• Title/Summary/Keyword: On-line game

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3D Massively Multiplayer Online Role Playing Game (MMORPG) Based Lecturing System (3차원 다중 사용자 온라인 게임 기반 강의 시스템)

  • Lim, Nak-Kwon;Lee, Hae-Young
    • Journal of the Korea Computer Graphics Society
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    • v.16 no.1
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    • pp.21-27
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    • 2010
  • Today the lectures are usually practiced in a teacher-led traditional classroom system or a student-led e-learning system. Students passively follow the teacher's lectures in both systems, though. Also due to the advances in 3D Computer Graphics and Game technologies, there are trials to exploit the positive effect of games in learning. The serious games, specifically designed games for an educational goal, or existing games for a special class have been used as lectures. Still these games have a great difficulty in being integrated into the educational system technically and economically. Therefore a new 3D MMORPG based lecturing system is presented in this paper. In our new lecturing system, the characteristics of a 3D MMORPG, achievement, sociality, and immersion, are provided to motivate students to participate actively in a lecture. A teacher and students interact with each other in realtime as 3D characters in a 3D virtual classroom on-line. An ordinary teacher can also easily apply our new system to existing classes since a teacher only needs to specify a slide file to prepare a lecture. For the future work, a user study and the effect of our new lecturing system will be performed.

Modified Structural Modeling Method and Its Application: Behavior Analysis of Passengers for East Japan Railway Company

  • Nagata, Kiyoshi;Umezawa, Masashi;Amagasa, Michio;Sai, Fuyume
    • Industrial Engineering and Management Systems
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    • v.7 no.3
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    • pp.245-256
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    • 2008
  • In order to cope with the ill-defined problem of human behavior being immanent uncertainty, several methodologies have been studied in game theoretic, social psychological and political science frameworks. As methods to arrange system elements systematically and draw out the consenting structural model concretively, ISM, FSM and DEMATEL based on graph theory etc. have been proposed. In this paper, we propose a modified structural modeling method to recognize the nature of problem. We introduce the statistical method to adjust the establishment levels in group decision situation. From this, it will become possible to obtain effectively and smoothly the structural model of group members in comparison with the traditional methods. Further we propose a procedure for achieving the consenting structural model of group members based on the structural modeling method. By applying the method to recognize the nature of ill-defined problems, it will be possible to solve the given problem effectively and rationally. In order to inspect the effectiveness of the method, we conduct a practical problem as an empirical study: "Behavior analysis of passengers for the Joban line of East Japan Railway Company after new railway service of Tsukuba Express opened".

Revitalization Plan for Communication Structure Among Users of Online Virtual Space (온라인 가상공간의 커뮤니케이선 활성화방안 -MMORPG(대규모 다중 사용자 온라인 롤플레잉 게임) 중심으로-)

  • Lim, Jang-Hoon
    • The Journal of the Korea Contents Association
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    • v.7 no.10
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    • pp.115-125
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    • 2007
  • This study analyzed the importance of user activity, communication between users and identity establishment by growth and change of player's character through users' communication structure and then it classified such an importance into activity by group, dealings, information sharing, duel and strategy performance. It also looked into the plans to revitalize smooth social relationship and suggested for users to behave with responsibility in virtual society. In the virtual space where thousands of people connect and interact with each other every day, users find out their identities through human relationship with others proceeding solo story. What is more important is that users consider virtual space as a society and feel collective responsibility on words and behavior against others.

Aqua leggings production status survey according to the status of domestic leggings brands (국내 레깅스 브랜드 현황에 따른 아쿠아 레깅스 생산실태조사)

  • Kang, Hyunyoung;Kang, Hyunjoo;Kim, CheeYong
    • Journal of Korea Multimedia Society
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    • v.24 no.7
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    • pp.966-978
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    • 2021
  • This thesis provided basic data of the domestic leggings industry. For the purpose of comparative analysis, the sales status and consumer preference status of domestic leggings brands were selected, and the three companies, X*xymix, A*dar, and M*laware, which occupy the top positions by domestic leggings brand rankings Therefore, from 2018 to 2020, the market size of leggings items is identified with reference to the sales status and consumer preference status data, and the status of consumer preference is analyzed. As a result of the survey analysis, X*xymix, A*dar, and M*laware, which rank high in consumer preference, operate a separate men's leggings line from leggings targeting young women who mainly focus on yoga, pilates, and fitness exercises. As the age increased, the demand for leggings expanded to the middle-aged. Therefore, it is believed that the segmentation of leggings is made according to the diversifying types of exercise, and as the age group in demand for leggings is expanded, continuous research on market segmentation for aqua leggings necessary for aqua exercise that can exercise without straining the body.

Study of the Change of Business Competence as the Evolution of Digital Ecosystem (디지털생태계의 진화와 사업역량 변화에 관한 연구)

  • Lee, Kae Soo;Yoon, Heon-Deok
    • Journal of Korea Multimedia Society
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    • v.18 no.9
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    • pp.1105-1117
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    • 2015
  • During the last decade, the business infrastructure has become digital with increased interconnections among products, processes, and services. Across many firms spanning different industries and sectors, digital technologies are fundanmentally transforming business stratiges, business processes, firm capabilities, productes and services, and key interfirm relationships in extended business networks. With the emergence of smartphones, the paradigm of the ICT industry is rapidly changing as the line between global and local markets are being blurred. In the changing global environment, although some game companies are accelerating the improvement of their global competitiveness and cases of successes of venture enterprises by developing biosimilar technology are being discovered, majority of ICT companies are focusing on limited marketing activities to get subcontracts or projects from large companies. Thus the aim of this study is to find out how digital ecosystems evolve and how business models and strategies have changed of individual companies according to the evolution of the digital ecosystems.

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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    • v.6 no.6
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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.

A Study of Technical Innovation Model of Digital Contents (디지털콘텐츠의 기술기반 진화모델연구)

  • Han, Chang-Wan
    • Cartoon and Animation Studies
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    • s.10
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    • pp.159-178
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    • 2006
  • Digital Media have been advanced and disseminated at the same time around the world. Digital contents have been evolved while Product Technology and Process Technology of 3D Digital Animation and On-line game have completed the innovative developments. First of all, several problems can be occurred when product technology can not lead the evolvement of digital contents. To accomplish the evolvement of both product technology and process technology of digital contents, the whole production system and process system must be modulized. Modulization of system can be completed by the consistent and stable integration of platform. Modulization of production system can bring out the modulization of product technology and then the modulization of technology can speed up the commercialization and market test.

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The Fashion Formative Characteristics and Meanings in the Tech Fatale Types of the Post Digital Generation - Focusing on the Female Models of the Mobile Advertisements - (포스트 디지털 시대의 Tech Fatale 유형에 나타난 패션 조형특성과 내적 의미 - 휴대전화 광고의 여성모델을 중심으로 -)

  • Kim, Ha-Lim;Kwon, Gi-Young;Lee, Shin-Hee
    • Fashion & Textile Research Journal
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    • v.10 no.5
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    • pp.721-730
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    • 2008
  • The purpose of this study is to analyze the tech fatale fashion image in female models of mobile advertisements and to find the fashion characteristics. The tech fatale emerging as new culture code is a compound word of the femme fatale and technology. It is characteristics of the femme fatale, the post digital culture and the female leadership. The findings of the study were as follows : The tech fatale types were the independence, the transformation and the tradition. The independence was a self expression, appealed to visual image, was showed the coating fabric, denim, space look and street fashion and reflected the creativeness and digital generation. The transformation appealed to sexuality and was showed luster fabric, exposure, body-conscious, glam look. The voluptuous beauty represented the pride of the post digital generation. The tradition appealed to emotion and was showed pale color, simple line, soft texture fabric and a feminine Image. The meanings of tech fatale were the imagination, the public, the duality, the game, the purity and the recurrence. The formative characteristics reflect the mind of post digital generation who is against authority and pursues the human being worth such as the identity establishment and the pure emotion.

Real-time Flocking Simulation through RBF-based Vector Field (방사기저함수(RBF) 기반 벡터 필드를 이용한 실시간 군집 시뮬레이션)

  • Sung, Mankyu
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.17 no.12
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    • pp.2937-2943
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    • 2013
  • This paper introduces a real-time flocking simulation framework through radial basis function(RBF). The proposed framework first divides the entire environment into a grid structure and then assign a vector per each cell. These vectors are automatically calculated by using RBF function, which is parameterized from user-input control lines. Once the construction of vector field is done, then, flocks determine their path by following the vector field flow. The collision with static obstacles are modeled as a repulsive vector field, which is ultimately over-layed on the existing vector field and the inter-individual collision is also handled through fast lattice-bin method.

Analysis on MMORPG UI Layout and Research on Effective UI Demanded by Heavy User (MMORPG UI Layout 분석과 Heavy User 요구에 따른 효율적인 UI 연구 및 제시)

  • Rho, Ju-Hee;Chun, Yang-Deok
    • Archives of design research
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    • v.20 no.1 s.69
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    • pp.263-272
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    • 2007
  • On-line game gradually grew into a significant part in Korean culture due to rapid development of internet. As icons are utilized as interface, the concept of UI(User Interface) receives spotlight in playing games, and the play bug appears most frequently in MMORPG genre. The introduction of icons brought partial inefficiency in dividing screen sectors while playing games, which means play sector is reduced. On the meantime, components of UI possess different places so that cause considerable confusion to heavy users. This study attempts to analyze the top 5 commonly-played games and to understand the necessity and status of UI components by surveying heavy users. The result of this study shows that there is notable difference between UI of games on-service and preference of heavy users. This study could suggest UI of a better quality by restructuring and rearranging the UI components based on the heavy users' preference as shown in the survey. It is expected that this study can contribute to creating a more effective game play by eliminating possible changes of UI upon different games and realizing broader play sector.

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