• Title/Summary/Keyword: 3D Game

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Clinical Characteristics of Hip Joint Rotations and Knee Adduction Moment through 3D Gait Analysis (3차원 보행분석을 통한 무릎 모음 모멘트와 고관절 내외회전의 임상적 특성)

  • Kim, Yongwook;Kang, Seungmook
    • Journal of The Korean Society of Integrative Medicine
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    • v.5 no.4
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    • pp.41-48
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    • 2017
  • Purpose : The purpose of this study was to verify the relationships among the knee adduction moment, hip rotation range, strength of hip rotators, and Foot Posture Index of healthy young adults. Method : Thirty-two healthy adults(24 male, 8 females) participated in this study. Subjects performed 5 walking trials to evaluate the knee adduction moments using a three-dimensional motion analysis system. Hip rotation ranges and hip rotator strengths were measured using a standard goniometer and a handheld dynamometer, respectively. The mean of three trials of clinical tests was used for data analysis. Results : The first peak knee adduction moment was significantly correlated with the hip rotation ranges and hip rotator strengths (P<.05). The second peak knee adduction moment was showed significant correlations with hip external rotation and rotation ratio. There were no correlations between Foot Posture Index and all knee adduction moments (P>.05). Conclusion : This study suggests that imbalances of the range of motion and strength of the internal and external rotation of the hip joint can affect knee adduction moments. The impact may exacerbate musculoskeletal disorders such as osteoarthritis of the knee. Therefore, further studies should be conducted to evaluate the effects of clinical interventions to correct these imbalances on the reduction of the knee adduction moments in patients with knee osteoarthritis.

The Relationship between Cyber Leisure Activity and Autonomic Function in High School Students (청소년의 사이버 여가활동과 자율신경계 기능의 관계)

  • Son, Mi-Eun;Kim, Na-Hyun
    • Journal of Korean Biological Nursing Science
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    • v.14 no.1
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    • pp.33-40
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    • 2012
  • Purpose: The purpose of this study was to explore the relationship between cyber leisure activity and autonomic function in high school students. Methods: The subjects of this study were 242 second graders at high school located in D city. The research design was descriptive correlation study. Data were collected from August 26 to September 17, 2010, using a cyber leisure questionnaire and heart rate variability (SA-6000, Medicore, Korea) for autonomic function. Results: Total time for the cyber leisure activity was $391.3{\pm}262.0$ (min/week). Time for internet usage and computer game was $234.5{\pm}140.1$ (min/week) and $156.8{\pm}164.3$ (min/week), respectively. There were significant positive correlation between total cyber leisure time and sympathetic activity (r=.247, $p$ <.001). Conclusion: Excessive cyber leisure activity could increase sympathetic activities in high school students. Thus, nursing intervention to reduce the total cyber leisure time will be helpful to improve their neurophysiological status.

NPC Modeling of Plants for Farm Simulation Game (농장 시뮬레이션을 위한 농작물 NPC 모델링)

  • Park, Sang-Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.15 no.5
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    • pp.939-948
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    • 2020
  • There are many studies to incorporate virtual reality technology into agricultural education. Interest in virtual reality is increasing not only for direct education such as agricultural machinery education but also for indirect education using games. A key technology in virtual reality is to model objects to feel as real as they are. Plants grown on a farm are equally affected by the environment of the farm. Plants also have their independent characteristics. In this paper, we propose a method to model plants in three dimensions in NPC form by reflecting these characteristics. The proposed method implements how individual plants reflect common weather and farm characteristics, and their unique characteristics. Implementation results show that the proposed method is simple but expresses the plants very realistically.

Research on Artificial Intelligence Character based Physics Engine in 3D Game (3 차원 게임에서의 물리엔진에 기반한 인공지능 캐릭터에 관한 연구)

  • Choi, Jong-Hwa;Lee, Byung-Yoon;Lee, Ju-Youn;Shin, Dong-Kyoo;Shin, Dong-Il
    • Proceedings of the Korea Information Processing Society Conference
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    • 2005.05a
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    • pp.469-472
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    • 2005
  • 이 논문은 게임물리엔진에서 게임세계의 물리적인 요소를 통하여 게임에 존재하는 캐릭터들에게 인공지능을 부여하기 위한 연구에 관해서 다룬다. 게임속에서의 물리적인 상황을 자동인식하기 위해서 신경망을 이용하였다. 게임속에서의 인공지능의 적용은 게임의 속도저하를 가져오게 되는데 이 논문에서는 그러한 단점을 보완하기 위하여 물리엔진에서 캐릭터의 움직임을 계산하는 수치적분 메서드들에 대한 각 물리상황에 따른 최적의 성능을 분석하여 각각의 물리 상황마다 다른 수치 적분 메서드를 적용하는 내부 구조를 취하였다. 수치적분 메서드에 대한 각각의 성능 분석은 세가지의 물리적 상황을 구분하여 그에 기반하여 실험되었다. 인공지능 캐릭터에 대한 실험은 신경망의 토폴로지에 대한 변화와 학습 횟수에 대한 변화 및 은닉층에 대한 변화로 신경망에서의 최적의 성능에 대한 평가를 실시하였다.

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A Study on the Combustion Characteristics of Diffusion Flame Formed in the Wake of Cylindrical Bluff Body (원통형 보염기 후류에 형성되는 확산화염의 연소특성에 관한 연구)

  • An, J.G.;Lim, D.J.;Ro, T.S.;Song, K.K.
    • 한국연소학회:학술대회논문집
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    • 1998.10a
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    • pp.23-30
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    • 1998
  • The stabilization characteristics of diffusion flame formed in the wake of a cylindrical flame holder were investigated. Distribution of turbulence intensity, concentration distribution of combustion gas, and ion currents were measured. The turbulence intensity in the wake of cylindrical- game holder is increased with increase of diameter or blockage ratio of grid. If the auxiliary fuel is injected into recirculation zone, the concentration of $C_3H_8$ is high, but the concentration of $CO_2$ is low at the boundary of recirculation zone. The region with highest average value of ion currents in the middle of flame is moved to the upstream side by the turbulent components of main stream. The flame mass with partially active reaction is moved fast for uniform flow and turbulence generator G3, but the flame mass with relatively slow reaction is moved slowly for turbulence generator G1.

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Effects of leucine-enriched essential amino acid supplementation on muscular fatigue and inflammatory cytokines in wheelchair basketball players

  • An, Young Hwan;Kim, Jisu;Kim, Hee-Jae;Lim, Kiwon
    • Korean Journal of Exercise Nutrition
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    • v.24 no.2
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    • pp.38-46
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    • 2020
  • [Purpose] This study aimed to investigate the effects of leucine-enriched essential amino acid (LEAA) supplementation on muscle fatigue and the level of inflammatory cytokines in wheelchair basketball players after a basketball game and interval training. [Methods] Of the ten recruited wheelchair basketball players (aged 34.5±8.9 years; lean body mass of 34.3±10.0 kg) who had spinal cord injury (SCI) and had undergone amputation, nine participated in the final test. These nine athletes received LEAA supplements (3 times 4.0 g/day) or placebo treatment in a double-blind, randomized, crossover study. We measured variables related to muscular fatigue and inflammatory response before the intense exercise and 4 days after recovery. [Results] The significant effect of LEAA supplementation was inhibition of circulating IL-6 levels in the LEAA-treated group compared with the placebo group (P < .05). However, no changes were observed in the TNF-α and creatinine kinase levels. Moreover, analysis of variance analysis showed no significant difference in the relative values of muscle soreness. However, the effect size analysis with Cohen's d reported a significant improvement in the relative values of whole body and back muscle soreness. [Conclusion] Our results revealed that LEAA supplementation before and after intense exercise could help reduce muscle soreness and IL-6 levels in wheelchair basketball players.

Developing a World Geography Gamification Lesson Plan with Digital Tools

  • Suji JO;Jiwon BYUN
    • Fourth Industrial Review
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    • v.4 no.1
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    • pp.11-18
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    • 2024
  • Purpose: The purpose of this study is to develop a geography class teaching and learning guide that enables learners to realistically explore the characteristics of the world's climate and geographical environment using digital tools. Research design, data and methodology: We review previous research on classes using goal-based scenario learning models, gamification, and digital tools, and explore tools that can be applied to world geography classes. Based on the exploration results, a goal-based scenario learning module is designed and a strategy for promoting educational gamification is established based on the ADDIE instructional design model. Results: The study comprises four sessions. Sessions 1-3 involve performance evaluations using a goal-based scenario learning module. Learners create game characters reflecting geographical characteristics, present results, and proceed with 3D modeling. In Session 4, a gamification class using Google Sites on the CoSpaces metaverse platform will be conducted. Conclusions: The study introduces a goal-based scenario learning model and a gamification class using digital tools to empower learners in exploring geographical diversity and its impact on lifestyles. Utilizing an accessible online platform, the study provides practical measures for integrating digital tools into geography education, addressing the current importance of digital technology in teaching.

KBS 'Summter VR' directing analysis - Focusing on the long take technique (KBS '숨터 VR' 연출 분석 - 롱 테이크 기법을 중심으로)

  • Pyo, Man-seok;Choi, Yoon-hee;Lee, Seung-hyun;Kwon, Soon-chul
    • The Journal of the Convergence on Culture Technology
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    • v.4 no.3
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    • pp.149-158
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    • 2018
  • VR image content producers are now terrestrial broadcasters, movie studios, game companies, and VR content producers (productions). As the VR market begins to form, investment in VR image content production is also expanding. The terrestrial KBS 'Summter VR' has been produced steadily from 2016 to 2017. 2D and VR images were simultaneously broadcast. If we compare and analyze these two image data, we could get a meaningful presentation. In this paper, 'Summter VR' is analyzed by cutting the image by time. "Summter VR" was using a long take for an average of 30 seconds or more, and at the same time, it was choosing a beautiful place so as not to fall into the boredom of long take directing. Most of the images of 'SummterVR' were long take techniques using the mise en scene VR technique.

A study about the problems and their solutions in the production process of 3D character animation using optical motion capture technology (옵티컬 모션캡쳐 기술을 활용한 3D 캐릭터 애니메이션에서 제작과정상 문제점 및 해결방안에 관한 연구)

  • Lee, Man-Woo;Kim, Hyun-Jong;Kim, Soon-Gohn
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.831-835
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    • 2006
  • Motion capture means the recording of movement of objects such as human beings, animals, creatures, machines, etc in a form applicable to computer. Since the motion capture system can be introduced to the fields where realistic movement of human beings and animals, which cannot be attained with an existing key frame method is required, large scale is necessary or economical burden exists, it has a merit and possibility of new expression. For these reasons, this method is increasingly used in the field of digital entertainment such as movie, TV, advertisement, documentary, music video, etc centering around the game. However, in spite of such an advantage, problems such as too much advance preparation work in digital image expressions using motion capture, marker attachment, compensation of motion data, motion retargeting and lack of professional human resources, etc. are becoming a prominent figure. Accordingly, this study intends to suggest the way of more effective production of motion capture digital image through finding the problems and their draft possible solutions in the production process based on the image production examples using motion capture.

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SPACIAL POEM: A New Type of Experimental Visual Interaction in 3D Virtual Environment

  • Choi, Jin-Young
    • 한국HCI학회:학술대회논문집
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    • 2008.02b
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    • pp.405-410
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    • 2008
  • There is always a rhythm in our language and speech. As soon as we speech out, even just simple words and voice we make are edited as various emotions and information. Through this process we succeed or fail in our communication, and it becomes a fun communication or a monotonous delivery. Even with the same music, impression of the play can be different according to each musician' s emotion and their understanding. We 'play' our language in the same way as that. However, I think, people are used to the variety, which is, in fact, the variation of a set format covered with hollow variety. People might have been living loosing or limiting their own creative way to express themselves by that hollow variety. SPACIAL POEM started from this point. This is a new type of 'real-time visual interaction' expressing our own creative narrative as real-time visual by playing a musical instrument which is an emotional human behavior. Producing many kinds of sound by playing musical instruments is the same behavior with which we express our emotions through. There are sensors on each hole on the surface of the musical instrument. When you play it, sensors recognize that you have covered the holes. All sensors are connected to a keyboard, which means your playing behavior becomes a typing action on the keyboard. And I programmed the visual of your words to spread out in a virtual 3D space when you play the musical instrument. The behavior when you blow the instrument, to make sounds, changes into the energy that makes you walk ahead continuously in a virtual space. I used a microphone sensor for this. After all by playing musical instrument, we get back the emotion we forgot so far, and my voice is expressed with my own visual language in virtual space.

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