• Title/Summary/Keyword: Simulation game

Search Result 573, Processing Time 0.027 seconds

A study on the computer simulation model of the closed moving system using the nutation force (폐쇄된 계의 장동 힘에 의한 이동장치의 컴퓨터 씨뮬레이션 모델에 관한 연구)

  • Chung, Byung-Tae
    • Journal of the Korea Computer Industry Society
    • /
    • v.6 no.2
    • /
    • pp.331-336
    • /
    • 2005
  • The closed movement produced vertically on the position of a motor is a notation movement produced by a notation force , while the horizontal movement can be shown by the coriolis force and the transverse force of realizing that the closed movement of the closed system is to be rotation motion. The notation movement is a vertical closed movement and by searching the equation which becomes an equation model, after comparing the simulation data from the equation model with data of a real device to use it into the computer simulation model, the additional variable elements were decided. As the result, the energy imbalance element is added as a variable about load which is relevant to friction coefficient and pole of a motor in the gravitational field. The simulation can be applied as a real physical law of the graphic game and haptic program.

  • PDF

A Study on the Development of the User Behavior Simulation Technology Using a Perceived Action Possibilities (내제된 행위 유발 가능성을 활용하는 사용자 행동 시뮬레이션 기술의 개발에 관한 연구)

  • Lee, Yun-Gil;Park, Chang-Hoon;Im, Dong-Hyuk
    • Journal of Korea Multimedia Society
    • /
    • v.17 no.11
    • /
    • pp.1335-1344
    • /
    • 2014
  • In architectural design, the user is one of the most important factors for the design task as well as the standard for evaluating the value of the built environment after its construction. Recently, accidents, such as fires and breakdowns, in huge and complicated buildings have increased the importance of user behavior simulation. The Korean government has tried to establish a regulation for the prevention of accidents in the built environment. This is regarded as a significant step forward for providing a safer and more appropriate environment for users. However, the existing technologies related to analyzing user behavior only simulate simplified situations. Such simulations are not enough to evaluate accurately the designed alternatives because buildings and spaces contain more complicated information than what we have conventionally considered. Thus, we propose that the advanced agent can interact with the architectural context. It can understand not only the physical situation but also how the users affect this situation. In order to realize this, we adopted the concept of affordances as the perceived action possibilities for the simulation environment.

A Large-Scale 3D Visualization System for Port Container Terminal Simulation (항만 컨테이너 시뮬레이션을 위한 대규모 3D 가시화 시스템 개발)

  • Ok, Soo-Yol
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.19 no.1
    • /
    • pp.119-126
    • /
    • 2015
  • In this paper, we propose a 3D visualization system that expresses the simulation results of port container operation monitoring and planning in terms of the movements of the surrounding environment including static and dynamic objects. It also enables us to objectively evaluate the operation model by way of animating the actual port operations. With XML-based design of object states, the port simulator visualization system (PSVS) that we propose has been implemented so as to maximize the interoperability with the existing port operation simulation (CATOS), and express the realtime animation of large-scale objects. The design method of PSVS system is explained, and its validity is experimentally examined.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
    • /
    • v.10 no.3
    • /
    • pp.21-38
    • /
    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

An exploratory study of the Educational Simulation Games for open mathematic learning (열린 수학 학습을 위한 게임의 교육적 활용 가능성 탐색)

  • 김나영
    • Journal of Educational Research in Mathematics
    • /
    • v.8 no.1
    • /
    • pp.327-350
    • /
    • 1998
  • The purpose of this study is to examine the applicability of educational games to open mathematic learning and consideration to the position of educational games in mathmatical education as powerful technology. For these purposes, previous literatures about games are reviewed. The concept of simulation games are defined and explore the characteristics of games includings game structure and process. And some typical educational games - Israel games, ORDA - are introduced. The main focus of the deliberation and survey of previous literatures is educational games as meaningful learning medium of mathematics and other subjuct matters. Especially educational games take a meaningful role for an implication of applicability of games especially for higher order thinking skills like problem solving, decision making, and creativity. To realize this alternative learning method of mathematics, first of all the attituce of teachers are have to change and accumulate field studies.

  • PDF

Design and Implementation of Simulation Tool for Rural Postman Problem (Rural Postman Problem 시뮬레이션 툴 설계 및 구현)

  • Kang, Myung-Ju
    • Proceedings of the Korean Society of Computer Information Conference
    • /
    • 2016.07a
    • /
    • pp.239-240
    • /
    • 2016
  • 본 논문에서는 RPP(Rural Postman Problem)을 시뮬레이션 하기 위한 툴을 설계하고 구현하였다. RPP 문제의 해를 구하기 위해 유전 알고리즘을 시뮬레이션 툴 내부에 엔진으로 구현하였다. 시뮬레이션 툴의 구성은 유전 알고리즘의 파라미터를 설정하기 위한 사용자 인터페이스 부분과 시뮬레이션 결과를 그래프로 표현해 주는 Presentation Layer, 유전 알고리즘을 이용하여 경로탐색을 처리하는 Operation Layer, 유전 알고리즘에서 사용되는 염색체들을 저장 관리하는 Data Layer로 되어 있다. 본 논문에서 구현한 시뮬레이션 툴을 이용하여 다양한 RPP 문제를 파라미터의 설정만을 통해 해를 구할 수 있으며, 실험 결과를 그래프로 확인할 수 있다.

  • PDF

Behavior strategies of Soccer Robot using Classifier System (분류자 시스템을 이용한 축구 로봇의 행동 전략)

  • Sim, Kwee-Bo;Kim, Ji-Youn
    • Journal of the Korean Institute of Intelligent Systems
    • /
    • v.12 no.4
    • /
    • pp.289-293
    • /
    • 2002
  • Learning Classifier System (LCS) finds a new rule set using genetic algorithm (GA). In this paper, The Zeroth Level Classifier System (ZCS) is applied to evolving the strategy of a robot soccer simulation game (SimuroSot), which is a state varying dynamical system changed over time, as GBML (Genetic Based Machine Learning) and we show the effectiveness of the proposed scheme through the simulation of robot soccer.

The Optimum Strategy for Favorable Situation in Discrete Red & Black (이산형 적흑게임에서 유리한 경우의 최적전략)

  • 석영우;안철환
    • Journal of the military operations research society of Korea
    • /
    • v.30 no.1
    • /
    • pp.70-80
    • /
    • 2004
  • In discrete red and black, you can stake any amount s in your possession, but the value of s takes positive integer value. Suppose your goal is N and your current fortune is f, with 0<f<N. You win back your stake and as much more with probability p and lose your stake with probability, q = 1-p. In this study, we consider optimum strategies for this game with the value of p greater than $\frac{1}{2}$ where the player has the advantage over the house. The optimum strategy at any f when p>$\frac{1}{2}$ is to play timidly, which is to bet 1 all the time. This is called as Timid1 strategy. In this paper, we perform the simulation study to show that the Timid1 strategy is optimum in discrete red and black when p>\frac{1}{2}.

Battlefield Ontology for Communication Unit Mission (통신부대 임무수행을 위한 전장온톨로지)

  • Lee, Yujin;Lee, Kyong-Ho
    • Journal of Korea Multimedia Society
    • /
    • v.23 no.5
    • /
    • pp.667-672
    • /
    • 2020
  • Defense M&S (Modeling&Simulation) is a tool that creates a virtual battle situation similar to the real world, measuring and evaluating the effects of war or combat elements. However, it is very challenging to consider all the possible outcomes on the battlefield. To solve this problem, we propose a battlefield ontology, which conceptualizes the data of battlefield situation with tactical considerations. The proposed battlefield ontology is evaluated based on various communication posts in war game scenarios. The battlefield ontology is expected to assist the process of quick and accurate command decisions in convoluted battlefield situations.

Modeling and Animation Implementation of 3D Humanoid base on the X3D (X3D 기만에서의 3차원 Humanoid 모델링과 애니메이션 구현)

  • 이성태;오근탁;김이선;이윤배
    • Journal of the Korea Institute of Information and Communication Engineering
    • /
    • v.6 no.7
    • /
    • pp.1089-1094
    • /
    • 2002
  • We can travel every imaginary world and do every impossible thing via 3D character. People interest in 3D character animation for modeling like real world due to the increase of 3D game and imaginary Virtual Reality on the internet. In this paper, new framework for present of 3D character of high quality is applied. I represent 3-dimensional Humanoid modeling and animation technology and show the adequacy via simulation for various and natural representation certificate using VRML as a Web3D information type and XML.