• Title/Summary/Keyword: Game simulation

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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
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    • v.22 no.3
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    • pp.429-438
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    • 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 Metaverse Construction Based on 3D Spatial Information of Convergence Sensors using Unreal Engine 5 (언리얼 엔진 5를 활용한 융복합센서의 3D 공간정보기반 메타버스 구축 연구)

  • Oh, Seong-Jong;Kim, Dal-Joo;Lee, Yong-Chang
    • Journal of Cadastre & Land InformatiX
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    • v.52 no.2
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    • pp.171-187
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    • 2022
  • Recently, the demand and development for non-face-to-face services are rapidly progressing due to the pandemic caused by the COVID-19, and attention is focused on the metaverse at the center. Entering the era of the 4th industrial revolution, Metaverse, which means a world beyond virtual and reality, combines various sensing technologies and 3D reconstruction technologies to provide various information and services to users easily and quickly. In particular, due to the miniaturization and economic increase of convergence sensors such as unmanned aerial vehicle(UAV) capable of high-resolution imaging and high-precision LiDAR(Light Detection and Ranging) sensors, research on digital-Twin is actively underway to create and simulate real-life twins. In addition, Game engines in the field of computer graphics are developing into metaverse engines by expanding strong 3D graphics reconstuction and simulation based on dynamic operations. This study constructed a mirror-world type metaverse that reflects real-world coordinate-based reality using Unreal Engine 5, a recently announced metaverse engine, with accurate 3D spatial information data of convergence sensors based on unmanned aerial system(UAS) and LiDAR. and then, spatial information contents and simulations for users were produced based on various public data to verify the accuracy of reconstruction, and through this, it was possible to confirm the construction of a more realistic and highly utilizable metaverse. In addition, when constructing a metaverse that users can intuitively and easily access through the unreal engine, various contents utilization and effectiveness could be confirmed through coordinate-based 3D spatial information with high reproducibility.

Estimating Carbon Sequestration by Planting a Leisure-Recreation Place in Gangwon Province, Korea (레저휴양공간의 수목 추가식재가 탄소흡수기능 향상에 미치는 효과)

  • Hong, Suk-Hwan;Sung, Chan-Yong;Yoo, Ki-Joon;Cho, Woo
    • Korean Journal of Environment and Ecology
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    • v.26 no.3
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    • pp.446-453
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    • 2012
  • This study estimated how much carbon can be sequestered if we plant trees in non-forested areas in the 36 hole Oak Valley Golf Courses in Gangwon Province, Korea. We identified plantable areas where planting trees will not affect golf game using high resolution aerial photography and ground survey and estimated the annual carbon sequestration rate of the planted trees using biomass equations. Of the golf courses, 30.3% were covered by forest. Other major land cover types include lawn, waterbody, baresoil, buildings, and roads. The plantable areas consist of $106,101m^2$ of lawn (6.0% of the study site) and $177,531m^2$ of low density forest (10.1% of the study site). We assumed to plant Mongolian oaks with 10 cm in diameter at brest height with the density of $0.3/m^2$ in the lawn and $0.2/m^2$ in the low density forest. The planting simulation shows that the total number of the newly planted trees were 67,336, and the total carbon sequestered during the subsequent year was 392.9 tC/yr, which offset 12.5% of the total carbon emitted from the golf courses. The annual carbon sequestration rate gradually increases and reaches its maximum level at 440.5 tC/yr in 15 years since the initial reforestation (14.0% of the carbon emission from the golf courses).

Evaluation of Smart-phone Applications for Young Children and Analysis of Differences according to Review Scores (유아용 스마트폰 애플리케이션 평가 및 리뷰점수에 따른 차이분석)

  • Koo, Heejeong
    • The Journal of the Korea Contents Association
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    • v.20 no.11
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    • pp.228-236
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    • 2020
  • As of March 2020, this study divided the applications for young children installed on Android-based smart-phones in Korea into top and bottom groups according to review scores, and selected 30 applications each, conducted content analysis and application evaluation, and looked at differences between groups. Through this, by providing objective information on the smart-phone application for young children, it is intended to help parents and early childhood education professionals select high-quality applications, and to present ideas and directions for developing applications suitable for development to application developers. As a result of application content analysis, only data presentation type, simulation type, and game type were found in all the top and bottom groups as for the application type. There was a difference in order. In the case of app purchase cost, the top group in the review score was evenly distributed from the low price to the high price of 100,000 won or more, while the bottom group had few high-priced applications. On the other hand, as a result of application evaluation, a significant difference was found in the entire evaluation score, including all functional elements and all content elements, between the top and bottom groups of the review score. In the case of detailed sub-factors, significant differences were shown in all factors except 'technicality' of functional elements.

A Study on the meaning of Database follow the application of Visual Contents (전시콘텐츠 적용 환경에 따른 데이터베이스 의미 고찰)

  • Kim, Min-Su;Yoon, Se-Kyun
    • Archives of design research
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    • v.18 no.1 s.59
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    • pp.17-26
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    • 2005
  • Nowadays, display-contents are developing to an informative environment. that is under the logic of the media operating system. To perceive the media-environments and produce the cultural contents, the cultural designers seek to understand a skin structure from making up for shape. To appreciate operating system in data and database is not only systematization of form and contents of visual contents but also variety contents into multiple-platform and integrative environments. These days, the spectacle exhibition try to express for their surface design between algorithm of data and database. the information is expressing aesthetic which means presents the integrated contents through the play instinct environment to end-user. That was given web or game to participation is developing with the cellular device and ubiquitous computing system. in the linear perspective, the end-user should be immerse more and more hyper-simulation system because of the operating algorithm of database. To do this, human have need to get the information-ability from multi-platform society. In the virtual environment, database offer the experience of an unheard-of event to end-user that prepare the participants the circumstances priority of signifiers. To do that already based on a fixed sensibility endow with narrative of the freshness- experience.

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In-Situ based Trajectory Editing Method of a 3D Object for Digilog Book Authoring (디지로그 북 저작을 위한 3D 객체의 In-Situ 기반의 이동 궤적 편집 기법)

  • Ha, Tae-Jin;Woo, Woon-Tack
    • Journal of the HCI Society of Korea
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    • v.5 no.2
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    • pp.15-24
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    • 2010
  • A Digilog Book is an augmented reality (AR) based next generation publication supporting both sentimental analog emotions and digitized multi-sensory feedbacks by combining a conventional printed book and digital contents. As a Digilog Book authoring software, ARtalet provides an intuitive authoring environment through 3D user interface in AR environment. In this paper, we suggest ARtalet authoring environment based trajectory editing method to generate and manipulate a movement path of an augmented 3D object on the Digilog Book. Specifically, the translation points of the 3D manipulation prop is examined to determine that the point is a proper control point of a trajectory. Then the interpolation using splines is conducted to reconstruct the trajectory with smoothed form. The dynamic score based selection method is also exploited to effectively select small and dense control points of the trajectory. In an experimental evaluation our method took the same time and generated a similar amount of errors as the usual approach, but reduced the number of control points needed by over 90%. The reduced number of control points can properly reconstruct a movement path and drastically decrease the number of control point selections required for movement path modification. For control manipulation, the task completion time was reduced and there was less hand movement needed than with conventional method. Our method can be applicable to drawing or curve editing method in immersive In-Situ AR based education, game, design, animation, simulation application domains.

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Shortest Path Problems of Military Vehicles Considering Traffic Flow Characteristics (교통류특성을 고려한 군화물차량군 경로선정)

  • 방현석;김건영;강경우
    • Journal of Korean Society of Transportation
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    • v.21 no.2
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    • pp.71-82
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    • 2003
  • The shortest path problems(SPP) are critical issues in the military logistics such as the simulation of the War-Game. However, the existing SPP has two major drawbacks, one is its accuracy of solution and the other is for only one solution with focused on just link cost in the military transportation planning models. In addition, very few previous studies have been examined for the multi-shortest path problems without considering link capacity reflecting the military characteristics. In order to overcome these drawbacks, it is necessary to apply the multi-shortest paths algorithm reflecting un-expected military incidents. This study examines the multi-shortest paths in the real networks using Shier algorithm. The network contains both military link capacity and time-based cost. Also, the modes are defined as a platoon(group) rather than unit which is used in most of previous studies in the military logistics. To verify the algorithm applied in this study. the comparative analysis was performed with various sizes and routes of network which compares with Dijkstra algorithm. The major findings of this study are as follows ; 1) Regarding the unique characteristics of the military transportation plan, Shier algorithm, which is applied to this study, is more realistic than Dijkstra algorithm. Also, the time based concept is more applicable than the distance based model in the military logistics. 2) Based on the results from the various simulations of this study the capacity-constraint sections appeared in each scenarios. As a consequence, the alternatives are necessary such as measures for vulnerable area, improvement of vehicle(mode), and reflection of separated-marching column in the military manuals. Finally. the limits and future research directions are discussed : 1) It is very hard to compare the results found in this study. which is used in the real network and the previous studies which is used in arbitrary network. 2) In order to reflect the real military situations such as heavy tanks and heavy equipment vehicles. the other constraints such as the safety load of bridges and/or the height of tunnels should be considered for the future studies.

The development of a bluetooth based portable wireless EEG measurement device (블루투스 기반 휴대용 무선 EEG 측정시스템의 개발)

  • Lee, Dong-Hoon;Lee, Chung-Heon
    • Journal of IKEEE
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    • v.14 no.2
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    • pp.16-23
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    • 2010
  • Since the interest of a brain science research is increased recently, various devices using brain waves have been developed in the field of brain training game, education application and brain computer interface. In this paper, we have developed a portable EEG measurement and a bluetooth based wireless transmission device measuring brain waves from the frontal lob simply and conveniently. The low brain signals about 10~100${\mu}V$ was amplified into several volts and low pass, high pass and notch filter were designed for eliminating unwanted noise and 60Hz power noise. Also, PIC24F192 microcontroller has been used to convert analog brain signal into digital signal and transmit the signal into personal computer wirelessly. The sampling rate of 1KHz and bluetooth based wireless transmission with 38,400bps were used. The LabVIEW programing was used to receive and monitor the brain signals. The power spectrum of commercial biopac MP100 and that of a developed EEG system was compared for performance verification after the simulation signals of sine waves of $1{\mu}V$, 0~200Hz was inputed and processed by FFT transformation. As a result of comparison, the developed system showed good performance because frequency response of a developed system was similar to that of a commercial biopac MP100 inside the range of 30Hz specially.

Collection of Philosophical Concepts for Video Games -Theory of Art in the Age of Artificial Intelligence by Shinji Matsunaga's The Aesthetics of Video Games (인간과 컴퓨터가 공유하는 인공적인 놀이에 관한 개념상자 -마쓰나가 신지의 『비디오 게임의 미학』이 체계화하는 인공지능시대의 예술과 유희 이론)

  • Kim, Il-Lim
    • Journal of Popular Narrative
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    • v.26 no.4
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    • pp.215-237
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    • 2020
  • This paper is written to introduce and review Shinji Matsunaga's The Aesthetics of Video Games which published in Japan in 2018. Shinji Matsunaga has studied video games from a philosophical and aesthetic perspective. In The Aesthetics of Video Games, he took video games as a hybrid form of traditional games. Shinji Matsunaga particularly notes that video games can design human behaviors and experiences. From this point of view, he tries to construct a theoretical framework that will be able to describe the ways of signification in games and fiction respectively. In previous studies, video games have been mainly discussed in the context of cultural studies and entertainment culture in Japan. The Aesthetics of Video Games is distinguished from the previous studies in the following points. First, The Aesthetics of Video Games pioneered the method of studying video games in art theory. Second, it established various types of relationships with video games and traditional aesthetic concepts. Third, this book connects new concepts that emerged in the age of artificial intelligence to video games as an aesthetic action. Through this work, not only video games were discussed academically, but also the fields of aesthetics and art were expanded. The Aesthetics of Video Game is like a collection of philosophical concepts for video games. Through this book, it can be said that the path for artificial intelligence to approach human secrets is closer than before.

Innovative Technologies in Higher School Practice

  • Popovych, Oksana;Makhynia, Nataliia;Pavlyuk, Bohdan;Vytrykhovska, Oksana;Miroshnichenko, Valentina;Veremijenko, Vadym;Horvat, Marianna
    • International Journal of Computer Science & Network Security
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    • v.22 no.11
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    • pp.248-254
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    • 2022
  • Educational innovations are first created, improved or applied educational, didactic, educative, and managerial systems and their components that significantly improve the results of educational activities. The development of pedagogical technology in the global educational space is conventionally divided into three stages. The role of innovative technologies in Higher School practice is substantiated. Factors of effectiveness of the educational process are highlighted. Technology is defined as a phenomenon and its importance is emphasized, it is indicated that it is a component of human history, a form of expression of intelligence focused on solving important problems of being, a synthesis of the mind and human abilities. The most frequently used technologies in practice are classified. Among the priority educational innovations in higher education institutions, the following are highlighted. Introduction of modular training and a rating system for knowledge control (credit-modular system) into the educational process; distance learning system; computerization of libraries using electronic catalog programs and the creation of a fund of electronic educational and methodological materials; electronic system for managing the activities of an educational institution and the educational process. In the educational process, various innovative pedagogical methods are successfully used, the basis of which is interactivity and maximum proximity to the real professional activity of the future specialist. There are simulation technologies (game and discussion forms of organization); technology "case method" (maximum proximity to reality); video training methodology (maximum proximity to reality); computer modeling; interactive technologies; technologies of collective and group training; situational modeling technologies; technologies for working out discussion issues; project technology; Information Technologies; technologies of differentiated training; text-centric training technology and others.