• Title/Summary/Keyword: Simulation game

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Efficient Optical Watermark Using Multiple Phase Wrapping and Real-Valued Functions (다중위상래핑과 실수값 함수를 이용한 효율적인 광 워터마킹)

  • Cho, Kyu-Bo;Seo, Dong-Hoan;Lee, Seung-Hee;Hong, Jae-Keun
    • Journal of the Institute of Electronics Engineers of Korea SD
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    • v.46 no.3
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    • pp.10-19
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    • 2009
  • In this paper, an efficient optical watermark method using multiple phase wrapping and real-valued decoding key is proposed. In the embedding process, two zero-padded original images placed in two quadrants on input plane are multiplied with two statistically independent random phase patterns and are Fourier transformed, respectively. Two encoded images are obtained by taking the real-valued data from these Fourier transformed images. And then two phase-encoded patterns, used as a hidden image and a decoding key, are generated by the use of multiple phase wrapping from each of the encoded images. A transmitted image is made from the linear superposition of the weighted hidden images and a cover image. In reconstruction process, the mirror reconstructed images can be obtained at all quadrants by the inverse-Fourier transform of the product of the transmitted image and the decoding key. Computer simulation and optical experiment are demonstrated in order to confirm the proposed method.

Visual Discomfort Analysis of Binocular Depth Change on 3D Stereoscopic Imaging (입체영상의 양안 깊이 변화에 따른 시청 피로도 분석)

  • Kim, Nam-Gyu
    • Journal of Digital Contents Society
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    • v.16 no.1
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    • pp.127-135
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    • 2015
  • The development of stereoscopic display hardwares and 3D authoring softwares expands its application areas from particular virtual simulation applications to general movies, games, advertising applications. However, the binocular-based 3D stereoscopic images cause fatigue to viewers. Recent performed many research results about the binocular stereoscopy's depth perception and viewers' fatigue are derived from experimental users studies. In some results, watching and making guidelines for 3D stereoscopic imaging contents are introduced. The 3D stereoscopic-related contents have the contradictory aspects, which are audiences' pursuit of a tolerable minimum fatigue and producer's its of excessive depth changes for providing viewers' immersion. This paper provides user experiments and analysis data in aspects of 3D depth changes. For use of producers, a safety zone and translational velocity of 3D depth changes are introduced. Also, on the viewer side, we present the depth change adaptation time by using an EEG device.

Investigation into the Definition of Environmental Literacy and the related studies (환경소양의 정의와 관련연구에 관한 분석)

  • 박진희;장남기
    • Hwankyungkyoyuk
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    • v.11 no.2
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    • pp.83-101
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    • 1998
  • ‘Environmental Literacy’ is defined as ‘one's individual status to be accomplished or to be acquired by environmental education’ and it has the same meaning as ‘the Goals of EE’. The purposes of this study was to identify the components of environmental literacy and analyse the related studies. Much of the work in EE has followed the path outlined by the Belgrade Charter, the Tbilisi Declaration, and later in Agenda 21. Over the years, scholars such as Hungerford et al., Iozzi et al., Roth, the Wisconsin Center for Environmental Education, and the Environmental Education Literacy Consortium have examined and proposed a framework of ‘Environmental Literacy’. Recently, the influential framework developed by the NAAEE(the North American Association for Environmental Education) National Project for Excellence in EE included seven categories: affect, ecological knowledge, socio-political knowledge, knowledge of environmental issues, skills, additional determinants of environmentally responsible behavior, and environmentally responsible behaviors. According to the analysed results, 37.7% of the American studies and 32.5% of Korean ones measured aspects of the attitude. Especially, the measure of this variable in America, however, led to the most inconclusive and least positive outcomes. The studies included related to cognitive skills were very few but 100% reported positive impacts of instructions in two countries. In America, using a television documentary, a journal and the field trip were very useful and effective. But using a computer simulation/game was less effective and the supplemental instruction did't led to the positive effect. In Korea, instruction, the supplemental instruction and EE program led to positive outcomes generally. The lack of validity and reliability of the instruments was pointed out as a common problem and the development of valid and reliable instrument for nation-wide assessment is urgently needed.

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Search Space Reduction by Vertical-Decomposition of a Grid Map (그리드 맵의 수직 분할에 의한 탐색 공간 축소)

  • Jung, Yewon;Lee, Juyoung;Yu, Kyeonah
    • Journal of KIISE
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    • v.43 no.9
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    • pp.1026-1033
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    • 2016
  • Path-finding on a grid map is a problem generally addressed in the fields of robotics, intelligent agents, and computer games. As technology advances, virtual game worlds tend to be represented more accurately and more realistically, resulting in an excessive increase in the number of grid tiles and in path-search time. In this study, we propose a path-finding algorithm that allows a prompt response to real-time queries by constructing a reduced state space and by precomputing all possible paths in an offline preprocessing stage. In the preprocessing stage, we vertically decompose free space on the grid map, construct a connectivity graph where nodes are the decomposed regions, and store paths between all pairs of nodes in matrix form. In the real-time query stage, we first find the nodes containing the query points and then retrieve the corresponding stored path. The proposed method is simulated for a set of maps that has been used as a benchmark for grid-based path finding. The simulation results show that the state space and the search time decrease significantly.

Reduction Method of Network Bandwidth Requirement for the Scalability of Multiplayer Game Server Systems (멀티플레이어 게임 서버 시스템의 규모조정을 위한 통신 대역폭 요건 감소 기법)

  • Kim, Jinhwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.13 no.4
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    • pp.29-37
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    • 2013
  • Multiplayer games typically organized based on a client-server(CS) or peer-to-peer(PP) architecture. The CS architecture is not scalable with the number of players due to a large bandwidth requirement at the server. The PP architecture, on the other hand, introduces significant overhead for the players, as each player needs to check the consistency between its local state and the state of all other players. We then propose a method that combines the merits of CS and PP. In this method, players exchange updates with lower priority in a peer-to-peer manner but communicate directly with a central server for the other updates. As a result, the proposed method has a lower network bandwidth requirement than the server of a CS architecture and the server bandwidth bottleneck is removed. For another important issue about multiplayer games, this method always maintains state consistency among players correctly. The performance of this method is evaluated through extensive simulation experiments and analysis.

Analysis of the Technology Gap and Identification of R&D Priorities of Sports Industry in Korea (우리나라 스포츠산업의 기술수준 격차 분석 및 R&D 투자 우선순위 도출)

  • Rim, Myung Hwan
    • Journal of Information Technology Applications and Management
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    • v.24 no.2
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    • pp.97-112
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    • 2017
  • This paper aims to research the technology level of sports industry, through analyzing the technology gap between Korea and other major countries (USA, Europe, Japan, and China), and provide a list of technologies to be prioritized for R&D investment by conducting an analysis of the strategic importance of various element technologies. The results of the analysis showed that the technology level of Korean sports industry currently stands at 70.5% of the country with the most advanced technology (the USA), and that the technology gap amounts to 4.8 years. It was also found that the USA is the country with the most advanced technology (100%) at present, followed by Europe (91.1%), Japan (88.3%), Korea (70.5%), and China (61.2%). To reduce the technology gap, we established a Strategic Zone (SZ) and derived three element technologies including 'design and production technologies for sports and game equipment' in the $1^{st}$ tier, nine element technologies including '3D motion analysis and simulation technology' in the $2^{nd}$ tier, and four element technologies including 'fitness/health promotion and management technology' in the $3^{rd}$ tier. The significance of this research is that it included five major technology categories of the sports industry in its analysis, selected an expert on sports industry technologies using the delphi method. Therefore, the results of this study may be suitable for use as basic data in establishing the R&D strategy for the future development of the sports industry.

A Method for Learning Macro-Actions for Virtual Characters Using Programming by Demonstration and Reinforcement Learning

  • Sung, Yun-Sick;Cho, Kyun-Geun
    • Journal of Information Processing Systems
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    • v.8 no.3
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    • pp.409-420
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    • 2012
  • The decision-making by agents in games is commonly based on reinforcement learning. To improve the quality of agents, it is necessary to solve the problems of the time and state space that are required for learning. Such problems can be solved by Macro-Actions, which are defined and executed by a sequence of primitive actions. In this line of research, the learning time is reduced by cutting down the number of policy decisions by agents. Macro-Actions were originally defined as combinations of the same primitive actions. Based on studies that showed the generation of Macro-Actions by learning, Macro-Actions are now thought to consist of diverse kinds of primitive actions. However an enormous amount of learning time and state space are required to generate Macro-Actions. To resolve these issues, we can apply insights from studies on the learning of tasks through Programming by Demonstration (PbD) to generate Macro-Actions that reduce the learning time and state space. In this paper, we propose a method to define and execute Macro-Actions. Macro-Actions are learned from a human subject via PbD and a policy is learned by reinforcement learning. In an experiment, the proposed method was applied to a car simulation to verify the scalability of the proposed method. Data was collected from the driving control of a human subject, and then the Macro-Actions that are required for running a car were generated. Furthermore, the policy that is necessary for driving on a track was learned. The acquisition of Macro-Actions by PbD reduced the driving time by about 16% compared to the case in which Macro-Actions were directly defined by a human subject. In addition, the learning time was also reduced by a faster convergence of the optimum policies.

Fishes Growth Process System using Morphing Techniques (모핑기술을 이용한 어류 성장과정 시스템)

  • Ryu, NamHoon;Seo, SeungWan;Ban, KyeongJin;Song, SeungHeon;Kim, EungKon
    • Proceedings of the Korea Contents Association Conference
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    • 2008.05a
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    • pp.653-657
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    • 2008
  • Industry related to digital contents is growing rapidly and is noticed as a higher value-added business. In digital reflex contents industry, computer graphics techniques are core techniques. Because they make production or scene that is difficult to photograph possible with real camera, expand a range of contents making. Lately, computer graphics techniques apply various fields such as blockbuster movie, game, educational contents, simulation etc, and there are many studies about movement of each object made up of contents or automation of object change. This paper shows the process of fishes growth, from spawn to a full-grown fish making use of 3D morphing techniques and want to plan fish growth process system that can know difference between fishes that are applied to 3D morphing techniques and normal full-grown fishes according to various environmental factors that affect growth.

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Service Self-Organization Method in LTE-Advanced Heterogeneous Networks (LTE-Advanced 융합 망에서 서비스 자기-조직화 방법)

  • Lee, Gi-Sung;Lee, Jong-Chan
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.16 no.9
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    • pp.6260-6268
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    • 2015
  • In LTE-Advanced that different networks coexist, it is considered that it is actually difficult to provide service continuity with a procedural and static control method applied to the existing voice service. This paper suggests Service Self-Organization to support the service continuity effectively based on SON. It means a method in which a subscriber's terminal collects information about its current condition and base station around, and a base station, through the data collected by monitoring inner or adjacent base station, shares related data and converges, controlling service continuity on its own. In other words, as context information of mobile terminal and base station changes, set-up of related functions such as ISHO, cell selection, source allocation, load control, and QoS mapping is adapted; each function fits into the change, exchanges the process of reorganization, and interacts; these actions go toward to satisfy service continuity. Simulation results show that it provides better performances than the conventional one with the measure of resource utilization rate and outage probability.

A Study of The Relationship between Individual Decision Style and Supply Chain Dynamics (개인 의사결정유형과 공급체인 동적특성간의 관련성에 관한 연구)

  • 김태현;문성암;이정환
    • Journal of Distribution Research
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    • v.7 no.1
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    • pp.87-103
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    • 2002
  • This study shows the effect of individual decision style on the Bullwhip effect of supply chain. There are four individual decision styles developed by Rowe and Boulgarides(1992). The analysis of the relationship between individual decision style and supply chain dynamics is focused on overshot against final consumer order rate. Multi methodologies are used to meet the goal of this study, which are survey, game and simulation. As a result of this study, the Bullwhip effect of supply chain isn't influenced by individual decision style. This study shows different result in comparision with the prior research results that individual fact affected the Bullwhip effect of supply chain, Therfore, it is important to improve supply chain infrastructure and system than the individual fact for decreasing the Bullwhip effect of supply chain.

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