• Title/Summary/Keyword: 게임아이디어

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A Study on role of Science Museum for STEAM Education (융합교육에 있어서 과학관의 역할 연구)

  • Yoon, Young-doo;Choi, Hun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.19 no.6
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    • pp.1353-1358
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    • 2015
  • The creative economy is the industrialization era, the information age, knowledge-based economy, linking the new economic paradigm. The core words of the creative economy are stand for creativity, innovation, consumer protection and utilization of intellectual property. Creative ideas are combined with software technology will make innovative ecosystem-based structured market such as Apple, Google, Facebook. Intangible assets attributable to creativity than ever before in human history that is important as the economic value. In addition, innovative ideas, creativity and economic growth beyond the knowledge and information society is required. Because the core has a fusion of science and technology, industry, culture and industry convergence, various genres of creative activity support, and cultural and high-tech fusion industries, such as content creation and job creation through economic traction is needed. In this study, we analyze the case of the US Smithsonian Institution proposes the direction of Science Museum in creative workforce.

Development and Case Review of IT Convergence GoGo Bumper Car Project (IT융합 기반의 고고범퍼카 콘텐츠 개발 및 프로젝트 적용 사례)

  • Park, Hong-Joon;Jun, Young-Cook
    • The Journal of Korean Association of Computer Education
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    • v.18 no.2
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    • pp.21-33
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    • 2015
  • This paper aims at developing IT convergence robot education contents using open hardware-based GoGo Board and presenting three cases that were applied into educational settings with elementary and middle school students. Several types of data for their activities were collected: photos, work output, survey data, video data and interview with robot teacher and students. Each student experienced building up a GoGo Bumper Car with touch sensors attached at front and back sides and figuring out the principle of digital board control and operating of electronic devices by sensing. The participants, in the following phases, conducted domino chain-reaction with GoGo Bumper Cars and acquiring GoGo Driving Licence by driving test on three different road maps. Students in a gifted education program creatively implemented their own ideas as part of robotic art. The result of case analysis showed that the proposed project provides students not only intimacy for technology, fun, concentration but her own empowerment for developing ideas and creative implementation.

Optimization of Multi-objective Function based on The Game Theory and Co-Evolutionary Algorithm (게임 이론과 공진화 알고리즘에 기반한 다목적 함수의 최적화)

  • Sim, Kwee-Bo;Kim, Ji-Yoon;Lee, Dong-Wook
    • Journal of the Korean Institute of Intelligent Systems
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    • v.12 no.6
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    • pp.491-496
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    • 2002
  • Multi-objective Optimization Problems(MOPs) are occur more frequently than generally thought when we try to solve engineering problems. In the real world, the majority cases of optimization problems are the problems composed of several competitive objective functions. In this paper, we introduce the definition of MOPs and several approaches to solve these problems. In the introduction, established optimization algorithms based on the concept of Pareto optimal solution are introduced. And contrary these algorithms, we introduce theoretical backgrounds of Nash Genetic Algorithm(Nash GA) and Evolutionary Stable Strategy(ESS), which is the basis of Co-evolutionary algorithm proposed in this paper. In the next chapter, we introduce the definitions of MOPs and Pareto optimal solution. And the architecture of Nash GA and Co-evolutionary algorithm for solving MOPs are following. Finally from the experimental results we confirm that two algorithms based on Evolutionary Game Theory(EGT) which are Nash GA and Co-evolutionary algorithm can search optimal solutions of MOPs.

Case Study of Digital Restoration of Korean Traditional Monsters (한국 전통 몬스터 디지털 복원 사례 연구)

  • Han Kwang-Sik
    • The Journal of the Korea Contents Association
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    • v.4 no.4
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    • pp.21-32
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    • 2004
  • This study is aimed that reappearance and restoration of Korean tradition monster's original shape be able to contribute in scenario material development which is filled with history, culture and long imagination of our country. As for method of this study, it is on the basis of literature investigation in history, tale, folk-tale etc. and expert's research, and also restored 50 items of Korean tradition monster in digital way. Study finding is as following. First, prescribed scope of Korean tradition monster including god, ghost, bogy and animal. Second, Korean tradition monster's pattern is classified with S degrees and 4 classes to according to grade of rank and appearance place. Third, each of 50 traditional monsters which are usable to scenario substance development was produced with graphic image and flash animation. Fourth, suggested idea for material development of cultural contents industry as like game and character based on each monster's story. Expect the developed result production from this study to be used as a resource of elevating in comprehension forward to our cultural tradition, to be used as a unique material in field of culture contents industry of game, character, cartoon and movie etc.

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A Guide on Narrative Production Process in Computer Animation (컴퓨터 애니메이션의 나레이티브 제작과정에 관한 지침)

  • Kim, Sung-Yeon
    • Journal of the Korea Computer Industry Society
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    • v.7 no.5
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    • pp.555-562
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    • 2006
  • Computer animation is tile most advanced composite art to apply image, sound to the theme, Domestic technique is improved but still lacks creativity and content in theinternational market. In this paper, I'll notify the importance of planning and introduce narrative animation to produce their own style of animation. A successful career in the digital animation industry requires more than just technical expertise. It also demands creative mastery, a sense of wonder and boundless imagination. This unique hands-on program combines traditional, creative and technical skills and develops digital artists, not software technicians. Especially, people involved in the industry shouldrecognize a special quality of narrative animation in today's 3D animation and game- saturated climate. Therefore, they are able to create a new form of high-quality animation. It will be expected to promote digital animation education with a new index.

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Designing Metaverse Space for Sound and Vision : The Benefits of Co-creation Frameworks for Multiuser Communication Environment (음향과 시각을 위한 메타버스 공간디자인 연구 : 다자간 의사소통 환경을 공동창작 개념틀로 사용할 때의 편이성)

  • Kwon, Hee-Jung
    • 한국HCI학회:학술대회논문집
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    • 2009.02a
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    • pp.1095-1100
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    • 2009
  • The interests and studies on co-creation activity in metaverse space, or MMO communication applications, increase sharply. The study performed the experiments on the participatory virtual space design that has dedicated to the common goal of creativity, and provides the environments to enhance ideas, technologies, and artistic artifacts sharing and communication. The participants were recruited from a community of artists and musicians. They have been actively participated the design process as photographers, painters, media artists, sound artists, and collectors. During the period, we have preceded 5 consecutive experiments, which were led by 5 independent artists, tested the value of co-creation spaces.

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생성형AI(GenAI) 서비스 특성이 지속이용의도에 미치는 영향: 1인 지식 창업자(컨설턴트, 강사)를 중심으로

  • 반재선;허철무
    • 한국벤처창업학회:학술대회논문집
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    • 2024.04a
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    • pp.75-79
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    • 2024
  • 생성형AI(Generative AI, GenAI) 서비스는 단순/반복적인 업무를 자동화하고, 많은 일자리의 생산성 향상에 도음을 주어 전반적으로 기존 일자리 감소에 영향을 줄 것이다. 반면에 높은 수준의 생성형AI 기술을 낮은 비용으로 활용할 수 있게 하고, 예술, 게임, 미디어 산업 등 창작 영역과 플랫폼 기반의 서비스 출시에 도움을 주어, 창조적 아이디어에 기반한 소수의 인원이 참여하는 1인 창조기업에서 새로운 일자리 창출에 긍정적인 영향을 줄 것이다. 본 연구의 목적은 1인 지식 창업자라고 할 수 있는 컨설턴트, 강사들이 생성형AI의 강점인 창의성을 활용하여 업무 효율을 높이는 데 적극적으로 활용할 수 있도록 생성형AI 서비스 특성이 지속이용의도에 미치는 영향을 분석하는데 있다. 본 연구에서는 기술수용모델(TAM)을 활용하여 생성형AI의 서비스 특성인 효율성, 창의성, 의인화, 개인화 및 자율성이 지속이용의도에 미치는 영향에 관한 연구를 인지된 유용성과 인지된 이용 용이성을 중심으로 진행하였다. 따라서 본 연구에서는 생성형AI의 서비스 특성이 인지된 유용성과 인지된 이용 용이성을 증진하고, 인지된 유용성과 인지된 이용 용이성이 지속 이용의도에 영향을 미칠 것이라는 인과적 경로를 검증하고자 한다. 1인 창업자가 외부의 도움없이 지속적으로 높은 수준의 업무효율를 유지할 수 있게 도움이 되는 지속사용의도를 종속변수로 설정하여 본 연구를 진행하였다.

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Fast algorithm for incorporating start and goal points into the map represented in a generalized visibility graph (출발점과 목표점을 일반화 가시성그래프로 표현된 맵에 포함하기 위한 빠른 알고리즘)

  • Yu, Kyeon-Ah;Jeon, Hyun-Joo
    • Journal of the Korea Society for Simulation
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    • v.15 no.2
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    • pp.31-39
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    • 2006
  • The visibility graph is a well-known method for efficient path-finding with the minimum search space modelling the game world. The generalized visibility graph is constructed on the expanded obstacle boundaries to eliminate the "wall-hugging" problem which is a major disadvantage of using the visibility graph. The paths generated by the generalized visibility graph are guaranteed to be near optimal and natural-looking. In this paper we propose the method to apply the generalized visibility graph efficiently for game characters who moves among static obstacles between varying start and goal points. Even though the space is minimal once the generalized visibility graph is constructed, the construction itself is time-consuming in checking the intersection between every two links connecting nodes. The idea is that we build the map for static obstacles first and then incorporate start and goal nodes quickly. The incorporation of start and goal nodes is the part that must be executed repeatedly. Therefore we propose to use the rotational plane-sweep algorithm in the computational geometry for incorporating start and goal nodes efficiently. The simulation result shows that the execution time has been improved by 39%-68% according to running times in the game environment with multiple static obstacles.

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Real-Time Scheduling Scheme based on Reinforcement Learning Considering Minimizing Setup Cost (작업 준비비용 최소화를 고려한 강화학습 기반의 실시간 일정계획 수립기법)

  • Yoo, Woosik;Kim, Sungjae;Kim, Kwanho
    • The Journal of Society for e-Business Studies
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    • v.25 no.2
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    • pp.15-27
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    • 2020
  • This study starts with the idea that the process of creating a Gantt Chart for schedule planning is similar to Tetris game with only a straight line. In Tetris games, the X axis is M machines and the Y axis is time. It is assumed that all types of orders can be worked without separation in all machines, but if the types of orders are different, setup cost will be incurred without delay. In this study, the game described above was named Gantris and the game environment was implemented. The AI-scheduling table through in-depth reinforcement learning compares the real-time scheduling table with the human-made game schedule. In the comparative study, the learning environment was studied in single order list learning environment and random order list learning environment. The two systems to be compared in this study are four machines (Machine)-two types of system (4M2T) and ten machines-six types of system (10M6T). As a performance indicator of the generated schedule, a weighted sum of setup cost, makespan and idle time in processing 100 orders were scheduled. As a result of the comparative study, in 4M2T system, regardless of the learning environment, the learned system generated schedule plan with better performance index than the experimenter. In the case of 10M6T system, the AI system generated a schedule of better performance indicators than the experimenter in a single learning environment, but showed a bad performance index than the experimenter in random learning environment. However, in comparing the number of job changes, the learning system showed better results than those of the 4M2T and 10M6T, showing excellent scheduling performance.

A Study on Platform Strategies of Korean First Mobile Instant Messenger KakaoTalk (주식회사 카카오의 플랫폼 전략에 대한 연구)

  • Jang, Kyoung Young;Oh, Jung Suk
    • Asia-Pacific Journal of Business Venturing and Entrepreneurship
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    • v.8 no.4
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    • pp.49-56
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    • 2013
  • KakaoTalk, a Korean mobile instant messenger service launched by KAKAO Inc., has grown remarkably popular in a short period of time, with its number of subscribers exceeding 100 million as of July 2013. Today, KakaoTalk is an everyday communication tool among most Korean mobile users. Although KAKAO has been the subject of many business and consumer studies, the KakaoTalk platform strategy has not been studied thoroughly. In this study, we analyze its platform strategy through the lens of several widely utilized frameworks such as Platform Leadership (Gawer & Cusumano 2002, 2008), Winner-take-all dynamics (Eisenmann et al. 2006), and Open Service Innovation (Chesbrough 2011). Our results show that Eisenmann et al (2006)'s "Winner-Take-All" platform best explains how KakaoTalk dominated its rivals, Mypeople by Daum Communications and Line by Naver Corporation. In surpassing its rivals, KAKAO delivered a solution to the 'essential problem' that mobile social communication should be upgraded from mobile companies' paid "Short Message Service" (SMS). By doing so, KakaoTalk fulfilled the first requirement of Gawer & Cusumano (2008)'s "Coring" strategy, which explains how a new platform is created. KakaoTalk also satisfied the second requirement of "Coring" by providing economic incentives for KakaoTalk members to interact through its Games and Items store. Actively accepting its customers' ideas and upgrading its services, KAKAO reinforced its platform leadership to its customers and put Chesbrough (2011)'s "Outside In - Open Service" innovation strategy into practice.

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