• Title/Summary/Keyword: Game tool

Search Result 280, Processing Time 0.026 seconds

Reducing the Search Space for Pathfinding in Navigation Meshes by Using Visibility Tests

  • Kim, Hyun-Gil;Yu, Kyeon-Ah;Kim, Jun-Tae
    • Journal of Electrical Engineering and Technology
    • /
    • v.6 no.6
    • /
    • pp.867-873
    • /
    • 2011
  • A navigation mesh (NavMesh) is a suitable tool for the representation of a three-dimensional game world. A NavMesh consists of convex polygons covering free space, so the path can be found reliably without detecting collision with obstacles. The main disadvantage of a NavMesh is the huge state space. When the $A^*$ algorithm is applied to polygonal meshes for detailed terrain representation, the pathfinding can be inefficient due to the many states to be searched. In this paper, we propose a method to reduce the number of states searched by using visibility tests to achieve fast searching even on a detailed terrain with a large number of polygons. Our algorithm finds the visible vertices of the obstacles from the critical states and uses the heuristic function of $A^*$, defined as the distance to the goal through such visible vertices. The results show that the number of searched states can be substantially reduced compared to the $A^*$ search with a straight-line distance heuristic.

From Specialisation to Diversification in Science and Technology Parks

  • Hassink, Robert;Hu, Xiaohui
    • World Technopolis Review
    • /
    • v.1 no.1
    • /
    • pp.6-15
    • /
    • 2012
  • Science and technology parks have been popular among policy-makers at several spatial levels to promote innovation and economic growth of certain localities. However, this mainly property-led policy tool has been criticised for two reasons. First, it often failed to successfully support regional networking and technology transfer to regional firms. Only unplanned science and technology parks, such as Silicon Valley, seem to have been successfully fostering regional networking and technology transfer which has led, in turn, to the development of competitive innovative clusters. Secondly, it has too often bet on the same horses and become too specialised in the same fields, such as in micro-electronics or in biotechnology. This specialisation has been theoretically supported by the cluster concept. It has led to both a zero sum game of competition between locations as well as potentially negative path dependence and lock-ins. This paper suggests increasingly supporting diversification in science and technology parks by bringing together hitherto unconnected technologies. Several recently discussed concepts could be used to support diversification, such as related variety (Frenken et al. 2007), regional branching (Boschma and Frenken 2011), regional innovation platforms (Harmaakorpi et al. 2011) and transversality (Cooke 2011).

Digital Watermarking for Copyright Protection of 3-D CAD Design Drawing Based on Vector Data Using Digital Watermarking

  • Kwon, Ki-Ryong;Lee, Suk-Hwan;Park, Seung-Seob;Jeong, Tai-Il
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.12
    • /
    • pp.1596-1606
    • /
    • 2006
  • There has been more increased the development of 3D technique since many 3D contents of 3D graphic model, 3D mobile/computer game, and 3D CAD have been serviced in Web or industry fields. Therefore, the watermarking system is more required to protect the copyright for 3D contents. Currently there has been researched about the watermarking for 3D graphic model of mesh or NURBS. However, watermarking technique based on CAD design drawing leaves something to be desired yet. This paper proposed the watermarking technique for 3D CAD design drawing using Line and Arc components. After drawing out Line and Arc components from designed drawing, we embed the watermark into both the length of Line component and the radius of Arc component. Experimental results verified that the proposed algorithm satisfies the transparency about watermarked drawing and also has the robustness against several attacks by using public CAD tool.

  • PDF

Annotation Tool for Construction Korean PropBank and Sejong Semantic Tagged Corpus (한국어 PropBank 및 세종 의미 표지 부착 말뭉치 구축을 위한 도구)

  • Han, Dae-Yong;Choi, Han-Gil;Lee, Jung-Kuk;Kim, Jong-Dae;Park, Chan-Young;Song, Hye-Jung;Kim, Yu-Seop
    • Annual Conference on Human and Language Technology
    • /
    • 2012.10a
    • /
    • pp.35-39
    • /
    • 2012
  • 의미역 결정에 있어 의미 표지 부착 말뭉치는 필수적이지만 한국어 의미 표지 부착 말뭉치는 영어나 중국어와 같은 언어에 비하여 구축이 미비한 상황이다. 본 논문에서는 한국어 의미 분석을 위한 한국어 Proposition Bank(이하 PropBank)와 세종 의미 표지 부착 말뭉치의 구축을 위한 소프트웨어 도구를 개발하였다. 본 논문에서 구현한 도구는 문장 성분의 의존관계를 이용하여 주어진 술어에 대한 논항을 찾아주고, PropBank 프레임 파일과 세종 용언 격틀 사전을 활용하여 사용자가 능률적으로 한국어 PropBank와 세종 의미 표지 부착 말뭉치를 구축할 수 있도록 하였다.

  • PDF

An Instructional Learning Effectiveness of Network Concept by Problem-Oriented Learning for Computer Education in Elementary Schools (초등컴퓨터 교육에서 문제중심 학습을 이용한 네트워크 개념의 교수학습 효과)

  • Rim, Hwakyung
    • The Journal of Korean Association of Computer Education
    • /
    • v.7 no.3
    • /
    • pp.91-99
    • /
    • 2004
  • Elementary school students have a great deal of interest in Internet games which provide integrated multimedia and so they become to know well the terminology used in network such as game server, Internet service, transfer time, etc. In addition, they are used to understand the technological phenomena occurring in internet. They, however, have difficulty understanding concepts and principles regarding the phenomena mentioned above because the educational contents in elementary school computer textbooks consist of only ICT education and its applications, i.e., tool-based technology. In this paper, we apply educational learning on network concepts which are the basis on the internet to classroom instruction by using problem oriented models. We conclude that the educational contents in elementary school computer education should be transferred to the area with principles and concepts.

  • PDF

Efficient Counterexample Generation for Safety Violation in Model Checking (모델 체킹에서 안전성 위반에 대한 효율적인 반례 생성)

  • Lee Tae-hoon;Kwon Gi-hwon
    • The KIPS Transactions:PartD
    • /
    • v.12D no.1 s.97
    • /
    • pp.81-90
    • /
    • 2005
  • Given a model and a property, model checking determines whether the model satisfies the property. In case the model does not satisfy the property model checking gives a counterexample which explains where the violation occurs. Since counterexamples are useful for model debugging as well as model understanding, counterexample generation is one of the indispensable components in the model checking tool. This paper presents efficient counterexample generation techniques when a safety property is falsified. These techniques are used to solve Push Push games which consist of 50 games. As a result, all the games are solved with the proposed techniques. However, with the original NuSMV, 42 games are solved but 8 failed. In addition, we obtain $86{\%}$ time improvement and $62{\%}$ space improvement compared to the original NuSMV in solving the game.

A Study on the Design Guideline of Multi-purpose Space in Elementary and Middle Schools through Utilization of User Participation Method (참여디자인 기법을 활용한 다목적 공간의 계획방향에 관한 연구)

  • Lee, Kyung-Hoon;An, Eun-Hee
    • Journal of the Korean Institute of Educational Facilities
    • /
    • v.17 no.2
    • /
    • pp.3-12
    • /
    • 2010
  • The purpose of this study was to provide the planning guideline for the multi-purposed classroom in the elementary school and middle school using questionnaire and user participation method. As the user participation method, the design workshop in the study contains participation techniques, community action planning, and participation game. The design workshop used the design kit as a communication tool. Four user groups, selected from teachers and child in the elementary school and middle school, to be reconstructed, participated in a design workshop with design kit, and each group produced their own plans. The result of this study is as follows; (1) Teachers wanted multi-purposed classroom to be used by two classes. (2) The size of the multi-purposed classroom was preferred 1.5 times(30 py.) of the regular classroom. (3) By considering the characteristics of students it was required the open space in elementary, but required it to be separated from the regular classroom in middle school. (4) Through the analysis, we could grasp the processes that the users' needs were practically applied to design. Our design workshop method should be hereafter modified and advanced, but showed the usefulness in many aspects.

Identification of sex-specific SNPS in burbot Lota lota using RAD sequencing: conservation and management applications

  • Vu, Ninh V.;Eardley, Daniel L.;Delomas, Thomas A.;Campbell, Matthew R.
    • Fisheries and Aquatic Sciences
    • /
    • v.22 no.8
    • /
    • pp.18.1-18.5
    • /
    • 2019
  • The development of sex-specific genetic assays in a species provides both a method for identifying the system of sex determination and a valuable tool to address questions of conservation and management importance. In this study, we focused on the identification of single nucleotide polymorphisms (SNPs) that differentiate genetic sex in burbot Lota lota. Burbot are the only true freshwater representative of the cod family and a species of conservation and management importance throughout Eurasia and North America. To identify sex-specific SNPs, we utilized restriction site-associated DNA sequencing (RADseq) to interrogate thousands of SNPs in burbot samples of known phenotypic sex. We discovered 170,569 biallelic SNPs, none of which fit the pattern expected under female heterogamety. However, we identified 22 SNPs that fit the pattern expected under male heterogamety (males heterozygous XY, females fixed XX) and, from these, developed two genetic assays that robustly (~ 97% genotyping success) and accurately (> 99% correct) sexed burbot samples. These sex-specific genetic assays will benefit growing conservation aquaculture programs for this species and allow future assessments of sex-specific migration, growth, and mortality.

Understanding of Business Simulation learning: Case of Capsim

  • KIM, Jae-Jin
    • Fourth Industrial Review
    • /
    • v.1 no.1
    • /
    • pp.31-40
    • /
    • 2021
  • Purpose - According to the importance of business simulation learning as a new type of business learning tool, this study reviews the dimensions of business education and a brief history of business education simulation. At the end Capsim strategic management simulation program is introduce with its feature. Research design, data, and methodology - This study has been analyzed in a way that reviews at previous literature on simulation learning and looks at examples and features of Capsim simulation, online business simulation tools which has been used in the global market. Result - Capsim simulations are designed to offer focused opportunities for deep practice. That's why they are often more effective than passive tools such as textbooks, videos, or lectures. By the way, 'deep practice' is very different from 'ordinary practice'. After commuters who drive to school or work can accumulate thousands of hours of driving, but that doesn't make them expert drivers. The key to deep practice is self-awareness. That is, paying attention to what you are doing well and not so well. This is so important to learn that scientists use a specific term for it: 'metacognition', or thinking about the way you think and learn. Conclusion - The use of business simulation learning, such as Capsim, which is a given case, can create similar local systems by potentially engaging a large number of users in the virtual market. It could also be used as an individual to complete business training for students and those who are active in the business field of business.

Research on Geometric Shape in the 20th Century Design Education - Focused on the relation of $Fr{\ddot{o}}bel$ Kindergarten Education - (20세기 디자인교육의 기하학적인 형태에 대한 탐구 - 프뢰벨 유치원 교육과의 연관성을 중심으로 -)

  • Bang, Kyung-Rhan
    • Archives of design research
    • /
    • v.18 no.2 s.60
    • /
    • pp.325-334
    • /
    • 2005
  • The purpose of this thesis is to explore the fundamental reasons and general circumstances of the introduction of geometric shape to the 20th century's design education. The modern design education was directly influenced by the German Kindergarten Movement and its educational ideal, so they began to employ geometric shapes in visual education. When Friedrich Frobel, a professional German child educator of the 19th century, invented the 'Spielgaben,' it soon became a popular educational tool. It was a turning point in the child educational system, from then they began to actively employ 'tools' in art education. The Spielgaben was created based on the geometric principle of a popular block game of the 19th century. On the other hand, a game program called 'Bechaftigungsmaterial' led early Modernists to adopt geometric shape in their works. Then, geometric shape were applied to a primary educational program designed by the Bauhaus that gave birth to the Modern design education in the 20th century. likewise, the substantial reasons why the principles of point/line/plain and geometric shapes had been taken in the 20th century design education can be explained through this historical background. This research is to investigate how Kindergarten Movement and Modern design education can be associated with each other, particularly in the light of geometric elements. Therefore, I first referred to the historic records in order to reveal their relation, and then analyzed the similarities and differences between the two activities. In result, I could explore the relationship between child educational tools and the 20th century's design education.

  • PDF