• 제목/요약/키워드: Play Space

검색결과 818건 처리시간 0.026초

모바일 역할수행 게임의 시간 기반 재구조화 (Time-based Restructuring of Mobile Roleplaying Games)

  • 이진
    • 한국게임학회 논문지
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    • 제17권5호
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    • pp.39-50
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    • 2017
  • 본고는 모바일 미디어의 이동성을 중심으로 모바일 게임 플랫폼의 개념과 게임하기의 변화를 살피고, 모바일 매개의 시간 변수를 통해 재구조화된 모바일 게임의 텍스트를 역할수행 게임을 중심으로 분석한다. 이동하는 존재로서 플레이어는 모바일 미디어를 통해 게임 플랫폼과 결합한다. 모바일 미디를 통해 매개된 일상의 시간은 중첩된 시간으로 재구성되며, 모바일 게임 플랫폼에서 플레이에 영향을 미친다. 모바일 역할수행 게임의 캐릭터는 사건을 경험하는 아바타가 아닌 플레이어가 머무르는 플레이 거점이 되며, 이는 거주의 공간이 아닌 이동 중 거주의 공간으로서 비장소적 특성을 가진다. 자동전투는 비경험한 전투를 명시적 통합체의 형태로 반복 재생한다. 중첩된 시간에서 전투의 경험은 시각적 스펙터클로서 기능하며, 플레이어로 하여금 기경험한 전투들을 환기시킨다.

3 screen play 기반의 유기적 콘텐츠 구현 및 발전 방향 제시 (Realizing Organic Content Based on 3Screen Play and Presenting a Direction for its Development)

  • 홍제훈
    • 한국HCI학회논문지
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    • 제5권1호
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    • pp.1-9
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    • 2010
  • 본 연구의 목적은 3screen을 기본 개념으로 하여 유기적 콘텐츠의 프로토타입을 제시하고 그 유용성을 제시하는 데 있다. 유기적 콘텐츠란 각 기기 별로 콘텐츠가 서로 연결성 없이 존재하는 것이 아니라 사용자의 정황과 기기의 특성에 맞추어 정체성(identity)를 잃지 않고 연결성을 유지한 체 각 기기에 적응하는 유기체의 특성을 띠는 콘텐츠다. 이를 위해 TV, 모바일, PC를 넘나드는 'fishing phone' 이라는 프로토타입을 제작하였다. Fishing phone에서 물고기는 각 기기에 적응하여 사용자와 각기 다른 인터랙션을 이루며 정체성을 유지한 체 3screen을 넘나드는 유기적 콘텐츠다. Fishing phone은 WiFi, java networking, flash player 7, 옴니아2, space censor 등의 현재 서비스화 되고 사용되는 기술과 제품을 이용하여 제작되었으며 Fishing phone을 통하여 유기적 콘텐츠가 기존의 콘텐츠의 공간적 한계를 넘어 새로운 가치, 복합적인 인터랙션, 진일보한 마케팅요소를 가지고 있음을 보여주고 있다.

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건강가정지원센터의 공동육아나눔터에 관한 사례연구: 인천소재 공동육아나눔터의 물리적 실내공간환경을 중심으로 (A Case Study on the Co-Child Care Sharing Space of the Healthy Family Support Center: Focusing on the Physical Environment of Interior Space in Incheon)

  • 최재순;조정현;공은희
    • Human Ecology Research
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    • 제54권3호
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    • pp.263-278
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    • 2016
  • Recently in South Korea, family-friendly living environment in resident communities have emerged as an important issue in addressing problems created by personalized and fragmented family in urban areas. Since their foundation in 2005, Healthy Family Support Centers provided a variety of community activities for both parents and children through the Co-Child Care Sharing Programs. That being said, it is certain that the Healthy Family Support Centers play a central role in making a family-friendly environment. This study surveyed the physical environment of the co-child care sharing space and suggested further improvement. The content of this survey represents the characteristics of co-child care sharing space in Incheon such as operation status, physical space, prepared facilities, and preference for facilities. This study also explored the field of two co-child sharing spaces (Bupyung-gu and Seo-gu) as an example case. The subject of this study was 14 co-child sharing spaces of nine Healthy Family Support Centers in Incheon investigated from July 2014 to October 2014. This study indicated three results: first, the size of the co-child care spaces, their composition and facilities are very different from each center and require standards and guidelines for the co-child sharing space in regards to physical space, composition, and facilities. Second, co-child sharing space should be provided with individual special programs and diversified activities in addition to playing activities. Third, many healthy family support centers operate over two co-child sharing spaces along with an out-located co-child sharing space that require mutual organizing and operational networking between each co-child sharing space to effectively share programs.

고주파 래틀링 소음의 기초 연구 (A Basic Study of High Frequency Rattling Noise)

  • 이금정;박철희;주재만
    • 한국소음진동공학회:학술대회논문집
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    • 한국소음진동공학회 1998년도 춘계학술대회논문집; 용평리조트 타워콘도, 21-22 May 1998
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    • pp.88-93
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    • 1998
  • Since rattling noise, which occur in mechanical linkage with free play or glove boxes in passenger cars, play an important role in the generation of industrial noise and vibration, it is interest to study these dynamics. A difference equations are derived which described the motions of a mass constrained by pre-compressed spring and forced by a high frequency base excitation. Two types of saddle are founded from these difference equations and the stable and unstable manifolds are constructed in these saddle point. For a certain region in a parameter space of exciting displacement and coefficient of restitution, transversal intersections of stable and unstable manifolds exist. Therefore it is founded that there are large families of periodic and irregular non-periodic motions in rattling system i.e. chaos motion is observed.

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Eye Gaze Information and Game Level Design according to FPS Gameplay Beats

  • Choi, GyuHyeok;Kim, Mijin
    • Journal of information and communication convergence engineering
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    • 제16권3호
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    • pp.189-196
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    • 2018
  • Player's actions in a game occur in the process of gameplay experiences in a play space designed by the developer according to preset gameplay beats. Focusing on beats that induce a first-person shooter (FPS) game's main gameplay, this paper analyzes the differences in eye gaze information found in different players during the course of gameplay. For this research goal, the study divides the beat areas in which play actions appear in association with gameplay beats at a typical FPS game level, repeatedly conducts tests in accordance with a player's experience level (novice and expert group), and collects and analyzes eye gaze information data in three types of beat areas. The analysis result suggests concrete guidelines for game level design for different beat areas based on an FPS game player's experience level. This empirical experiment method and result can lessen repetitive modification work for game level design and consequently be utilized for optimizing the game level to the developer's intention.

복식에 나타난 싸이키델릭 이미지 (Psychedelic Image expressed in costume)

  • 안선경;양숙희
    • 한국의류학회지
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    • 제23권1호
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    • pp.147-158
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    • 1999
  • This study focused on situational simularity of psychedelic expressed in the mid-1960s with culture including costume in the end of 20th century. So this study is composed of psychedelic concept and the comparision of temporal background and general characteristics of psychedelia in the 1960s and 1990s and relationship with Art-Nouveau which has originated psychedelia and psycheelic image including mysticism play illusionism and narcissism. The New psychedelic revival of the early 1980s came at a time when as in the mid-1960s the world's attentions were firmly focused on British youth. The same could be said of the mid-1990s when 'BriPop' once again has international appeal and the result has been a kind of New New Psychedelic revival with all manner of British youth styles from the 1960s blended together. The swirling patterns hallucinogenic colors and space-aged designs of the psychedelics have become a symbolic representation of cocktail of youth sex and optimism

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한국 무대디자인의 상징적 표현 연구 - 안톤 체호프의 연극 벚꽃동산을 중심으로 - (A Study on the Symbolic Expression of Korean Scenic Design - Focused on 「Vishnvovvi sad」 of Anton Chekhov -)

  • 최현욱;윤재은
    • 한국실내디자인학회논문집
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    • 제21권6호
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    • pp.243-251
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    • 2012
  • Theatricals have been with human's history for a long time. And It is also receiving a lot of love in modern times. The stage is recognized another space of time by spectators during the play and the production actualize fictional world by using all destination things on the stage. Therefore, the design of the stage has symbolism and the production needs semiological. The Elements expressed through the stage is composed of stage equipment, costume, lighting, stage effects and the production needs light, sound and costume designers, a stage manager, grips an advertising director for the play. The study analysis on symbolic image on the view of semigical with focused on "Vishnvovvi sad" of Anton Chekhov. The details of the study are symbolism of stage effect and costume, lighting, stage equipment. Furthermore, The study analyze way to symbolic Express korean characteristics and This research is an excellent source for students who are studying the semilogical analysis of stage.

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Cognitive and Emotional Structure of a Robotic Game Player in Turn-based Interaction

  • Yang, Jeong-Yean
    • International journal of advanced smart convergence
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    • 제4권2호
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    • pp.154-162
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    • 2015
  • This paper focuses on how cognitive and emotional structures affect humans during long-term interaction. We design an interaction with a turn-based game, the Chopstick Game, in which two agents play with numbers using their fingers. While a human and a robot agent alternate turn, the human user applies herself to play the game and to learn new winning skills from the robot agent. Conventional valence and arousal space is applied to design emotional interaction. For the robotic system, we implement finger gesture recognition and emotional behaviors that are designed for three-dimensional virtual robot. In the experimental tests, the properness of the proposed schemes is verified and the effect of the emotional interaction is discussed.

공원잔디공간의 이용활동유형별 공간분포특성에 관한 연구 (Spatial Distribution Pattern of Users by the Types of Use Activity at Lawn Areas in Park)

  • 암봉훈
    • 아시안잔디학회지
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    • 제10권1호
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    • pp.13-20
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    • 1996
  • This study was carried out to investigate the characteristics of spatial distributon patterns of users by each type of recreational activities at lawn areas in the parks. Study sites were lawn areas at Kyungju World and Seorabul Plaza in Bomun Resort Complex in Kyungju, Korea. Space types by each recreation activities are Repose Type, Sports Type, Play Type and Strolling Type. Main results are as follows ; 1. Sport Type activities were mainly distributed at the central areas of each lawn areas. 2.The density of Sports Type activities were affected by the form of lawn areas. For natural control of excess dynamic activities, Complex Form has more advantage in the distribution of dynamic activities. So, as the form of lawn areas in the parks, complex form is more desirable. 3.Repose Typo activities were distributed at marginal areas of lawns and surrounding woods. These, the static activities, were affected by Edge Effect in spatial distribution of activities. 4.Play Typo activities also were distributed at marginal areas of lawns. It was also affected by Edge Effect in spatial distribution. 5.Strolling Type activities were distributed evenly over all lawn areas.

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Hyper-parameter Optimization for Monte Carlo Tree Search using Self-play

  • Lee, Jin-Seon;Oh, Il-Seok
    • 스마트미디어저널
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    • 제9권4호
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    • pp.36-43
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    • 2020
  • The Monte Carlo tree search (MCTS) is a popular method for implementing an intelligent game program. It has several hyper-parameters that require an optimization for showing the best performance. Due to the stochastic nature of the MCTS, the hyper-parameter optimization is difficult to solve. This paper uses the self-playing capability of the MCTS-based game program for optimizing the hyper-parameters. It seeks a winner path over the hyper-parameter space while performing the self-play. The top-q longest winners in the winner path compete for the final winner. The experiment using the 15-15-5 game (Omok in Korean name) showed a promising result.