• Title/Summary/Keyword: 컴퓨터 게임 모형

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Design and Implementation of a Specific Search Engine for Systematic Concept Learning (체계적 개념 학습을 위한 전문검색시스템의 설계 및 구현)

  • Kang, Seong-Guk;Lee, Young-Houn;Kang, Sung-Hyun;Kim, Seong-Sik
    • The Journal of Korean Association of Computer Education
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    • v.4 no.1
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    • pp.11-18
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    • 2001
  • As the usage of computer and internet is growing, ICT-based teaching is required in education. So far almost web-based coursewares are learner-based individual teaching. Current learning theories and learning model in WBI are too focusing on courseware or too general to apply in education directly. In this view, learning model with subject-specific search engine might be a solution. In this thesis, we developed systematic concept learning model, promoting traditional concept learning to suitable model in education field and also, we developed CEhunt(Computer Education Hunter), that is computer education search engine providing the teaching materials and supporting the design of teaching and effective concept learning environment to learners. Also, we verified that this model could have a positive effect in systematic concept forming process of learners for subject concerned.

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Comparisons of Experimental Designs and Modeling Approaches for Constructing War-game Meta-models (워게임 메타모델 수립을 위한 실험계획 및 모델링 방법에 관한 비교 연구)

  • Yoo, Kwon-Tae;Yum, Bong-Jin
    • Journal of the military operations research society of Korea
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    • v.33 no.1
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    • pp.59-74
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    • 2007
  • Computer simulation models are in general quite complex and time-consuming to run, and therefore, a simpler meta-model is usually constructed for further analysis. In this paper, JANUS, a war-game simulator, is used to describe a certain tank combat situation. Then, second-order response surface and artificial neural network meta-models are developed using the data from eight different experimental designs. Relative performances of the developed meta-models are compared in terms of the mean squared error of prediction. Computational results indicate that, for the given problem, the second-order response surface meta-model generally performs better than the neural network, and the orthogonal array-based Latin hypercube design(LHD) or LHD using maximin distance criterion may be recommended.

Usability Test on Haptic Interaction With Real Object in Virtual Reality (실제 사물을 이용한 VR 햅틱 인터랙션 사용성 테스트)

  • Yang, Han Ul;Park, Jun
    • Journal of the Korean Society for Computer Game
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    • v.31 no.4
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    • pp.197-203
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    • 2018
  • As people's interest in Virtual Reality has recently increased, peripherals have also made many progress. There is a lot of research being done from VR environment to VR configuration through scanning at room level with various interface devices that can interact with objects in the environment. According to current VR research Home VR uses multiple haptic interfaces to interact with objects configured in the VR environment, the method uses room scanning to some extent is beyond the spatial constraints and may use tracking equipment to interact with real objects. And advances in 3D printers have enabled the distribution of commercial 3D printers and home 3D printers, and made it easy for 3D printers to create models of their choice at home or at home. Considering the above two factors, We think it is necessary to study the difference between a model's object that people feel when interacting directly with an easy-to-create model in a VR environment. Therefore, in this paper, we are going to implement objects produced by 3D printers in VR space and study the differences between using real objects and other general interaction equipment through user testing with those that are actually implemented.

Site Suitability Analysis for Riverbank Filtration Using Game Theory (게임이론을 활용한 강변여과 개발 적지선정)

  • Lee, Sang-Il;Lee, Sang-Sin
    • Journal of Korea Water Resources Association
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    • v.43 no.1
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    • pp.95-104
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    • 2010
  • The tap water supply in Korea mainly depends on the surface water. However, the advanced water purification process becomes a necessity due to the deterioration of surface water quality and the risk of accidental spill. High cost of water treatment and public concerns make the decision makers turn to riverbank filtration as an alternative to the surface water. Riverbank filtration has been employed for water supply in many developed countries for more than 150 years. In Korea, riverbank filtration has drawn attention since 1990s as a supply source having potential to stably meet the ever-increasing water demand. Some cities located in the Nakdong River Basin are currently supplying water through riverbank filtration. This work studies the site suitability analysis for riverbank filtration using game theory. Theory of games, which is a branch of applied mathematics used in social sciences (most notably economics), biology, engineering and computer science, was applied to candidate locations for the selection of riverbank filtration site. We proposed a policy game model as a new method adopting a probabilistic approach. The model developed turned out to be an effective tool for site selection.

Differences in self-regulation motivation between social network service and gaming groups in the use of youth mobile phones

  • Seo, Gang Hun
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.3
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    • pp.163-168
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    • 2020
  • In this paper we propose a The purpose of this study was to examine the psychological characteristics of youth mobile phone use. Internally, we want to find out about self-regulation, interpersonal relationship, pleasure, and desire to achieve reality. For the research, the Korea Information Society Agency utilized 568 data based on self-control and user motivation among long-term tracking data of Internet and mobile phone addiction in 2018. The SPSS window 23 version was used for data analysis, and the data collected were analyses to identify the subject's demographic characteristics. In addition, the correlation of variables between groups was investigated by analyzing dummy variables, and the results of the study were as follows. First, the addiction was slightly higher in mobile phone game groups than in social network service (SNS) groups, but in the same period of use, social network service (SNS) groups showed a higher desire for interpersonal relationships. In the desire to avoid reality, mobile phone game groups showed a higher gap than social network service (SNS) However, there was no difference between groups in terms of pleasure and desire to achieve. The results of this study indicated that the content of mobile phone use differed in factors affecting mobile phone overuse, and suggestions for follow-up research were discussed.

A Study on Semantic Logic Platform of multimedia Sign Language Content (멀티미디어 수화 콘텐츠의 Semantic Logic 플랫폼 연구)

  • Jung, Hoe-Jun;Park, Dea-Woo;Han, Kyung-Don
    • Journal of the Korea Society of Computer and Information
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    • v.14 no.10
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    • pp.199-206
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    • 2009
  • The development of broadband multimedia content, a deaf sign language sign language is being used in education. Most of the content used in sign language training for Hangul word representation of sign language is sign language videos for the show. For the first time to learn sign language, sign language users are unfamiliar with the sign language characteristics difficult to understand, difficult to express the sign is displayed. In this paper, online, learning sign language to express the sign with reference to the attributes, Semantic Logic applying the sign language of multimedia content model for video-based platform is designed to study.

A Study on the Causal Relationships of Quality of Life according to the Mobile Phone Overdependence of University Students

  • Cho, Woo-Hong
    • Journal of the Korea Society of Computer and Information
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    • v.25 no.2
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    • pp.205-212
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    • 2020
  • The purpose of this study was to investigate the effect of university students' mobile phone Overdependence on their quality of life. To achieve the purpose of the study, a survey was conducted on 348 male and female students attending a four-year college in C city. Data were analyzed using the structural equation model of SPSS 19.0 and AMOS 18.0. As a result, male students showed higher Overdependence on mobile phone than female students, and male students used games, videos, and searches in order. Academic satisfaction showed higher male and female students in all majors, rather than liberal arts, mobile phone excessive Overdependence appeared to affect academic satisfaction. In addition, the overdependence of mobile phone of university students has a significant effect on academic satisfaction, and academic satisfaction has an effect on life satisfaction. In particular, college students entering adulthood remained intact in their adolescence, affecting college life due to mobile phone overdependence.

A Study of Business Model Based on Intelligent Agents for Optimal Contract (최적의 매매계약을 위한 지능형 에이전트 기반의 비즈니스 모형에 관한 연구)

  • 정종진
    • Journal of the Korea Computer Industry Society
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    • v.5 no.1
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    • pp.131-146
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    • 2004
  • As Electronic Commerce(EC) has been emerged and has developed, many researchers have tried to establish EC framework for automated contract and negotiation using agent technologies. Traditional researches, however, often had limitations. They often enforced the user's participations during the automated contract process of agents. They also could only consider a few of the user's requirements for a specific goods and did not have supported the procedures and methodologies for making the best contract. In this paper, we propose business model on EC based on multiagents to overcome the defects of the previous researches. We apply CSP techniques to brokerage process to satisfy various preferential requirements from the user. We also propose efficient negotiation mechanism using negotiation model of game theory. The contract candidates automatically negotiate and mediate in terms of their benefits through the proposed negotiation mechanism. For the optimal brokerage and automated negotiation, the agents process activities for contract on three layers, which are called competition layer, constraint satisfaction layer and negotiation layer in the proposed model. We also design the message driven communication protocol to support the automated contract among the agents. Finally, we have implemented prototype systems applying the proposed model and have shown the various experimental results for efficiency of the proposed model.

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Synthesis of Ocean Wave Models and Simulation Using GPU (바다물결 모형의 합성 및 GPU를 이용한 시뮬레이션)

  • Lee, Dong-Min;Lee, Sung-Kee
    • The KIPS Transactions:PartA
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    • v.14A no.7
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    • pp.421-434
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    • 2007
  • Among many other CG generated natural scenes, the representation of ocean surfaces is one of the most complicated and time-consuming problem because of its large extent and complex surface movement. We present a hybrid method to represent and animate unbound deep-water ocean surfaces by utilizing graphics processor as both simulation and rendering core. Our technique is mainly based on spectral approaches that generate a high-detailed height field using Fourier transform on a 2D regular grid. Additionally, we incorporate Gerstner model and generate low-detailed height field on a 2D projected grid in order to represent large waves and main structure of ocean surface. There is no interruption between CPU and GPU, and no need to transfer simulation results from the system memory to graphics hardware because the entire simulation and rending processes are done on graphics processor. As a result we can synthesize and render realistic water surfaces in real-time. Proposed techniques are readily adoptable to real-time applications such as computer games that have heavy work load on CPU but still demand plausible natural scenes.

Improving the Basinwide Water Balance Assessment (유역 물수급 평가 개선방안에 대한 연구)

  • Jang, Ock-Jae;Ahn, Kook-Hyun;Kim, Young-Oh;Lee, Woo-Seok;Lee, Kil-Seong
    • Proceedings of the Korea Water Resources Association Conference
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    • 2008.05a
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    • pp.1339-1343
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    • 2008
  • 오래전부터 물은 천부(天賦)의 자원으로 인식되어 왔으나 근래 들어 수자원의 한정성과 용도의 다양성등으로 무한자원이 아닌 유한자원으로서 확고한 경제적 위치를 점하게 되었다. 이러한 경제재로서의 물을 가장 이상적이고 합리적으로 이용하기 위해서는 용수 수요에 대응하여 적기에 적량의 물을 공급할 수 있는 효율적인 물관리가 필요하다. 효율적인 물관리를 위해 현재까지 우리나라에서는 매 10년 마다 수자원장기종합계획을 세우고, 5년에 한번씩 보완하도록 하고 있으며 이를 장기적인 국가 수자원관리의 지침으로 사용하고 있다. 그동안 국내에서도 컴퓨터 모형의 발달과 자료의 축척으로 어느 정도 정확한 물수급 평가(water balance assessment)는 가능해졌으나 아직 가용한 자료의 부족으로 장기 물수급 전망에 왜곡이 발생되고 있는 게 현실이다. 그 중 대표적 문제점을 살펴보면, 지하수 공급량 자료가 전무한 점, 농업용 중소규모 저수지의 공급가능량을 유효저수량으로 제한한 점, 행정구역 및 유역별 분석 결과 제시가 동시에 자유롭지 못한 점 등이 있다. 이러한 문제점은 근본적으로 모형의 불완전성과 자료의 부족으로부터 기인하며, 이를 해결하기 위하여 좀 더 정확한 물수급 평가방안의 제시가 필요하다 할 수 있다. 본 연구에서는 앞서 제시된 물수급 평가모형의 문제점을 보완할 수 있는 방법을 제안하였다. 이를 위해 먼저 기존의 물수급 평가의 문제점을 파악하였고, 다음으로 파악된 문제점의 개선방안을 금강유역에 적용하여 기존 방법의 결과와 비교를 실시하였다. 개선방안을 시범유역에 적용한 결과 K-WEAP과 K-MODSIM 모두 큰 결과의 차이는 발생하지 않았다. 또한 개선방안 적용 결과와 비교하여 기존 모의방법의 결과가 농업용수 물부족량을 과소평가하는 것으로 나타났다.

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