• Title/Summary/Keyword: Tour game

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A Study on the Tree-dimensional Space Simukation using First Person Shooter leverl Editor (FPS레벨에디터를 이용한 1인칭 공간시뮬레이션에 관한 연구)

  • Kim, Jong-Hyun;Jun, Han-Jong;Kim, Suk-Tae
    • Korean Institute of Interior Design Journal
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    • v.15 no.5 s.58
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    • pp.306-313
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    • 2006
  • Digital simulation which was introduced to the architectural field due to the rapid growth of computer graphics, gave birth to a new type of contents called 'virtual reality', led by the interaction with the users and real time processing. The public attention is drawn to the virtual reality's potential as a next generational space simulation it, having the unique characteristics of 'simulation', 'interactivity', 'tole-presence', and 'immersion', is capable of taking a virtual tour of a space with a size equivalent to that of a real space, as well as proceeding with the design progress. Nonetheless, many problems impeding CPU's real time processing of an excessively loaded architectural model data have been pinpointed over the time. Yet such GPU based game engines as 'DirectX' and 'OpenGL', developed to deal with these impediments, have not been easily applied to the architectural simulation in the design process, due to the high license cost and the specific technical requirements for the system. The virtual reality has been developed and distributed centering around the gaming field, and game developers recently show a greater tendency to include level editors in the package for the expandability purpose. Thus, we plan to propose architecture simulation which utilizes level editors in this study. In addition, the compatibility of the game engine based level editors of Quake and Unreal which form the standards for the open source FPS games, based on VRML, the standard format for the virtual reality, was compared and analyzed. Taking the example of Villa Savoye of Le Corbusier, its application possibility as an architecture simulation was assessed, by measuring the extent to which the performance of such characteristic features of the virtual reality as interactivity, immersion, and tele-presence, was improved.

A Study on User Adoption of Advanced ICTs in Uganda : Focused on GIS/GPS Gorilla Tracking System (우간다에서의 고급 정보통신기술 수용도 연구 : GIS/GPS 고릴라 추적 시스템 사례)

  • Tedson, Twesigye;Hwang, Gee-Hyun
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.39 no.3
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    • pp.192-203
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    • 2016
  • Uganda is a country blessed with the biggest number of mountain Gorillas in the whole world. These animals contribute at least 12% in revenue generation to the Tourism sector through tracking by both local and foreign tourists who pay for the tracking permits. However, Gorilla tracking is also a big challenge even in the presence of highly skilled and well-trained game rangers. Development and implementation of a secure Computer and Mobile based Gorilla Tracking (GT) system that uses GIS and GPS technologies would be the most ideal technology to use. Therefore, this study aimed to find out the critical factors that would affect the Behavioral Intention of the would-be users to successfully decide to use such GIS/GPS-GT system. We used the existing UTAUT model to integrate six factors such as Performance Expectancy, Effort Expectancy, Employee Peer Influence, Facilitating Conditions, Behavioral Intention and System Use. However, Infrastructure Availability and Non-Technical Facilitating Conditions were added to reflect Ugandan ICT context. This amended UTAUT model was used to carry out the survey. The questionnaire was emailed to 220 government employees in the fields of ICT, Tour and Travel, Environmental Groups officials and Farmers who garden near the game reserves. A total of 133 were obtained fully completed, whereas 127 were deemed usable thus yielding a response rate of 58%. The analysis results show that except for non-technical facilitating conditions, effort expectancy, peer influence, performance expectancy and infrastructure availability positively affects behavioral Intention to use GIS/GPS-GT. This indicates that people in Uganda don't bother about regulations and rules in regard to using information system. As long as the system does what they want it to, anything else does not matter. As an employee in an organization is told to use a system by their supervisor, they have no objection to otherwise they risk losing their job. This implies that, supervisors have a great responsibility in the process of developing, implementing and using the system in Uganda.

Ball movements in various surface angles of uphill putting based on different ball positions (오르막 퍼팅 동작 시 볼의 위치가 퍼터와 볼의 움직임에 미치는 영향)

  • Ryu, Jong-Wook;Kim, Jai-Jeong
    • Journal of the Korean Applied Science and Technology
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    • v.36 no.2
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    • pp.448-455
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    • 2019
  • This study aims to discover whether there are other factors, such as the ball position and address that will increase the percentage of holed putts from different angles of surface. In this study, we selected five male tour professional golfers that has been of 15 years or longer on the Korea Golf Association. As a research tool, after installing a video camera at an artificial site that's similar with the real green, and with the player's own putter, motion analysis was carried out using a Titleist V1x, which is commonly used by golfers. We use SPSS programs, significance level a=.05. According to the ball movement during the ball movement during the ball position putt by section, it is confirmed that the ball speed and angular velocity increase as the ball position changes from left to right. If the uphill putt, ball movement was found to be increased same change flat putt and There is no significance deviation. In this study, we investigate how the clubface and ball move during impact by varying the position of the address ball according to the slope during the ascent putt, which should increase the success rate among the various slopes. This study was conducted to present scientific data.

A Study on the Revitalization of Tourism Industry Using Experience Game (체험형 게임을 활용한 관광산업 활성화 방안에 관한 연구)

  • Jung, Mi-A;Kim, Ki-Suk;Jung, Hyung-Won
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.3
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    • pp.1-12
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    • 2019
  • The 4th industrial revolution has become a topic of 'experiential games' that utilize technologies such as virtual reality, augmented reality, and complex reality, and they are promoting various experiential game contents to attract tourists in the tourism industry have. The trend of tourism is the concept of the healing which aims to enhance the quality of life of the individual in the concept of simple travel, that is, the consumer is not satisfied with the sight, There are many changes in the form of tourism. In this study, domestic and foreign cases that utilized the fun and experience of tourism in the game were examined using case study methods. In domestic case, although service was provided by using smart phone, there is a problem that simple information is provided, mission quest method is not continuously provided, and the story is limited. I tried to find out the solution through this case. Developing and applying various experience contents, utilizing active investment and various stories for continuous service, and utilizing new technology such as virtual reality, it will bring about improvement of domestic tourism industry and satisfaction.

Kinematic Analysis of Swing of Golfer on Professional Golf Tour (투어프로골퍼 스윙의 운동학적 분석)

  • Lim, Jung;Na, Sung-Hoon
    • Korean Journal of Applied Biomechanics
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    • v.18 no.3
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    • pp.43-80
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    • 2008
  • The purpose of this research is to analysis the swing of driver used by professional golfers during on-season. In order to collect on-season driver swings of research objects, which are three KPGA(Korean Professional Golfer Association) professional golfers, measurements were carried out right after the last game of a season. The analysis range was set to down-swing point while analysis was conducted to after-impact, release point. As a result, systematic process between leading segments of the previous precise kinematic analysis research seems to turn up the same. However, there were different results compared to the preceding research. All three testers expressed adduction of left hand which could not be described with forming cocking angle, in consequence, adduction of left hand does not have a big effect on formation of cocking. Moreover, chest movement right before the impact; which was emphasized in previous research, the direction was not opposite but the same with the ball.

Development of virtual reality contents for vocational education Research on Semiconductor production line Clean Room Tour (직업교육을 위한 가상현실 콘텐츠 구현 반도체 생산라인 클린룸 투어 VR 중심으로)

  • Lee, Sun-Min
    • The Journal of the Convergence on Culture Technology
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    • v.9 no.1
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    • pp.191-197
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    • 2023
  • The purpose of the study was to provide an educational environment for designing and producing virtual reality practice contents that can be used in semiconductor production lines and clean rooms. Through this process, the user can acquire practical knowledge through experiences close to reality, such as experiencing the main semiconductor solar cell manufacturing facilities as well as procedural knowledge before and after entering the clean room.. In particular, it provides users with an immersion experience close to reality by creating an environment for experiential content necessary for semiconductor and solar cell manufacturing processes and clean room entrance procedure experiential content, which is expected to improve education immersion, realism, cost, efficiency, and education satisfaction. Depending on the characteristics of Dangerous, Impossible, Counter-productive etc, immersive content makes learners immersed in the learning content, induces proactive/active learning, and embodies the learning content, resulting in positive results in the field of improving educational effectiveness.

A Study on Formative Background and Spatial Characteristics of Katsura Imperial Villa (카츠라리큐(桂離宮, 계리궁)의 형성배경 및 공간특성)

  • Yeom, Sung-Jin;An, Seung-Hong;Yoon, Sung-Yung;Yoon, Sang-Jun;Son, Yong-Hoon;Lee, Won-Ho
    • Journal of the Korean Institute of Traditional Landscape Architecture
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    • v.33 no.4
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    • pp.140-147
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    • 2015
  • The garden culture of Korea and Japan have been commonly influenced by Wonrim culture of China. Nevertheless, each culture has been settled down through the development of the two separate garden cultures, The purpose of this study is to grasp the formation background and main agent of development through theoretical consideration of gardens in Japanese Imperial Garden Katsura Imperial Villa, which is the origin of the representative garden making style-Circuit Style Garden, to look into the characteristic of spatial organization elements by conducting on-site survey and interview with a garden manager, and to obtain elementary views on Katsura Imperial Villa which is an important case of Japanese garden culture. As a result; first, Katsura Imperial Villa is the first jicheol juyu(round tour of ponds and springs) circuit style garden created by Toshihito Emperor and his son Toshitada Emperor, who were well-versed in Waka through the dynasty literature based on the story of Genji throughout about two generations lasting about 30 years; space composition of this garden is divided into land, island and water space, being composed of a total of 36 space components. Second, Katsura Imperial Villa was created with the primary goal of making a round tour around the garden land by arranging tea pavilions, such as Shokintei, Shokatei and Shoiken, etc., which introduced the then game culture into the garden. Third, the personnel in Katsura Imperial Villa intended to enjoy the scenic characteristics of the area where Katsura Imperial Villa was located from the interior of the garden by making Gepparo which was a tea pavilion for enjoying the rising moon on the hill even a litter faster and longer by piling up earth and setting up stone walls north of Koshoin which was a structure located west of the garden land.

A Design and Implementation of Ubiquitous Museum(U-Seum) Using Location Based Service and Augmented Reality (위치기반 서비스 및 증강현실을 이용한 유비쿼터스 박물관(U-Seum)의 설계 및 구현)

  • Lee, Sun-Ho;Lee, Woo-Ski;Kim, Nam-Gi;Chun, Jun-Chul
    • Journal of Internet Computing and Services
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    • v.13 no.4
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    • pp.63-71
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    • 2012
  • This paper presents a design and implementation of U-Seum(Ubiquitous Museum) system based on the LBS(Location Based Service) and mobile augmented reality technique. The mobile services under the smart space of the ubiquitous environments have been expanded in the various fields. In this study, we introduce U-Seum which supports tourists in the museum. U-Seum is developed by use of the position tracking technique based on Wi-Fi and mobile augmented reality. The GPS which is widely used in the position tracking has a difficulty to be utilized in the inside of the building because it requires the Line-of-Sight between a sender and a receiver. Therefore, in this paper, we develop a realtime tour-supported service through experience and evaluate the performance of the system in the world famous UNESCO's Hwa-Seong Museum by measuring the distance from the Wi-Fi signal which is suitable to track the position interior of the museum. U-Seum provides various push services such as mobile augmented reality service for explanation of the artifacts of the museum, game services and the statistics information of the tourist when the tourist approach a specific AP. U-Seum is developed in the Haw-Seong Museum by the support of the Swon Haw-Seong Cultural Foundation. With a field test, we prove that the excellence and expandability of the system.

Problems of Each Category of Gyeongsanjain Dano Festival and Solutions (경산자인단오제 연행의 분야별 문제와 종합적 개선방안)

  • Lee, Byoung Ok
    • (The) Research of the performance art and culture
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    • no.19
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    • pp.88-123
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    • 2009
  • Gyeongsanjain Dano Festival is a local festival of Yeongnam that was initially designated as Intangible Cultural Heritage No. 44 "Hanjanggun Nori" in 1971 and finally became Gyeongsanjain Dano Festival in 2007. At first, few parts of it were designated for preservation and it was succeeded as a whole without connections between each part. Problems also rise from the fact that it has not been closely studied. Gyeongsanjain Dano Festival is mostly classified into five parts: Keungut, Yeowonmu, Hojanggut, Hanmyoje, and Jainpalgwangdae. This study has closely discussed each part as follows: 1. Keungut 1) Process and Contents of Keungut - Characteristics of Gut in Daegu and Gyeongsan 2) Presence of Performers that can Execute Traditional Gut of Local Area 3) Problems with the Name of Keungut - Ex: 'Hanjanggungut' or 'Keungut' 4) Problems of Dano Festival without Parts to Summon and Send off Spirits before and After Keungut and Restoration Measures 2. Yeowonmu 1) Essence of Yeowonmu and Yeowonhwa 2) Problems with the Mass Game of Hundreds of High School Girls 3) Origin and Succession of Yeowonmu 3. Hojanggut 1) Changes in Characters of Hojanggut 2) Composition and Characteristics of Hojanggut 3) Problems with the Name and Characteristics of Hojanggut 4. Jainpalgwangdae Nori 1) Similarity with Newly Created Shows 2) Problems with the Name of Palgwangdae 3) Difference with the Composition of Other Mask Dances 4) Dances and Movements Distinguished from Other Mask Dances in Yeongnam The following are the solutions suggested for Gyeongsan Jain Dano Festival. First, for the restoration of Gyeongsanjain Dano Festival, Dano festivals and Byeolsinje of nearby areas with clear traditions could be benchmarked. Second, the major content of Gyeongsanjain Dano Festival is 'Hanjanggungut,' and it has to be the leading content of the festival. Third, the structural principle of Korean festival must be adopted and the process and principle must correspond to those of other traditional shows. Fourth, as Gyeongsanjain Dano Festival is the comprehensive form of art, folk, and festival, each part must be closely related in a well-planned scenario. Fifth, Intangible talents and successful training must be widely acknowledged for successful transmission and responsible performances. Sixth, traditional festivals must be restored along with the discovery and development of various festival repertories and spectacles such as tour programs and experiential tours that contribute to local economy.