• Title/Summary/Keyword: Action Game

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Rhyme of Truce, Training Program for moral psychology in Cyberspace

  • Cho, JeongHee;Lim, Chan
    • International journal of advanced smart convergence
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    • v.8 no.1
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    • pp.176-183
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    • 2019
  • Rhyme of Truce is an educational program that helps you develop the ability to cope with cyber violence rightly. we aim to produce educational contents that will last a long time in the memory of specially children. By combining the room escape game and Leap motion / VR, the program reflects the user's motion and action in real time. The Keyboard Worrier comes into contact with the user and causes violence, and the user who is attacked by the monster see several negative messages written in red and hears abuses sound. Users enter the virtual space decorated as the cyber world. They can experience cyber-violence indirectly but vividly, and if language violence, which has been overlooked and recognized only as "letters", is executed offline, it will directly wonder if cyber-violence should also be regarded as a means of violence. Users have the opportunity to cope with violence autonomously. When a user is attacked by an in-game monster, there are two ways to choose from. First, fighting against with a keyboard (which is a symbol of language violence) just like a monster. Second, report the abuser to cyber bureau police. Both methods make them to escape the room, but when they get out of the room and return to the home and read the message through the monitor, users can recognize which action was right for.

A Study on Reinforcement Learning Method for the Deception Behavior : Focusing on Marine Corps Amphibious Demonstrations (강화학습을 활용한 기만행위 모의방법 연구 : 해병대 상륙양동 사례를 중심으로)

  • Park, Daekuk;Cho, Namsuk
    • Journal of the Korea Institute of Military Science and Technology
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    • v.25 no.4
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    • pp.390-400
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    • 2022
  • Military deception is an action executed to deliberately mislead enemy's decision by deceiving friendly forces intention. In the lessons learned from war history, deception appears to be a critical factor in the battlefield for successful operations. As training using war-game simulation is growing more important, it is become necessary to implement military deception in war-game model. However, there is no logics or rules proven to be effective for CGF(Computer Generated Forces) to conduct deception behavior automatically. In this study, we investigate methodologies for CGF to learn and conduct military deception using Reinforcement Learning. The key idea of the research is to define a new criterion called a "deception index" which defines how agent learn the action of deception considering both their own combat objectives and deception objectives. We choose Korea Marine Corps Amphibious Demonstrations to show applicability of our methods. The study has an unique contribution as the first research that describes method of implementing deception behavior.

The Case Study on Game Balancing for Player VS Player Fighting Game (대전 격투게임의 사례 분석을 통한 게임 밸런싱 연구)

  • Han, Seung-Woo;Lee, Jae-Joong;Park, Jin-Wan
    • Journal of Korea Game Society
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    • v.8 no.1
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    • pp.15-27
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    • 2008
  • Games can be divided into different genres such as action, adventure, role playing, simulation and etc based on the types of the play provided to a player. And each genre has various kinds of balancing system. Fighting games are classified as one of the action genres. They seem to have a simple structure but there is a variety of complex balancing factors. Because there are quite a number of the fighting games that were developed in a relatively short period, it is possible to identify diverse balancing systems in the fighting games from unstable ones in the early stage to the recent ones in a stable condition. The balancing system allows players to use all the contents offered in the game by eliminating the imbalance created among the various components. It helps players maintain their interest during the procedure. Furthermore, it gives the justification, increases the efficiency of controlling, and develops the empathy in the process. Therefore, the balancing system plays a crucial role in the games when it comes to getting an evaluation and building popularity, which can determine its lifespan. In this study, we researched on the possibilities of expanding an application to the other genres by understanding the established balancing model developed from the case study of the fighting games.

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An Action-Generation Method of Virtual Characters using Programming by Demonstration (Programming by Demonstration을 이용한 가상 캐릭터의 행동 생성 기법)

  • Sung, Yun-Sick;Cho, Kyung-Eun;Um, Ky-Hyun
    • Journal of Korea Game Society
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    • v.11 no.2
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    • pp.141-149
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    • 2011
  • The substantial effort is required to make a virtual character smoothly move like a human being in the virtual environment. Since a virtual character acts on the basis of the actions, it is the most critical to define actions for smooth flow of action. It has been actively studied the programming by demonstration which defines series of actions to be performed by a virtual character based on the actions operated by a person. However, such approaches can't easily draw many sequential actions because they create sequential actions in the same length all the time or restrict the actions used to create such actions. For smooth flow of action, it is required to derive sequential actions as much as possible from the actions of a virtual character and to select the representative set of actions. Accordingly, it is necessary to study how to create sequential actions as reducing diverse limits. This study suggests the approach to select sequential actions suitable for a virtual character by collecting the actions of a character manipulated by a person and deriving a set of actions to be performed by a virtual character. The experiment describes the process to create the actions by applying the approach suggested in this study to the driving game. In accordance with the analysis results, it was found that a set of actions performed by a person was generated without being restricted by a length or a part to divide. Finally, we confirmed that the suggested method selects the best sequential actions, appropriate to virtual character, among more generated actions.

Design and Implementation of NUI-based Athletic Scene Generation System

  • Choi, Jong-In
    • Journal of the Korea Society of Computer and Information
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    • v.24 no.1
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    • pp.115-120
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    • 2019
  • In this paper, we propose a system and an intuitive interface that can create an athletic scene among athletes. We allow you to enter motion as if you were playing a game, so that the user's action becomes the player's action. The user can take various actions in front of the motion sensor and control the object flying to him. When a user specifies an opponent to pass or attack, and takes appropriate action in front of the motion sensor, the movement trajectory of the object is automatically generated by the physical optimization technique in accordance with the motion. In this way, you can create scenes where multiple players play together in a virtual environment. The method of this paper will be very useful for rapid prototyping for cinematic trailers of based on athletics games or animations.

A Deep Learning Algorithm for Fusing Action Recognition and Psychological Characteristics of Wrestlers

  • Yuan Yuan;Yuan Yuan;Jun Liu
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.17 no.3
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    • pp.754-774
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    • 2023
  • Wrestling is one of the popular events for modern sports. It is difficult to quantitatively describe a wrestling game between athletes. And deep learning can help wrestling training by human recognition techniques. Based on the characteristics of latest wrestling competition rules and human recognition technologies, a set of wrestling competition video analysis and retrieval system is proposed. This system uses a combination of literature method, observation method, interview method and mathematical statistics to conduct statistics, analysis, research and discussion on the application of technology. Combined the system application in targeted movement technology. A deep learning-based facial recognition psychological feature analysis method for the training and competition of classical wrestling after the implementation of the new rules is proposed. The experimental results of this paper showed that the proportion of natural emotions of male and female wrestlers was about 50%, indicating that the wrestler's mentality was relatively stable before the intense physical confrontation, and the test of the system also proved the stability of the system.

Study on the motion acting in the game character animation (게임캐릭터애니메이션 동작연기연구)

  • Hwang, Kil-Nam
    • Proceedings of the Korea Contents Association Conference
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    • 2006.05a
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    • pp.273-278
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    • 2006
  • In the virtual space in which human imagination exists, a great deal of games and animation contents have been developed and shown. Games and animations are performing a role as an unrealistic representative, and creating abundant virtual culture with variety of human life. A representative, that is, a main character is being completed with external design, unique personality and ability, and action in the story. This study is expecting that a game character might develop into motion acting for emotional situation from the simple action. As giving a game character a role as a medium to express various circumstances and emotions, choosing motions from a pantomimist and applying them to 3D character, and expressed according to the motion acting. Motion acting is extended from the basic motion into the emotional phases such as joy, anger, sorrow and pleasure. The motion acting expressed from various viewpoints is suggested, as communicating clear message through emotional acting contrary to the symbolic language.

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Multi-level Consistency Control Techniques in P2P Multiplayer Game Architectures with Primary Copy (기본 사본을 갖는 P2P 멀티플레이어 게임 구조의 수준별 일관성 제어 기법)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.15 no.4
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    • pp.135-143
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    • 2015
  • A Multiplayer Online Game(MOG) is a game capable of supporting hundreds or thousands of players and is mostly played using the Internet. P2P(peer-to-peer) architectures for MOGs can potentially achieve high scalability, low cost, and good performance. The basic idea of many P2P-based games is to distribute the game state among peers and along with it processing, network, and storage tasks. In a primary-copy based replication scheme where any update to the object has to be first performed on the primary copy, this means distributing primary copies of objects among peers. Most multiplayer games use a primary-copy model in order to provide strong consistency control over an object. Games consist of various types of actions that have different levels of sensitivity and can be categorized according to their consistency requirements. With the appropriate consistency level of each action type within a game, this paper allows developers to choose the right trade-off between performance and consistency. The performance for P2P game architecture with the primary-copy model is evaluated through simulation experiments and analysis.

A Study about Control of real working through the synchronized 3D Game Character and Motion Capture System (3D게임 캐릭터와 모션 캡쳐 시스템의 연동을 통한 실사 움직임(Real Working) 제어 연구)

  • Kim, Tae-Yul;Ryu, Seuc-Ho;Kyung, Byung-Pyo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.278-281
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    • 2006
  • In the Contents industry, especially in the field of game contents the area receiving the most spotlight is 3D. With qualitative and quantitative developments in games continue, interest in 3D is becoming more significant. As a result studies and actual application in the area of 3D in the game industry are being most actively conducted. It is true that 3D game characters do not have the same level of natural movement compared to the previous 2D characters. In order to overcome the limitations of movement control of the Key frame method, the method that is currently being rapidly developed is a movement control method using motion capture system. In this study, the focus is placed in production of natural character animation through movement control through linkage of 3D game characters and motion capture system. Hence, production of natural 3D game character animation through a single central action was established as the purpose of this study.

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An Effect of Gaming Behavior by Mobil Game User on Intention of Continuous Usage (모바일게임 이용자의 게임 태도가 지속사용 의도에 미치는 영향)

  • Shim, Sun-Ae;Im, Cheon-Hyuk;Jung, Hyung-Won
    • Journal of the Korea Convergence Society
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    • v.8 no.7
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    • pp.141-149
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    • 2017
  • This study is to determine the relationship between gaming behaviors by mobile game users and intention of continuous use of games. A behavior is a reaction against some subject or event, and in general, it brings consistent action and predictable reaction. For this study, the survey has been performed to adult mobile game users over 20 years old in Korea and China, and the collected data have been used in the hierarchical multiple regression analysis using SPSS 20.0, the statistical package program. As a result of study, if gaming behaviors are not concerned, more male not from Korea (from China) showed higher intention of continuous use. Furthermore, as a result of evaluating the effect of gaming behaviors of mobile game users on intention of continuous use, cognitive behaviors and behavioral attitudes also showed significant positive correlation.