• Title/Summary/Keyword: Game Development Model

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Game-type Recognition Rehabilitation System based on Augmented Reality through Object Understanding (증강현실 기반의 물체 인식을 통한 게임형 인지 재활 시스템)

  • Lim, Myung-Jea;Jung, Hee-Woong;Lee, Ki-Young
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.11 no.3
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    • pp.93-98
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    • 2011
  • In this paper, we propose a game type cognitive rehabilitation system using marker-based augmented reality system for intelligence development of user. Existing cognitive rehabilitation with the help of others, or a keyboard or mouse operation required to relieve the discomfort, the marker card only control it led and is advanced the method which it applied. As a result, obtained through the camera calibration for image processing, and a Augmented Reality as well as mark detection. In this paper we presented a complete rotation of the model after checking through the whole form, through a combination of multiple markers by completing the interactive objects proceed with the rehabilitation process in a manner required by the target of interest to human rehabilitation and treatment.

Proper Incentives to Promote Information Exchange

  • Obayashi, Atsuomi
    • Industrial Engineering and Management Systems
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    • v.6 no.1
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    • pp.55-63
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    • 2007
  • Exchange of information is essential to the process of innovation such as product development. However, in many cases innovation fails because of a lack of knowledge sharing among parties concerned, even if parties individually have pieces of useful knowledge and skills. Besides physical factors like communication costs, the possibility of opportunistic behavior by parties like stealing ideas can discourage information exchange. This paper introduces a model to analyze incentives of information exchange. The model is a game by two players who alternately opt to offer information to the partner. It is suggested that information exchange can stop before reaching the efficient level. In order to attain the efficient information exchange, expectation of mutual benefit and absence of opportunistic motives in both players are needed. Methods for promoting information exchange include modifying payoff structure to meet the condition of information exchange. The fluidity of partnership may increase a variety of information exchange partners, but discourage building trust between partners which promotes information exchange.

Development of New Concept Headset using Axiomatic Approach (공리적 접근을 이용한 신개념 헤드셋의 개발)

  • Hwang, Yun-Dong;Cha, Sung-Woon
    • Proceedings of the KSME Conference
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    • 2001.06c
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    • pp.426-431
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    • 2001
  • When we use various multimedia programs such as 3D-game, visual conference, dial-pad phone by internet service, we make use of headset generally. As internet system is magnified more and more, a demand of headset will be increasing continuously. Because microphone was fixed by headset, it has many inconveniences for using headset. For these reasons, new concept headset is needed nowadays. Main idea of development of headset is very the automatic operation system of microphone. There are many process variables in appling new technology to the conventional headset. They can be solved by using axiomatic approach method which is very useful design method for designing new products. Its main character is scientific and analytical. The goal of this research is to design and manufacture a new headset model with axiomatic design method. In this paper, a new concept headset was presented by mapping the relation between functional requirements and design parameters.

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The Hidden Catalyst for Industrial Convergence between the MMOG Industry and the Online Broadcasting Industry in South Korea

  • Park, Jae-Hwan;Evans, Steve;Kim, Young Roak
    • Journal of Contemporary Eastern Asia
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    • v.13 no.2
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    • pp.69-85
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    • 2014
  • This paper explores the convergence process by focusing on the massively multiplayer online game(MMOG) industry and the online broadcasting industry in South Korea. In doing so, the paper seeks to establish the concept of Hidden catalysts for the integration process between the two industries and explore the roles of the Hidden catalysts in triggering the industry's transition. Further, the modified multi-level socio-technical model we applied in our research allows us both to understand each industry's development towards convergence in various dimensions and also to focus on the activities of the Hidden catalysts. In assessing the role of Hidden catalysts in industry convergence, we found that Hidden catalysts depend on two essential features: first, appropriate technology leading to the new industry dominance; and second, managerial capabilities to deal with conflicts among other new interest groups, to harmonise with government initiatives for industry development and to create new value in the integrated market to please the demand of mixed customers.

A Study on Business model of through Second life (세컨드 라이프(Second Life)를 통한 문화콘텐츠 비즈니스 모델연구)

  • Choi, Eunyoung
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.431-435
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    • 2008
  • Thanks to the development of internet, on-line market expands exponentially and corresponding solid business models are drawn attentions. Most of on-line trading items are limited with selling game related items however, Linden Lab made its turning point by introducing cyber reality game to shape the cyber life with creating his own Avatar in 2003. After 2003, Second life has grown sharply that over 12 million users around the world. While former games are progressed within fixed scenario, the concept of avatars who live his or her own lives at the cyber space that successfully differentiate from former online game. Further, cyber money, Linden Dollar can be used to buy real estate, cloth, shoes just like at real economy system. Not only for using corporate marketing, various areas of activities; promotion of public sector, politics, education are also functioned at the cyber life. In Korea, Korean version of Second life was introduced at the end of 2007 that draws attentions from the users. In this study, I examine various business models of cyber through Second life and suggest feasible culture-contents applying models.

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A Study on the Rise and Success of Korean-style Collection RPG Genre (한국형 수집 RPG 장르 형성 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.327-337
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    • 2018
  • The Korean-style Collection RPG is a unique sub-genre of RPG developed in a new environment of the smartphone era. Based on CCG in Japan, the Korean collection RPG was able to have its own color by adding action style based on the experience of MMORPG development. Since the genre, many games have been released and have had amazing success. This success is not only limited to domestic but also extends overseas. In this study, I try to find out the reasons for the emergence and success of the Korean collection RPG, and analyze "Seven Knights", which has been a great success in Korea, and "Summoners War", which has achieved great success in the world. Through this, I will contribute to the competitiveness of Korean smartphone game industry.

Game Platform and System that Synchronize Actual Humanoid Robot with Virtual 3D Character Robot (가상의 3D와 실제 로봇이 동기화하는 시스템 및 플랫폼)

  • Park, Chang-Hyun;Lee, Chang-Jo
    • Journal of Korea Entertainment Industry Association
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    • v.8 no.2
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    • pp.283-297
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    • 2014
  • The future of human life is expected to be innovative by increasing social, economic, political and personal, including all areas of life across the multi-disciplinary skills. Particularly, in the field of robotics and next-generation games with robots, by multidisciplinary contributions and interaction, convergence between technology is expected to accelerate more and more. The purpose of this study is that by new interface model beyond the technical limitations of the "human-robot interface technology," until now and time and spatial constraints and through fusion of various modalities which existing human-robot interface technologies can't have, the research of more reliable and easy free "human-robot interface technology". This is the research of robot game system which develop and utilizing real time synchronization engine linking between biped humanoid robot and the behavior of the position value of mobile device screen's 3D content (contents), robot (virtual robots), the wireless protocol for sending and receiving (Protocol) mutual information and development of a teaching program of "Direct Teaching & Play" by the study for effective teaching.

Image classification and captioning model considering a CAM-based disagreement loss

  • Yoon, Yeo Chan;Park, So Young;Park, Soo Myoung;Lim, Heuiseok
    • ETRI Journal
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    • v.42 no.1
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    • pp.67-77
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    • 2020
  • Image captioning has received significant interest in recent years, and notable results have been achieved. Most previous approaches have focused on generating visual descriptions from images, whereas a few approaches have exploited visual descriptions for image classification. This study demonstrates that a good performance can be achieved for both description generation and image classification through an end-to-end joint learning approach with a loss function, which encourages each task to reach a consensus. When given images and visual descriptions, the proposed model learns a multimodal intermediate embedding, which can represent both the textual and visual characteristics of an object. The performance can be improved for both tasks by sharing the multimodal embedding. Through a novel loss function based on class activation mapping, which localizes the discriminative image region of a model, we achieve a higher score when the captioning and classification model reaches a consensus on the key parts of the object. Using the proposed model, we established a substantially improved performance for each task on the UCSD Birds and Oxford Flowers datasets.

A Maximum Entropy-Based Bio-Molecular Event Extraction Model that Considers Event Generation

  • Lee, Hyoung-Gyu;Park, So-Young;Rim, Hae-Chang;Lee, Do-Gil;Chun, Hong-Woo
    • Journal of Information Processing Systems
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    • v.11 no.2
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    • pp.248-265
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    • 2015
  • In this paper, we propose a maximum entropy-based model, which can mathematically explain the bio-molecular event extraction problem. The proposed model generates an event table, which can represent the relationship between an event trigger and its arguments. The complex sentences with distinctive event structures can be also represented by the event table. Previous approaches intuitively designed a pipeline system, which sequentially performs trigger detection and arguments recognition, and thus, did not clearly explain the relationship between identified triggers and arguments. On the other hand, the proposed model generates an event table that can represent triggers, their arguments, and their relationships. The desired events can be easily extracted from the event table. Experimental results show that the proposed model can cover 91.36% of events in the training dataset and that it can achieve a 50.44% recall in the test dataset by using the event table.

3D Object Generation and Renderer System based on VAE ResNet-GAN

  • Min-Su Yu;Tae-Won Jung;GyoungHyun Kim;Soonchul Kwon;Kye-Dong Jung
    • International journal of advanced smart convergence
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    • v.12 no.4
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    • pp.142-146
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    • 2023
  • We present a method for generating 3D structures and rendering objects by combining VAE (Variational Autoencoder) and GAN (Generative Adversarial Network). This approach focuses on generating and rendering 3D models with improved quality using residual learning as the learning method for the encoder. We deep stack the encoder layers to accurately reflect the features of the image and apply residual blocks to solve the problems of deep layers to improve the encoder performance. This solves the problems of gradient vanishing and exploding, which are problems when constructing a deep neural network, and creates a 3D model of improved quality. To accurately extract image features, we construct deep layers of the encoder model and apply the residual function to learning to model with more detailed information. The generated model has more detailed voxels for more accurate representation, is rendered by adding materials and lighting, and is finally converted into a mesh model. 3D models have excellent visual quality and accuracy, making them useful in various fields such as virtual reality, game development, and metaverse.