Recent statistics revealed that with the crisis of humanities, the unemployment rate of the students majoring in this field of study is very high. Considering the seriousness of current situations, the government announced 'Plan to Help Students Majoring in Humanities Find Job.' This study confirmed that the government's policy for those from the department of humanities is valid and reasonable. However, the convergence of humanistic imagination and engineering thoughts could generate some side effects. Therefore, this study suggested a direction for humanistic convergence education to help these students get the career they want. In this study was investigated methodology which can maximize the efficiency of digital storytelling through microscopic convergence instead of macroscopic convergence. In addition, this study proposed that an inter-disciplinary convergence system-based project would be the best solution to nurture convergence-oriented talents in humanities.
Ink painting is an important art creation method in oriental culture. Although ink painting lacks of sense of reality compared to western painting, it contains its unique drawing skills, which is of great significance to the inheritance and development of Oriental culture. Animation or game utilizing by ink painting technique are derivative contents from ink painting. This paper will through research the brief history of 3D ink contents works and traditional drawing skills to research existing ink works' art characters and the general production method. Also describe the extensibility of 3D ink animation contents. There has extremely high research value of new convergence contents as mobile game, VR / AR etc. And according to those research ink style image contents can be assumed get further development in the future.
International Journal of Computer Science & Network Security
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v.21
no.6
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pp.304-311
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2021
The relevance of the research involves outlining the need for modern professionals to acquire new competencies. In the conditions of rapid civilizational progress, in order to meet the requirements of the labor market in the knowledge society, there is a readiness for continuous training as an indicator of professional success. The purpose of the research is to identify the impact of various forms of application of information technologies for lifelong learning in order to provide the continuous self-development of each person without cultural or age restrictions and on the basis of rapid digital progress. A high level (96%) of need of the adult population in continuing education with the use of digital technologies has been established. The most effective ways to implement the concept of "lifelong learning" have been identified (educational camps, lifelong learning, mass open online courses, Makerspace activities, portfolio use, use of emoji, casual game, scientific research with iVR game, implementation of digital games, work in scientific cafes). 2 basic objectives of continuing professional education for adults have been outlined (continuous improvement of qualifications and obtaining new qualifications). The features of ICT application in adult education have been investigated by using the following methods, namely: flexibility in terms of easy access to ideas, solving various problems, orientation approach, functional learning, group or individual learning, integration of leisure, personal and professional activities, gamification. The advantages of application of information technologies for continuous education (economic, time, and adaptive) have been revealed. The concept of continuous adult learning in the context of digitalization has been concluded. The research provides a description of the structural principles of the concept of additional education; a system of information requests of the applicant, as well as basic technologies for lifelong learning. The research indicates the lack of comprehensive research in the relevant field. The practical significance of the research results lies in the possibility of using the obtained results for a wider acquaintance of the adult population with the importance of the application of lifelong learning for professional activities and the introduction of methods for its implementation in the educational policy of the state.
This study attempted to compare and analyze metaverse platforms according to their functions. The five metaverse platform was selected and comparatively analyzed through in-depth interviews with experts. As a result of the research, first, Roblox allows you to create and customize your own avatar, provides studio functions for free, and allows you to enjoy private games with friends. Second, Zepeto can create an avatar with one selfie and provides a creative studio function. Third, in Fortnite, it is possible to create in-game characters, purchase and wear items provided in the game, and play games with friends in Creative Mode. Fourth, in Gather Town, networking with users in virtual space is possible, and your own avatar customization and desired virtual space template are provided. Finally, Facebook Horizon participates in the virtual world Horizon with its own avatar that you decorate yourself, and it can function as a world builder, and you can set up a billboard in virtual reality or a virtual store. The value of this study provided a theoretical basis that can be applied to the future industry through the characteristics of the metaverse platform.
Recently, as the number of female players has increased rapidly, the electronic gaming industry has begun to look at ways to appeal to the largely untapped female market. According to the latest game market investigative report by China Internet Network Information Center (CNNIC), the total number of game players in China increased by 24.8% in 2009, reached 69,130,000 people, and 38.9% of them are female players. This growth in the number of female player is corroborated by a series of investigative reports from IResearch Company in Shanghai, China: from 2003 to 2009, the number of female players grew from 8% to more than 49%. Therefore, no matter how much attention the game production companies have given to male players or how they have ignored the female players before, the companies would be sensible to face up this reality and adjust their marketing policy a bit more. This article analyzes gender preferences in video games which shows that male players are more likely to be attracted to elements of aggression, violence, competition and fast action in electronic game-playing, while female players are drawn to emotional and social aspects of the games such as an understanding of character relationships. The literatures cited indicates that female players also show apparent preference for games with familiar environments, games that allow players to work together, games that have more than one way to win, and games in which characters do not die. It also discusses the characteristics of female-friendly games from the aspect of emotion, pointing out that the simulation games involving pet, dressing-up, and social simulation games are very popular with female players. Because these are the most suitable game types to fill with emotions of love, share, jealousy, superiority, mystery, these are absolutely attractive to female players. Finally, in accord with the above, I propose some principles of designing female-oriented games, including presenting a good-looking leading character, making the story interesting with "live" NPCs(Non-Playing Characters), and finding ways to satisfy female nature instincts such as taking care of others and the inborn interest of classifying and selecting.
Recently, school violence has come to the fore as a social phenomenon. "Comprehensive countermeasures for eradication of school violence" as a policy safety are created by Safety Administration bureau and Ministry of Education, Science and Technology under the chairmanship of the Office of Prime Minister on Feb,2012. This policy is supposed to be test-operated for a year from March, 2012. but voices of concern about effectiveness have been brought up by some critics greatly. So 172 teachers in high school in Seoul were surveyed in order to examine the effectiveness of "Comprehensive countermeasures for eradication of school violence" with a questionnaire composed of 5 point Likert-type. Among the fundamental measures, there were a total of 12 countermeasures about 'Practices for personality education' (with the exception of unrelated one question). 'Expanding opportunities of various art education and Supporting reading activities' of them ranked highest on average. Then, 'Reflecting results of special feature related to character develops to the Selection of Admission officers and Self-directed learning was the next. And among the three countermeasures about 'Reinforcement of roles of the family and society', 'Pan governmental conducting annual campaign related to broadcast, press, civic group to combat school violence was highest. Finally, among the 7 countermeasures about 'Countermeasure about harmful factors of games and internet addiction', 'Reinforcement of preventive discipline about game and internet addiction' was highest and 'Development and Promotion of various educational contents for preventive discipline about game and internet addiction' was the next.
The robot soccer simulation game is a dynamic multi-agent environment. In this paper we suggest a new reinforcement learning approach to each agent's dynamic positioning in such dynamic environment. Reinforcement learning is the machine learning in which an agent learns from indirect, delayed reward an optimal policy to choose sequences of actions that produce the greatest cumulative reward. Therefore the reinforcement learning is different from supervised learning in the sense that there is no presentation of input-output pairs as training examples. Furthermore, model-free reinforcement learning algorithms like Q-learning do not require defining or learning any models of the surrounding environment. Nevertheless these algorithms can learn the optimal policy if the agent can visit every state-action pair infinitely. However, the biggest problem of monolithic reinforcement learning is that its straightforward applications do not successfully scale up to more complex environments due to the intractable large space of states. In order to address this problem, we suggest Adaptive Mediation-based Modular Q-Learning (AMMQL) as an improvement of the existing Modular Q-Learning (MQL). While simple modular Q-learning combines the results from each learning module in a fixed way, AMMQL combines them in a more flexible way by assigning different weight to each module according to its contribution to rewards. Therefore in addition to resolving the problem of large state space effectively, AMMQL can show higher adaptability to environmental changes than pure MQL. In this paper we use the AMMQL algorithn as a learning method for dynamic positioning of the robot soccer agent, and implement a robot soccer agent system called Cogitoniks.
KIPS Transactions on Computer and Communication Systems
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v.12
no.10
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pp.299-308
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2023
As the spectrum shortage problem has accelerated by the emergence of various services, New Radio-Unlicensed (NR-U) has appeared, allowing users who communicated in licensed bands to communicate in unlicensed bands. However, NR-U network users reduce the performance of Wi-Fi network users who communicate in the same unlicensed band. In this paper, we aim to simultaneously maximize the fairness and throughput of the unlicensed band, where the NR-U network users and the WiFi network users coexist. First, we propose an optimal power allocation scheme based on Monte Carlo Policy Gradient of reinforcement learning to maximize the sum of rates of NR-U networks utilizing rate-splitting multiple access in unlicensed bands. Then, we propose a channel occupancy time division algorithm based on sequential Raiffa bargaining solution of game theory that can simultaneously maximize system throughput and fairness for the coexistence of NR-U and WiFi networks in the same unlicensed band. Simulation results show that the rate splitting multiple access shows better performance than the conventional multiple access technology by comparing the sum-rate when the result value is finally converged under the same transmission power. In addition, we compare the data transfer amount and fairness of NR-U network users, WiFi network users, and total system, and prove that the channel occupancy time division algorithm based on sequential Raiffa bargaining solution of this paper satisfies throughput and fairness at the same time than other algorithms.
Walt Disney World focused on Theme opened in 1955. Many Theme Parks such as Everland had opened in Korea. And also Public Theme Parks were established on purpose of finding cultural identity by province government. Most of the Public Theme Parks made special Theme Images to revive the image characteristics and be stronger public theme. But these creativities of the theme images are struggling by the lack technical ability as well. This study derived several problems from the existing research and current issues and found out the future direction sought. Thus, the public theme images are to lead marketing and operating of public theme park by using storytelling and high tech, and look forward to getting position of the window to the future. In future, we must pay attention to study for creation methods and marketing, and plugging in new technology on public theme images. Continuing studies will support to enlarge the identity and educate traditional history through public theme images and park.
The paper presents and empirically tests a model of the digital contents(DC) innovation systems that enables us to study interactions between users, service providers, contents developers and network providers, and to examine the relationship between manufacturing innovation and service innovation as well as patterns of innovation in the DC industry. The framework of Gallouj and Weinstein(1997) and Gallouj(2002) is modified into the DC innovation model according to characteristics of the DC industry, that is, user involvement and network externalities. The model is applied to a case analysis that traces the growth of the online game industry in Korea since its introduction. The model offers several advantages over other approaches in understanding the dynamics in the DC industry. Most importantly, it provides a single unified basis within which both service innovation resulting from users and service providers and manufacturing innovation induced by contents developers, platform holders and network providers are analyzed. The distinction between service and manufacturing innovation is important in many ways, for instance in selecting proper government policy tools for promotion or regulation of the DC industry. Second, the Korean online game industry has experienced both radical innovation during the beginning period and non-radical innovation throughout the maturation period. The model developed herein helps to illustrate several types of non-radical innovations such as recombinative innovation that are crucial to sustainable development of the DC industry. Third, the model clarifies impacts of network externalities that are characteristics of the DC industry.
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