• Title/Summary/Keyword: Game Event

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Development of a 3D Brickwork Game Using Java (Java를 이용한 3차원 벽돌 쌓기 게임 개발)

  • Baek, Tae-Gwan;Seo, Sang-Jin;Jeong, Gab-Joong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2007.06a
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    • pp.121-124
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    • 2007
  • This paper describes the development of a brickwork game with three-dimensional computer graphics as one of web-based game contents. Client user using web can access and run lava applet program with the independence of hardware system. It consists of graphic user interface module, initial space generation module, event handler module, player control module, and thread control module. It uses 3-D array data structure for the 3-D graphic objects that are located in three-dimensional space for high-speed object searching and sorting. It enhances to compare with predetermined construction in three-dimensional space. We can use the developed racing game to inform game users of information for an advertisement like tourism information, and can apply the proposed 3-D drawing technology to 3-D game graphic engine core.

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A Study on Game Moral System Plan for the Moral Improvement of the Children and Teenagers (아동 및 청소년의 도덕성 향상을 위한 게임 도덕시스템 연구)

  • He, Yu-Xuan;Lee, Dong-Yeop;Lee, Wan-Bok;Kyung, Byung-Pyo;Ryu, Seuc-Ho;Lee, Dong-lyeor
    • Journal of Digital Convergence
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    • v.13 no.12
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    • pp.359-366
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    • 2015
  • In Pingyu, China, 2003, murders caused by the game occurred. The perpetrator murdered 17 people under 20 years old by imitating the character of warrior of the game in the real world. This event was to draw the public's attention to a change of mentality and morality of the youth from the game. People have pointed to the problem of emotional design in the process of designing online games. Game designers have not considered making the game in the most ethical component. The moral element of the game design is a very important factor in forming the psychological changes and outlook on life and values of gamers. Therefore, to understand the rational moral standards is an important part of the online game design. This paper aims the design of a "moral system" role, contents and tasks settings and community game design elements of the game by using a systematic process of the moral element in online gaming. Hence the result is the formation of moral attitudes and values to the user of the online game allows the gamers to introduce a moral system in online games.

The Analysis on Sport Emotion Type by Sport Game Characteristics: with Social Big-Data (스포츠 경기의 특성에 따른 스포츠 감정 유형 분석 : 소셜 빅데이터를 중심으로)

  • Kim, Young-Mee;Yang, Jae-Sik
    • Journal of Digital Convergence
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    • v.19 no.7
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    • pp.371-377
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    • 2021
  • This study tried to analyze the types of sport emotion by sport game characteristics. For that, 7 soccer games and 6 baseball games of Korean team in 2018 Asian Games were selected, and the articles and their replies about those on social network services were collected as study materials. Python was used for the collecting and expert group meeting was held for the emotion analysis. As the results of the analysis on sport emotion types by win or lose, the level of opponents and the performance of Korean team as game characteristics, the following conclusions were drawn. First, it was hard to say that win or lose and opponent's level make certain sport emotion type. Second, The performance could made contended, enthusiastic and joyful emotions when judged good, but frustrated, angry, humiliated emotions when bad. Third, social·cultural background or certain event of the games also could effect on the sport emotion types. Follow-up studies with the other game characteristics and more game cases were needed to find out more clear causal relationship.

A Unity-based Simulator for Tsunami Evacuation with DEVS Agent Model and Cellular Automata (DEVS 에이전트 모델과 셀 오토마타를 사용한 유니티엔진 기반의 지진해일 대피 시뮬레이터 개발)

  • Lee, Dong Hun;Kim, Dong Min;Joo, Jun Mo;Joo, Jae Woo;Choi, Seon Han
    • Journal of Korea Multimedia Society
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    • v.23 no.6
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    • pp.772-783
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    • 2020
  • Tsunami is a frightful natural disaster that causes severe damages worldwide. To minimize the damage, South Korea has built a tsunami warning system and designated evacuation sites in the east and south coasts. However, such countermeasures have not been verified whether they are adequate to minimize casualties since tsunami rarely occurs in South Korea. Recently, due to increasing earthquakes in the west coast of Japan, the likelihood of South Korea entering the damage area of tsunami rises; thus, in this paper, we develops a simulator based on Unity game engine to simulate the evacuation from tsunami. In order to increase the fidelity of the simulation results, the simulator applies a tsunami simulation model that analyzes coastal inundation based on cellular automata. In addition, the objects included in tsunami evacuation, such as humans, are modeled as an agent model that determines the situation and acts itself, based on the discrete-event system specification (DEVS), a mathematical formalism for describing a discrete event system. The tsunami simulation model and agent models are integrated and visualized in the simulator using Unity game engine. As an example of the use of this simulator, we verify the existing tsunami evacuation site in Gwangalli Beach in Busan and suggest the optimal alternative site minimizing casualties.

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.

The Case Study on a Documentation of Mega Sports Event (메가 스포츠이벤트의 기록화를 위한 사례연구)

  • Cheon, Ho Jun
    • The Korean Journal of Archival Studies
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    • no.42
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    • pp.37-71
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    • 2014
  • The purpose of this study was to analyze developed case of archiving on Mega Sport Event for searching effective method on a documentation of Mega Sport Event. In order to conduct this study, literature review method was using about book, thesis and data of internet homepage for exploring the stage on Mega Sports Event and case of Mega Sports Event record management. The field study was conducted about institute related to Olympic record management institution for analysing Mega Sports Event record management. The result of this study is following: Firstly, 2012London Organizing Committee of the Olympic Games's case(The People's Record Project) is useful to ex-ante event phase. Secondly, 2000Sydney Organizing Committee of the Olympic Games's case(Olympic Games Knowledge Management Project) is useful to event operation phase. Thirdly. LA84Foundation's case(Olympic Oral History Project) is useful to ex-post event. The significance of this study which came up with the study result above can be presented as follows. Based on the result of this study, it is assumed that three case for documentation about Mega Sports Event. Lastly, the result of this study was useful to Mega Sports Event record management institution. For the more, it will be conducted to study law of Mega Sport Event record management, humane and Material resource and method related to record management of the Mega Sports Event organizing committee.

Measurement Allocation by Shapley Value in Wireless Sensor Networks

  • Byun, Sang-Seon
    • Journal of information and communication convergence engineering
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    • v.16 no.1
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    • pp.38-42
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    • 2018
  • In this paper, we consider measurement allocation problem in a spatially correlated sensor field. Our goal is to determine the probability of each sensor's being measured based on its contribution to the estimation reliability; it is desirable that a sensor improving the estimation reliability is measured more frequently. We consider a spatial correlation model of a sensor field reflecting transmission power limit, noise in measurement and transmission channel, and channel attenuation. Then the estimation reliability is defined distortion error between event source and its estimation at sink. Motivated by the correlation nature, we model the measurement allocation problem into a cooperative game, and then quantify each sensor's contribution using Shapley value. Against the intractability in the computation of exact Shapley value, we deploy a randomized method that enables to compute the approximate Shapley value within a reasonable time. Besides, we envisage a measurement scheduling achieving the balance between network lifetime and estimation reliability.

A Comparative study On 2D Collision Detection Algorithms For Computer Games (컴퓨터게임을 위한 2D 충돌 감지 알고리즘 비교 분석에 관한 연구)

  • Lee, Young-Jae
    • Journal of Korea Game Society
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    • v.1 no.1
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    • pp.42-48
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    • 2001
  • Collision is a brief dynamic event consisting of the close approach of two or more objects or particles resulting in an abrupt change of momentum or exchange of energy because of interaction. Collisions play very important role in computer graphics, computer games and animations fields. Collisions can supply active interaction between cyberspace and real world and give much interests for making nice games so reasonable collision detection algorithms are needed. Collision detection algorithms should satisfy being fast and accuracy. In this paper, we survey the 2D collision detection algorithms between geometric models. We present several methods and system available for collision detection.

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Implementation of Shooting game using collision detection algorithm of (사각형 충돌감지알고리즘을 사용한 슈팅게임 구현)

  • Seo, Jeong-Man;Han, Sang-Hoon;Lee, Ho
    • Journal of the Korea Society of Computer and Information
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    • v.11 no.3
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    • pp.187-192
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    • 2006
  • We reviewed the collision event with pc-based shooting games and existing collision detection algorithms. Then we proposed a new collision check technique using a small quadrilateral unit. by which existing quadrilateral collision detection techniques can be made up for. For demonstration we implemented a simple shooting game having its screen output. We proved that the proposed technique can be applied to real computer games by means of showing the experimental results and screen outputs from implemented real games.

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Decision-Making based on Uncertain Information in a Beer Distribution Game U sing the Taguchi Method (맥주매송게임에서 다구찌 방법에 의한 불확실 정보 기반 의사결정 연구)

  • Lee, Ki-Kwang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.33 no.3
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    • pp.162-168
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    • 2010
  • Information is known to be a key element for the successful operation of a supply chain, which is required of the efficient ordering strategies and accurate predictions of demands. This study proposes a method to effectively utilize the meteorological forecast information in order to make decisions about ordering and prediction of demands by using the Taguchi experimental design. It is supposed that each echelon in a supply chain determines the order quantity with the prediction of precipitation in the next day based on probability forecast information. The precipitation event is predicted when the probability of the precipitation exceeds a chosen threshold. Accordingly, the choice of the threshold affect the performances of a supply chain. The Taguchi method is adopted to deduce a set of thresholds for echelons which is least sensitive to changes in environmental conditions, such as variability of demand distributions and production periods. A simulation of the beer distribution game was conducted to show that the set of thresholds found by the Taguchi method can reduce the cumulative chain cost, which consists of inventory and backlog costs.