• 제목/요약/키워드: 메타 게임

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A Study on the Cases of the Problem Posing which the Mathematically Gifted Students Made in the NIM Game (수학영재들이 NIM 게임 과제에서 만든 문제 만들기 사례 분석)

  • Song, Sang-Hun;Chong, Yeong-Ok;Yim, Jae-Hoon;Shin, Eun-Ju;Lee, Hyang-Hoon
    • Journal of Educational Research in Mathematics
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    • v.17 no.1
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    • pp.51-66
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    • 2007
  • The purpose of this study is to analyse the cases of the posed problems while the mathematically gifted students are playing the NIM game. The findings of a qualitative case study have led to the conclusions as follows. Most of all mathematically gifted students in the elementary school are not intend to suggest the solutions of the posed problem unless the teacher or the 'problem is requested. But a higher level of promising children were changing each data components of a problem in a consistent way and restructuring the problems while controlling their cognitive process. This is compared to that a relatively lower level of promising children tends to modify one or two data components instantly without trying to look at the whole structure. And we gave 2 suggestions to teach the mathematically gifted students in the problem posing.

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Smart Farm Metabus game for Settlement Process of Returning Farmers (귀농인들의 정착 과정을 위한 스마트팜 메타버스 게임)

  • Ko-Eun, Lee;Yoon-seop, Kim;Yeong-Seong, Moon;Hyo-Taek, Lim;Sung-Jun, Park
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.23 no.1
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    • pp.93-100
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    • 2023
  • In this paper, the purpose of this study is to melt the process of returning to farming through games and settle down in a stable manner to ensure that there are no more prospective young farmers who wish to return to farming but cannot proceed with their dreams due to various barriers of reality. The game was designed to develop in the order of fields, greenhouses, automation systems, and smart farms, and to grow the crops they want at the early level, and added a community system to highlight that rural areas are community life, not individualistic life. Support benefits or information provided by local governments or governments were inserted into the community system so that prospective farmers could naturally access the information.

A Study on Typology of Virtual World and its Development in Metaverse (메타버스 내 가상세계의 유형 및 발전방향 연구)

  • Han, Hye-Won
    • Journal of Digital Contents Society
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    • v.9 no.2
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    • pp.317-323
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    • 2008
  • The purpose of this study is to show typology of virtual world and to look out how virtual world develops especially in Korea. As paradigm changes, the scientific virtual reality and world wide web are absorbed into 3-D virtual world in Metaverse. The metaverse is the convergence of virtually enhanced physical reality and physically persistent virtual space. There are two categories of virtual world, the Ludic Virtual World which is oriented from games like MMORPGs and the Social Virtual World which is oriented from network communication system. Compared to North America and Europe, the Ludic Virtual World and game society grow and develop quickly in Korea. It's because Korean users prefer the online environment where millions of people live out a collective fantasy existence.

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Modeling and Rendering of Clouds for Real-time Flight Simulation (비행 시뮬레이션을 위한 구름 모델링 및 렌더링)

  • Do, Joo-Young;Baek, Nak-Hoon;Lee, Chang-Woo;Ryu, Wan-Woo
    • The KIPS Transactions:PartA
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    • v.16A no.5
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    • pp.307-318
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    • 2009
  • Modeling and rendering of atmospheric phenomena such as clouds is one of most difficult research themes in the field of computer graphics, mainly due to its complexity, huge volume, ubiquitousness, etc. In this paper, we represent a system for real-time modeling and rendering of clouds, mainly aiming at the computer games and flight simulation applications. Our implementation generates various kinds of clouds including cirrus, stratus, and cumulus, through intuitive real-timeuser interactions. Then, additional details are automatically attached to them, using our own methods based on meta-balls or hierarchical spherical particles. After processing multiple scattering and anisotropic scattering, resulting particles are rendered into billboards, to finally achieve real-time processing.

A Study on Humanity Convergence Map using space metaphor and POI (point of interest) of Big Data (빅데이터 중 POI와 공간 메타포를 활용한 인문 융합 지도 연구)

  • Lee, Won-Tae;Kang, Jang-Mook
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.3
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    • pp.43-50
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    • 2015
  • Google, Yahoo, Daum and Naver has the POI(point of interest) service. And POI on the map is expending to social commerce, SNS, social game and social shopping. At the same time the uses's position on the map is the starting point of the Humanities Story. That means our current position is the place for stories of tales, children's song, fictional characters, the film background, lyrics and the birth of great people. This study points out that service has the limited to cafe, restaurant and hospital, and suggests the Humanities fusion Map Service which is combined with the POI information.

The Reliable Communication Method for Self-Sovereign Identity Ecosystems (자기주권 신원 생태계를 위한 신뢰할 수 있는 통신 방법)

  • Chio, Gyu Hyun;Kim, Geun-Hyung
    • KIPS Transactions on Computer and Communication Systems
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    • v.11 no.3
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    • pp.91-98
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    • 2022
  • With the recent increase in interest in metaverse in which virtual and physical spaces are digitally fused, many activities in physical spaces are expected to take place in web-based virtual spaces. Therefore, there is a need for research on a self-sovereign identity system that can secure privacy and mutual trust in a DID(decentralized identifier)-based virtual space environment. We, in this paper, developed and validated a reliable communication method consisting of DIDComm messages, a procedure for generating distributed identifiers, asymmetric keys, and DID documents based on Hyperledger Indy and DIDComm open sources. The developed communication method can be applied to verify each other by exchanging additional information and verifiable credentials for trust among communication participants.

The Development Of Multi-Touch Interactive System About An Irregular Curved Surface (불규칙 곡면에 대한 멀티 터치 인터랙션 시스템 개발)

  • Kang, Maeng-Kwan;Kim, Jung-Hoon;Seo, In-Kyo;Lee, Sang-Wan;Jo, Sung-Hyun;Choi, Gyu-Hyeok;Lee, Dong-Hoon;Yoon, Tae-Soo
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.04a
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    • pp.526-529
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    • 2011
  • 최근 각광 받고 있는 멀티 터치 인터랙션 시스템에서 기존의 디스플레이 방식인 벽면 디스플레이 방식의 네모난 형태의 디스플레이 방식이 아닌 볼록형(Convex) 불규칙 디스플레이 방식으로 산 모양의 디오라마 형태의 디스플레이에서 멀티 터치 인터랙션이 가능한 시스템을 제안한다. 먼저 볼록형 불규칙 표면의 산 디오라마를 제작을 하고 후면 투영 방식으로 프로젝터 영상을 산 디오라마 표면을 대상으로 디스플레이 하고 영상 분석 모듈을 통하여 터치 인터랙션 좌표 정보를 분석한다. 분석된 터치 인터랙션 좌표는 3D 좌표로 변환하고 디스플레이 모듈에 보내면 디스플레이 모듈에서는 인터랙션 메타포로 분석하고 결과를 콘텐츠에 실행시킴으로써 볼록형 불규칙 표면의 산 디오라마에서 멀티 터치 인터랙션에 따른 결과를 사용자가 체감 할 수 있도록 하였다. 본 시스템은 향후 다양한 디오라마 형태로 제작하여 목적에 맞는 전시 시스템으로의 디바이스나 체감형 아케이드 게임 디바이스로 활용이 가능할 것이다.

Development of NFT Platform for Improvement of Accessibility to Domestic Users (국내 사용자 접근성 향상을 위한 NFT 플랫폼 개발)

  • Lee, Hyo-Sang;Oh, Jin-woo;Oh, Am-suk
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2022.10a
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    • pp.233-235
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    • 2022
  • The purpose of this paper is to develop a platform using NFT, which serves as a certificate for the service of Web 3.0, which is being decentralized and utilized in connection with blockchain technology. The NFT platform is a platform that can smoothly use platforms that existed only overseas in Korea, and develops a platform using Klaytn to increase accessibility by solving problems such as ETH fees and transmission speeds. Through the NFT platform using Klaytn, domestic users can expect high utilization through easier accessibility and can be used for metaverse, games, etc.

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Analysis of Metabus Character Properties and Personal Space Status and Effectiveness (메타버스 캐릭터 속성과 퍼스널 스페이스 현황과 효과 분석)

  • Kim, Deok Min;Seok, Hyeonseon;Jeong, Hyung Won
    • Journal of Integrative Natural Science
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    • v.14 no.3
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    • pp.78-86
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    • 2021
  • Personal space is an invisible space around people and plays an important role in human communication. Individual spaces are known to change according to gender and relationships in communication between people. This study examines whether such personal space exists between characters on a metabus. Gender participants took up short personal space, and female participants found that on the Metabus, they changed their personal space according to their intimacy or gender with other people's characters rather than their own. Male participants are thought to change their personal space according to their personality in case of reason in Metabus. From this, it is thought that the participant continues to have physicality, just as the meta-bus actually has a body. Female participants found that in Metabuses, as in the real world, gender between characters has a similar short personal space, rather than gender, and intimacy between characters. In the case of male participants, it was shown that the closeness between the characters was similar to that of the personal space, but the gender of other characters did not change the personal space. Future validation of personal space for metabus characters requires comparison of shapes of individual spaces and cultures, such as individual characteristics, such as introduction and extroversion of individual space, and experiments of gender. In this experiment, the number of female experiment participants is strongly required in future experiments, as compared with male experiment participants, and the need for various cultural experiments is also required.

Design and Prototype of Fuzzy Information Retrieval Engine with Meta Database (메타 데이타베이스를 이용한 퍼지 검색엔진의 설계 및 프로토타입 구현)

  • You, Ja-Young;Kim, Nam-Young;Park, Soon-C.
    • Proceedings of the Korea Information Processing Society Conference
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    • 2001.10b
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    • pp.1123-1126
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    • 2001
  • 현재 인터넷상에는 수많은 정보가 산재되어 있고, 사용자가 원하는 정보를 검색해주는 수많은 검색엔진들이 개발되어 사용되고 있다. 하지만 기존의 검색엔진은 사용자들이 입력한 질의어만을 가지고 단지 시소러스 사선만을 참조해서 검색결과를 나타내는 게 대부분이이서 사용자의 구미에 맞는 정보를 찾는데 어려운 점이 많았다. 이에 본 논문에서는 MetaDB안에 있는 보편적 Meta 데이터를 이용, 사용자의 간단한 정보 입력과 합께 퍼지연산을 적용시킨 매칭기법으로 사용자의 특성에 맞는 검색결과를 도출하는 퍼지 검색시스템을 제안한다.

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