• Title/Summary/Keyword: 게임 이용 행동

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A Scheme for NPC search in 3D FPS Games Using Object Grouping (객체별 그룹핑을 이용한 3D FPS 게임의 NPC 탐색 방안)

  • Choi, Won-Tae;Choi, Sung-Ho;Yang, Jun-Ho;Park, Chang-Min
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.143-146
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    • 2008
  • In this paper, It presents the method the player will be able to confront when the NPC approach to the player, the NPC which have the property which is similar form grouping. The property of the NPC follows in quality of Game and it decides with separate way. To attribute of the NPC it is composed of conduct pattern, an attack pattern and the weapon pattern back. It considers a priority on the group wild middle which is formed and it judges the attack yes or no of the player. The method that proposed will play an important role in development of a 3D FPS games.

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Medical Service Based on AR and VR (가상 증강현실 기반의 의료서비스)

  • Yeon, YunMo;Woo, SungHee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2016.10a
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    • pp.803-806
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    • 2016
  • 'Pokemon Go',which is game program, provides a clue to solve the problem of healthcare in the sense of leading changes in behavior of the users. 'Pokemon Go'is a spin-off of the $Pok{\acute{e}}mon$ game series and uses Augmented Reality(AR) technology. AR, which can be said to complement the real world, has been used in many fields such as medical applications, broadcasting, manufacturing, the mobile sector as a wide range of technologies. In particular, the medical field as area of the active application from the start of AR, provides a great help in medical fields, that is accurate medical diagnosis and prevention of unnecessary dissection by synthesizing the patient information and the image of actual patient on three-dimensional data of the sensor such as MRI or ultrasonic wave. In this study, we analyze the VR technology trends, application examples, and the future of VR and AR based medical services in healthcare.

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Design and Implementation of Flocking System for Increasing System Capacity with Hybrid Technique (시스템 성능 향상을 위한 하이브리드 기법을 적용한 플로킹 시스템 설계 및 구현)

  • Ryu, Nam-Hoon;Ban, Kyeong-Jin;Oh, Kyeong-Sug;Song, Seung-Heon;Kim, Eung-Kon
    • The Journal of the Korea Contents Association
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    • v.8 no.7
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    • pp.26-34
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    • 2008
  • Due to spread of movies or online games which are applied with computer animation techniques, we can easily see scenes where numerous characters appear. In the case of large-scale crowd animation, if one were to increase reality of the scene, features of system would be lowered, and if one were to increase functioning of system, reality of the scene would be lowered. In realizing large-scale crowd animation with seafloor environment as background, the paper analyzed and applied elements that affect behavioral types of fishes; and by using concept of crowd, the paper enabled each group or object to control their behavioral type; by comparing and contrasting real-time calculation method as calculation method for animation and hybrid calculation method which is mixed calculation method, the paper seeks to find a method that increases functioning of the system while also expresses natural scenes.

An Empirical Analysis of Market Power in The Dallas-Forth Worth Milk Market (Dallas-Forth Worth 우유시장의 시장지배력 측정에 관한 연구)

  • KIM, Donghun
    • International Area Studies Review
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    • v.14 no.3
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    • pp.35-60
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    • 2010
  • In this paper, we develop a dynamic structural model based on a dynamic supergame and measure market power for the Dallas-Forth Worth fluid milk market in the U.S. In particular, we compare the conduct parameter estimates from a static model with that from the dynamic model and illustrate bias in the market-power measure in a static model. And we also analyze the cyclical behavior of firm conduct. We find that the conduct parameter in a static model underestimates true market power if firms' behaviors are posited by a dynamic oligopoly game. We also verify that firm conduct in the Dallas-Forth Worth fluid milk market is countercyclical against demand shocks and expected future cost shocks. Our results indicate that the firms' conduct in the Dallas-Forth Worth fluid milk market is consistent with what dynamic oligopoly models predict. This implies that the firms consider not only the contemporary reactions of the other firms' but also future market competition. Therefore, the measurement of market power requires the specification of fully dynamic pricing relationship.

C-COMA: A Continual Reinforcement Learning Model for Dynamic Multiagent Environments (C-COMA: 동적 다중 에이전트 환경을 위한 지속적인 강화 학습 모델)

  • Jung, Kyueyeol;Kim, Incheol
    • KIPS Transactions on Software and Data Engineering
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    • v.10 no.4
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    • pp.143-152
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    • 2021
  • It is very important to learn behavioral policies that allow multiple agents to work together organically for common goals in various real-world applications. In this multi-agent reinforcement learning (MARL) environment, most existing studies have adopted centralized training with decentralized execution (CTDE) methods as in effect standard frameworks. However, this multi-agent reinforcement learning method is difficult to effectively cope with in a dynamic environment in which new environmental changes that are not experienced during training time may constantly occur in real life situations. In order to effectively cope with this dynamic environment, this paper proposes a novel multi-agent reinforcement learning system, C-COMA. C-COMA is a continual learning model that assumes actual situations from the beginning and continuously learns the cooperative behavior policies of agents without dividing the training time and execution time of the agents separately. In this paper, we demonstrate the effectiveness and excellence of the proposed model C-COMA by implementing a dynamic mini-game based on Starcraft II, a representative real-time strategy game, and conducting various experiments using this environment.

Are Academically Gifted Kids More Cooperative? An Analysis of Social Preference and Interactions in Social Dilemma Situations Among Academically Gifted Kids (영재들은 협력도 잘 할까? : 사회적 딜레마에서 영재들의 사회적 선호 및 상호작용 분석)

  • Kim, Nayoung;Choi, Minsik
    • Journal of Gifted/Talented Education
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    • v.27 no.1
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    • pp.59-80
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    • 2017
  • In this study, we investigate social preference of gifted students by analyzing their behaviors in social dilemma situations. We conducted an experimental study using ultimatum games and public goods games with 132 academically gifted middle school students who attended the Ewha-Seodaemun Center for gifted education from 2012 to 2016. We also experimented the same games with 87 regular students for comparative analysis. The result of ultimatum game experiment shows that there is no statistical difference in the proposed share of both groups. Their proposed share ranges from 37% to 38% as expected in other similar studies. However, the rejection rate of the respondents to the proposals with small share are significantly higher among gifted students than among their regular counterparts. This result implies that the gifted students show stronger negative reciprocity, meaning that they tend to punish selfish behaviors even when it takes some costs. In finitely repeated public goods game experiments, the results show that both groups' contribution rates decrease toward the end of the experiments. However, the gifted students show strategic cooperation by attempting to increase the other members' contribution rate within an experimental group. This implies that gifted students tend to care more about how to increase their own expected rewards by reciprocating other students' behaviors.

The strategic behaviors of incumbent pharmacy groups in the retail market of pharmaceuticals in response to the entry trials by the online platform firms delivering medicines - A perspective of market entry deference model in game theory (온라인 의약품배송플랫폼기업의 시장 진입 시도에 대한 기존 의약품 공급자의 전략적 행동 - 게임이론의 시장진입 저지 모형 관점)

  • Lee, Jaehee
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.4
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    • pp.303-311
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    • 2022
  • Recently the telemedicine platform firms which have been temporarily permitted since COVID-19 outbreak have increasingly provided online prescription drugs delivery, causing concerns among incumbent providers of medicine, some of whom began to take aggressive actions again them. In this study, using game theoretic market entry - deterrence model, we show that although the incumbent medicine provider can effectively deter entry by the telemedicine platform firms by its preemptive action, accommodation could be a optimal action when telemedicine platform firms already have penetrated the market with their being permitted to do business due to the COVID-19. However, for the incumbent to cooperate for the successful change in the retail market for medicines, policies like placing a ceiling on the maximum number of taking prescriptions by the pharmacists a day in the telemedince platform network, providing favorable exposure of community pharmacists on the telemedicine platform user interface, and allowing community pharmacies to participate as shareholders of the telemedicine platform firms in its initial public opening of capital, are suggested.

Development of an Interactive Video Installation Based on Zhuangzi's Butterfly Dream (장자 나비의 꿈을 소재로 한 인터렉티브 비디오 구현)

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.29-37
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    • 2011
  • As a field in Digital Arts, interactive video introduced the mirror metaphor to the foundation of media, given its characteristic as a medium that extracts an audience image in a particular perspective. The interactive video work introduced in this paper addresses conceptual topics in the extension of Zhuangzi's Butterfly Dream and illustrates the technological approaches that employ an intensity-based computer vision processing in order to obtain the silhouette of audience for multiple graphical butterflies to draw an audience image. Users generate narratives in the interaction with the projected image. Sound is used in order for the system to provide augmented perception in the space and to add more rooms for narratives. The computer vision and the graphics methods introduced in this paper are suggested as tools for interactive video.

A Motion-driven Rowing Game based on Teamwork of Multiple Players (다중 플레이어들의 팀워크에 기반한 동작-구동 조정 게임)

  • Kim, Hyejin;Shim, JaeHyuk;Lim, Seungchan;Goh, Youngnoh;Han, Daseong
    • Journal of the Korea Computer Graphics Society
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    • v.24 no.3
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    • pp.73-81
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    • 2018
  • In this paper, we present a motion-driven rowing simulation framework that allows multiple players to row a boat together by their harmonized movements. In the actual rowing game, it is crucial for the players to synchronize their rowing with respect to time and pose so as to accelerate the boat. Inspired by this interesting feature, we measure the motion similarity among multiple players in real time while they are doing rowing motions and use it to control the velocity of the boat in a virtual environment. We also employ game components such as catching an item which can accelerate or decelerate the boat depending on its type for a moment once it has been obtained by synchronized catching behaviors of the players. By these components, the players can be encouraged to more actively participate in the training for a good teamwork to produce harmonized rowing movements Our methods for the motion recognition for rowing and item catch require the tracking data only for the head and the both hands and are fast enough to facilitate the real-time performance. In order to enhance immersiveness of the virtual environment, we project the rowing simulation result on a wide curved screen.

A Dynamic Map Partition for Load Balancing of MMORPG based on Virtual Area Information (MMORPG에서의 부하 분산을 위한 가상 영역 정보 기반 동적 지역 분할)

  • Kim Beob-Kyun;An Dong-Un;Chung Seung-Jong
    • The KIPS Transactions:PartA
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    • v.13A no.3 s.100
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    • pp.223-230
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    • 2006
  • A MMORPG(Massively Multiplayer Online Role-Playing Game) is an online role-playing game in which a large number of players can interact with each other in the same world at the same time. Most of them require significant hardware requirements(e.g., servers and bandwidth), and dedicated support staff. Despite the efforts of developers, users often cite overpopulation, lag, and poor support as problems of games. In this paper, a dynamic load balancing method for MMORPGS is proposed. It tries to adapt to dynamic change of population by using dynamic map-partition method with VML(Virtual Map Layer) which consists of fields, sector groups, sectors, and cells. From the experimental results, our approach achieves about $23^{\sim}67%$ lower loads for each field server. By the modification to Virtual Area Layer, we can easily manage problems that come from changes of map data, resources' status, and users' behavior pattern.