• Title/Summary/Keyword: 재미 한인

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A Research About Strategy Game that Apply AI (AI를 적용한 전략 게임에 관한 연구)

  • Kim, Je-Min;Park, Young-Tack
    • Proceedings of the Korea Information Processing Society Conference
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    • 2003.05a
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    • pp.305-308
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    • 2003
  • 요즘 사람들이 많이 즐기는 전략 게임은 전략 시뮬레이션이라는 말이 무색할 정도로 장르가 가지는 특성 을 이행하지 못하고 있다. 그래서 게이머들은 별다른 전략 없이 쉽게 컴퓨터를 상대로 쉽게 게임을 승리 할 수 있게 됐다. 이것은 게임의 재미를 크게 반감시키는 한 요인이 된다. 전략 게임의 컴퓨터 플레이어에게 상황 판단과 학습 능력을 갖게 하면, 게이머가 보다 재미있게 컴퓨터와 대전을 할 수 있다. 본 논문에서는 인공지능을 가지는 컴퓨터 플레이어에 사용될 Default 추론 엔진과 컴퓨터 플레이어의 작전과 행동을 결정하기 위한 action & strategy generator 시스템을 연구한다. Default 추론 엔진은 귀납적 학습방법을 통 해서 컴퓨터 플레이어가 추론 및 학습을 할 수 있는 정보를 생성하게 된다. 이렇게 생성된 정보를 바탕으로 컴퓨터 캐릭터의 행동과 전략을 결정한다. 이에 본 논문에서는 전략 게임에 인공 지능으로 machine leaning 기법 중의 하나인 decision Tree 틀 사용하였다. decision Tree를 적용하여 기존 컴퓨터 플레이어의 행위와 어떻게 다른지 차별성을 밝혀내고, 컴퓨터 플레이어가 향상된 전략을 구사할 수 있게 하는 것이 주된 목표다.

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A Case Study on the Development of Game Play for Casual Sports Games : Focusing on "FreeStyle2," (캐쥬얼 스포츠게임 게임플레이 개발 사례 연구 : '프리스타일2'를 중심으로)

  • Kim, Jung-Sun
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.617-620
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    • 2021
  • 우리나라는 온라인 게임 개발의 글로벌 리더로서 MMORPG 장르와 캐주얼 아케이드 장르를 중심으로 다양한 게임을 만들어왔다. 하지만 MMORPG와 캐주얼 아케이드 게임의 과도한 경쟁은 장르의 편중 현상을 가져오게 되었고, 신선하고 새로운 재미를 기대하는 플레이어들의 요구와 결합하여 FPS(First Person Shooting) 장르나 스포츠 게임 장르 등의 새로운 장르 게임에 대한 연구와 개발로 이어졌다. 이러한 시대적 흐름 속에 대한민국 스포츠게임 개발 선구자인 조이시티는 길거리 농구 게임인 '프리스타일'을 개발하여 엄청난 화제를 불러일으켰고, 많은 개발사 및 개발자들에게 큰 영감을 선사하였다. 프리스타일의 후속작인 프리스타일2는 길거리 농구 게임의 재미를 더욱 현실감 있게 제공하고자 개발된 캐주얼 스포츠 장르 게임으로, 본 논문에서는 프리스타일2의 게임플레이 개발 사례를 통해 캐주얼 스포츠 장르의 개발 방법에 대한 한 예를 제시하고자 한다.

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Baby Boomers' Residential Life Images and Supportive Service Needs at Post-retirement Homes - With a Focus on Korean-American Immigrants - (베이비부머의 은퇴주택 계획을 위한 주거생활상과 주거생활지원서비스 조사연구 - 재미 한인 베이비부머를 중심으로 -)

  • Kim, Mi-Hee;Kim, Suk-Kyung
    • Korean Institute of Interior Design Journal
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    • v.22 no.5
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    • pp.3-10
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    • 2013
  • The principle of aging-in-place should be fundamental in designing post-retirement homes to support baby boomers' healthy aging in their current living conditions. This study investigated Korean-American baby boomers' opinions about their life images in their post-retirement homes and the needs for supportive services therein. A questionnaire survey was conducted, and a total of 247 responses were used for statistical analyses. As the most important life image for their post-retirement homes, baby boomers emphasized the living environments offering various recreational activities. They indicated the post-retirement homes close to their children or family members as the next important life image. These opinions differed depending on their socioeconomic characteristics. In particular, baby boomers with higher-income preferred housing environments offering diverse recreational activities while those with lower-income preferred the housing close to more employment opportunities. In terms of supportive services available in the post-retirement homes, they wanted 'healthcare assistance services' and 'diverse recreational programs.' Gender, educational attainment, and annual income affected their preferences in these services, though. Based on the findings, this study concluded that post-retirement housing environments should create spaces to accommodate various recreational activities and include places for them to work in near-home environments. In the community, various need-based customized recreational activities and educational programs should be planned considering different socioeconomic characteristics of baby boomers. All these considerations will provide supportive residential environments for their successful aging in place.

The Effect of a Construal Level of Reading on Elementary School Students' Volume of Reading and Pleasure of Reading (독서에 대한 해석수준이 초등학생의 독서량과 독서의 재미에 미치는 효과)

  • Kim, Yi-young;Au, Yun-kyung
    • Korean Journal of Cognitive Science
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    • v.30 no.4
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    • pp.219-238
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    • 2019
  • The objective of the current study is to explore psychological factors that can encourage elementary school students to read. Specifically, the current study verified the effect of manipulating the construal level, which is known to influence goal achievement, on the reading volume of the students. Two hundred elementary school students were separated into groups with high and low preferences for reading, as well as those with high and low reading volumes in general. Then, the study proceeded to categorize the students into the abstract construal-level group who were directed to think about why they have to read and the concrete construal-level group who were directed to think about how they should read. The participants were asked to read for two weeks, and their reading volume and reported pleasure of reading were measured. As a result, the study confirmed the main effect of the construal level, in that the group of students who were directed to have a concrete perspective about their reading objective by thinking about how to read had a higher reading volume than the group directed to have an abstract perspective about their reading objective. In addition, the group that generally had a lower-level preference for reading both read more and enjoyed reading more after it was directed to construe the reading activity concretely. However, the group that generally had a higher level of preference for reading maintained high reading volumes and high pleasure of reading regardless of the construal level. Furthermore, the group that generally read less both read more and enjoyed reading more after it was directed to construe reading concretely. However the group that generally read more also enjoyed reading more after it was directed to construe reading abstractly. The current study is significant in that it expands the discussion about the effect of construal level, which had been mainly a subject of behavioral economic research, into the field of educational instruction. The study also provides a practical implication for the types of perspective that are effective in motivating people with a higher or lower preference for certain tasks, as well as those with higher or lower levels of achievement for certain tasks.

Perceptions of Elder Abuse under Caregiving Situation and Help-Seeking Behaviors: Comparison of Korean American Elderly and Adult Children Generation (수발상황의 노인학대에 관한 인식과 원조요청 태도: 재미한인 노인세대와 자녀세대의 비교)

  • Choi Hae-Kyung
    • Korea journal of population studies
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    • v.27 no.1
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    • pp.31-55
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    • 2004
  • The elder abuse draws an increasing concern as the elderly population grows rapidly, and increasing demands to provide long-term care to the impaired elderly are imposed on the families. This study compares Korean American elders' and their adult children's perceptions of possible elder abuse under care-giving situation, and related help-seeking behaviors using five scenarios developed by the author. The subjects consist of ten elders and their ten adult children including daughters-in-law who live in Los Angeles, the USA. Content analysis reveals very similar help-seeking behaviors of the two generations within the family despite the substanally generational difference towards the perceptions of elder abuse under care-giving situation. Mann-Whitney test shows a significant difference in the perceptions of elder abuse between the elderly and their adult children. It means that the elderly are substantially less likely to perceive a given situation as abusive than their adult children would. But there is no significant difference between the elderly and their adult children in their intended use of formal sources of help. Implications for gerontological social work practice and program development are discussed.

Study of the Korean Americans Housewives' Knowledge of Korean Festival Foods (재미 한인 주부들의 한국 명절음식에 대한 인식)

  • 심영자;김정선
    • Korean journal of food and cookery science
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    • v.14 no.2
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    • pp.148-158
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    • 1998
  • This study was to investigate the knowledge of Korean festival foods and the acculturation of American main traditional occasions among Korean American housewives residing in the New York and New Jersey area. Out of 400 questionnaires, the 271 respondents were taken. Of the respondents, 77.1% demonstrated the interest in Korean festival foods. The most important Korean festivals were Chusuk (52.0%), Sulnal(46.9%) and Daeborum (1.1%). In order to make the Korean festival foods to be international foods, the most vital factor was taste and flavor (39.5%), cooking method (34.7%), preservation (10.3%), sanitation (8.1%) and nutrition (7.4%). American Thanksgiving Day was the most important occasion among the Korean American housewives. The factors that keep the American traditional occasions were related to whether the respondents had an occupation or the length of stay in the U.S.A. But in case of Korean festival foods, the factors cannot be applied. On the contrary, they do still keep the tradition and the interest of Korean festival foods in U.S.A. As a result of that, the Korean festival foods in the U.S.A. are systemized for the preservation and popularization for the coming Korean generation.

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Acculturation Strategies and Media Contents (재미한인의 문화변용전략과 미디어 콘텐츠)

  • Park, Cheong Yi;Sung, Jiyeon
    • The Journal of the Korea Contents Association
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    • v.12 no.12
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    • pp.479-488
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    • 2012
  • The study examined acculturation patterns of Korean-Americans living in Portland, USA and their relationship to the consumption of media contents. Under the academic guidance of Berry's acculturation model, the four strategies of acculturation model were extensively inquired that immigrants and sojourner would adopt in host culture: Integration, Assimilation, Separation and Marginalization. Furthermore, how differently the four acculturation modes are related to media contents was examined. For this study, the survey questionnaires were administered among Korean Americans in Portland, USA. The total 371 data were collected and analyzed. The result indicated that 1) they preferred integration(M=4.57) and separation modes(M=4.49) over assimilation (M=2.92); 2) as separation tendency increased, the preference of Korean contents over American contents increased while as assimilation tendency increased, the preference of American contents over Korean contents; 3) high assimilation persons consumed more news than entertainments in American media contents. Compared to it, high separation persons used more entertainments than news in American media contents and more news than entertainments in Korean media contents.

Criteria for the Program Development for Science Gifted Children Extracted from a Science Camp Activity (과학캠프 활동 평가를 통해 추출한 과학 영재 프로그램의 적절성 준거)

  • Park, Jong-Seok;Oh, Won-Kun;Park, Jong-Wook;Chung, Byung-Hoon
    • Journal of The Korean Association For Science Education
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    • v.19 no.2
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    • pp.329-339
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    • 1999
  • The 34 gifted children at 4th grade to 5th grade had attended the science camp for 3days. After the camp. they were asked to write which activities were most or least interesting, and most or least fruitful for themselves. By analyzing these answers, we could conclude that the activities which have novelty. give curiosity. or give opportunities to participate were thought to be interesting to them.They considered that a profitable activity should have something worth-learning. From these result. the effective activities in science gifted education gave the opportunity for self-doing and stimulate the curiosity with new phenomenon.

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아이디어 번뜩, 어뮤즈먼트 자판기 시장을 간다

  • 한국자동판매기공업협회
    • VENDING MACHINE INDUSTRY
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    • no.winter
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    • pp.35-45
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    • 2000
  • 아이디어로 승부한다. 음료자판기로 대표되었던 국내 자판기 시장에 있어 아이디어 번뜩이는 어뮤즈먼트 자판기 시장이 최근들어 크게 확대되고 있다. 단순한 제품판매에 한정되었던 자판기 컨셉에 있어 재미와 정보까지 부여하는 어뮤즈먼트 자판기군. 더욱이 인터넷을 근저로 한 정보통신 기술발달과 더불어 그 응용분야의 무한대 확산이 예상되고 있다. 그렇다면 과연 어뮤즈먼트자판기 시장이 자판산업의 엘로라도 같은 영역으로 산업발전의 새로운 전기를 마련해 줄 수 있을 것인가? 금호에서는 최근 활발히 불붙고 있는 어뮤즈먼트 자판기 시장동향을 집중 조명하는 시간을 마련했다.

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Change to Useful Game: Trends of Serious Game (유익한 게임으로의 변화: 기능성 게임 동향)

  • Lee, H.J.
    • Electronics and Telecommunications Trends
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    • v.27 no.3
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    • pp.43-50
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    • 2012
  • 게임 사용자층이 다양화되고 확대되어 감에 따라 게임의 과몰입에 대한 우려가 증가하고 있는 것이 현실이다. 이에 따라 게임에 대한 역기능과 부정적 인식을 넘어서 "유익한 게임", "도움이 되는 게임"으로 변화하기 위한 노력도 최근 몇 년 전부터 활발하게 진행이 되어 왔다. 순기능을 기반으로 한 게임인 기능성 게임(serious game)은, 기존의 게임에서 가지고 있던 단순한 재미 요소 이외에 교육, 학습, 훈련, 치료 등의 특별한 목적을 접목시켜 게임이 가지는 순기능을 더욱 확장시키고자 하는 것이다. 본고에서는 기능성 게임의 응용 분야 및 국내 외 성공 사례를 중심으로 동향을 살펴보고 세계적 흐름을 파악하여, 날로 치열해지고 있는 세계 게임 산업에서 주도권을 갖기 위해 필요한 전략이 무엇인지를 생각해보는 기회가 되고자 한다.

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