• Title/Summary/Keyword: 명주

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Development of Action Adventure Game Including Puzzle Elements for Improving Game Immersion Degree (게임 몰입도 향상을 위한 퍼즐요소가 포함된 액션 어드벤처게임 개발)

  • Lee, Jae-Gyu;Yoo, Ri;Huh, Yeong-Joo;Jo, Eun-Bin;Kim, Do-Yeon;Park, Hyun-Dong;Lee, Mi-Ji;Seo, Ji-Hyun;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.285-287
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    • 2014
  • 본 논문은 어드벤처 게임의 몰입도를 향상시키기 위해 퍼즐요소를 추가해 개발한 게임 'Labyrinth'에 대해 다루고 있다. 'Labyrinth'는 지하유적을 탐험하며 함정을 피하고 퍼즐을 풀어 최종적으로 보물을 획득하는 게임이다. 본 논문에서는 액션 어드벤처 게임에 퍼즐요소를 추가하여 게임에 대한 사용자의 피로도를 감소시키고 몰입도를 향상시키도록 하였다.

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Development of Horror Game According to the Most Effective Fear Directing (가장 효과적인 공포연출에 따른 호러게임 개발)

  • Oh, Chae-Won;Park, Yoon-Seo;Moon, Ji-Yoon;Kim, Go-Un;Park, Jae-A;Kim, Hyeon-Jin;Sin, Yu-Ra;Lee, Geon-Ju;In, Sun;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.485-487
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    • 2014
  • 여러 종류의 공포를 통해 플레이어들이 가장 공포를 느끼는 효과적인 연출 방법을 사용하여 개발한 게임인 '사이코메트리 psychometry'를 연구 재료로 20대 여성 FGT(Focus Group Test)를 통해 나타난 설문을 바탕으로 어떤 요소들이 플레이어들에게 두렵게 다가왔는지를 파악하고 그 이유에 대해 작성, 또 문제의 더 나은 해결 방법을 제시하였다.

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Implementation of Action Game based Story and Character Variation System (스토리와 캐릭터 변이 시스템을 기반으로 한 액션게임 개발)

  • Ham, Hye-In;Ko, Dong-Won;Kang, So-Eun;Kim, Se-Yeon;Kim, Seul-Kee;Bang, Jun-Sik;Shin, Su-Min;Kang, Myung-Ju;Park, Chan-Il;Oh, Hyoun-Ju;Kim, Sang-Jung;Lee, Jong-Won
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.499-502
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    • 2014
  • 본 논문에서는 'M-virus'게임의 설명과 작업자들의 제작의도를 보여준다. 'M-virus'는 '꿀사주세요'팀의 졸업 작품 게임으로 딸의 감염을 치료하기 위해 숙주를 찾는 아버지의 스토리를 기반으로한 3인칭 액션게임이다. '캐릭터 변이'를 특징으로 플레이어의 성향에 따라 캐릭터를 자유자재로 바꿀 수 있으며 캐릭터마다의 고유 스킬로 다양한 플레이를 경험할 수 있다.

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Down System for the Action Game Differentiation (액션게임의 차별성을 위한 다운 시스템)

  • Kim, Min-Ki;Kim, Byung-Jin;Kim, Hyung-Wook;Na, Young-Han;Seo, Ho-Jin;Han, Sa-Kwang;Park, Chan-Il;Kim, Sang-Jung;Lee, Jong-Won;Oh, Hyoun-Ju;Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.477-480
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    • 2014
  • 본 논문에서는 팀 단위 온라인 액션 게임과의 차별화를 위해 다운 시스템을 적용한 액션게임을 개발하였다. 다운 시스템은 캐릭터가 일정량 이상의 공격을 받을 경우 넘어지며 일시적인 무적 상태가 되는 시스템이다. 캐릭터의 공격과 스킬은 각각 다른 다운 포인트가 매겨져 있으며, 공격자 캐릭터가 수비자 캐릭터에게 공격이나 스킬을 적중할 시 다운 포인트가 쌓이게 된다. 다운 포인트가 한계치를 초과하면 수비자는 다운 상태가 된다. 다운 상태가 된 캐릭터는 넘어지며 일정 시간 무적 상태가 된다. 다운 포인트가 한계치를 초과하기 이전까지의 공격은 다 유효하기에 공격자는 다운 포인트가 초과되기까지의 범위 내에서 최대한 효율적으로 공격을 해야 하며, 수비자는 다수의 적에게 순간적으로 집중 공격을 받아도 일정량 이상의 피해에 노출되지 않기에 반격의 기회를 얻을 수 있다. 단순히 먼저 공격하기에 유리하거나 머릿수가 앞선다고 하여 유리한 것이 아니기 때문에, 다운 시스템을 얼마나 효율적으로 사용하느냐의 여부에 따라 플레이어의 숙련도가 결정된다. 계산적인 공격과 수비를 해야 하기 때문에 단순하게 이루어지는 기존의 팀 단위 온라인 액션 게임과의 차별화를 살펴보았다.

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Design of the Player's Response According to the Type of Sound Direction in the Horror Game (공포게임 속 사운드 연출에 따른 플레이어 반응 설계)

  • Moon, Ji-Yoon;Park, Yoon-Seo;Oh, Chae-Won;Kim, Go-Un;Park, Jae-A;Kim, Hyeon-Jin;Sin, Yu-Ra;Lee, Geon-Ju;In, Sun;Kang, Myung-Ju;Park, Chan-Il;Lee, Jong-Won;Oh, Hyoun-Ju;Kim, Sang-Jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2014.07a
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    • pp.489-491
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    • 2014
  • 본 논문에서는 청강문화산업대학교 게임전공 2014학년도 졸업 작품인 '사이코메트리(Psychometry)' 게임 내에서 등장하는 연출용 이펙트 사운드에 따른 플레이어의 반응을 테스트하고 그 결과를 도출한다. 이 테스트 결과에 따라 플레이어가 게임을 플레이하면서 가장 자극을 받는 이펙트 사운드가 무엇이며, 그 이유를 연구하고 추후 개발에 적용하여 게임 내에서 플레이어에게 사운드를 가장 효과적으로, 영향력 있게 전달할 수 있도록 게임을 설계하는 것을 목표로 한다.

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Analysis of the effect of the mention in SNS on the result of election (SNS의 관심도가 선거결과에 미치는 영향 분석)

  • Choi, Eun-Jung;Choi, Sea-Won;Lee, Se-Yeon;Kim, Myhung-Joo
    • Journal of Digital Convergence
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    • v.15 no.2
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    • pp.191-197
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    • 2017
  • As individual opinions are expressed and discussed through SNS, SNS is used as a new basis to estimate the direction of public opinion. This change also appears in election. So many voters state their views through SNS, so that candidates utilize it as a new space for communication. In this paper, positive mention in SNS were collected and analysed in the course of the election of Korean 20th Congressman, to understand how the mention on election in SNS affects the result of election. This result was compared with the traditional survey on public opinion, to find out which one more corresponds to the result. In conclusion, mention in SNS coincide more with the result of elelction than the traditional survey.

The Moderate Roles of Social Rapport and Friendship in Relationship Marketing (관계마케팅에서 사회적 라포와 프렌드십의 조절적 역할)

  • Ahn, Jinwoo;Kim, Youn-Hwan;Kang, Myong Ju
    • Management & Information Systems Review
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    • v.31 no.4
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    • pp.139-165
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    • 2012
  • This paper examine the roles of social rapport and friendship which are the representative variables of strong emotional bonds between customers and firms in service relationship marketing. As results, social rapport and friendship were confirmed as positive moderators between a relational antecedent variable and a relational mediator variable. In other words, emotional bonds, such as social rapport and friendship, stimulated relationship development in service relationship marketing. Meanwhile, customer-firm emotional bonds seemed to be a negative effect on the stage of a relational mediator variable and a relational outcome variable. This meant that relational mediator variable and emotional bond variables(social rapport and friendship) individually had an positive effect on a relational outcome variable. If emotional bonds between customers and firms had already built, they could have positive influence on the relational outcome, regardless of relational mediator variables. Conclusively, firms' relational efforts focus on the building the emotional bonds with customers, not on the process of relational antecedents, mediators, and consequences.

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Ant Colony System for solving the traveling Salesman Problem Considering the Overlapping Edge of Global Best Path (순회 외판원 문제를 풀기 위한 전역 최적 경로의 중복 간선을 고려한 개미 집단 시스템)

  • Lee, Seung-Gwan;Kang, Myung-Ju
    • Journal of the Korea Society of Computer and Information
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    • v.16 no.3
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    • pp.203-210
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    • 2011
  • Ant Colony System is a new meta heuristics algorithms to solve hard combinatorial optimization problems. It is a population based approach that uses exploitation of positive feedback as well as greedy search. It was first proposed for tackling the well known Traveling Salesman Problem. In this paper, we propose the searching method to consider the overlapping edge of the global best path of the previous and the current. This method is that we first determine the overlapping edge of the global best path of the previous and the current will be configured likely the optimal path. And, to enhance the pheromone for the overlapping edges increases the probability that the optimal path is configured. Finally, the performance of Best and Average-Best of proposed algorithm outperforms ACS-3-opt, ACS-Subpath and ACS-Iter algorithms.

The Quality Characteristics of Pasteurized Ginseng Makgeolli Added with Different Concentration of Ginseng Powder (인삼첨가량에 따른 살균 인삼막걸리의 품질특성)

  • Min, Jin Young;Kim, Na Young;Kim, Up Sik;Han, Hyun Myung Joo
    • Journal of the Korean Society of Food Culture
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    • v.30 no.6
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    • pp.757-765
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    • 2015
  • The objective of this study was to determine the quality characteristics of fermenting mash and pasteurized ginseng Makgeolli added with different concentrations of ginseng powder. Total aerobic bacteria and lactic acid bacteria counts of mash added with 0, 1, 2, and 4% ginseng powder during 4 days of fermentation significantly increased, whereas yeast count decreased. Viable cell count remarkably decreased after pasteurization. Pasteurized 4% ginseng Makgeolli (4.30) showed a higher pH than 0, 1, and 2 % ginseng Makgeolli (4.09, 4.08, and 4.06, respectively) after 15 days of aging. After aging, amylase activity of pasteurized Makgeolli decreased, and 0% and 1% ginseng Makgeolli (22.35, $21.55^{\circ}Brix$) showed higher Brix content than 4% ginseng Makgeolli ($20.15^{\circ}Brix$). Before aging, alcohol contents of 0, 1, 2, and 4% pasteurized ginseng Makgeolli were 5.80, 5.50, 5.20, and 5.10%, respectively. After 15 days of aging, 0% ginseng Makgeolli (7.00) showed higher alcohol content than 1, 2, and 4% ginseng Makgeolli (5.90, 5.80, and 5.60%, respectively). The results of the sensory evaluation show that 2% ginseng Makgeolli after 3 days of aging at $4^{\circ}C$ had the highest scores for taste (5.19), flavor (5.04), and overall acceptability (5.22) among the samples.

Characteristics of Cabbage Juice Fermented by Lactic Acid Bacteria from Kimchi (김치유래 Lactic acid bacteria에 의한 양배추 즙의 발효특성)

  • Im, Hye Eun;Oh, Yu Ri;Kim, Na Young;Han, Myung Joo
    • Journal of the Korean Society of Food Culture
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    • v.28 no.4
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    • pp.401-408
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    • 2013
  • The objective of this study was to determine the quality characteristics of cabbage juice fermented by lactic acid bacteria from Kimchi (Leuconostoc mesenteroides, Lactobacillus sakei SL1103, Lactobacillus plantarum LS5, and mixed starter). Cabbage juice was inoculated with lactic acid bacteria and fermented at 30 for 72 hrs. Changes in lactic acid bacteria number, pH, titratable acidity, Brix, and color during fermentation were analyzed. After fermentation for 24 hrs, cabbage juice fermented by mixed starter showed the highest number of lactic acid bacteria (9.45 log CFU/mL). The pH of all cabbage juice also decreased to 3.88~4.19 sharply, while cabbage juice fermented by Lac. sakei SL1103 showed the highest Brix ($8.38^{\circ}Bx$). Cabbage juice fermented by mixed starter showed the highest L value (56.83). In the sensory evaluation, cabbage juice fermented by a mixed starter (Leu. mesenteroides, Lac. sakei SL1103, and Lac. plantarum LS5) showed the highest preferences in taste, flavor, and overall acceptability. Therefore, cabbage juice fermented by mixed starter (Leu. mesenteroides, Lac. sakei SL1103 and Lac. plantarum LS5) has the highest potential for the development of fermented cabbage juice as an excellent bioactive functional food.