• Title/Summary/Keyword: 게임 시나리오

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Performance Analysis of Pursuit- Evasion Game Based Guidance Laws (추적-회피 게임 기반 유도법칙의 성능 분석)

  • Kim, Young-Sam;Tahk, Min-Jea;Ryu, Hyeok
    • Journal of the Korean Society for Aeronautical & Space Sciences
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    • v.36 no.8
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    • pp.747-752
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    • 2008
  • We propose a guidance law based on pursuit-evasion game solutions, and analyze its performance. The game solutions are obtained from the pursuit-evasion game solver developed by Tahk. The initial value of the game solution is used for guidance, and then the pursuit-evasion game is solved again at the next time step. In this respect, the proposed guidance laws are similar to the approach of model predictive control. The proposed guidance method is compared with proportional navigation guidance for a pursuit-evasion scenario, in which the evader always tries to maximize the capture time. According to the comparison, it has larger a capture set than ones of proportional navigation guidance law.

Implementation of Natural Behavior Patterns of Monster based on Energy Model (에너지 모델 기반으로 한 몬스터의 자연스러운 행동 패턴 구현)

  • Lee, Jae Moon;Lim, Seong Kyu
    • Journal of Korea Game Society
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    • v.14 no.5
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    • pp.87-96
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    • 2014
  • In developing games, realism is considered as an important factor to increase immersion. To do this, the paper developed 'Jungle Master' game applying the conventional energy model to movement of monsters in RPG. The main scenario of the game is that animals attack each other in order to survive the competition in jungle. While chasing monster : fleeing monster is 1:1 in the conventional energy model, it is extended as n:1 in order to increase fun. As the results, this paper showed that the energy model can be effectively applied to the real game and monsters can be implemented so that they can move in natural.

A Study on the Graphic Production Technology for AR Augmented Reality Game (AR 증강현실 게임구현을 위한 그래픽 제작기술에 관한 연구)

  • Ko, Ki-Hwan
    • The Journal of Korean Institute of Information Technology
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    • v.16 no.11
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    • pp.123-132
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    • 2018
  • Recently, various methods have been studied and developed to develop the local cultural contents industry. This research has produced a mobile AR augmented reality game that anyone can easily access by developing contents that can be enjoyed with new tourists. It aims to spread 10 million tourists to surrounding tourist attractions by developing a new storytelling-based AR game using the symbol of Jeonju, which is the birthplace of the Joseon Dynasty, and promote economic value-added activities in nearby stores. GPS technology and AR marker-based action augmented reality games will be newly established as cultural contents based on new regional scenarios. Augmented reality games that combine visual resources are increasing values of local brands by playing games at Jeonju tourist attractions.

Study of films marketing made from original games (게임 원작으로 만든 영화 콘텐츠의 흥행성 연구)

  • Wang, Shu;Lee, Tae-hoon
    • Journal of Digital Convergence
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    • v.17 no.10
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    • pp.417-426
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    • 2019
  • The purpose of this study is to analyze the success and failure of the movie made by the original game by comparing the box office environment of the movie made by the original game and to derive the necessary elements to make a good original movie. The specific analytical content studied the specific successes and failure factors of the remake of the game with , , and . Analyzes of the research show that the audience can be divided into game fan and non - game fans, and how to reflect the expectation on both sides of the movie is an important factor in making the movie. Also, games of different styles and genres from other themes can not be created in the same way as remixing movies, but flexible diversity and management are needed. Unconditional scenarios of games or game switching of movies can not be popular among the public, and it is very important to analyze specific target audiences.

Convergence Technology Trends for Chronic Disease Management (만성질환 자가관리를 위한 IT-융합 기술 동향)

  • Lee, Y.J.;Song, K.B.;Chung, M.A.;Park, D.G.
    • Electronics and Telecommunications Trends
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    • v.27 no.5
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    • pp.44-54
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    • 2012
  • 지속적으로 증가하고 있는 만성질환은 치유가 어려운 질환으로 의사가 권고한 치료법에 따라 환자의 지속적인 자가관리가 필수적이므로 IT-융합 기술이 효과적으로 적용될 수 있다. 따라서 본고에서는 만성질환 관리를 위한 기존 유헬스 기술을 소개하고 최근 각광을 받고 있는 모바일 헬스, 빅데이터 기술, 기능성 게임, 인지 기술에 대한 발전 동향을 살펴보았다. 또한 이러한 기술들이 융합되어 만성질환의 자가관리에 어떻게 효과적으로 활용될 수 있는지 보이기 위한 미래 서비스 시나리오를 제시하였다.

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장애물에 의한 휴먼 모션의 적응적 변형기법

  • Kim, Gi-Hyeon
    • 한국게임학회지
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    • v.6 no.1
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    • pp.61-63
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    • 2009
  • 가상환경에서 다양한 객체 요소들이 휴먼 캐릭터와 서로 상호작용을 한다. 이것은 휴먼 모션 애니메이션에 영향을 준다. 기본모션데이터는 동적, 고정된 객체의 접촉 상태, 지면과의 관계에 따라 영향을 받는다. 모션이 적절히 수정되지 않으면 불규칙, 비합리적인 표현이 생성될수 있다. 본 논문은 모션 데이터 커브를 추적하고 적절히 장애물 객체의 속성을 포함하는 관절데이터를 추적한다. 상호작용의 결과에 적절히 응답하여 데이터를 수정한다. 본 논문은 애니메이션 시나리오상에서 상호작용하는 객체를 위한 동적 제어 메커니즘을 설계하는 기법을 제시한다. 특정한 규칙을 이용하여 의사 결정할 수 있는 지능형 에이젼트에 기반한 구조로 에이젼트 시스템을 제안한다.

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A Study on Effective Discussion Based Training Applying to Army War-game Process in 『Disaster Response Safety Korea Training』 (『재난대응 안전한국훈련』시 군(軍)의 '워-게임(War-Game)' 과정을 적용한 효과적인 '토론기반훈련' 에 관한 연구)

  • Yoon, Woo-Sup;Seo, Jeong-Cheon
    • Journal of the Society of Disaster Information
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    • v.15 no.3
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    • pp.347-357
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    • 2019
  • Purpose: The purpose of this paper is to present a method for effectively conducting discussion-based training in disaster response safety training. Method: To this end, we analyzed the disaster response training of developed countries and suggested the training scenarios by applying the war-game process that is currently applied in the operation planning of our military. Result: In one disaster situation, several contingencies could be identified, and supplementary requirements for the manual could be derived. Conclusion: Therefore, in conclusion, if the military war-game process is applied to the discussion-based training in disaster response safety training, effective training can be carried out.

Efficient Multicasting Mechanism for Mobile Computing Environment (안전교육 기능성게임 제작가이드 제안_청소년대상)

  • Choi, Eun-Young
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2018.05a
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    • pp.302-304
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    • 2018
  • There is a need for education that can be effectively education rather than one-sided audiovisual-oriented education. Serious games capable of contextual design and iterative training of various scenarios are easy to use and spread contents. The effects of safety education in childhood and adolescence, which are the most active periods of cognitive development, are most effective compared to other age group. The purpose of this study is to propose the guideline and components of the contents development for youth safety education using functional games.

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A Study of Improved SEED Mobile Game (개선된 시드 모바일 게임에 관한 연구)

  • Kim, Song-Min;Lee, Mal-Rey
    • Journal of Internet Computing and Services
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    • v.10 no.2
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    • pp.117-124
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    • 2009
  • SEED game provides distribution of ability, bulky scenario, association system and a item layered. To improve SEED mobile game, we was designed the high degree of freedom as according to player's processing direction and optimization lavel. And also we assigned various event and quest for users.

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A Study On The Personality And Reaction Dialogue Generation For Game NPC In MMORPG (MMORPG에서 게임 NPC의 성격과 반응대화 생성에 관한 연구)

  • Won, Il-Seok;Rhee, Dae-Woong
    • Journal of Korea Game Society
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    • v.3 no.1
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    • pp.74-85
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    • 2003
  • If the game characters in the cyber world speak the same dialogues as in the real world, it will give game players more fun and realism. And game players are more and more immersed into the cyber space. However, we observed that only simple and primitive dialogues are used at the market places in most MMORPGS. We introduce personality psychology theory for generating the personality of NPC in MMORPG. And we suggest how to make a conversation between PC (Playable Character) and NPC (Non - Playable Character) according to 'Extroversion - Introversion dimension' and 'Neuroticism dimension'. And we implement the personality dialogue generation program, which is composed of two parts. One is for generating personality, and the other for making dialogue. Personality generator can set a NPC's personality automatically, and Dialogue Maker can control the dialogue styles, quantities, and characteristics of NPC. Thus, the program implemented in this paper can help game designer and scenario writer to make game characters easily. The approach in this paper can be applied to generate various game characters and used to represent agents and avatars of real-time animation.

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