• Title/Summary/Keyword: Game DB

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Active Mechanism for Efficient Traffic Processing (효율적인 트래픽 처리를 위한 능동 메커니즘 응용 방안)

  • 이직수;이원구;이성현;이재광
    • Proceedings of the Korea Contents Association Conference
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    • 2004.05a
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    • pp.429-433
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    • 2004
  • Computer simulation endow a military man with field training such as combat experience without operating combat strength or capabilities. To samely construct simulation environment against actual combat environment is to well construct DB to operate war game model, associate among federates on network. we construct virtual combat environment enabling to efficiently manage network traffic among federates(or active nodes) on active network that construct virtual military training space such as urgent combat field needed to rapidly transfer combat information including image and video.

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Design and Implementation of SK-VM based Avatar E-mail Service System (SK-VM 기반의 Avatar E-mail 서비스 시스템 설계 및 구현)

  • Lee Kyung-Jin;Song Wang-Cheol;Lee Jung-Yun
    • The Journal of the Korea Contents Association
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    • v.5 no.4
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    • pp.212-218
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    • 2005
  • These days, mobile technology is developing very fast. It has increased the usage of the Internet by mobile phones. Nowadays the avatar and game contents services are most popular in mobile phones using the Internet. In this paper, we propose a Client/Server system to combine the animation avatar and e-mail services on SK-VM which are different from simple avatar services. The server which consists of DB (database) module and mail management module is designed in order to manage the information about avatar and the user. The client is designed so as to show the email contents and avatar animation on the mobile phone. This model is intended to reduce the performance overhead on the client as much as possible. We expect that this module would be useful in the mobile phones with limited resources, although the technology is being developed very rapidly.

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A study of new business creation on digital contents industries (디지털콘텐츠 산업분석을 통한 기술사엄화 기회창출 연구)

  • Park, Dong-Un;Kim, Eun-Sun;Park, Young-Seo
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.759-762
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    • 2006
  • Historically, internet is the fastest growing media together with the ICT development and the key of the development is contents. Digital contents indicate information which covers voice, DB, game, publications and music etc. and the areas have been creating new technology business opportunities. The value chain of digital contents consists of production, collection, processing, services, connection and navigation and is expected to be reorganized around business players of production and distribution areas. This paper presents on those changes occurring in business environment and examples of business models, and further provides industries and academias with technology commercialization strategies.

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Implementation of Sluice Valve management systems using GPS and AR (GPS와 증강현실을 이용한 제수변 관리시스템 구현)

  • Kim, Hwa-Seon;Kim, Chang-Young;Lee, Imgeun
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.21 no.1
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    • pp.151-156
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    • 2017
  • In case of massive water leakage, it's crucial for field manager to quickly positioning the problematic valve and related ones. However, it's not easy for the system to find the corresponding valve and even if it's found, it can not respond quickly because it can't know the relevant information immediately. In this paper, we implement the system for identifying sluice valve positions using GPS and AR techniques. The proposed system is composed of hand held android device, remote database server and data acquisition device for DB creation. We utilize the android device's sensors including GPS, gyro, accelerometer, magnetic sensor. The system identifies the valve with matching between the position data from the remote database server, and current GPS locations of device. We use AR techniques to overlay the graphics pattern of valve positions and some additional informations on captured real scene. With this system, it will be fast and accurate for maintenance of sluice valve of municipal water system.

A System Design for Mobile Service of a 3D Marine Characters (3D 해양 캐릭터의 모바일 서비스를 위한 시스템 설계)

  • Gang, Gyeong-Heon;Kim, Byoung-Hun;Youn, Jae-Hong;Kim, Eun-Seok;Hur, Gi-Taek
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.536-540
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    • 2006
  • The interest in the service of 3D mobile contents becomes larger due to the technological advance of production and services of mobile contents and the appearance of the exclusive mobile phone for 3D game. Therefore, the researches about the efficient mobile services of large 3D contents are wanted in the circumstances of the narrow bandwidth and the burden of the connection charge of wireless mobile communications. In this paper, we suggest a strategy of caching for looking up and downloading the 3D marine characters efficiently and a system model for mobile service of 3D marine characters. The suggested system is designed for serving efficiently the high-quality 3D characters through the wireless mobile communications using the database on the 3D marine objects of cyber aquarium constructed for the services through the wired internet.

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A Situation Evaluation System based on the Strength and the Influence Distribution of Stones in Computer Go (컴퓨터 바둑에서 돌의 세기와 영향력 분포에 기반한 형세 평가 시스템)

  • 김영상
    • Journal of the Korea Computer Industry Society
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    • v.3 no.3
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    • pp.259-270
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    • 2002
  • In computer Go, the method evaluating the situation of a face is not generalized. To evaluate the situations all the faces accurately, computer Go must judge owners of 361 positions according the changes of the faces. In this paper, we apply the structure of graph as a method analyzing the rules and characters of Go. The Situation Evaluation System(SES) which can evaluate the situation of a face without DB information oかy using strength of stone(SS), influence power(IP), safety(S), position value(PV), and position-value matrix(PM) is proposed. This system is very effective to evaluate the whole situations of Go because it can show the owner of 361 positions between Black and White. As a result, SES can well compute the situations in the opening game of Go. It makes 70.9% hit-ratio as compared with the practical Go games of professional players. According to the results compared with Nemesis, the commercial program which has the joseki(established stones: hewn sequences of moves near the corner which result in near-equal positions for White and Black), SES is superior to Nemesis by 10% higher in the hit-ratio of situation evaluations of professional players.

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A study on the Stochastic Model for Sentence Speech Understanding (문장음성 이해를 위한 확률모델에 관한 연구)

  • Roh, Yong-Wan;Hong, Kwang-Seok
    • The KIPS Transactions:PartB
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    • v.10B no.7
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    • pp.829-836
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    • 2003
  • In this paper, we propose a stochastic model for sentence speech understanding using dictionary and thesaurus. The proposed model extracts words from an input speech or text into a sentence. A computer is sellected category of dictionary database compared the word extracting from the input sentence calculating a probability value to the compare results from stochastic model. At this time, computer read out upper dictionary information from the upper dictionary searching and extracting word compared input sentence caluclating value to the compare results from stochastic model. We compare adding the first and second probability value from the dictionary searching and the upper dictionary searching with threshold probability that we measure the sentence understanding rate. We evaluated the performance of the sentence speech understanding system by applying twenty questions game. As the experiment results, we got sentence speech understanding accuracy of 79.8%. In this case, probability ($\alpha$) of high level word is 0.9 and threshold probability ($\beta$) is 0.38.

A Study on Strategy for developing LBS Entertainment content based on local tourist information (지역 관광 정보를 활용한 LBS 엔터테인먼트 컨텐츠 개발 방안에 관한 연구)

  • Kim, Hyun-Jeong
    • Archives of design research
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    • v.20 no.3 s.71
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    • pp.151-162
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    • 2007
  • How can new media devices and networks provide an effective response to the world's growing sector of cultural and historically-minded travelers? This study emerged from the question of how mobile handsets can change the nature of cultural and historical tourism in ubiquitous city environments. As wireless network and mobile IT have rapidly developed, it becomes possible to deliver cultural and historical information on the site through mobile handset as a tour guidance system. The paper describes the development of a new type of mobile tourism platform for site-specific cultural and historical information. The central objective of the project was to organize this cultural and historical walking tour around the mobile handset and its unique advantages (i.e. portability, multi-media capacity, access to wireless internet, and location-awareness potential) and then integrate the tour with a historical story and role-playing game that would deepen the mobile user's interest in the sites being visited, and enhance his or her overall experience of the area. The project was based on twelve locations that were culturally and historically significant to Korean War era in Busan. After the mobile tour game prototype was developed for this route, it was evaluated at the 10th PIFF (Pusan International Film Festival). After use test, some new strategies for developing mobile "edutainment content" to deliver cultural historical contents of the location were discussed. Combining 'edutainment' with a cultural and historical mobile walking tour brings a new dimension to existing approaches of the tourism and mobile content industry.

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A Systematic Literature Review of Research Trends in Domestic Gamification (국내 게이미피케이션 연구동향에 관한 체계적 문헌고찰)

  • Han, Anna
    • The Journal of the Korea Contents Association
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    • v.18 no.5
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    • pp.566-578
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    • 2018
  • The purpose of this study is to examine trends and achievements of domestic gamification studies and to suggest further research directions. For this purpose, I collect references in domestic gamification and then analyze them through a systematic literature review. Through search DB, 131 references were collected, the references were analyzed by year, purpose, research type, research methods, and research results. The results showed that the amount of gamification research has increased steadily, and academic discussion in the non-game context has increased sharply since 2015. The results of analysis by research purpose showed that the most research was conducted to evaluate the effectiveness of the strategy, program, and design of gamification. The results of research type showed solution, evaluation, position paper, and validation study in that order. In terms of research methods, literature research was the most common, followed by quantitative, qualitative and mixed research. In the analysis of 45 papers that reported the research results, it was found that there were 21 articles about psychological effects, 17 articles about behavioral effects, and 7 articles about psychological and behavioral effects. Further research directions are suggested based on the review results.

The Influence Analysis of Value Engineering for the Public Empoyer's Decision Marking - Focused on the Project Life Cycle - (공공발주자 의사결정에 미치는 가치공학(VE)의 영향력 분석 - 프로젝트 생애주기를 중심으로 -)

  • Park, Jongsoon;Chun, Jaeyoul
    • Korean Journal of Construction Engineering and Management
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    • v.16 no.2
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    • pp.12-20
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    • 2015
  • The public employers are faced the mounting importance of decision process to settle the optimum VE delivery system of such public facilities buildings and etc. The elements of decision process of the public employer are formed in the various relationships of the concerned and when the projects are coming into effect, the decision process in the VE delivery method and the selection of contractor will be the name of the game. The decision process in the VE delivery method and the selection of contractor are created a case to be one and the same as well as initiates a consistency for the performance. However, the function and role of the public employer are projective accordingly to the organization of employer and the employer especially no system is equal to the capability of perfect evaluation and verification of the ability of the employer. Especially the lowest bidder policy that started with justification to increase the competitiveness and technical capability of the contractors through the completion in between contractors has been providing the hotbed for insolvency, irregularity and irrationality as a result. From this point of view it is declared that the buildup the edifice of supporting system in the process of decision to recover the mutual trust and respect of the concerned in the VE delivery system with the technostress and the systematization based on drawing the elements which affect the decision process of public employer.