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A Study on Virtual Training System for Army Thermal Equipment Maintenance Education (육군 화력장비 정비교육을 위한 가상훈련시스템 연구)

  • Song, Seong-Heon;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2019.05a
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    • pp.205-207
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    • 2019
  • Special training soldier for thermal equipment during army heavy equipment maintenance education is small training equipment and many trainees have few opportunities for practical training, and there is a high risk of safety accidents during maintenance training. Because practical training is limited and repeated practice is difficult, a training system is needed. In this study, we propose a virtual training system that can reduce the training cost beyond the time and space, enable realistic experiential training, reflect the standard maintenance manual, and train teamwork. The virtual training system using the virtual augmented reality is a system that can reduce the cost beyond the space and time and can be practically practiced. The first-person virtual training system using HMD, which is the three-dimensional display system proposed in this study, is suitable for army thermal equipment maintenance education system. The proposed system is expected to be useful for maintenance training of other equipments and other groups because it has good scalability.

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Adaptive Packet Transmission Interval for Massively Multiplayer Online First-Person Shooter Games

  • Seungmuk, Oh;Yoonsik, Shim
    • Journal of the Korea Society of Computer and Information
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    • v.28 no.2
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    • pp.39-46
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    • 2023
  • We present an efficient packet transmission strategy for massively multiplayer online first-person shooter (MMOFPS) games using movement-adaptive packet transmission interval. The player motion in FPS games shows a wide spectrum of movement variability both in speed and orientation, where there is room for reducing the number of packets to be transmitted to the server depending on the predictability of the character's movement. In this work, the degree of variability (nonlinearity) of the player movements is measured at every packet transmission to calculate the next transmission time, which implements the adaptive transmission frequency according to the amount of movement change. Server-side prediction with a few auxiliary heuristics is performed in concert with the incoming packets to ensure reliability for synchronizing the connected clients. The comparison of our method with the previous fixed-interval transmission scheme is presented by demonstrating them using a test game environment.

A Study on the Exploration of English Learning Design Elements Applying Immersive Virtual Reality (몰입형 가상현실을 적용한 영어학습 설계요소 탐색에 관한 연구)

  • Choi, Dong-Yeon
    • Journal of the Korea Convergence Society
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    • v.13 no.5
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    • pp.209-217
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    • 2022
  • Virtual reality entered a new phase with the introduction of wearable devices represented by Oculus. This study proposes an immersive virtual reality based on Oculus Rift that enables direct immersion in virtual reality from a first-person perspective for English learning. At this point, it is meaningful to provide considerations when designing instruction for language learning through a comprehensive and integrated review of immersive virtual reality. Therefore, the main purpose of this study is to find a way to maximize the application of language education in the immersive virtual world. And for the design elements for English learning through immersive virtual reality, the setting of learning theory, consideration of differences in learning, selection of learning tasks, regulation of teachers' influence, determination of types of applied senses, flexibility of design, and usage environment were suggested. By integrating the results, various discussions and directions for instructional design were presented.

The study of Zhu-xi(朱熹) and Dai-zhen(戴震)'s filthy poetry interpretation - Centering around 15Guo-feng(國風) (주희(朱熹)와 대진(戴震)의 음시해석(淫詩解釋)에 관한 고찰(考察) - 15국풍(國風)을 중심으로 -)

  • Park, Sun-cheul
    • (The)Study of the Eastern Classic
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    • no.37
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    • pp.249-278
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    • 2009
  • Zhu-zi(朱子) represented the study of The Book of Odes in Song dynasty and Dai-zhen(戴震) was The Book of Odes researcher representing Wan-pai(a kind of party) in Qing dynasty. Especially Dai-zhen took critical position of Zhu-xi. Comparing Zhu-zi with Dai-zhen in the aspect of The Book of Odes interpretation, this thesis intends to review the difference and the reason of both interpretations. Especially this thesis compares Zhu-zi's interpretation with Dai-zhen's about thirty poems Zhu-zi considered filthy poetry, investigating the differences of their interpretation. Regarding the poetry Zhu-zi considered filthy as refined satire, Dai-zhen had a negative position about Zhu-zi's theory of filthy poetry. As Zhu-zi interpreted the poetry in the first person on the literary view in the time when he interpreted the lyrics in the Feng-shi, he regarded the purpose and the usefulness of poetry as feeling of words. But as Dai-zhen interpreted the poetry in the third person under a Confucian classic view, he regarded the purpose and the usefulness of poetry as refined satire. In brief, that is to say that Zhu-zi made literary interpretations of feeling of words but Dai-zhen made Confucian classic interpretations of 'Si-wu-xie'(思無邪). These two men's differences about interpretation of The Book of Odes have much importance on the historical aspects of The Book of Odes. So to speak, Dai-zhen had bibliographical approach and described the meaning of poetry objectively, following Mao-shi(毛詩) theory about the interpretation of meaning of poetry, criticizing Zhu-zi's literarary view. Dai-zhen's interpretation of The Book of Odes mentioned Above was made from long vital power of Mao-shi theory and a Confucian classic method. Considering the historical stream of Zhu-zi and Dai-zhen's interpreting The Book of Odes, The Book of Odes will be interpreted and analyzed from the various views in the future.

Structural Study on Dance Story-Telling (무용의 스토리텔링 구조연구)

  • Kim, Ki-Hwa;Baek, Hyun-Soon
    • The Journal of the Korea Contents Association
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    • v.12 no.1
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    • pp.265-274
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    • 2012
  • This study aims to examine the physical language of dance art's acceptability of the discourse method of story-telling as a narrative discourse system from the view of story-telling of cultural contents. Dance, through the establishment of relationship between dancers and stage art, can form a discourse system with various literary devices including figures of speech, metaphors, and symbols. The argument over manifestation of dance's narrative components in the concept of story-telling is shown as follows; the background as an object can offer time and spatial backgrounds through stage art and the dancers' performance elements; and, for the character, the dancer himself can be the first-person-narrator and possibly makes plane personality descriptions. As for the elements of main affairs of dance, the stage art components present the background of primary motif of incident and the dancer's diverse relationships form conflicts through the correlation of solo dance, duet, and group dance. The plot as a process of developing the main affair is led by actant such as the dancer's mime actions, gestures, facial expressions, etc. The element of dance's revealing narration is the dance art itself and the developing structure of narration is the dance language's own grammar. Choreographers should compose persuasive dance texts to convey stories efficiently through character decisions, their actions, stage art's elements that display the time and spatial backgrounds, and the development of plot, as a narrative discourse of dance.

A Study on the Correlation about Creating Component of Pleasure and Satisfaction on FPS Game (FPS게임에서 쾌감의 구성 요소 창출과 선호도 상관관계에 관한 연구)

  • Kim, Sang-Jung
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.45-56
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    • 2009
  • This Study has limited our scope to the study of satisfaction factor. Due to the extensiveness of fun factors of games. We had identified satisfaction factors through investigating various theories based on funology. Then, we have directly applied the satisfaction factors to games in order to define the satisfaction factors of online FPS game. Then, we have applied the satisfaction factors on to four online games, at the first phase of the study. We interviewed a group of online FPS game experts to identify the constituent elements of the factors and concluded the second phase of our investigation based on the results from the first and second phases, we have conducted a survey to verify the hypothesis. We have verified the reciprocal relationship between the satisfaction factors and game popularity by conducting a multiple regression analysis on the survey results. To conclude, there is a correlation between online FPS games and the satisfaction factors; the satisfaction factors cause the users to be absorbed into the game and to enjoy it for a long period of time.

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Visual Narrative Strategy of Game Promotion: Comparative Analysis of Dead Island and Dead Island 2 Trailers (게임 프로모션 시각 내러티브 전략: <데드 아일랜드>와 <데드 아일랜드 2> 예고편 비교 분석)

  • Roh, Chul-Hwan
    • Cartoon and Animation Studies
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    • s.48
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    • pp.249-269
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    • 2017
  • Promotion and marketing, which are essential to lower the investment risk and maximize commercial profit in the video game market. Game developers and publishers set up public relations strategies to encourage potential consumers' needs. Considering characteristics of video game, the trailer, which is the animated image advertisement material, could occupy a key position in its promotion and marketing plan. Cinematic spectacles and attractive narratives are essential ingredients for game trailers, which are usually produced in 3D animation. Dead Island is an open world first person shooters (FPS) game released in 2011. When launched, it grabbed a great attention with a trailer, awarded the Golden Lion Prize for the best internet film at the Cannes Lions International Festival of Creativity. The game was a commercial success and several spin-offs were producted. In 2014, its publisher, Deep Silver showed the official trailer of Dead Island 2 at Electronic Entertainment Expo, the world's largest game show. Dead Island 2 was scheduled to be released in 2016, but has been now delayed until 2018. This study compares and analyzes two trailers of Dead Island 1 and Dead Island 2. We examine the narrative structure of the trailer for the sequel promotion of a successful game. The differences between the two could be useful for building a promotion strategy of other game series.

A Study on the Advance Effect of Hitting Sense in Shooting Game -Center for 'the Beetlewing' and '1945 Plus'- (슈팅게임에서의 타격감 향상 효과에 관한 연구 -'비틀윙'과 '1945플러스'를 중심으로-)

  • 김남훈;김태완
    • Journal of Korea Multimedia Society
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    • v.7 no.2
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    • pp.223-230
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    • 2004
  • A shooting game is all game genres that hit targets through shooting. It include a lot of genres from a flying shot of game room to a personal shooting action game. In this point, a shooting game was regarded it as the origin of all game and it was developed from the early days of game. At present we can meet it in an electronic game room or personal computer, and mobile phone etc.. The popularity of shooting game caused to take aim by simple system, interface, and speedy play. Also it was enticed everyone to enjoy it easily. A shooting games is worked from old like ways until recently and a process of playing game is intuitive than another game. Therefore it popular with a PC player as well as persons of all levels. Beginners can train this game easily through direction such as control way of object, advent way of enemy aircraft and scroll way of background. But as an usability of working and controlling game, beginners of game development can pass over a shooting sense that shout and hit basically. And after design, they will feel that cannot convey realistic effect and thrill etc.. At a result, hitting sense happens to graphic elements and sound. Therefore a measure of effect on these elements is started from analysis of good shooting game. This study was to focus on the advance effect of hitting sense in shooting game through analysis centered for 'the Beetlewing' and '1945 Plus'.

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Transformation of Treasure Island in Feature Animation (애니메이션에 나타난 "보물섬" 의 변용)

  • Ahn, Young-Soon
    • Cartoon and Animation Studies
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    • s.10
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    • pp.137-148
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    • 2006
  • The purpose of this article is to study the aspects of transformation of Treasure Island(1883), Robert Louis Stevenson's novel in two feature animations (1987) of Osamu Dezaki and (2002) of Ron Clements and John Musker by analyzing characters. In the original novel, as a typical wicked villain and traitor, Long John Silver functioned as an obstacle in Jim Hawkins' Bildungsroman. And Osamu Dezaki laid great emphasis on the friendship between Jim and Stiver His might be an excellent example of the faithful adaptation. But in Disney's , from initial mistrust, to friendly co-worker, to mentor and protege, and finally, to mutual rescuers, Jim and Silver have created a permanent bond that can never be broken - their coming together has changed both their lives forever. Jim's voyage of searching for treasure is not just for the discovery of material riches unimaginable but also for the discovery of his own true worth. Making the Sliver/Jim relationship more focused, Jim ends up discovering not just an obvious treasure; he discovers an inner treasure. From this viewpoint, this feature film could be an outstanding transformative adaptation.

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Research of Aesthetic Distance on the Cinematization of Novel (영화 <우리들의 일그러진 영웅>에 나타난 원작소설과의 미적 거리 연구)

  • Kim, Jong-Wan
    • The Journal of the Korea Contents Association
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    • v.12 no.6
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    • pp.151-159
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    • 2012
  • The purpose of this thesis is to figure out the mechanism that how can be shown the aesthetic distances of novel in the film. At discussion of the view point, novel can be told by two factors which are 'who is teller' and 'who is watcher' but in the film, novel's narration is divided into visual point and auditive point. And I will consider the phenomenon on the part of this difference. Next, I will argue about difference between novel and film from the Park Jongwon's aesthetic distances which interpreted Lee Munyeol's work. This thesis is going to observe that how the film adapted three types of view point and how that related the subject of the original novel. For this thesis, I tried to track 'the distances' between figure and identity, and reader and author. Also I did approach that how can be accepted the problem of 'aesthetic distance according to identity' based on this novel in the film and novel's text by reader. This study make a proposal or analysis to the differences between novels and films in terms of narrative point of view. Although it is shown by dividing into each chapter in novel and on connectivity in film, this paper finds out that both film and novel are shown the subject of reader's difference of the view point about 'author and director's identity'.