• Title/Summary/Keyword: 게임이용시간

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Interaction between Water Surface and 3D Object by using Linear Convolution and Bounding Sphere (선형 컨벌루션과 경계구를 이용한 물표면과 객체의 실시간 상호작용 생성)

  • Kang, Gyeong-Heon;Lee, Hyeon-Cheol;Hur, Gi-Taek;Kim, Eun-Seok
    • The Journal of the Korea Contents Association
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    • v.8 no.4
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    • pp.17-29
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    • 2008
  • In Computer Graphics, fluid dynamics is used for animating and expressing the various special effects of water. As the hardware performance is getting higher, the several algorithms for fluid dynamics become to be executed in real time. However, it still requires a lot of computational time to get the realistic and detailed results. Therefore, there are many researches on the techniques of balancing between performance and quality. It must give priority to the executive performance preserving the visual reality even though sacrificing the physical reality, specially in applications with the game context which need to express the interaction between 3D objects and the surface of the water such as the sea or a lake. In this paper, we propose a method for the realtime animation of interactions between 3D objects and the surface of the water using the linear convolution of height fields and the bounding spheres of object.

Performance Measurement of Residential Broadband Network with Monarch (Monarch를 이용한 주택내 초고속 인터넷망의 성능 측정)

  • Choi, Soon-Byoung;Lee, Young-Seok
    • Journal of KIISE:Information Networking
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    • v.36 no.5
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    • pp.369-375
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    • 2009
  • Residential broadband networks (RBN) are quickly evolving from xDSL/Cable networks to FTTH services with lOOMbps bandwidth. With the high-speed Internet services, subscribers tend to use web, multimedia, game or file sharing applications. Therefore, performance of RBN is important to the quality of services for users. Typically, Internet service providers (ISPs) are providing their RBN performance results that are measured by subscribers with the dedicated measurement tools. However, they do not make their results public to people. In order to obtain the performance results measured by users, we have to induce a lot of subscribers, which will take a lot of cost and time. Monarch, that is used in this paper, could provide the 3rd party measurement method without the help of ISPs and subscribers. With the extensive experiments through Monarch, we have shown that 3rd party measurement results are not much different from those of user-initiated measurement. In addition, we have observed that bandwidth is around $80{\sim}90Mbps$ and RTT is less than 30ms in FTTH services provided by three major Korean ISPs.

An Ambient Light Control System using The Image Difference between Video Frames (인접한 동영상 프레임의 차영상을 이용한 디스플레이 주변 조명효과의 제어)

  • Shin, Su-Chul;Han, Soon-Hun
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.7-16
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    • 2010
  • In this paper, we propose an ambient light control method based on the difference of image frames in video. The proposed method is composed of three steps. 1) The first step is to extract a dominant color of a current frame. 2) The second step is to compute the amount of change and the representative color in the changed region using the difference image. 3) The third step is to make a new representative color. The difference image is created from two images transformed into the YUV color space. The summed color difference of each pixel is used for the amount of change. The new representative color is created by synthesizing the current color and the changed color in proportion to the amount of change. We compare the variations of the light effect according to time with and without the proposed method for the same video. The result shows that the new method generates more dynamic light effects.

The new explore of the animated content using OculusVR - Focusing on the VR platform and killer content - (오큘러스 VR (Oculus VR)를 이용한 애니메이션 콘텐츠의 새로운 모색 - VR 플랫폼과 킬러콘텐츠를 중심으로 -)

  • Lee, Jong-Han
    • Cartoon and Animation Studies
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    • s.45
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    • pp.197-214
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    • 2016
  • Augmented Reality, virtual reality in recently attracted attention throughout the world. and Mix them mixed reality etc., it has had a significant impact on the overall pop culture beyond the scope of science and technology. The world's leading IT company : Google, Apple, Samsung, Microsoft, Sony, LG is focusing on development of AR, VR technology for the public. The many large and small companies developed VR hardware, VR software, VR content. It does not look that makes a human a human operation in the cognitive experience of certain places or situations or invisible through Specific platforms or program is Encompass a common technique that a realization of the virtual space. In particular, out of the three-dimensional image reveals the limitations of the conventional two-dimensional structure - 180, 360 degree images provided by the subjective and objective symptoms such as vision and sense of time and got participants to select it. VR technology that can significantly induce the commitment and participation is Industry as well as to the general public which leads to the attention of colostrum. It was introduced more than 10 related VR works Year 2015 Sundance Film Festival New Frontier program. The appearance VR content : medical, architecture, shopping, movies, animations. Also, 360 individuals can be produced by the camera / video sharing VR is becoming an interactive tunnel between two possible users. Nevertheless, This confusion of values, moral degeneration and the realization of a virtual space that has been pointed out that the inherent. 4K or HUD, location tracking, motion sensors, processing power, and superior 3D graphics, touch, smell, 4D technology, 3D audio technology - It developed more than ever and possible approaches to reality. Thereafter, This is because the moral degeneration, identity, generational conflict, and escapism concerns. Animation is also seeking costs in this category Reality. Despite the similarities rather it has that image, and may be the reason that the animation is pushed back to the VR content creation. However, it is focused on the game and VR technology and the platform that is entertaining, but also seek new points within the animation staying in the flat Given that eventually consist of visual images is clear that VR sought. Finally, What is the reality created in the virtual space using VR technology could be applied to the animation? So it can be seen that the common interest is research on what methods and means applied.

Development of Simulator for Analyzing Intercept Performance of Surface-to-air Missile (지대공미사일 요격 성능 분석 시뮬레이터 개발)

  • Kim, Ki-Hwan;Seo, Yoon-Ho
    • Journal of the Korea Society for Simulation
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    • v.19 no.1
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    • pp.63-71
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    • 2010
  • In modern war, Intercept Performance of SAM(Surface to Air Missile) is gaining importance as range and precision of Missile and Guided Weapon on information warfare have been improved. An aerial defence system using Surface-to-air Radar and Guided Missile is needed to be built for prediction and defense from threatening aerial attack. When developing SAM, M&S is used to free from a time limit and a space restriction. M&S is widely applied to education, training, and design of newest Weapon System. This study was conducted to develop simulator for evaluation of Intercept Performance of SAM. In this study, architecture of Intercept Performance of SAM analysis simulator for estimation of Intercept Performance of various SAM was suggested and developed. The developed Intercept Performance of SAM analysis simulator was developed by C++ and Direct3D, and through 3D visualization using the Direct3D, it shows procedures of the simulation on a user animation window. Information about design and operation of Fighting model is entered through input window of the simulator, and simulation engine consisted of Object Manager, Operation Manager, and Integrated Manager conducts modeling and simulation automatically using the information, so the simulator gives user feedback in a short time.

Implementation of Intelligent Characters adapting to Action Patterns of Opponent Characters (상대캐릭터의 행동패턴에 적응하는 지능캐릭터의 구현)

  • Lee, Myun-Sub;Cho, Byeong-Heon;Jung, Sung-Hoon;Seong, Yeong-Rak;Oh, Ha-Ryoung
    • Journal of the Institute of Electronics Engineers of Korea TE
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    • v.42 no.3
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    • pp.31-38
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    • 2005
  • This paper proposes an implementation method of intelligent characters that can properly adapt to action patterns of opponent characters in fighting games by using genetic algorithm. For this intelligent characters, past actions patterns of opponent characters should be included in the learning process. To verify the effectiveness of the proposed method, two types of experiments are performed and their results are compared. In first experiment(exp-1), intelligent characters consider current action and its step of an opponent character. In second experiment (exp-2), on the other hands, they take past actions of an opponent characters into account additionally. As a performance index, the ratio of score obtained by an intelligent character to that of an opponent character is adopted. Experimental results shows that even if the performance index of exp-1 is better than that of exp-2 at the beginning of stages, but the performance index of exp-2 outperforms that of exp-1 as stages go on. Moreover, optimum solutions are always found in all experimental cases in exp-2. Futhermore, intelligent characters in exp-2 could learn moving actions (forward and backward) and waiting actions for getting more scores through self evolution.

Hidden Markov Model for Gesture Recognition (제스처 인식을 위한 은닉 마르코프 모델)

  • Park, Hye-Sun;Kim, Eun-Yi;Kim, Hang-Joon
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.43 no.1 s.307
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    • pp.17-26
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    • 2006
  • This paper proposes a novel hidden Markov model (HMM)-based gesture recognition method and applies it to an HCI to control a computer game. The novelty of the proposed method is two-fold: 1) the proposed method uses a continuous streaming of human motion as the input to the HMM instead of isolated data sequences or pre-segmented sequences of data and 2) the gesture segmentation and recognition are performed simultaneously. The proposed method consists of a single HMM composed of thirteen gesture-specific HMMs that independently recognize certain gestures. It takes a continuous stream of pose symbols as an input, where a pose is composed of coordinates that indicate the face, left hand, and right hand. Whenever a new input Pose arrives, the HMM continuously updates its state probabilities, then recognizes a gesture if the probability of a distinctive state exceeds a predefined threshold. To assess the validity of the proposed method, it was applied to a real game, Quake II, and the results demonstrated that the proposed HMM could provide very useful information to enhance the discrimination between different classes and reduce the computational cost.

Development of 3D Terrain Tools which Improves a Picking Speed using Cross Detection (교차검출을 이용하여 Picking 속도를 향상시킨 3D 지형 툴의 개발)

  • Kim, Sung-Ho
    • The Journal of the Korea Contents Association
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    • v.12 no.2
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    • pp.78-85
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    • 2012
  • This paper proposes an efficient algorithm to develop a 3D terrain tools which is essential in the development of 3D computer games. In particular, this paper proposes a cross detection technique to improve picking speed. In other words, this paper proposes a more efficient cross detection technique consisting of a ray and a parallelogram than a cross detection technique consisting of a ray and a triangle. So, we can confirm the faster picking speed. This paper uses a picking example among DirectX SDK samples to test it. In addition, this paper compares the number of function calls for cross detection using the existing techniques and the proposed technique. As a result, in this paper the proposed technique has fallen off to about a 50 percent than the existing techniques. And if it is calculated by times, in this paper the proposed technique was reduced to 1 to 2 seconds than the existing techniques. Additionally, in this paper 3D terrain tools are provide more improved algorithms for features such as texture splatting, height map control, object arrangement and realistic water effect. So, 3D terrain tools is available efficient in the development of real 3d computer games.

DeNERT: Named Entity Recognition Model using DQN and BERT

  • Yang, Sung-Min;Jeong, Ok-Ran
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.4
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    • pp.29-35
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    • 2020
  • In this paper, we propose a new structured entity recognition DeNERT model. Recently, the field of natural language processing has been actively researched using pre-trained language representation models with a large amount of corpus. In particular, the named entity recognition, which is one of the fields of natural language processing, uses a supervised learning method, which requires a large amount of training dataset and computation. Reinforcement learning is a method that learns through trial and error experience without initial data and is closer to the process of human learning than other machine learning methodologies and is not much applied to the field of natural language processing yet. It is often used in simulation environments such as Atari games and AlphaGo. BERT is a general-purpose language model developed by Google that is pre-trained on large corpus and computational quantities. Recently, it is a language model that shows high performance in the field of natural language processing research and shows high accuracy in many downstream tasks of natural language processing. In this paper, we propose a new named entity recognition DeNERT model using two deep learning models, DQN and BERT. The proposed model is trained by creating a learning environment of reinforcement learning model based on language expression which is the advantage of the general language model. The DeNERT model trained in this way is a faster inference time and higher performance model with a small amount of training dataset. Also, we validate the performance of our model's named entity recognition performance through experiments.

웹사이트 컨텐츠 개발을 위한 청소년의 사이버 영양 정보 및 상담 이용실태와 요구도 분석

  • 이정원;김경은;이선영
    • Korean Journal of Community Nutrition
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    • v.7 no.5
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    • pp.664-674
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    • 2002
  • 청소년을 위한 영양 웹사이트의 컨텐츠 개발을 목적으로 사이버 영양정보 이용 현황과 요구도를 파악하고자 서울, 대전, 광주, 대구의 4개 대도시의 남녀 중고등학생 1262명을 임의로 선정하여 2000년 9월부터 10월에 걸쳐 설문지 조사를 실시하고 분석한 결과는 다음과 같다. 조사대상의 인터넷/PC통신의 이용시간은 전체 하루 평균137.0 $\pm$ 100.6분으로 나타났고 남학생이 여학생보다 평균 20.2분 길었다(p<0.05) 영양정보 급원의 이용 비중은 TV/라디오가 가장 컸고(3.69 $\pm$ 1.48) 인터넷/PC통신의 비중은 남녀, 중고생간의 차이 없이 매우 낮았다(1.30 $\pm$1.53). 인터넷/PC통신의 이용은 주로 게임 오락, 채팅이나 사교, 숙제자료를 찾기 위해서였으며 학교 공부 이외의 정보와 지식을 얻기 위한 활용도는 낮았다. 조사대상 중 인터넷/PC통신을 통해 영양정보 습득 경험이 있는 비율은 전차의 34.5%였으며 여학생(38.3%)이남학생(30.3%)보다 높았다(p<0.01). 영양정보 습득을 위해 인터넷/PC퉁신 이용 빈도는 응답자의 72%가 한 달에 1회 이하였으나, 한 달에 4회 이상 이용자도 10.9%나 되었다. 이용 목적은 ‘숙제를 위하여’가 가장 많았고 ‘자신의 건강’ 또는 ‘다이어트를 위함’이 그 다음 순이었다. 이용한 영양 웹사이트들의 전반적인 만족도는 ‘보통’의 수준(3.05 $\pm$ 0.92)이었으며 별로 또는 전혀 만족하지 않는 비율이 29.2%나 되었는데, 개선점으로 ‘정보의 빈약’(36.3%), ‘내용의 지루함과 흥미 부족’ (23.8%), ‘접속 속도의 느림’ (20.7%)의 순이었고, ‘내용의 난해도’는 전체의 13.0%가 지적하였다. 영양 컨텐츠의 내용에 대한 요구도를 조사한 결과 청소년 수준에 맞도록 쉽고 구체적이며 (71,8%), 새로운 정보의 빠른 업데이트(60.6%), 그리고 화면구성면에서는 쉽게 찾아 들어올 수 있고(88.6%) 복잡하지 않은 화면(61.9%)과 캐릭터를 많이 쓰는 것(51.1%)에 대한 요구도가 높았다. 한편 인터넷/PC통신을 통한 영양상담 경험은 남녀나 중고생간의 차이 없이 전반적으로 매우 적었으며(8.1%) 그중 91%가 한 달에 1회 이하로 저조한 상담 빈도를 보였다. 상담목적은 ‘자신의 건강’, ‘숙제’, ‘다이어트’, ‘가족의 건강을 위해’ 순으로 나타났으며, 상담결과에 대한 만족도는 ‘보통’보다 낮은 수준으로서(2.53 $\geq$ 1.01) ‘별로 또는 전혀 만족하지 않는’ 비율이 45.9%로 나타났다. 영양상담사이트의 개선점으로는 답변의 빈약함(43.2%), 난해성(22.7%), 느린 답변(22.7%) 등을 지적하였으며 친절하고 충분한 답변에 대한 요구도가 크게(48.7%) 나타났다. 조사대상들의 영양정보 습득이나 영양상담의 접속 경로는 주로 검색엔진을 통해서였으며 야후와 다음이 가장 많이 이용되었다.