• Title/Summary/Keyword: 진화적 게임

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A study on the evolution of teaching methods using metaverse contents (메타버스 콘텐츠를 활용한 교수법 진화에 대한 연구)

  • Kim, Sang-jung
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2022.07a
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    • pp.217-218
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    • 2022
  • 본 논문에서는 코로나19 팬더믹(pandemic)으로 최근 3년가 비대면 강의가 대부분 이루어졌고, 자연스럽게 비대면 교수법 또한 여러 가지 형태로 시도되어졌다. 게더타운(Gather Town)이라는 온라인 화상회의 공간을 2D게임화 시켜서 세계적인 인기에 힘입어 본교 학생 500명 가까이 활용해 보았고, 이후 국내에서 3D기반의 매타버스 플랫폼 디토랜드(DITO LAND)를 개발하여 본교 학생 300여명의 학생들을 대상으로 실시하여 2D, 3D 기반의 장단점을 파악하게 되었다. 이를 바탕으로 추후 어떠한 방향으로 메타버스 콘텐츠를 활용한 교수법이 더 효과가 있을 것인지 예측하고, 메타버스 콘텐츠 개발자들에게 조금이라도 도움을 주고자 한다.

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Study on Development of Korean Unmanned Systems through Analysis of U.S. Unmanned Systems Policy (미국의 무인체계 정책 분석을 통한 한국의 무인체계 발전에 관한 연구)

  • Park, Dongseon;Oh, Kyungwon
    • Journal of Aerospace System Engineering
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    • v.15 no.3
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    • pp.65-70
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    • 2021
  • This study presents a method to efficiently advance the Republic of Korea's Unmanned Systems through the analysis of the development of the U.S. Unmanned System Policy. After the occurrence of the September 11 attacks, the U.S. developed Unmanned Systems as a part of RMA and became the leader in this area. The system went through numerous trials and errors during the development and acquisition. From these experiences, the U.S. had embodied Unmanned Systems acquisition methods by establishing Unmanned Systems Development Guidance and DoD Autonomy Community of Interest in 2012. In addition, as diverse unmanned programs started to proceed, it promoted Core Technology development sharing and simplification of functions of the Unmanned Systems to exclude budget-wasting elements such as duplication of programs. The Republic of Korea must politically build a collaborative system between industry/academia/research institute/military and apply evolutionary development strategies from the first step of the development of the Unmanned Systems the future Game Changer. In operations, concepts of the Manned/Unmanned Systems complex operation should be established and intelligent S/W, Open System, and Cyber Security technologies to materialize them developed.

Analysis on elements of policy changes in character industry (캐릭터산업의 정책변인연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.33
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    • pp.597-616
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    • 2013
  • Character industry is not only knowledge-based industry chiefly with copyrights but also motive power for creative economy to take a role functionally over the fields of industries because it has industrial characteristic as complement product to promote sale value in manufacturing industry and service industry and increase profit on sales. Since 2003, the national policy related to character has aimed to maximize effect among connected industries, extend its business abroad, enforce copyrights through the improvement of marketing system, develop industrial infrastructure through raising quality of character products. With the result of this policy, the successful cases of connected contents have been crystallized and domestic character industry has stepped up methodically since 2007. It is needed to reset the scales of character industry and industrial stats because there are more know-how of self industry promotion and more related characters through strategy of market departmentalization starting with cartoon, animation, games, novels, movies and musicals. Especially, The Korea government set our target for 'Global Top Five Character Power' since 2009 and has started to carry out to find global star characters, support to establish network among connected industries, diversify promotion channels, and develop licensing business. Particularly, since 2013, There have been prospered the indoor character theme park with time management just like character experimental marketing or Kids cafes using characters, the demand market of digital character focusing on SNS emoticon, and the performance market for character musical consistently. Moreover, The domestic and foreign illegal black markets on off-line have been enlarged, so we need another policy alternative. To prepare for the era of exploding character demand market and diversifying platform, it is needed to set up a solid strategy that is required the elements of policy changes in character industry to vitalize character industry and support new character design and connected contents. the following shows that the elements of policy changes related to the existing policy, the current position of market. Nowadays, the elements of policy changes in domestic character industry are that variety of consumers in the digital character market according to platform diversification, Convergence contents of character goods for the Korean waves, legalization of the illegal black contents market, and controling the tendency of consumers in departmentalized market. This can help find the policy issue entirely deferent with the existing character powers like US, Japan or Europe. In its final analysis, the alternatives are the promotion of models with contract copyrights of domestic and foreign connected contents, the diversification of profit models of platform economy, the additive development of target market related to enlarging the Korean waves, and the strategy of character market for the age-specific tendency according to developing character demand market.

A Study on the Nucleotide Analysis of 18S rRNA and the Molecular Evolution of the Korean Decapods(II) (한국산 십각류의 18S 리보솜 RNA의 염기분석과 분자진화에 관한 연구(II))

  • Kim, Won;Min, Gi-Sik;Kim, Sang-Hee
    • Animal Systematics, Evolution and Diversity
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    • no.nspc3
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    • pp.139-146
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    • 1992
  • The primary sequence of the 18S rRNA gene of a crustacean Pugettia quadridens (Decapoda: Pleocyemata: Brachyura) was determined by the PCR cloning and Taq sequencing. The 18S rRNA gene of this species in 1837 bases long, and 46 bases shorter than that of another crustacean decapod Oedignathus inermis. The similarity between two species is 90.8% when the insertion and/or deletion sites were excluded. Within the molecule, the most conservative (identical) region locates at the position of 1137-1206 and it is 70 bases long. The most long consecutive nucleotide differences occur at the position between 46-55 and the second most between 399-407. The sequence variation in the primary structure of 18S rRNA gene are not evenly distributed throughout the molecule.

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Two Views on the Oriental Peace of Modern Era - Focusing An, Joonggeun and Park, Youngcheol (근대시기 동양평화에 대한 두 시각 - 안중근과 박영철을 중심으로 -)

  • Oh, Jai-whan;Gu, Sa-whae
    • (The)Study of the Eastern Classic
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    • no.41
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    • pp.249-273
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    • 2010
  • Both An, Joonggeun and Park, Youngcheol lived in similar innovative time period from the enlightenment times through the Japanese colonial era. Even though they had the same resolution to pour their energy on national sovereignty and oriental peace, their opinions and activities were contrary. While An aimed the gun at the heart of Japanese imperialism with the belief that Japanses empire hindered Korea's independence and the Oriental Peace, Park willingly joined the heart of the imperialism with the belief that Japan could enhance Korean civilization and the Oriental peace. They had commonly developed their visions about oriental peace on the basis of the theory of social evolution focusing on the survival of the fittest and the weak-to-the-wall kind of society that had been prevalent since 19th century. Furthermore, their logics were based on racism combined with the social evolution theory. Although the two men lived in the same era, their spirit of the times were quite different. An considered that the Japanese extortion of Korean sovereignty caused the corruption of peace of the East. On the other hand, Park believed that peaceful age came by way of the Greater East Asia Co-Prosperity constructed by the union of Korea and Japan. Especially Park put higher value on Japanese modern civilization than Korean sovereignty and also insisted Korea should take Japanese case as its model.

An Analysis for Deriving New Convergent Service of Mobile Learning: The Case of Social Network Analysis and Association Rule (모바일 러닝에서의 신규 융합서비스 도출을 위한 분석: 사회연결망 분석과 연관성 분석 사례)

  • Baek, Heon;Kim, Jin Hwa;Kim, Yong Jin
    • Information Systems Review
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    • v.15 no.3
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    • pp.1-37
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    • 2013
  • This study is conducted to explore the possibility of service convergence to promote mobile learning. This study has attempted to identify how mobile learning service is provided, which services among them are considered most popular, and which services are highly demanded by users. This study has also investigated the potential opportunities for service convergence of mobile service and e-learning. This research is then extended to examine the possibility of active convergence of common services in mobile services and e-learning. Important variables have been identified from related web pages of portal sites using social network analysis (SNA) and association rules. Due to the differences in number and type of variables on different web pages, SNA was used to deal with the difficulties of identifying the degree of complex connection. Association analysis has been used to identify association rules among variables. The study has revealed that most frequent services among common services of mobile services and e-learning were Games and SNS followed by Payment, Advertising, Mail, Event, Animation, Cloud, e-Book, Augmented Reality and Jobs. This study has also found that Search, News, GPS in mobile services were turned out to be very highly demanded while Simulation, Culture, Public Education were highly demanded in e-learning. In addition, It has been found that variables involving with high service convergence based on common variables of mobile and e-learning services were Games and SNS, Games and Sports, SNS and Advertising, Games and Event, SNS and e-Book, Games and Community in mobile services while Games, Animation, Counseling, e-Book, being preceding services Simulation, Speaking, Public Education, Attendance Management were turned out be highly convergent in e-learning services. Finally, this study has attempted to predict possibility of active service convergence focusing on Games, SNS, e-Book which were highly demanded common services in mobile and e-learning services. It is expected that this study can be used to suggest a strategic direction to promote mobile learning by converging mobile services and e-learning.

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A Window-Based DVS Algorithm for MPEG Player (MPEG 동영상 재생기를 위한 윈도우 기반 동적 전압조절 알고리즘)

  • Seo, Young-Sun;Park, Kyung-Hwan;Baek, Yong-Gyu;Cho, Jin-Sung
    • Journal of KIISE:Computer Systems and Theory
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    • v.35 no.11
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    • pp.517-526
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    • 2008
  • As the functionality of portable devices arc being enhanced and the performance is being greatly improved, power dissipations of battery driven portable devices are being increased. So, an efficient power management for reducing their power consumption is needed. In this paper, we propose a window-based DVS algorithm for MPEG Player. The proposed algorithm maintains the recently frame information and execution time received from MPEG player in window queue and dynamically adjusts (frequency, voltage) level based on window queue information. Our algorithm can be implemented in the common multimedia player as a module. We employed well-known MPlayer for the measurement of performance. The experimental result shows that the proposed algorithm reduces energy consumption by 56% on maximal performance.

Authentication Algorithm using Random Graphic Code (무작위적인 그래픽 코드를 이용한 인증 알고리즘)

  • Jeong, Pil-Seong;Cho, Yang-Hyun
    • Journal of the Korea Convergence Society
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    • v.10 no.12
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    • pp.63-69
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    • 2019
  • Using a smartphone allows quick and easy authentication and payment. However, smartphone security threats are evolving into a variety of new hacking technologies, and are changing to attacks specific to the mobile environment. Therefore, there is a demand for an authentication method suitable for a mobile environment. In order to solve security weaknesses in knowledge-based authentication, many companies provide two-step authentication services such as OTP(One Time Password) to provide authentication services such as finance, games, and login. Although OTP service is easy to use, it is easy to duplicate random number table and has a disadvantage that can be reused because it is used as valid value within time limit. In this paper, we propose a mechanism that enables users to quickly and easily authenticate with high security using the authentication method that recognizes special characters through smartphone's dedicated application.

Understanding of the Duplex Thrust System - Application to the Yeongwol Thrust System, Taebaeksan Zone, Okcheon Belt (듀플렉스트러스트시스템의이해 - 옥천대태백산지역영월트러스트시스템에의 적용)

  • Jang, Yirang
    • Economic and Environmental Geology
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    • v.52 no.5
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    • pp.395-407
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    • 2019
  • The duplex system has been considered as an important slip-transfer mechanism to evaluate the evolution of orogenic belts. Duplexes are generally found in the hinterland portion of fold-thrust belts and accommodate large amounts of total shortening. Thus, understanding its geometric and kinematic evolution can give information to evaluate the evolution of the entire orogenic belt. Duplexes are recognized as closed-loop thrust traces on map view, indicating higher connectivity than imbricate fans. As originally defined, a duplex is an array of thrust horses which are surrounded by thrust faults including the floor and roof thrusts, and imbricate faults between them. Duplexes can accommodate regional layer-parallel shortening and transfer slip from a floor thrust to a roof thrust. However, an imbricate fault is not the only mean for layer-parallel shortening (LPS) and displacement transfer within duplexes. LPS cleavages and detachment folds can also play the same role. From this aspect, a duplex can be divided into three types; 1) fault duplex, 2) cleavage duplex and 3) fold duplex. Fault duplex can further be subdivided into the Boyer-type duplex, which was firstly designed duplex system in the 1980s that widely applied most of the major fold-thrust belts in the world, and connecting splay duplex, which has different time order in the emplacement of horses from those of the Boyer-type. On the contrary, the cleavage and fold duplexes are newly defined types based on some selected examples. In the Korean Peninsula, the Yeongwol area, the western part of the Taebaeksan Zone of the Okcheon Belt, gives an excellent natural laboratory to study the structural geometry and kinematics of the closed-loops by thrust fault traces in terms of a duplex system. In the previous study, the Yeongwol thrust system was interpreted by alternative duplex models; a Boyer-type hinterland-dipping duplex vs. a combination of major imbricate thrusts and their connecting splays. Although the high angled beds and thrusts as well as different stratigraphic packages within the horses of the Yeongwol duplex system may prefer the later complicate model, currently, we cannot choose one simple answer between the models because of the lack of direct field evidence and time information. Therefore, further researches on the structural field investigations and geochronological analyses in the Yeongwol and adjacent areas should be carried out to test the possibility of applying the fold and cleavage duplex models to the Yeongwol thrust system, and it will eventually provide clues to solve the enigma of formation and its evolution of the Okcheon Belt.

Analysis of Cybersecurity Threats and Vulnerabilities in Metaverse Environment (메타버스 환경에서 사이버보안 위협과 취약점 분석)

  • Jinwon Choi;Jaewoo, Kwon;Sehee Lee;Wonhyung Park;Tae-Kyung Cho
    • Convergence Security Journal
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    • v.22 no.3
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    • pp.19-24
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    • 2022
  • Metaverse is a compound word of the English words 'meta', meaning 'virtual' and 'transcendence', and 'universe' meaning the universe. dimensional virtual world. Metaverse is a concept that has evolved one step further than virtual reality (VR, a cutting-edge technology that enables people to experience life-like experiences in a virtual world created by a computer). It has the characteristic of being able to engage in social and cultural activities similar to reality. However, there are many security issues related to this, and cybersecurity vulnerabilities may occur. This paper analyzes cybersecurity threats that may occur in the metaverse environment and checks vulnerabilities.