• Title/Summary/Keyword: 진화적 게임

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Design and Implementation of Gamified Tourtainment Service Platform (게임화 투어테인먼트 서비스 플랫폼 설계 및 구현)

  • Lee, Deuk-Woo;Cho, Byung-Sang;Hwang, Ho-Sung;Kim, Se-Hyeon
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.153-158
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    • 2017
  • With the fast increment of fusion ICT(Information and Communication Technology), new creative tourism model is required for the revival of local economy. We come up with new frame that is able to increase tourists and revive local economy through ICT fusion such as spatial informaion, contents, game, smart phone, wearable device and wireless internet. In this paper, we propose 'Gamified Tourtainment Service Platform' that can be provided tourists with user custom tour guidance and gamified tour services for motivation, fun, contest, reward in the environment of outdoor. This platform is a kind of framework for creating and providing gamified creative tour services and a gateway for increasing tourist and reviving commercial local economy. We also propose the real tourtainment service application that is implemented with this platform and smart phone.

A Study on the production of A 3D Game Character animation using Motion Capture System (Motion Capture 시스템을 이용한 3D 게임 Character 애니메이션 제작에 관한 연구)

  • Kim Tae-Yul;Ryu Seuc-Ho;Kyung Byung-Pyo;Lee Dong-Lyeor
    • Proceedings of the Korea Contents Association Conference
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    • 2005.05a
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    • pp.59-63
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    • 2005
  • 2D And 3D the animation joins in and with development of computer technique it accomplishes a continuous growth and a development. The computer hardware and software technique quick change(evolution) it leads and 2D and 3D the animation is the tendency which provides the growth which is infinite. 3D Present time in the technique which produces the animation it uses the Motion Capture System which and it is using plentifully 3D the process which produces the animation of game Character it leads and against a Motion Capture technique it examines and against the animation production which it follows in quality of the Character it researches.

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Co-Evolutionary Model for Solving the GA-Hard Problems (GA-Hard 문제를 풀기 위한 공진화 모델)

  • Lee Dong-Wook;Sim Kwee-Bo
    • Journal of the Korean Institute of Intelligent Systems
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    • v.15 no.3
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    • pp.375-381
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    • 2005
  • Usually genetic algorithms are used to design optimal system. However the performance of the algorithm is determined by the fitness function and the system environment. It is expected that a co-evolutionary algorithm, two populations are constantly interact and co-evolve, is one of the solution to overcome these problems. In this paper we propose three types of co-evolutionary algorithm to solve GA-Hard problem. The first model is a competitive co-evolutionary algorithm that solution and environment are competitively co-evolve. This model can prevent the solution from falling in local optima because the environment are also evolve according to the evolution of the solution. The second algorithm is schema co-evolutionary algorithm that has host population and parasite (schema) population. Schema population supply good schema to host population in this algorithm. The third is game model-based co-evolutionary algorithm that two populations are co-evolve through game. Each algorithm is applied to visual servoing, robot navigation, and multi-objective optimization problem to verify the effectiveness of the proposed algorithms.

Strategic Decision Making Model Among Collective Intelligences Using The Game Theory in Cyber Attacks - Case study of KHNP Hacking - (사이버공격시 게임이론을 활용한 집단지성간 전략결정 모델 연구 - 한수원 해킹사건을 중심으로 -)

  • Park, Sang-min;Lee, Kyung-ho;Lim, Jong-in
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.26 no.1
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    • pp.237-246
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    • 2016
  • Recently various types of cyber attacks have occurred. The strategic goals & tactical means of these have evolved. Especially KHNP cyber attack was the type of hacktivism combined hack and psychological warfare. The cyber attackers have forecd the nation to participate in the cyber warfare and the government to make strategic decisions to the releases of confidential information and the threats of stopping KHNP. In this paper, we would like to study the effective strategic decision-making model utilizing the game theory and including an attack intelligence on open policy Decision framework.

A Study on the Stagnation of Technological Innovation for Digitalized Products in the View of Consumer's Technical Aappreciation Ability (디지털제품의 기술혁신 정체에 관한 연구: 소비자의 기술이해도를 중심으로)

  • Choe, Sang-Min;Kim, Gi-Hong
    • Journal of Korea Society of Industrial Information Systems
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    • v.22 no.1
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    • pp.89-104
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    • 2017
  • This Study is to Explain the Reason of Stagnation of Technological Innovation for Digitalized Products in Competitive Market by Using the Concept of Consumer's Technical Appreciation Ability and by Employing Evolutionary Game Theory. In this Study, Consumer's Behaviors are Divided into Two Areas (Areas I and II). In Area I, Both Firms and Consumers Instinctively Welcome the Technological Innovation of Digitalized Products so that their Technological Skills are Likely to Advance Rapidly in a Short Time. On the Other Hand, in Area II, Consumers Feel Uncomfortable in the Usage of Advanced Digitalized Products so that they are Likely to Choose Digitalized Products Under Optimized Technology Condition. In other Words, Consumers want to the Old Models with Already Optimized Technology Rather than a Bland New Model. This Situation Allows Managers to make a Bland New Model Similar to a Earlier Model in many ways. Therefore, the Innovation of Digitalized Products may be Stagnated.

The study for the analysis and implementation of Alternate Reality Game by media convergence (미디어 융합에 따른 대체현실게임의 분석 및 구축에 관한 연구)

  • Kim, Jae-Ha
    • Journal of Broadcast Engineering
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    • v.13 no.5
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    • pp.752-759
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    • 2008
  • The latest convergence of broadcasting and communication makes the boundary between medias be ambiguous. It pursues the new type of culture that the unspecified many participants seek the satisfaction for the same target in an realtime environment. ARG(Alternative Reality Game) is a new alternate real game created by media convergence and it processes the more realistic interactivity between users through ARS, SMS, BLOG, Cafe and Messages. This paper analyzes the implementation, design, and construction schemes of ARG in the side of the human thinking and media. We also propose the evolution and role of the broadcasting by combining broadcasting for the activation of ARG.

초고속 가입자 접속 기술

  • 노장래;김재근
    • Information and Communications Magazine
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    • v.14 no.5
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    • pp.128-146
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    • 1997
  • 정보통신서비스의 멀티미디어화, 실시간화가 보편적 요구조건으로 자리잡으면서 인프라의 광대역화, 고속화가 당면 과제로 되고 있다. 현존하는 가입자망이 집선 혹은 다중화 기능을 이용한 페어게인 시스템을 기반으로 하고 있으나, 규제완화와 정보통신서비스 고도화에 의해 새로운 가입자망의 탄생이 예고되고 있다. 이에 따라 기존 동선을 사용하여 전송 대역을 확장하는 xDSL(x Digital Subscriber Line)기술, 광케이블을 사용하여 광대역 전송능력을 지원할 뿐 아니라 가입자 배선능력을 획기적으로 개선하는 FTTx(Fiber To The x)기술, 광대역 전송 능력을 지원하는 광휘더와 배선 순기비용을 원천적으로 삭감시키는 무선 배선을 결합하여 새로운 비지니스 기회를 제공하는 HFR(Hybrid Fiber Radio)기술, 댁내 배선상의 병목을 제거하기 위한 WHAN(Wireless Home Area NetWork) 기술등이 가입자 접속능력을 초고속화하기 위한 기반이 될 것으로 예상된다. 본고에서는 정보통신서비스의 발전이 가입자 접속방식과 가입자망의 구성방식에 미치는 영향을 분석하고, 초고속 가입자 접속 기술의 전개 방향과 가입자망의 진화 전망을 기술한다.

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Analysis of HTTP-Based Malicious Botnet (The cases of Kraken Botnet) (HTTP 기반 악성 봇넷 분석 (Kraken 봇넷을 중심으로))

  • Dae-il Jang;Jae-Seo Lee;Jun-Hyung Park;Minsoo Kim;Bong-Nam Noh
    • Proceedings of the Korea Information Processing Society Conference
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    • 2008.11a
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    • pp.1533-1536
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    • 2008
  • 악성 봇이 현대 인터넷 보안의 큰 위협으로 등장함에 따라, 이러한 봇을 탐지하기 위한 많은 연구가 진행되고 있다. 하지만 악성 봇은 꾸준히 진화하여 탐지방법을 무력화시키고 있으며, 최근 HTTP를 이용한 악성 봇의 등장으로 그 탐지와 대응이 더욱 어려워지고 있다. 게다가 웹기반 서비스들의 증가로 HTTP를 이용하는 패킷은 통신량의 대부분을 차지하고 있으며, 이들에 대한 분석은 큰 부하를 발생시키게 된다. 이러한 문제를 해결하기 위해서는 악성 봇넷을 효과적으로 탐지하기 위한 효율적인 매져들을 선택하여야 하며, 본 논문에서는 대표적인 HTTP 기반 악성 봇넷인 크라켄(Kraken) 봇넷의 특성을 분석하였다.

The Evolution of Cyber Singer Viewed from the Coevolution of Man and Machine (인간과 기계의 공진화적 관점에서 바라본 사이버가수의 진화과정)

  • Kim, Dae-Woo
    • Cartoon and Animation Studies
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    • s.39
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    • pp.261-295
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    • 2015
  • Cyber singer appeared in the late 1990s has disappeared briefly appeared. although a few attempts in the 2000s, it did not show significant successes. cyber singer was born thanks to the technical development of the IT industry and the emergence of an idol training system in the music industry. It was developed by Vocaloid 'Seeyou' starting from 'Adam'. cyber singer that differenatiated typical digital characters in a cartoon or game may be subject to idolize to the music as a medium. They also feature forming a plurality of fandom. therefore, such attempts and repeated failures, this could be considered a fashion, but it flew content creation and ongoing attempts to take advantage of the new media, such as Vocaloid can see that there are expectations for a true Cyber-born singer. Early-Cyber singer is made only resemble human appearance, but 'Sciart' and 'Seeyou' has been evolving to becoming more like the human capabilities. in this paper, stylized cyber singer had disappeared in the past in the process of developing the technology to evolve into own artificial life does not end in failure cases, gradually led to a change in public perceptions of the image look looking machine was an attempt in that sense. With the direction of the evolution of the mechanical function to obtain a human, fun and human exchanges and mutual feelings. And it is equipped with an artificial life form that evolved with it only in appearance and function. in order to support this logic, I refer to the study of the coevolution of man and machine at every Bruce Mazlish. And, I have analyzed the evolution of cyber singer Bruce research from the perspective of the development process since the late 1990s, the planning of the eight singers who have appeared and design of the cyber character and important voices to be evaluated as a singer (vocal). The machine has been evolving coevolution with humans. cyber singer ambivalent development targets are recognized, but strive to become the new artificial creatures of horror idea of human desire and death continues. therefore, the new Cyber-organisms are likely to be the same style as 'Seeyou'. because, cartoon forms and whirring voice may not be in the form of a signifier is the real human desires, but this is because the contemporary public's desire to be desired and the technical development of this type can be created at the point where the cross-signifier.

Illusionary Immersion and Alienative Contemplation of Media: Focusing on the Cases of VR Media (미디어의 환영적 몰입과 이화의 관조: VR 미디어 사례를 중심으로)

  • Kim, Mookyu;Lee, Sangkhee;Kim, Jung Kyu;Han, Hyekyoung
    • The Journal of the Korea Contents Association
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    • v.22 no.2
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    • pp.724-733
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    • 2022
  • The purpose of this paper is to explain the recipient's psychology, which results from the operation of media, from the perspective of the fluctuation between immersion and contemplation. Media allow to perceive and speculate about specific objects or meanings. In addition, the media perform the function of expanding or changing the objects of perception and thought. McLuhan or Luhmann's media theory emphasized this function of changing the state of perception by inducing a contemplative attitude. This notion is exemplified by interpretation of the visual media history. In this paper, the cases of film and computer game are discussed. In particular, it is considered that VR media causing strong immersion have also developed in a way that allows recipients to contemplate an virtually constructed reality. The commercialization of Tilt Brush and the experimentation of VR painting artwork are the examples for this dual development.