• Title/Summary/Keyword: Game Event

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An Efficient Hybrid Simulation Methodology Using the Game Physics Engine (물리엔진을 이용한 효과적인 하이브리드 시뮬레이션 방법론)

  • Lee, Wan-Bok;Ryu, Seuc-Ho
    • Journal of Digital Convergence
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    • v.10 no.10
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    • pp.539-544
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    • 2012
  • Most of the man-made systems can be modeled as a hybrid system which consists of both the high-level and the low-level component model. High level model is responsible for decision-making and the low-level one takes control of the mechanical component parts. Since the two models requires different interpretation method according to their type, analysis of a hybrid system becomes a difficult job. For the Analysis of the high-level model, methods for discrete event system models such as FSM can be used. On the contrary, numerical analysis techniques are required for the low-level continuous-time system model. Since it becomes a difficult thing for a modeller specifies and develops both the two-level models altogether, we propose an efficient hybrid simulation method which employs a game physics engine that has been widely and successfully used in the area of game industry.

Modeling and Simulation of Optimal Path Considering Battlefield-situation in the War-game Simulation (워게임 시뮬레이션에서 전장상황을 고려한 최적경로 모델링 및 시뮬레이션)

  • Lee, Sung-Young;Jang, Sung-Ho;Lee, Jong-Sik
    • Journal of the Korea Society for Simulation
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    • v.19 no.3
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    • pp.27-35
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    • 2010
  • War-games using C4I systems have been used to improve the command ability of commanders and the fighting power of combat forces. During a war-game simulation, a commander makes a plan for the movement of a combat force and issues orders to the combat force according to the plan. If it is possible to minimize damages from the artillery of enemy forces and take the advantage position where is effective for attack/defense, we can hold a dominant position of the battlefield. Therefore, this papers proposes a genetic algorithm-based optimal path searching method. The proposed method creates an optimal path of a combat force by taking into consideration dangerous conditions of the battlefield in which the combat force is. This paper also shows the process of creating an optimal path by using a discrete event specification modeling and simulation method.

A preparation and Strategy against Chemical and Biological Terrorism (화생방 테러의 양상과 예방대책)

  • Kim, Kyung-Hoe
    • Korean Security Journal
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    • no.5
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    • pp.19-40
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    • 2002
  • For front, aspect of terror may have to prepare indeed even chemical terror or rocket and small size missile and radioactivity terror because is predicted to become various. Furthermore, when see motion of every countries about nuclear engineerses' bringing round and illicit sale of plutonium, our country may have to prepare in terrorism which is expected thus. So that can finish international event successfully because the United States of America supports great manpower and budget since New York's World Trade Center terror and when see that is considering terror prevention countermeasure, we operate temporarily bursting tube state complete charge team such as terror by each field specialist such as a concern interested including special CBR complete charge moving team among 2002 World Cups soccer game period ahead of international event, must consider safety countermeasure. Specially, biology weapon of chemical weapon and cholera etc. 13 kinds of 5000ton that North Korea plans CBR terror society confusion that North Korea that to terror support nation as well as nuclear weapons development suspicion is defending South Korea communization strategy as real condition that is amplified as well as is saving production brand gets imprinted uses CBR terror at normal times, when see that is planing powerlessness communization unity using CBR weapon at time of war, must operate until bias 2002 World Cups international event finishes cooperation safety countermeasure utensil safely under closer talk between the South Korea ${\cdot}$ Japan ${\cdot}$ North Korea. As for us which must serve 2002 World Cup successfully to accomplish perfectly preparedness of CBR terror firstly, all inhabitants knows well CBR protection trick, and secondly, CBR existing formation that solidify realignment CBR complete charge moving team which of course is consisted of CBR specialist compose and keeping immediate going out attitude operating, by third, that expand CBR individual protection equipment and CBR evacuation equipment and establish individual and group protection attitude naturally, supplement as there is main room that actualize CBR pollution patient's slogan countermeasure by fourth, and develop standard model for CBR terror provision by fifthBecause constructing infra of CBR safety establishing CBR preparedness that utilize it, must minimize damage and contribute inhabitants' life and property protection.

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Serious Game Scenario Design for Earthquake Response Education and Training in the Gyeongsangbuk-do Province (지진대응 교육 및 훈련을 위한 Serious Game 시나리오 설계방법론 개발 -경상북도를 사례로-)

  • Kim, Seong-Jae;Choi, Ji-Hyang;Nam, Kwang-Hyun
    • Journal of the Society of Disaster Information
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    • v.17 no.4
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    • pp.769-777
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    • 2021
  • Purpose: Earthquake disasters are frequently occur unpredictable situations due to various variables and unexpected situations. As a result, the work process itself is not uniform, making it difficult for public officials in the disaster safety department to familiarize themselves with the earthquake field manual. This paper is specifically and accurately grasp the current work situation conducted by the Disaster and Safety Countermeasures Headquarters of the Gyeongsangbuk-do Office and present a plan for designing serious game scenarios necessary for field manual learning. Method: In this study, scenarios were designed based on the GBS(Goal Based Scenario) model, and in the process of assigning missions and roles based on the Gyeongsangbuk-do earthquake field manual, public officials related to earthquakes were able to acquire knowledge and skills to solve practical tasks. Result: Scenario data of the proposed technique was implemented as a systematic procedure by processing various earthquake-related information into logical data and simplifying and abstracting it for game expression for earthquake situation training. Conclusion: In the event of an earthquake due to learning through serious games, related public officials of Gyeongsangbuk-do provincial are expected to be able to respond quickly to various earthquake disasters.

A Study on the Dynamic Programming for Control (제어를 위한 동적 프로그래밍에 관한 연구)

  • Cho, Hyang-Duck;Kim, Woo-Shik
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2007.11a
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    • pp.556-559
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    • 2007
  • The notion of linearity is fundamental in science and engineering. Much of system and control theory is based on the analysis of linear system, which does not care whether it is nonlinear and complex. The dynamic programming is one of concerned technology when users are interested in choosing best choice from system operation for nonlinear or dynamic system‘s performance and control problem. In this paper, we will introduce the dynamic programming which is based on discrete system. When the discrete system is constructed with discrete state, transfer between states, and the event to induct transfer, the discrete system can describe the system operation as dynamic situation or symbolically at the logical point of view. We will introduce technologies which are related with controllable of Controlled Markov Chain as shown example of simple game. The dynamic programming will be able to apply to optimal control part which has adaptable performance in the discrete system.

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DEVSIF Composer: A Synthesis Tool for Fast Interpretation of Simulation Models

  • Lee, Wan-Bok
    • Journal of information and communication convergence engineering
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    • v.6 no.1
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    • pp.59-63
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    • 2008
  • The methods or algorithms which can accelerate simulation speed became of great importance, as the modeling and simulation methodology for discrete event systems is used in many areas such as model validation/verification and performance evaluation. This paper proposes a tool named, DEVSIF composer. The tool is made of an automated compiled simulation technology and it builds a new composed model which can be executed much fast by composing the component models together. Models are described by our new specification language DEVSIF, which is compatible with object-oriented language and supports representation of a hierarchical model structure. Experimental results demonstrates that DEVSIF composer enhances the simulation speed of a transformed DEVS model 5 times faster than that of the original ones in average.

A Study on Mobile Game Programing based on GVM (GVM기반의 모바일게임 프로그래밍)

  • Pack Hyun-Ok;Kim Jae-Hun;Nam Yun-Sung;Lee Jae-Wook;Cho Tae-Kyung
    • Proceedings of the KAIS Fall Conference
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    • 2004.06a
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    • pp.189-192
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    • 2004
  • 본 논문에서는 애플리케이션이 하드웨어에 영향을 받지 않고 실행될 수 있게 한 환경을 의미하는 VM(Virtual Machine)과 SKT에서 채택한 플랫폼인 GVM의 기술내용을 조명하고, GVM을 기반으로 한 포트리스 모바일 게임을 개발하였다. 게임은 모바일 C로 구현하였으며, 모바일 C의 특징인 Event Driven방식 게임의 실행과정을 flowchart로 나타냈다.

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Behavior Tree-based Scenario Development Technology to Induce Various Experiences of VR content

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • v.7 no.4
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    • pp.263-268
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    • 2020
  • This paper introduces an event modeling and simulation system using behavior trees. The system aims to overcome the limitations of existing fixed, simple scenario-based training content, and to extend the behavior of objects to enable various experience deployments. To achieve this goal, we made specific tasks of behavior trees can change according to users' reaction and developed an adaptive simulation module that can analyze and execute behavior trees that changes at runtime. In order to validate our approach, we applied the adaptive behavior tree simulation to the scenarios in our virtual reality simulation-based fire training system we have been developing and demonstrated the implementation results.

Global Fashion Brand Non-Fungible Token (NFT) Application Case Study

  • Hye-Sook Park;Phil-Joo Moon
    • International Journal of Advanced Culture Technology
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    • v.11 no.3
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    • pp.315-320
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    • 2023
  • Covid-19 is rapidly changing the global society. In particular, as the online connected world has become more important in recent years, new communication methods such as VR, AR, and metaverse have emerged as global trends. As social interest in technologies such as metaverse, blockchain, and NFT continues to grow, this study aims to understand the concept of NFT, which is being illuminated as a global trend keyword, and to examine the current status of the global fashion industry. As a result of examining NFT application cases of fashion brands that have grown rapidly since Covid-19, the use of NFT in the global fashion industry can be largely classified into three categories - Collection and Investment Type, Game Type NFT, Marketing and Event Type NFT. Based on this, We expect that this study will be used as basic data to actively utilize NFT, which is still in its infancy, to prepare a plan to revitalize the domestic fashion industry.

A Study on the Relationship between Release Time and number of Events Using T-Test (T검정을 이용한 출시시기와 이벤트 횟수와의 관계에 대한 연구)

  • Shin, Dae-young
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2021.07a
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    • pp.597-598
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    • 2021
  • 신대영(2020)의 연구에 의하면, 출시시기 기준으로 One-way ANOVA를 이용하여 리니지, 리니지2, 아이온 등 세 게임간의 평균 이벤트 기간의 차이를 조사, 분석한 결과, 세 게임간의 평균 이벤트 기간의 평균의 차이 검증에서 유의수준 P값은 0.398(P>0.05)로 세 게임간의 게임출시시기와 평균 이벤트 기간은 차이가 없다는 결과를 가져왔다. 이에 본 연구에서는 이벤트 개최 횟수를 늘려 관측수를 증가하여 t-test를 활용하여 리니지와 아이온 등 두 게임간의 게임출시시기와 이벤트 횟수의 평균의 차이에 대한 연구를 진행하여 양측검정 결과 P값이 0.002515(P>0.05)로 두 게임간의 이벤트 횟수의 평균의 차이가 있다는 연구결과를 도출하였다.

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