been analyzed focusing on differences between Korean and Chinese. We analyze similarities and differences of adoption mechanism in two countries and present some practical implications for related industry.

A Study On Antialiasing Based On Morphological Pixel Structure (형태학적 픽셀구조에 기반한 앤티에얼리아싱에 관한 연구)

  • Lee, Yong-Jae
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.86-93
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    • 2003
  • In this paper, we propose a new antialiasing method using filtering technique which is base on morphological pixel structure Aliasing occurs along the edge of lines and polygons. This undesirable effect happens because there are not enough pixels available on a typical monitor to properly display mathematically smooth lines and polygon edges. Aliasing can be very distracting. In a typical graphic scene, aliasing artifact will be visible along the edges of all objects that greatly diminish of realism. The proposed antialiasing method attempts to smooth extreme jagged contour lines and edges by properly handling pixel's structure, surface type and adjusting the pixel color according to the amount of pixel coverage. Next, we use filtering technique considering morphological pixel structure. Experimental results have shown that the propose algorithm achieves better performance in reducing noise for antialiasing. The method will be widely applied to basic antialiasing technique for computer graphic applications.

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Strategic Coalition for Improving Generalization Ability of Multi-agent with Evolutionary Learning (진화학습을 이용한 다중에이전트의 일반화 성능향상을 위한 전략적 연합)

  • 양승룡;조성배
    • Journal of KIISE:Software and Applications
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    • v.31 no.2
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    • pp.101-110
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    • 2004
  • In dynamic systems, such as social and economic systems, complex interactions emerge among its members. In that case, their behaviors become adaptive according to Changing environment. In many cases, an individual's behaviors can be modeled by a stimulus-response system in a dynamic environment. In this paper, we use the Iterated Prisoner's Dilemma (IPD) game, which is simple yet capable of dealing with complex problems, to model the dynamic systems. We propose strategic coalition consisting of many agents and simulate their emergence in a co-evolutionary learning environment. Also we introduce the concept of confidence for agents in a coalition and show how such confidences help to improve the generalization ability of the whole coalition. Experimental results are presented to demonstrate that co-evolutionary learning with coalitions and confidence allows better performing strategies that generalize well.

Real-time Ball Detection and Tracking with P-N Learning in Soccer Game (P-N 러닝을 이용한 실시간 축구공 검출 및 추적)

  • Huang, Shuai-Jie;Li, Gen;Lee, Yill-Byung
    • Annual Conference of KIPS
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    • 2011.04a
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    • pp.447-450
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    • 2011
  • This paper shows the application of P-N Learning [4] method in the soccer ball detection and improvement for increasing the speed of processing. In the P-N learning, the learning process is guided by positive (P) and negative (N) constraints which restrict the labeling of the unlabeled data, identify examples that have been classified in contradiction with structural constraints and augment the training set with the corrected samples in an iterative process. But for the long-view in the soccer game, P-N learning will produce so many ferns that more time is spent than other methods. We propose that color histogram of each frame is constructed to delete the unnecessary details in order to decreasing the number of feature points. We use the mask to eliminate the gallery region and Line Hough Transform to remove the line and adjust the P-N learning's parameters to optimize accurate and speed.

The Characteristics of Internet Addiction Subtypes and the Effects of Internet Addiction in College Students (대학생의 인터넷중독유형에 따른 특성과 인터넷중독의 영향)

  • 이현아
    • Journal of the Korean Home Economics Association
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    • v.42 no.3
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    • pp.27-49
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    • 2004
  • The abuse of the internet creates the problem of ′Internet Addiction′ in the lives of college students. The purpose of this study is to investigate the characteristics and effects of ′Internet Addiction′ in college students. Data was gathered by in-depth interviews with 13 college students who use the internet addictively. The internet addictive group was divided into three subtypes:internet game addicts, personal relation addicts and majors in computer science. There were many characteristic differences among the internet addict subtypes in internet use, and psycho-social traits, such as self-efficacy, impulsiveness, and time management ability. The effects of "Internet Addiction" in the lives of college students were divided into five categories: emotional problems, physical problems, family relationship problems, friendship problems, and schoolwork problems. This study suggests some implications on developing programs for managing and schoolwork problems. This study suggests some implications on developing programs for managing and preventing "Internet Addiction."