• 제목/요약/키워드: Game tool

검색결과 280건 처리시간 0.024초

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
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    • 제6권6호
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    • pp.867-873
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    • 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
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    • 제1권1호
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    • pp.6-15
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    • 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
    • 한국멀티미디어학회논문지
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    • 제9권12호
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    • pp.1596-1606
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    • 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.

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

  • 한대용;최한길;이정국;김종대;박찬영;송혜정;김유섭
    • 한국정보과학회 언어공학연구회:학술대회논문집(한글 및 한국어 정보처리)
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    • 한국정보과학회언어공학연구회 2012년도 제24회 한글 및 한국어 정보처리 학술대회
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    • pp.35-39
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    • 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.

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

  • 임화경
    • 컴퓨터교육학회논문지
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    • 제7권3호
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    • pp.91-99
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    • 2004
  • 초등학생들은 통합된 멀티미디어를 제공하는 인터넷 게임에 대단한 관심을 갖고 있으며, 자연스럽게 네트워크 관련 용어(게임서버, 인터넷 서비스, 인터넷 속도 등) 및 인터넷상에서 일어나는 기술 현상에 대해서도 익숙해져 있다. 그러나 초등 컴퓨터 교과 내용은 ICT 소양교육과 활용교육, 즉 도구 사용 기술로만 되어 있어 이러한 현상들에 대한 개념과 원리를 이해하기는 어렵다. 따라서, 본 논문에서는 도구 학습이 아닌 인터넷의 기반인 네트워크 개념에 대한 교수학습을 문제중심 모형을 이용하여 설계하고 수업현장에 적용한다. 그 결과로 보다 더 원리와 개념 이해영역으로 초등 컴퓨터 교과 내용의 변화가 필요함을 보이고자 한다.

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

  • 이태훈;권기현
    • 정보처리학회논문지D
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    • 제12D권1호
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    • pp.81-90
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    • 2005
  • 모델 체킹은 주어진 모델과 속성간의 만족성 관계를 검사한다. 만일 모델이 속성을 만족하지 않는 경우, 모델 체킹은 그 이유를 담은 반례를 생성한다. 반례는 모델의 디버깅에 사용되며 모델을 이해하는데 도움을 주기 때문에, 반례 생성은 모델 체킹의 필수 구성 요소 중의 하나이다. 본 논문에서는 모델 체킹에서 안전성 속성이 위반되었을 때 그에 대한 반례를 효율적으로 생성하는 방법을 제시하였고, 푸쉬 푸쉬 게임 풀이에 제안한 방법을 적용했다. 그 결과, 기존 NuSMV로는 전체 50게임 중에서 42게임밖에 풀지 못했으나 본 논문의 방법으로는 50게임을 모두 풀었다. 뿐만 아니라, 반례 생성에 소요된 시간과 메모리 사용량이 기존 NuSMV에 비해서 각각 $86{\%}$$62{\%}$ 개선되었다.

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

  • 이경훈;안은희
    • 교육시설
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    • 제17권2호
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    • pp.3-12
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    • 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
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    • 제22권8호
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    • pp.18.1-18.5
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    • 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
    • 4차산업연구
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    • 제1권1호
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    • pp.31-40
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    • 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.

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

  • 방경란
    • 디자인학연구
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    • 제18권2호
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    • pp.325-334
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    • 2005
  • 본 연구는 20세기 디자인교육에 있어서 기하학적인 형태에 나타난 조형원리의 근원을 탐색하는 것이다. 디자인 교육에 등장한 기하학적인 형태는 19세기 독일을 중심으로 일어난 유치원 운동에서 도입된 교육사상에서부터 출발한다. 19세기 독일의 유아교육자 프뢰벨(Friedrich $Fr{\ddot{o}}bel$)에 의하여 탄생된 프뢰벨교구(Spielgaben)의 인기는 학교에서의 미술교과목에서 도구를 사용하게 되는 계기를 마련하게 된다. 과학적이고 수학적인 원리에 의하여 만들어진 프뢰벨교구는 최소한의 색채와 형태를 채택한 어린이를 위한 교육프로그램이었다. 19세기 기하형태의 블록놀이를 중심으로 개발된 '슈필가벤(Spielgaben)'과 '작업($Bech{\ddot{a}}ftigungsmaterial$)'이란 이름으로 진행된 놀이프로그램은 초기모더니스트들에 의해 기하형태에 대한 선택으로 이어지게 된다. 또한 20세기 현대디자인교육의 시작이 되었던 바우하우스의 기초교육프로그램에서도 적용된다. 이러한 사실에서 20세기 디자인교육에서 나타난 점선면의 원리와 기하학적 형태의 선택에 대한 근원적 배경을 찾을 수 있다. 따라서 본 연구는 유치원운동과 근대디자인교육과의 기하학적인 형태라는 동일한 범주 속에서의 연관성에 대한 논의이다. 즉, 이러한 연관성에 대하여 문헌조사를 통하여 탐색하고 서로의 관계에 대하여 분석하고 비교하여 연구하였다.

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