• Title/Summary/Keyword: Game Industry

Search Result 758, Processing Time 0.03 seconds

Development of the Visualization Prototype of Radar Rainfall Data Using the Unity 3D Engine (Unity 3D 엔진을 활용한 강우레이더 자료 시각화 프로토타입 개발)

  • CHOI, Hyeoung-Wook;KANG, Soo-Myung;KIM, Kyung-Jun;KIM, Dong-Young;CHOUNG, Yun-Jae
    • Journal of the Korean Association of Geographic Information Studies
    • /
    • v.18 no.4
    • /
    • pp.131-144
    • /
    • 2015
  • This research proposes a prototype for visualizing radar rainfall data using the unity 3D engine. The mashup of radar data with topographic information is necessary for the 3D visualization of the radar data with high quality. However, the mashup of a huge amount of radar data and topographic data causes the overload of data processing and low quality of the visualization results. This research utilized the Unitiy 3D engine, a widely used engine in the game industry, for visualizing the 3D topographic data such as the satellite imagery/the DEM(Digital Elevation Model) and radar rainfall data. The satellite image segmentation technique and the image texture layer mashup technique are employed to construct the 3D visualization system prototype based on the topographic information. The developed protype will be applied to the disaster-prevention works by providing the radar rainfall data with the 3D visualization based on the topographic information.

Designing and Implementing IOT-based Casino Information System (Windows OS, Windows Server) (IOT 기반의 카지노정보시스템 설계 및 구현(Windows OS, Windows Server))

  • LEE, Dae Kun;NA, Seung You
    • Journal of Digital Convergence
    • /
    • v.13 no.12
    • /
    • pp.151-160
    • /
    • 2015
  • As a lexical meaning, casino is defined as "a certified gambling house, equipped with recreational facilities such as dance and music, etc., where people play roulette or cards." Casinos started from 17th to 18th century for European nobility and their social meetings and established a casino industry framework in the United States in the 1930s. The success of the casino business leads to the increase of sales; it became very helpful for the local and national government revenues and also for the related incidental tasks. Casino operations include a variety of fields, such as general customer management, dealer game management, security, account management, currency exchange, re-exchange management, marketing management, comp management and placement management, etc. These operations should be organically connected to each other by information systems such as a groupware, ERP and Customer Relationship Management (CRM), etc. In addition, in order to effectively manage comprehensive entertainment service, including accommodation and tourism, it is necessary to develop an information system which supports casino business and collateral entertainment service, collects the data generated throughout the business and provides information about the situations of management. Thus, this study will propose a casino information system designed and implemented, considering these details.

A Study of Business Model Based on Intelligent Agents for Optimal Contract (최적의 매매계약을 위한 지능형 에이전트 기반의 비즈니스 모형에 관한 연구)

  • 정종진
    • Journal of the Korea Computer Industry Society
    • /
    • v.5 no.1
    • /
    • pp.131-146
    • /
    • 2004
  • As Electronic Commerce(EC) has been emerged and has developed, many researchers have tried to establish EC framework for automated contract and negotiation using agent technologies. Traditional researches, however, often had limitations. They often enforced the user's participations during the automated contract process of agents. They also could only consider a few of the user's requirements for a specific goods and did not have supported the procedures and methodologies for making the best contract. In this paper, we propose business model on EC based on multiagents to overcome the defects of the previous researches. We apply CSP techniques to brokerage process to satisfy various preferential requirements from the user. We also propose efficient negotiation mechanism using negotiation model of game theory. The contract candidates automatically negotiate and mediate in terms of their benefits through the proposed negotiation mechanism. For the optimal brokerage and automated negotiation, the agents process activities for contract on three layers, which are called competition layer, constraint satisfaction layer and negotiation layer in the proposed model. We also design the message driven communication protocol to support the automated contract among the agents. Finally, we have implemented prototype systems applying the proposed model and have shown the various experimental results for efficiency of the proposed model.

  • PDF

A Study on Dilemma in Internet Addiction Prevention and Solution Policy for Adolescent (청소년 인터넷중독 예방 및 해소 정책의 딜레마 연구)

  • Kim, Ju-Kyoung
    • Journal of Digital Convergence
    • /
    • v.12 no.6
    • /
    • pp.23-34
    • /
    • 2014
  • The objective for this research is to analyze the origin of the outbreak of a policy dilemma in the government's pursuance of policy aimed at tackling internet addiction among teenagers, as well as analyzing responsive strategy. Therefore, within this research and as the model of the dilemma being the analytical frame, the aspect of the dilemma has been analyzed through the transformation of contexts, conditions, policy values, alternatives, policy actors and policy decision makers. The major research results are as follows. First, each and every dilemma of 'transformation of context and condition', 'policy value and alternatives', 'policy actors' and 'policy decision makers' in processes of policy in preventing and resolving adolescent internet addiction, it acted as a decisive cause in forming the general dilemma of the policy. Second, the government's strategy in policy response within the policy dilemma conditions turned out to be a duplication of policy, occurrence of contradictions, typical response strategy and cyclical choices. Given these factors, the following characteristics have shown up as a result. First, as the problems in duplication of policy and contradictions occurred within a single policy, the government responded to this dilemma in a typical way, which brought about an even more serious dilemma. Second, the government put in effort to re-regulate two values (protection of adolescents and promotion of the video game industry), which are included in the response policy of adolescent Internet addiction. As a result, the policy dilemma has weakened with respect to the past. However, it has not solved the fundamental problems. This research, taking the results as a background, strives to provide implications for establishing a self-consistent groundwork, which combines policy values and vision for the government to pursue effective responsive policy on adolescent internet addiction, which is becoming more and more severe in the information society in which we live.

A Study on the Awareness and Preparation of the Forth Industrial Revolution of Some Health Department College Students (일부 보건계열학과 대학생의 4차 산업혁명 인식 및 준비도 연구)

  • Cho, Hye-Eun
    • Journal of the Korea Convergence Society
    • /
    • v.11 no.12
    • /
    • pp.291-299
    • /
    • 2020
  • The purpose of this study was to be used as basic data for the development of future-type curriculum in health. The awareness and preparation of the forth industrial revolution were surveyed on 280 college students in health departments preparing medical technicians. A self-written structured questionnaire was used for data collection, and the recognition of the forth industry revolution was 2.74, 3D printing (3.59) was high, and neural network machine learning(2.33) was the lowest. Students majoring in Physiotherapy (3.00) had the highest perception, and those majored in Dental engineering(2.37) had the lowest perception, and there was a difference in the degree of perception of IoT by major (p=0.024). For the forth industrial revolution, 54.5% of students are preparing, and lack of interest (42.9%) is the most difficult reason to prepare, and 50.6% of educational experience and 60.9% of VR&AR game experience have experience. In the era of the forth industrial revolution, job loss (38.7%) was high, and the required competency was creative capacity (50.6%). Therefore, it is necessary to develop a curriculum related to the fourth industrial revolution and apply teaching methods that can increase the awareness and preparation of health college students in the era of the fourth industrial revolution.

A Study on the Methodology for Combat Experimental Testing of Future Infantry Units using Simulation (시뮬레이션을 활용한 미래 보병부대 전투실험)

  • Lim, Jong-Won;Choi, Bong-Wan;Yim, Dong-Soon
    • Journal of the Korea Academia-Industrial cooperation Society
    • /
    • v.22 no.3
    • /
    • pp.429-438
    • /
    • 2021
  • Owing to the development of science technology, particularly the smart concept and defense policy factors of the 4th industry, military weapon systems are advanced, and the scientific and operational force is reduced dramatically. The aspect of the future war is characterized by the operation of troops with reduced forces from advanced and scientific weapon systems in an operational area that has expanded more than four times compared to the present. Reflecting on these situational factors, it is necessary to improve combat methods based on the changes in the battlefield environment and advanced weapon systems. In this study, to find a more efficient future combat method in a changing war pattern, this study applied the battle experiment methodology using Vision21 war game model, which is an analytical model used by the army. Finally, this study aimed to verify the future combat method and unit structure. Therefore, the scenario composition and experiment method that reflect the change in the ground operational environment and weapon system was first composed. Subsequently, an analysis method based on the combat effectiveness was applied to verify the effective combat performance method and unit structure of future infantry units.

A Study on Virtual Environment Platform for Autonomous Tower Crane (타워크레인 자율화를 위한 가상환경 플랫폼 개발에 관한 연구)

  • Kim, Myeongjun;Yoon, Inseok;Kim, Namkyoun;Park, Moonseo;Ahn, Changbum;Jung, Minhyuk
    • Korean Journal of Construction Engineering and Management
    • /
    • v.23 no.4
    • /
    • pp.3-14
    • /
    • 2022
  • Autonomous equipment requires a large amount of data from various environments. However, it takes a lot of time and cost for an experiment in a real construction sites, which are difficulties in data collection and processing. Therefore, this study aims to develop a virtual environment for autonomous tower cranes technology development and validation. The authors defined automation functions and operation conditions of tower cranes with three performance criteria: operational design domain, object and event detection and response, and minimum functional conditions. Afterward, this study developed a virtual environment for learning and validation for autonomous functions such as recognition, decision making, and control using the Unity game engine. Validation was conducted by construction industry experts with a fidelity which is the representative matrix for virtual environment assessment. Through the virtual environment platform developed in this study, it will be possible to reduce the cost and time for data collection and technology development. Also, it is also expected to contribute to autonomous driving for not only tower cranes but also other construction equipment.

Estimation of citizen's willingness to pay for water quality improvement on urban rivers (도시하천 수질개선을 위한 시민의 지불의사액 추정 연구)

  • Kang, Jiyoon;Yang, Jinwoo;Hwang, Youngsoon;Kim, Keewook
    • Journal of Korea Water Resources Association
    • /
    • v.56 no.3
    • /
    • pp.225-233
    • /
    • 2023
  • Urban rivers and their surrounding environments have been altered due to factors such as rapid economic growth and urban development. This alteration have caused the rivers to lose their original value and become exposed to various pollution, resulting decrease in citizens' quality of life. This study aims to estimate citizens' Willingness To Pay (WTP) for water quality improvement in Suyeong River in Busan. To estimate the non-market value of the Suyeong River, the WTP of Busan citizens for water quality improvement was estimated, applying Contingent Valuation Method (CVM). The WTP for improving the water quality from Grade 4(polluted water) to Grade 2(game fish like bass can live in it) was estimated using the water quality ladder concept of the US Environmental Protection Agency, assuming annual donations for five years. For the CVM, the logistic distribution and Spike Model were adopted. As a result, citizens residing in the surrounding area of Suyeong River expressed a higher WTP. Considering more than half of the Busan citizens are aware of the "conservation of nature and ecosystems" as a major function of the Suyeong River, this higher WTP could serve as a basis for improving the value of urban rivers.

A Study on the AI Analysis of Crop Area Data in Aquaponics (아쿠아포닉스 환경에서의 작물 면적 데이터 AI 분석 연구)

  • Eun-Young Choi;Hyoun-Sup Lee;Joo Hyoung Cha;Lim-Gun Lee
    • The Journal of the Convergence on Culture Technology
    • /
    • v.9 no.3
    • /
    • pp.861-866
    • /
    • 2023
  • Unlike conventional smart farms that require chemical fertilizers and large spaces, aquaponics farming, which utilizes the symbiotic relationship between aquatic organisms and crops to grow crops even in abnormal environments such as environmental pollution and climate change, is being actively researched. Different crops require different environments and nutrients for growth, so it is necessary to configure the ratio of aquatic organisms optimized for crop growth. This study proposes a method to measure the degree of growth based on area and volume using image processing techniques in an aquaponics environment. Tilapia, carp, catfish, and lettuce crops, which are aquatic organisms that produce organic matter through excrement, were tested in an aquaponics environment. Through 2D and 3D image analysis of lettuce and real-time data analysis, the growth degree was evaluated using the area and volume information of lettuce. The results of the experiment proved that it is possible to manage cultivation by utilizing the area and volume information of lettuce. It is expected that it will be possible to provide production prediction services to farmers by utilizing aquatic life and growth information. It will also be a starting point for solving problems in the changing agricultural environment.

The Study on Efficiency Analysis of 3D Animation Production Process Using Unreal Live Link for Autodesk Maya (언리얼 라이브 링크를 이용한 3D애니메이션 제작 공정의 효율성 분석 연구)

  • Chongsan Kwon;Si-min Kim
    • Journal of Industrial Convergence
    • /
    • v.21 no.9
    • /
    • pp.11-21
    • /
    • 2023
  • There have been many studies to improve the efficiency of the CG production process, but it was not easy to overcome the problem that it was difficult to check the result in the middle of work and it took a lot of time for rendering. However, as the possibility of using Unreal Live Link, which can check the result in real-time, is increasing, expectations for improving the efficiency of the production process are rising. This study analyzed the efficiency of the 3D animation production process using Unreal Live Link. To this end, modeling, rigging, animation, and layout work were done in Maya, and the final output image sequence was rendered in Unreal Engine through Unreal Live Link. And the difference between this production process and the existing production process in which the final output image sequence is rendered in the 3D software itself was compared and analyzed. As a result of the analysis, unlike the traditional 3D animation production process, it was possible to check the final work result in real-time by proceeding with the work through a high-quality viewport screen, and it was found that the efficiency of work was maximized by deriving the final result through real-time screen capture. Recently, the use of game engines in the 3D animation and film industry is gradually increasing, and the efficiency of work is expected to be maximized if Unreal Live Link is used.